From: wsbusr1@rw6.urc.tue.nl (Boudewijn Wayers)
Newsgroups: rec.games.frp
Subject: Net Books, version 4.
Keywords: Spells, Patch
Date: 14 Apr 92 14:25:06 GMT
Reply-To: wsbusr1@urc.tue.nl
Organization: Eindhoven University of Technology, The Netherlands

In another posting, you can find the complete updated Spellbook.

If you have trouble using patches, please just replace your last
Spellbook by the complete new one. These patches are only for those
people that have accustumed the spells to their own needs, thereby
changing the original files. Applying these patches will (as much as
possible) keep changes you've made yourself intact.

In this posting, you can find the patches to be applied to the latest
version (that is: the third version, as posted June 21st 1991).
This supposes you have got this third version of the Spellbook, which
was a zoo-ed file (21junMU.zoo).

To apply these patches, unpack your zoo-archive in a directory, and
save this message to that directory. Then go to that directory and
type: "patch <saved_file". The patch-program will then apply the
changes to the files.

-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
diff -c MU1/0 MU/0
*** MU1/0	Fri Jun 21 04:08:36 1991
--- MU/0	Tue Apr 14 12:00:00 1992
***************
*** 15,22 ****
  
                         The Great Net Spellbook!
  
!                               Version 3,
!                             June 21st 1991.
  
  
  
--- 15,22 ----
  
                         The Great Net Spellbook!
  
!                               Version 4,
!                            April 14th 1992.
  
  
  
diff -c MU1/1 MU/1
*** MU1/1	Sun Jun 23 22:13:08 1991
--- MU/1	Tue Apr 14 12:00:00 1992
***************
*** 212,217 ****
--- 212,250 ----
  
  ------------------------------------------------------------------------
  
+ Animate Mist (Alteration)
+ 
+ Range: 30 yards
+ Components: V, S, M
+ Duration: 2d4 rounds + 1 round per level
+ Casting Time: 1
+ Area of Effect: 20' cube + 10' cube per level of mist or fog
+ Saving Throw: Special
+ 
+ This spell allows a mage to shape a dense mist or fog into any shape
+ within the confines of the area of effect. The shape can then be
+ animated.
+ 
+ The details of the shape and the complexity of the animation are poor
+ at lower wizard levels, but increase with experience. A 1st level mage
+ may be able to make a "humanoid-shape" of a given size, but couldn't
+ make it look like a dwarf. Similarly, he couldn't couldn't animate it,
+ but could displace it within the spell's range. By 3rd level, the
+ wizard can animate the shape to the point where it could look like a
+ dwarf (but not a particular dwarf) and talk.
+ 
+ The material component is a bit of dense mist, fog or smoke. The spell
+ can "add" mist, but it can't create mist out of nothing. For example,
+ the smoke from a fire or a fog spell works sufficiently.
+ 
+ Mist Mages: When cast by a mist mage, the mist-shape spell has the
+ meta-magic ability of increasing the effect or potency of other
+ spells. If Animate Mist is cast prior to a spook spell, the spook can
+ affect more creatures - usually 1 die more -, or a -2 penalty on the
+ victim's saving throws can be added.
+ 
+ ------------------------------------------------------------------------
+ 
  Association (Divination)
  
  Range: 0
***************
*** 500,506 ****
  Saving Throw: Negates
  
  One wire (up to 10' long) can be stretched across a hall, or such.  The
! wire becomes camouflaged--undetectable w/o find traps.  The first
  creature tO attempt to pass must save vs. wands (add dexterity
  defensive adjustment) or be caught when the wire springs free.  The
  wire will twine tightly about the ankles of its victim, tripping him.
--- 533,539 ----
  Saving Throw: Negates
  
  One wire (up to 10' long) can be stretched across a hall, or such.  The
! wire becomes camouflaged - undetectable w/o find traps.  The first
  creature tO attempt to pass must save vs. wands (add dexterity
  defensive adjustment) or be caught when the wire springs free.  The
  wire will twine tightly about the ankles of its victim, tripping him.
***************
*** 785,790 ****
--- 818,842 ----
  
  ------------------------------------------------------------------------
  
+ Orko's Initial Marker (Conjuration/Summoning)
+ 
+ Range: 5 yards per level
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 1 round
+ Area of Effect: One defeated creature
+ Saving Throw: None
+ 
+ When this spell is cast, it creates a giant black (or other colour)
+ magic marker to appear and draw the caster's initials on a defeated
+ victim. The marker will draw on any surface: water, fire, magma, acid,
+ etc. The caster can choose to alter the colour of the marker if he
+ wishes.
+ 
+ The material component for the spell is a piece of black cloth.
+ 
+ ------------------------------------------------------------------------
+ 
  Painting (Illusion/Phantasm)
  
  Range: 12"
***************
*** 904,909 ****
--- 956,998 ----
  
  ------------------------------------------------------------------------
  
+ Pilpin's Mapper (Conjuration/Summoning)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 6 turns + 1 turn per level
+ Casting Time: 1
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell will create a map of the caster's path for the duration of
+ the spell. The map will record basic features (e.g., doors, stairs,
+ windows, cliffs, rivers, etc.) on a piece of vellum provided by the
+ caster. Unusual or special features (e.g., statues, paintings, smells,
+ and noises) can be added at the will of the caster. The material
+ components are a piece of vellum (that the map is created on) and a
+ vial of ink. Neither is consumed in the casting, except for some drips
+ of ink.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Prompt (Conjuration/Summoning)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 1 week per level
+ Casting Time: 1
+ Area of Effect: Caster
+ Saving Throw: None
+ 
+ This spell is used to remind the caster of an appointment or event. The
+ caster decides when and what to be reminded of (within 1 week per
+ level), and a voice only the caster can hear will deliver the reminder
+ at that time. The reminding message can be uo to 20 words long. The
+ material component is a small piece of elephant hide.
+ 
+ ------------------------------------------------------------------------
+ 
  Protection from Chaos (Abjuration) Reversible
  
  Range: Touch
***************
*** 1004,1009 ****
--- 1093,1118 ----
  
  ------------------------------------------------------------------------
  
+ Sand Spray (Alteration)
+ 
+ Range: 20'
+ Components: V, M
+ Duration: Instantaneous
+ Casting Time: 1
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ By means of this spell, the wizard sends out a spray of sand in a
+ horizontal arc of 90 degrees in front of himself. This attack is
+ resolved on the fighter's missile attack table. If successful, it will
+ blind 1d4 individuals in the field of fire for one round. Those
+ individuals blinded will suffer a -4 penalty to their attacks, while
+ giving the wizard and his companions a +4 gain to their attack rolls -
+ for the remainder of the round - or give them a 2 round headstart to
+ flee.
+ 
+ ------------------------------------------------------------------------
+ 
  Sangfroid (Abjuration)
  
  Range: 0
***************
*** 1078,1083 ****
--- 1187,1207 ----
  
  ------------------------------------------------------------------------
  
+ Sharpen (Alteration)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 3 months per level
+ Casting Time: 1 turn
+ Area of Effect: One weapon
+ Saving Throw: None
+ 
+ This keeps a sharp edge on any one weapon for at least the time period
+ specified, provided the weapon is used normally only (i.e., in
+ combat).
+ 
+ ------------------------------------------------------------------------
+ 
  Skeleton (Necromancy)
  
  Range: Touch
***************
*** 1329,1354 ****
  plants such as treants suffer but 1d6 points of damage. The material
  component is acid, sprinkled over the whole area of effect. Casting
  time is exclusive of this administration.
- 
- ------------------------------------------------------------------------
- 
- Wizard Glue (Enchantment)
- 
- Range: Touch
- Components: S, M
- Duration: Permanent
- Casting Time: 1
- Area of Effect: 20 square feet per level
- Saving Throw: None
- 
- Wizard Glue will hold one relatively flat surface to another, a mirror
- to a wall for example. The strength of the bond is 20 pounds per level
- of the wizard, up to 120 pounds. Dispel Magic will end the spell, and a
- strength of 10 or greater can break a 20-pound bond. A strength of 12
- can break a 40-pound bond, a strength of 14 can break a 60-pound bond,
- and so forth. If the item held by the glue is brittle, it may be
- shattered in the separation. Honey is the material component of this
- spell.
  
  ------------------------------------------------------------------------
  
--- 1453,1458 ----
diff -c MU1/2 MU/2
*** MU1/2	Sun Jun 23 23:08:50 1991
--- MU/2	Tue Apr 14 12:00:00 1992
***************
*** 33,39 ****
  Area of Effect: One person
  Saving Throw: Negates
  
! This spell effects any single intelligent being it is cast upon. By
  intelligent being, it is meant any creature with a rudimentary form of
  spoken language. This includes humans, demi-humans, humanoids,
  intelligent monsters, etc.
--- 33,39 ----
  Area of Effect: One person
  Saving Throw: Negates
  
! This spell affects any single intelligent being it is cast upon. By
  intelligent being, it is meant any creature with a rudimentary form of
  spoken language. This includes humans, demi-humans, humanoids,
  intelligent monsters, etc.
***************
*** 221,227 ****
  
  This spell is in many ways similar to the first level spell Light
  (q.v.). With an Ambient Light spell, while there is a centre for its
! sphere of effect, there is no point of light at this centre -- the
  intensity of the light is consistent throughout the entire globe. The
  light is even behind objects or walls, in a closed chest, in fact,
  everywhere in the area of effect. Therefore, absolutely no shadows
--- 221,227 ----
  
  This spell is in many ways similar to the first level spell Light
  (q.v.). With an Ambient Light spell, while there is a centre for its
! sphere of effect, there is no point of light at this centre - the
  intensity of the light is consistent throughout the entire globe. The
  light is even behind objects or walls, in a closed chest, in fact,
  everywhere in the area of effect. Therefore, absolutely no shadows
***************
*** 880,888 ****
  caster. At its brightest, it is enough to read with good eyesight, and
  it can be extinguished and restored at will during the duration. No
  light produced by the spell escapes the 5' radius, preventing the caster
! from being given away by his light--so this spell is ideal for
! thieves. Note that background light penetrates the area of effect
! freely, so the caster is in no way concealed by this spell.
  
  ------------------------------------------------------------------------
  
--- 880,888 ----
  caster. At its brightest, it is enough to read with good eyesight, and
  it can be extinguished and restored at will during the duration. No
  light produced by the spell escapes the 5' radius, preventing the caster
! from being given away by his light, so this spell is ideal for thieves.
! Note that background light penetrates the area of effect freely, so the
! caster is in no way concealed by this spell.
  
  ------------------------------------------------------------------------
  
***************
*** 977,983 ****
  spell, as the illusion is only visual. Also, unless a Voice spell is
  also used, observers could become very suspicious. The size of the
  alteration can be 50% of actual. Note that the change is entirely
! illusionary (unlike Alter Self) -- no actual physical properties are
  gained whatsoever and special abilities (gaze attacks, horror effects,
  etc.) cannot be reproduced so as to have these special effects.
  
--- 977,983 ----
  spell, as the illusion is only visual. Also, unless a Voice spell is
  also used, observers could become very suspicious. The size of the
  alteration can be 50% of actual. Note that the change is entirely
! illusionary (unlike Alter Self) - no actual physical properties are
  gained whatsoever and special abilities (gaze attacks, horror effects,
  etc.) cannot be reproduced so as to have these special effects.
  
***************
*** 997,1002 ****
--- 997,1067 ----
  
  ------------------------------------------------------------------------
  
+ Improved Find Familiar (Summoning) Reversible
+ 
+ Range: 1 mile per level
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 1 up to 24 hours
+ Area of Effect: One creature
+ Saving Throw: Negates
+ 
+ This spell attracts a familiar to act for the caster. The caster may
+ attract a familiar of up to 1/2 his hit dice. The caster may specify
+ the type of creature preferred but not the specific creature. Hence
+ they can specify "a cat" but not specify "Mrs Pike's Ginger Tom".
+ 
+ Furthermore, the mage gains the ability to communicate mentally with
+ his familiar and to use the senses of the familiar while this is being
+ concentrated on. Hence they can "see" through their familiar's eyes,
+ "listen" with its ears, etc. No other actions are possible during this
+ concentration. The range for this communication is 5 miles per level of
+ the mage.
+ 
+ The mage gains the hit points of the familiar when it is within 12',
+ and on its death (if not "Released" beforehand), will permanently lose
+ double the amount of these hit points (regardless of the distance to
+ the familiar). If a familiar is in range, it must be of the same
+ alignment as the mage and will then willingly serve its master or
+ mistress as long as it does not involve a threat to its life and as
+ long as suitable rewards are given to the familiar at regular intervals
+ (mice for cats, treasure or souls for more powerful creatures).
+ Failure to provide such suitable rewards allows the familiar an
+ additional save vs. magic (at +1 for each time rewards have been
+ ignored).
+ 
+ The DM determines the likelihood of the preferred creature being within
+ range and determines all results including the type, size, hit dice and
+ abilities of the attracted familiar. The range of the spell is one mile
+ per level of the caster.
+ 
+ The material components of this spell include feathers, fur or skin etc
+ of the creature preferred and a total of 100 GP worth of incense and
+ herbs per hit die of the summoned familiar. The familiar so attracted
+ receives a saving throw vs. magic to ignore the summons. The spell may
+ be attempted only once every 6 months.
+ 
+ This spell is a specialised version of the "Charm Person or Mammal"
+ spell, and rewarding the familiar gives a strong chance of an
+ individual offering his services to e.g. a mage or dragon for quite a
+ period. Both stand to benefit from the co-existence.
+ 
+ By introducing this spell to a campaign, familiars should be more
+ common to all spellcasters including dragons, drow, etc. It would be
+ quite beneficial for a dragon to have a human familiar. The familiar is
+ able to arrange delivery of suitable bribes, slaves, information,
+ treasure or whatever else the dragon would require. It can always be
+ useful to have such a spy in an enemy camp. On the same basis, it also
+ means that a powerful witch is able to have a troll or doppleganger act
+ as her familiar for several years. In return, the familiar gains
+ treasure, knowledge or power or just food and security.
+ 
+ The reverse of this spell, Release Familiar, has a range of 0, since
+ the caster must be able to touch his familiar to release it. This
+ version of the spell has no material components and is permanent. Its
+ casting time is 0, and the familiar is not entitled to a saving throw.
+ ------------------------------------------------------------------------
+ 
  Improved Identify (Divination)
  
  Range: 0
***************
*** 1012,1043 ****
  
  ------------------------------------------------------------------------
  
- Inaudibility (Illusion/Phantasm)
- 
- Range: Touch
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: Negates
- 
- This spell completely masks all sounds made by the recipient. These
- include sounds such as breathing, talking, as well as sounds made when
- the recipient strikes another object, in fact, any object held by the
- recipient will also likewise be silenced.
- 
- Object thrown, dropped, or knocked over by the recipient will not be
- silenced by the spell, as they are not in contact with the inaudible
- creature.
- 
- An unwilling creature is allowed to make a saving throw against this
- spell, and it is a great way to silence spell casters (unless they have
- the spell vocalise).
- 
- The material component for this spell is a piece of cotton.
- 
- ------------------------------------------------------------------------
- 
  Last Experience (Divination, Necromancy)
  
  Range: 0
--- 1077,1082 ----
***************
*** 1239,1244 ****
--- 1278,1327 ----
  
  ------------------------------------------------------------------------
  
+ Noska Trades' Blackfire (Evocation, Necromancy)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 1 turn per level
+ Casting Time: 2
+ Area of Effect: 1-foot radius sphere
+ Saving Throw: None
+ 
+ When this spell is cast, a cold, black fire appears in the caster's
+ hand, shedding violet coloured light equivalent to torchlight. The
+ caster can hold the Blackfire without taking damage or throw it at an
+ opponent.  Throwing it at an opponent requires a roll "to hit". If the
+ sphere hits, the target ignites the creature's life force doing 1d6 hp
+ damage the first round and 1d3 the following rounds until extinguished.
+ The flames can be extinguished by padding them out, but water has no
+ effect. The flames only consume living matter (creatures and plants)
+ and have no effect on non-living material or undead. The end product of
+ Blackfire combustion is oxygen and a grey-blue ash.
+ 
+ The material components are human fat and powdered magnesium.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Eternal Indestructible Everflavourable Nonstick Bubblegum (Conjuration)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: Permanent
+ Casting Time: 5
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell creates 1d20 pieces of bubble gum that will never lose their
+ substance or flavour. The gum will always be juicy and favourable, and
+ never sticky, no matter how long it has been chewed. The gum is meant
+ to be permanent so it cannot be thrown away or swallowed. It can be
+ rewrapped and saved, but never discarded.
+ 
+ The material component for this spell is a piece of fruit to represent
+ the flavour.
+ 
+ ------------------------------------------------------------------------
+ 
  Paldeggeron's Accurate Arrow (Enchantment)
  
  Range: Special
***************
*** 1586,1591 ****
--- 1669,1698 ----
  
  ------------------------------------------------------------------------
  
+ Sound Bit (Alteration)
+ 
+ Range: 0
+ Components: V, M
+ Duration: Special
+ Casting Time: Special
+ Area of Effect: As far as the sound carries
+ Saving Throw: None
+ 
+ To cast the spell, the mage places a number of currant seeds (the
+ material components) near the sound source. Half way through the spell
+ the mage ceases his chanting. All of the sounds created between this
+ point and the time the mage resumes chanting become the sound pattern
+ to repeat. The maximum duration of the sound pattern is up to 1 second
+ per level of the caster. The actual duration is the length of the
+ pattern times the number of currant seeds, provided this is less than
+ the maximum time. The sound need not be created by the caster.
+ 
+ When the spell casting has ended, the sound pattern is repeated
+ continuously until all the currant seeds are used. It is repeated at
+ the same decibel level as the original sound.
+ 
+ ------------------------------------------------------------------------
+ 
  Spider Climb II (Alteration)
  
  Range: Touch
***************
*** 1611,1616 ****
--- 1718,1744 ----
  
  ------------------------------------------------------------------------
  
+ Strengthen (Alteration)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: 10 years per level (or see below)
+ Casting Time: 1 week
+ Area of Effect: See below
+ Saving Throw: None
+ 
+ This enables the caster to carve a special rune on some structure, a
+ wall, well, or other stone design, that will keep it sturdy and strong
+ for the duration specified. About 250 cubic feet of stone per level can
+ be affected. Earthquakes will not damage the structure.
+ 
+ After the 10th level, the spell becomes permanent (until dispelled).
+ The material components for this spell are a piece of chalk, and a set
+ of arches constructed of steel. The caster must analyze the structure
+ beforehand, to place the spell appropriately.
+ 
+ ------------------------------------------------------------------------
+ 
  Summon Undead (Necromancy)
  
  Range: 30 yards
***************
*** 1629,1634 ****
--- 1757,1783 ----
  Treat a +3 or better bonus to HD as the next die up, so a wight is
  worth 5 HD and a wraith is 6, a mummy 7, spectre 8, and a vampire (the
  toughest undead that can be summoned) is worth 9.
+ 
+ ------------------------------------------------------------------------
+ 
+ Talking Mist (Alteration)
+ 
+ Range: 30 yards
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 2
+ Area of Effect: 20' cube + 10' cube per level of mist or fog
+ Saving Throw: None
+ 
+ The Talking Mist is similar in many aspects to a Magic Mouth and an
+ Animate Mist spell. When a "trigger" occurs (as per Magic Mouth), a
+ mist is created and subsequently animated. The animation is simple on
+ lower wizard levels, but the message which the mist can speak is always
+ under 25 words.
+ 
+ All other effects are detailed under Animate Mist and Magic Mouth. The
+ component of this spell is the smoke from a burning paper which has the
+ message written on it.
  
  ------------------------------------------------------------------------
  
diff -c MU1/3 MU/3
*** MU1/3	Sun Jun 23 23:08:30 1991
--- MU/3	Tue Apr 14 12:00:00 1992
***************
*** 632,638 ****
  
  ------------------------------------------------------------------------
  
! Eldarr's Spell Conversion (Alteration) Level 3
  
  Range: 0
  Components: V, S, M
--- 632,638 ----
  
  ------------------------------------------------------------------------
  
! Eldarr's Spell Conversion (Alteration)
  
  Range: 0
  Components: V, S, M
***************
*** 712,717 ****
--- 712,734 ----
  
  ------------------------------------------------------------------------
  
+ Enhanced Armour (Abjuration)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 3
+ Area of Effect: 1 creature
+ Saving Throw: Negates
+ 
+ This spell is identical to the first-level Armour spell except that it
+ confers 10 points of Armour Class reduction instead of 4. Note that it
+ is not cumulative with the first-level Armour spell, i.e. the two
+ spells cast together do not confer 14 points of Armour Class
+ reduction.
+ 
+ ------------------------------------------------------------------------
+ 
  Exploding Coins (Enchantment)
  
  Range: Touch
***************
*** 944,949 ****
--- 961,998 ----
  
  ------------------------------------------------------------------------
  
+ Intelligent Mist (Alteration)
+ 
+ Range: 10 yards
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 3
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell is an extension of the first level Talking Mist spell and
+ can be "triggered" to appear under certain circumstances. The spell can
+ summon a Class I type of intelligent mist from the elemental plane of
+ air. Once it appears, the mist delivers an introductory message, but
+ doesn't dissipate immediately after delivery. It can then stay for its
+ duration and converse with anyone in the area.
+ 
+ The mist is actually a being from the Elemental Plane of Air (albeit a
+ low powered one). The difference between intelligent mists and other
+ summoned creatures is that the mists actually have access to the
+ knowledge of their summoner. This includes 1 language (chosen by the
+ caster) and information (not spells) dictated by the casting wizard.
+ 
+ For a detailed description of the different types of intelligent mists,
+ see the monster description provided with the level 5 spell, Magic
+ Mist.
+ 
+ Once the spell duration ceases, the mist returns to the Plane of Air,
+ but if the spell is "retriggered" before this happens, the same mist is
+ summoned again, with knowledge of previous encounters.
+ 
+ ------------------------------------------------------------------------
+ 
  Jam Radio (Alteration, Divination)
  
  Range: 0
***************
*** 1274,1279 ****
--- 1323,1384 ----
  
  ------------------------------------------------------------------------
  
+ Noska Trades' Ghoul Arrow (Evocation, Necromancy)
+ 
+ Range: 70 yards + 10 yards per level
+ Components: V, S, M
+ Duration: Instantaneous
+ Casting Time: 3
+ Area of Effect: One creature per bolt
+ Saving Throw: Negates
+ 
+ The Ghoul Arrow spell brings into being one bolt of negative energy for
+ every 5 levels of the caster. Each bolt can have a different target.
+ Each bolt forms into three vaguely arrow shaped projectiles that hurl
+ towards the caster's opponent. The arrows never miss their target and
+ inflict 1d6, 1d3, and 1d3 damage respectively. The affected creature
+ must save vs. paralysis or be paralysed in the areas hit by each of the
+ arrows. Roll 1d6:
+ 
+ Roll	Area hit
+ ~~~~	~~~~~~~~~
+ 1	left leg
+ 2	right leg
+ 3	left arm
+ 4	right arm
+ 5-6	body
+ 
+ Limbs paralysed are rendered useless. Body paralysis eliminates any
+ dexterity bonus and results in the victim always acting at initiative
+ 10. The paralysis lasts for 1d6+1 rounds.
+ 
+ The material components are a handful of ghoul flesh and a drop of
+ humanoid blood.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Lubricity (Alteration)
+ 
+ Range: 3'
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 3
+ Area of Effect: Special
+ Saving Throw: Special
+ 
+ When cast on an individual creature, this spell gives the same effect
+ as ointment of slipperiness. If cast on a single object of 10' cubic
+ feet volume of less, the object becomes impossible to grasp. Items held
+ by creatures gain a saving throw. If cast on a floor it will make a 2"
+ x 2" square area extremely slick: there will be a 95% chance per round
+ that any creature standing in the area will slip and fall. Fallen
+ creatures must save vs. spells to regain their footing or crawl out of
+ the area at 1" per round.
+ 
+ The material component of this spell is powdered graphite.
+ 
+ ------------------------------------------------------------------------
+ 
  Pander's Improved Identify (Abjuration, Divination)
  
  Range: 10 feet and 0
***************
*** 1341,1346 ****
--- 1446,1496 ----
  
  ------------------------------------------------------------------------
  
+ Pilpin's Infatuating Greed (Enchantment/Charm)
+ 
+ Range: 60 yards
+ Components: V, S, M
+ Duration: 1 day + 1 day per level
+ Casting Time: 1 round
+ Area of Effect: One creature
+ Saving Throw: negates
+ 
+ This spell causes a person (as defined in Charm Person) to be overcome
+ with tremendous greed. If the person fails a saving throw versus spell,
+ he will want the first thing of value that he sees, and if refused,
+ will become very angry. They will not act against their alignment or
+ foolishly risk their life to get what they want, but will not give up
+ until they own the item or one just like it. The person will sell or
+ trade anything they possess to get the item. Once in possession of the
+ item or a replica, the affected person will want the next item of value
+ that they see, and this will continue until the spell duration
+ expires.
+ 
+ For example: Mel - a lawful good ranger -, affected by the spell
+ becomes infatuated with a beautiful carriage he sees in the street. Mel
+ attempts to buy the carriage from its owner, but the owner refuses to
+ sell the carriage on the grounds that it's from a far away kingdom. Mel
+ denounces him as greedy and inconsiderate. Mel then starts to journey
+ to the distant kingdom to get one for himself. Eleven days later the
+ spell wears off (if cast by a 10th level mage) and he finds himself 11
+ days away from home attempting to buy a carriage he has no use for.
+ 
+ Shandar - a chaotic evil fighter -, affected by the spell spies a
+ golden crown she just has to have. Unfortunately it belongs to her
+ boss, a High Priest of Hisisi. Realising that she can't just take it,
+ she spends all the money she has to hire an assassin for the job. The
+ mission is successful and she gets the crown. When the assassin hands
+ her the crown, Shandar's attention is suddenly focused on the exquisite
+ ring the assassin possesses. Quickly deciding that the assassin is no
+ match for her in open combat, she immediately attacks the assassin. Bad
+ move, the assassin kills her.
+ 
+ The spell can be negated by a Heal, Wish, or a successful Dispel Magic.
+ The material components are a gold piece and a small piece of
+ lodestone.
+ 
+ ------------------------------------------------------------------------
+ 
  Pobithakor's Tracer (Divination, Evocation)
  
  Range: Special
***************
*** 1463,1469 ****
  Area of Effect: Creature touched
  Saving Throw: None
  
! Except as noted above, this spell is identical to the 2st level druidic
  spell resist electricity (q.v.).
  
  ------------------------------------------------------------------------
--- 1613,1619 ----
  Area of Effect: Creature touched
  Saving Throw: None
  
! Except as noted above, this spell is identical to the 2nd level druidic
  spell resist electricity (q.v.).
  
  ------------------------------------------------------------------------
***************
*** 1482,1508 ****
  
  ------------------------------------------------------------------------
  
- Resist Paralysis (Abjuration)
- 
- Range: Touch
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 4
- Area of Effect: Creature touched
- Saving Throw: None
- 
- For the duration of this spell, the recipient is immune to all forms of
- paralysis, including gaze attacks, paralytic poison, hold spells and
- dragon induced fear paralysis.
- 
- This spell does not remove paralysis already in effect, it just
- prevents the recipient from being paralysed in the future.
- 
- The material component of this spell is a feather, and an infusion of
- tea and ginger which is consumed by the caster.
- 
- ------------------------------------------------------------------------
- 
  Rhuva's Spellscan (Divination)
  
  Range: 0
--- 1632,1637 ----
***************
*** 1800,1811 ****
  
  ------------------------------------------------------------------------
  
  View Past (Divination)
  
  Range: 0
  Components: V, S, M
  Duration: 1 turn per level
! Casting Time: one hour
  Area of Effect: 5-foot per level radius circle
  Saving Throw: None
  
--- 1929,1958 ----
  
  ------------------------------------------------------------------------
  
+ Tenser's Deadly Strike (Enchantment)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 3
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell improves the martial prowess of the caster. All melee
+ attacks made by the caster are at the usual chance to hit, but every
+ successful attack does maximum normal damage to the opponent for the
+ duration of the spell. The spell only affects hand-held melee weapons
+ and hurled weapons, not device-propelled missile weapons. The material
+ component is a set of tiger claws.
+ 
+ ------------------------------------------------------------------------
+ 
  View Past (Divination)
  
  Range: 0
  Components: V, S, M
  Duration: 1 turn per level
! Casting Time: One hour
  Area of Effect: 5-foot per level radius circle
  Saving Throw: None
  
***************
*** 1833,1838 ****
--- 1980,2007 ----
  Events that were cloaked by spells that hide themselves from
  Clairvoyance also mask out View Past, and can never be seen using this
  spell.
+ 
+ ------------------------------------------------------------------------
+ 
+ Warstone (Alteration)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 4
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell enchants up to three small pebbles, which can be no larger
+ than sling bullets. They can then be hurled or slung at an opponent.
+ The Warstones have a +3 to hit and damage, and are considered to be
+ enchanted for purposes for determining if a creature can be struck.
+ 
+ Upon striking, the stone shatters and flings shards in a 5' radius,
+ inflicting 1-3 points of damage, or only 1 if the stone is smaller than
+ sling bullet size. The stone will still shatter if it misses.
+ 
+ The material components are three unworked stones.
  
  ------------------------------------------------------------------------
  
diff -c MU1/4 MU/4
*** MU1/4	Sun Jun 23 22:20:10 1991
--- MU/4	Tue Apr 14 12:00:00 1992
***************
*** 303,309 ****
  after the second round, then -1, etc.).  This continues until the
  creature is dead, the caster moves the flames away (after which time
  that creature will no longer be affected by the Flames of Falroth), or
! until the spell expires or a save is made--in both of these cases, the
  Flames disappear.
  
  A fire-using or dwelling creature that uses fire but is not native to
--- 303,309 ----
  after the second round, then -1, etc.).  This continues until the
  creature is dead, the caster moves the flames away (after which time
  that creature will no longer be affected by the Flames of Falroth), or
! until the spell expires or a save is made - in both of these cases, the
  Flames disappear.
  
  A fire-using or dwelling creature that uses fire but is not native to
***************
*** 458,463 ****
--- 458,497 ----
  
  ------------------------------------------------------------------------
  
+ Attacking Mist (Conjuration/Summoning)
+ 
+ Range: 10 yards
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 3
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell can summon a Class II type of intelligent mist from the
+ elemental plane of air. The creature is summoned when an event triggers
+ the spell (similar to Magic Mouth). The spell attacks first person
+ encountered. The mist will stop an attack after it has been summoned
+ upon conditions set by the caster.
+ 
+ The mist is actually a being from the Elemental Plane of Air (albeit a
+ low powered one). The difference between intelligent mists and other
+ summoned creatures is that the mists actually have access to the
+ knowledge of their summoner. This includes 1 language (chosen by the
+ caster) and information (not spells) dictated by the casting wizard.
+ 
+ For a detailed description of the different types of intelligent mists,
+ see the monster description provided with the level 5 spell, Magic
+ Mist.
+ 
+ Whether the mist stops attacking or wins the battle, it will not return
+ to its own plane until either dispelled or the spell duration expires.
+ 
+ For example, Raji casts an Attacking Mist spell. He states that a mist
+ will be summoned when anyone comes into this room, and will cease to
+ attack anyone who speaks his name.
+ 
+ ------------------------------------------------------------------------
+ 
  Bergil's Fire Bolt (Evocation)
  
  Range: 20 yards + 5 yards per level
***************
*** 641,647 ****
  must decide if the information sought is basic, well known, merely
  known, or forgotten. The table below lists the chance of finding the
  information and the amount of time required by the search (if location
! is in fact possible), but the DM can altar these numbers if the body is
  in a particularly advanced state of decomposition.
  
  Type of		Chance of	Time
--- 675,681 ----
  must decide if the information sought is basic, well known, merely
  known, or forgotten. The table below lists the chance of finding the
  information and the amount of time required by the search (if location
! is in fact possible), but the DM can alter these numbers if the body is
  in a particularly advanced state of decomposition.
  
  Type of		Chance of	Time
***************
*** 775,780 ****
--- 809,833 ----
  
  ------------------------------------------------------------------------
  
+ Displacement (Illusion)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: 24 hours or until dispelled or destroyed (see below)
+ Casting Time: 4
+ Area of Effect: 1 creature
+ Saving Throw: Negates
+ 
+ When cast on a subject, this spell causes the subject to appear to be 2
+ metres to the left or right (50% chance of each at time of casting) of
+ his actual location. The subject will appear to react to attacks aimed
+ at his apparent position as if they had actually hit him. If the
+ subject appears to have been killed by an attack aimed at his apparent
+ position, he cannot move more than 2 metres from the apparent location
+ of his corpse without cancelling the spell.
+ 
+ ------------------------------------------------------------------------
+ 
  Dreamoore's Eldritch Shield (Abjuration)
  
  Range: 3"
***************
*** 1149,1154 ****
--- 1202,1261 ----
  
  ------------------------------------------------------------------------
  
+ Jadwin's Concentration Conspiracy (Alteration, Illusion)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 4
+ Area of Effect: One spell
+ Saving Throw: None
+ 
+ By means of this spell, the wizard may transfer the concentration
+ requirement and control ability of any Illusion spell to the creature
+ touched. The Illusion spell must be cast the next round or this spell
+ is wasted. The creature touched must posses the intelligence to
+ concentrate and control the spell. Non-spell casters and spell casters
+ who have never cast illusion spells will require practice before they
+ can control the illusion. In addition creatures of low intelligence
+ will produce low quality illusions that will be easier to detect and
+ disbelieve. Spell control may only be passed to willing subjects.
+ 
+ The material component is a 200 GP worth gem that is given to the
+ spell's subject by the caster at the completion of this spell and
+ before the next spell is cast.
+ 
+ ------------------------------------------------------------------------
+ 
+ Jadwin's Item Exchange (Illusion)
+ 
+ Range: 10 yards per level
+ Components: V, S
+ Duration: 1 turn per level
+ Casting Time: 4
+ Area of Effect: 1/4 cube feet per level or 1 item per 2 levels
+ Saving Throw: Illusion
+ 
+ This spell enables the caster to alter the appearance of objects. Each
+ affected item within spell range can take on the appearance of another
+ item within the range of the spell. If only a single item is affected
+ it may be given a completely illusionary appearance, not one copied
+ from another item. This spell does not affect creatures.
+ 
+ This spell is commonly used to swap appearances such as to exchange the
+ appearances of two gems or two scrolls. A wizard able to affect 5 items
+ could exchange their appearances in a random pattern. The wizard could
+ choose to make a scroll appear as a gem and a gem appear as a scroll
+ but this would be instantly detectable by touch. The spell effects all
+ senses listed with the Spectral Force spell. This spell is complete
+ enough to copy nonmagical writings and fool the divination spells
+ Detect Magic and Locate Object. Magical writings are only superficially
+ copied and any attempt to read them causes the illusion to end. Once
+ the spell is cast the effected items may be separated beyond the spell
+ range without causing the spell to end.
+ 
+ ------------------------------------------------------------------------
+ 
  Jamye's Greased Pig (Alteration, Conjuration)
  
  Range: 30 yards
***************
*** 1271,1276 ****
--- 1378,1397 ----
  
  ------------------------------------------------------------------------
  
+ Magic Missile 4 (Invocation/Evocation)
+ 
+ Range: 60' + 10' per level
+ Components: V, S, M
+ Duration: Instantaneous
+ Casting Time: 4
+ Area of Effect: One or more creatures
+ Saving Throw: None
+ 
+ This spell functions as the first level Magic Missile spell except at 4
+ times the damage and without the damage limit.
+ 
+ ------------------------------------------------------------------------
+ 
  Mimic (Enchantment/Charm)
  
  Range: 10 feet per level
***************
*** 1378,1383 ****
--- 1499,1567 ----
  
  ------------------------------------------------------------------------
  
+ Noska Trades' Endoplasmic Quagmire (Conjuration, Necromancy)
+ 
+ Range: 10 yards per level
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 4
+ Area of Effect: 80-foot diameter
+ Saving Throw: Special
+ 
+ When this spell is cast, a clear mucous-like substance rains down upon
+ the area of effect for one round, in which it reaches a depth of four
+ feet.  Any creature in the area of effect must save vs. spell or be
+ knocked to the ground by globs of slime and must take 1-3 rounds to
+ regain their feet. Movement through the slime is 10 feet per round and
+ it is 50% probable that a creature trying to move in the area slips and
+ falls.  Creatures with their head(s) beneath the slime must save vs.
+ constitution each round or take 1d4 points of drowning damage.
+ 
+ Dispel Magic, Disintegrate, or Transmute Water to Dust will eliminate
+ the Endoplasmic Quagmire. The material components are a piece of flesh,
+ taken from a human within one round after death, and a vial of organic
+ material rotten to the point of liquidification.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Gaseous Form (Alteration)
+ 
+ Range: Touch
+ Components: V, S
+ Duration: 1 round per level
+ Casting Time: 4
+ Area of Effect: Creature touched
+ Saving Throw: None
+ 
+ This spell allows the recipient and gear he carries to assume solid or
+ gaseous form, at will, for the duration of the spell. Each change
+ requires a full round, with no other actions permitted. Gaseous form is
+ transparent and insubstantial and flows at a base speed of 3" per
+ round. A creature in gaseous form cannot be harmed by magical fires or
+ lightning, but air attacks cause double damage.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Geyser (Evocation)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 5
+ Area of Effect: 1/2" wide, 6" long stream
+ Saving Throw: Special
+ 
+ This spell creates a jet of steaming water that extends 6" in a
+ straight line and 1/2" wide from the casters hand. All fires normal &
+ magical will be extinguished. Any creature struck by the stream must
+ save vs. petrification at a -1 or be blinded until the stream is moved
+ or stopped. Regardless of the save there will be a substantial amount
+ of damage done due to the heat (2d6 HP of damage).
+ 
+ The material component of this spell is a drop of water.
+ 
+ ------------------------------------------------------------------------
+ 
  Pander's Whirlwind Travel (Conjuration/Summoning)
  
  Range: 0
***************
*** 1445,1450 ****
--- 1629,1724 ----
  
  ------------------------------------------------------------------------
  
+ Peace and Quiet (Alteration, Enchantment)
+ 
+ Range: 0
+ Components: V, M
+ Duration: Special
+ Casting Time: 1 round
+ Area of Effect: 10' diameter sphere
+ Saving Throw: None
+ 
+ To cast the spell, the caster places a piece of unspun cotton and a
+ piece of grey glass (the material components) within his hands and
+ casts the spell.
+ 
+ The spell is centered upon the caster's hand, which contains the
+ components. The sphere is a hazy grey which cuts out most, but not all,
+ of the light. The sphere also cuts out most, but not all, of the sound.
+ It creates the effect of being in a darkened room with the doors and
+ windows closed. Once cast, the sphere does not move.
+ 
+ Notes: Great for sleeping in after a late party.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Band (Conjuration/Summoning)
+ 
+ Range: 60 yards
+ Components: V, S, M
+ Duration: 1/2 hour per level
+ Casting Time: 1 round
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell summons into existence up to 50 instruments that will play
+ any piece of music for which sheet music is present. The specific
+ instruments summoned are decided by the caster, so the non-weapon
+ proficiency of artistic ability, or musical instrument is required by
+ the caster, or a consultant. The sheet music is placed on a music stand
+ before the band, and as the music is played the pages are flipped
+ automatically. When the piece of music is over, placing new music or
+ flipping the present one to the first page will start the band playing
+ again. The sound volume of the band is controlled by the caster.
+ 
+ The material components are a single, golden, miniature replica for
+ every type of instrument summoned, a full sized silver music stand, and
+ the appropriate sheet music. Everything but the sheet music is consumed
+ in the casting.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Fire Carpet (Evocation)
+ 
+ Range: 60 yards
+ Components: V, S, M
+ Duration: Concentration or 1 round per level
+ Casting Time: 4
+ Area of Effect: 20-foot square per level
+ Saving Throw: 1/2 or Negates
+ 
+ The fire carpet brings forth an immobile, blazing carpet of magical
+ fire of shimmering colour -- violet or reddish-blue. The spell covers
+ an area of the ground equal to one 20 foot square per level of the
+ caster and the flames are 4 feet high.
+ 
+ The carpet sends forth waves of heat, inflicting 1d4 points of damage
+ upon creatures within 10 feet. In addition, the carpet inflict 2d6
+ points of damage, plus 1 point of damage per level of the caster, upon
+ any creature within the area of effect. For creatures moving through
+ the area, the fire inflicts 2d6 points of damage per 20 feet of the
+ area of effect crossed. A successful saving throw vs. spell (modified
+ by dexterity bonus) will reduce damage to half, or none if the creature
+ was close to the edge of the area of effect.
+ 
+ For example; a 10th level mage centres the spell on a fighter. The area
+ of effect is 50x40 feet. The fighter fails her save and takes 2d6+10
+ points of damage. The warrior then runs out of the area toward the
+ closest edge which is 20 feet away.  If the warrior was surprised she
+ must again roll a saving throw. She again fails her save and takes
+ another 2d6+10 points of damage.
+ 
+ Creatures more than 8 feet tall take only half damage. Creatures
+ especially subject to fire may take additional damage, to the DM's
+ option, and undead always take twice normal damage. The wall of fire
+ lasts as long as the wizard concentrates on maintaining it, or one
+ round per level of experience of the wizard, in the event he does not
+ wish to concentrate upon it.
+ 
+ The material component of the spell is phosphorus.
+ 
+ ------------------------------------------------------------------------
+ 
  Pobithakor's Alarm (Divination) Reversible
  
  Range: 0
***************
*** 1929,1934 ****
--- 2203,2226 ----
  
  ------------------------------------------------------------------------
  
+ Stone Bridge (Alteration)
+ 
+ Range: 10'
+ Components: V, S, M
+ Duration: 1 turn per level
+ Casting Time: 6
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell creates a bridge of up to 50 square feet + 25 square feet
+ per level, across any gap the caster desires. It is sturdy and safe to
+ walk across, and can bear the weight of an elephant.
+ 
+ The material component of this spell is a piece of rope, which should
+ be knotted together when the spell is cast.
+ 
+ ------------------------------------------------------------------------
+ 
  Suppress Magic Resistance (Abjuration)
  
  Range: 10 yards per level
***************
*** 2180,2185 ****
--- 2472,2500 ----
  Events that are cloaked by spells that hide themselves from
  Clairvoyance also mask out View Past, and thus cannot be seen by this
  spell.
+ 
+ ------------------------------------------------------------------------
+ 
+ Wax Impressions (Enchantment)
+ 
+ Range: 0
+ Components: V, M
+ Duration: Special
+ Casting Time: Special
+ Area of Effect: As far as the sound carries
+ Saving Throw: None
+ 
+ To cast the spell, the caster places a length of waxed string and some
+ copper coins (the material components of this spell) in a cloth bag and
+ casts the spell. All the sound heard after the spell is cast, during a
+ time interval of 1 minute per copper coin is "recorded" on the string.
+ The caster can record on one string per level.
+ 
+ Burning the string will release the sounds in the same order,
+ frequency, and decibel range in which they were recorded.
+ 
+ Note: Hmm, what a great way to make hidden recordings of confessions!
+ Have to watch out for that.
  
  ------------------------------------------------------------------------
  
diff -c MU1/5 MU/5
*** MU1/5	Sun Jun 23 22:23:56 1991
--- MU/5	Tue Apr 14 12:00:00 1992
***************
*** 24,29 ****
--- 24,46 ----
  
  ------------------------------------------------------------------------
  
+ Absorb Level Drain (Abjuration)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Until used or dispelled
+ Casting Time: 5
+ Area of Effect: 1 creature
+ Saving Throw: Negates
+ 
+ When cast on a subject, this spell absorbs the next level drain attack
+ on the subject and is then used up. E.g., if the spell were cast on a
+ target who was then later hit by two spectres in the same round, the
+ first hit would only do damage and not drain levels but the second hit
+ would drain levels as normal.
+ 
+ ------------------------------------------------------------------------
+ 
  Alpha's Aurora Borealis (Evocation)
  
  Range: 0
***************
*** 218,232 ****
  
  Blue Moon:  All water-related (including fog-, ice-, and steam-related)
  spells used by the caster gain a bonus of +1 per die of damage (though
! not exceeding the normal maximum--e.g. an Ice Storm spell would inflict
! 3d10+3 damage, up to a maximum of 30) if the spell causes physical
! damage, including the damage caused by summoned water elemental
! creatures; applies a penalty of -4 to saving throws and -20% to magic
! resistance to targets of spells which cause no hit point damage but do
! affect an unwilling target in some way; or increases the duration of
! other spells of this genre which do not fall into the above categories
! (e.g. Water Breathing, Wall of Fog), doubling duration if a 1st-3rd
! level spell, increasing by 50% if the spell is 4th-6th level.
  
  Bright Moon: All spells relating to stars, moons, and other
  astronomical phenomena are affected in the same way that water-related
--- 235,249 ----
  
  Blue Moon:  All water-related (including fog-, ice-, and steam-related)
  spells used by the caster gain a bonus of +1 per die of damage (though
! not exceeding the normal maximum - e.g., an Ice Storm spell would
! inflict 3d10+3 damage, up to a maximum of 30) if the spell causes
! physical damage, including the damage caused by summoned water
! elemental creatures; applies a penalty of -4 to saving throws and -20%
! to magic resistance to targets of spells which cause no hit point
! damage but do affect an unwilling target in some way; or increases the
! duration of other spells of this genre which do not fall into the above
! categories (e.g. Water Breathing, Wall of Fog), doubling duration if a
! 1st-3rd level spell, increasing by 50% if the spell is 4th-6th level.
  
  Bright Moon: All spells relating to stars, moons, and other
  astronomical phenomena are affected in the same way that water-related
***************
*** 244,250 ****
  
  ------------------------------------------------------------------------
  
! Alpha's Saint Elmos' Fire (Evocation)
  
  Range: 5 yards per level
  Components: V, S, M
--- 261,267 ----
  
  ------------------------------------------------------------------------
  
! Alpha's Saint Elmo's Fire (Evocation)
  
  Range: 5 yards per level
  Components: V, S, M
***************
*** 697,702 ****
--- 714,757 ----
  
  ------------------------------------------------------------------------
  
+ Continual Fly (Enchantment)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 5
+ Area of Effect: 1 creature
+ Saving Throw: Negates
+ 
+ This spell functions as the third level Fly spell except that the
+ duration applies to time actually spent flying, not time elapsed since
+ the casting of the spell. E.g., you can use half the duration today and
+ the other half tomorrow.
+ 
+ ------------------------------------------------------------------------
+ 
+ Continual Invisibility (Illusion)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 5
+ Area of Effect: 1 creature
+ Saving Throw: Negates
+ 
+ This spell causes the subject to become invisible, as per the second
+ level Invisibility spell, except that instead of having a duration of
+ 24 hours, it has a duration of 1 turn per level of the caster of actual
+ use e.g. if cast at tenth level, the subject could decide to use 50
+ minutes worth today and the other 50 minutes worth tomorrow. Note that
+ this is not Improved Invisibility, i.e. as soon as the subject makes an
+ attack he becomes visible again. While he can become invisible next
+ round if there is still unused duration in the spell, his opponent can
+ make an attack on him; thus the spell confers no combat advantage after
+ the first round.
+ 
+ ------------------------------------------------------------------------
+ 
  Deflect Normal Weapon Attacks (Abjuration)
  
  Range: Touch
***************
*** 802,807 ****
--- 857,898 ----
  
  ------------------------------------------------------------------------
  
+ Dwarf Golem (Conjuration/Summoning)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: Permanent
+ Casting Time: 4 turns
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell enables the caster to bring to life a dwarf sized stone
+ golem - which has to be constructed first - with the following stats:
+ 
+ Armour Class: 2
+ Move: 6
+ HD: 10
+ HP: 45
+ Number of Attacks: 2
+ Damage: 4-10/4-10
+ Special Attacks: Hurl Rocks for 2-8 points damage
+ Special Defense: None
+ Magic resistance: Special
+ Alignment: N
+ Size: S
+ 
+ This golem is immune to all spells that other stone golems are. It can
+ produce rocks from its body and throw them up to a 30' range. It can
+ not take any other actions in any round in which it decides to do so,
+ however.
+ 
+ The construction time for the golem is 3 months. The golem costs 8,000
+ GP to make, and after casting, the caster must make a d20 roll and add
+ 2 to it. If the score is above his level, the spell fails and a new
+ golem must be constructed. If it is less or equal, the spell succeeds.
+ 
+ ------------------------------------------------------------------------
+ 
  Fellstar's Flame Cone (Evocation)
  
  Range: Special
***************
*** 825,830 ****
--- 916,938 ----
  
  ------------------------------------------------------------------------
  
+ Firestorm (Invocation/Evocation)
+ 
+ Range: 20 metres per level
+ Components: V, S, M
+ Duration: 5 seconds
+ Casting Time: 5
+ Area of Effect: 10-metre radius circle
+ Saving Throw: 1/2
+ 
+ This spell creates a ring of fire which sweeps inwards until within
+ half a second a lake of fire of radius 10 metres per level of the
+ caster is formed, giving a visual effect similar to the napalm bombing
+ scenes from the Vietnam War. This lasts for a few seconds and does
+ damage as the level 3 Fireball spell except without the damage limit.
+ 
+ ------------------------------------------------------------------------
+ 
  Greenfire (Evocation)
  
  Range: 10" + 10" per level
***************
*** 865,870 ****
--- 973,992 ----
  
  ------------------------------------------------------------------------
  
+ High-Energy Fireball (Invocation/Evocation)
+ 
+ Range: 10' + 10' per level
+ Components: V, S, M
+ Duration: Instantaneous
+ Casting Time: 5
+ Area of Effect: 20' radius sphere
+ Saving Throw: 1/2
+ 
+ This spell functions as the level 3 Fireball spell except that the
+ damage inflicted is 15d6 hit points.
+ 
+ ------------------------------------------------------------------------
+ 
  High-Energy Lightning Bolt (Evocation)
  
  Range: 4" + 1" per level
***************
*** 878,883 ****
--- 1000,1019 ----
  
  ------------------------------------------------------------------------
  
+ High-Power Lightning Bolt (Invocation/Evocation)
+ 
+ Range: 10 + 10 per level
+ Components: V, S, M
+ Duration: Instantaneous
+ Casting Time: 5
+ Area of Effect: 20' radius sphere
+ Saving Throw: 1/2
+ 
+ This spell functions as the level 3 Lightning Bolt spell except that
+ the damage inflicted is 15d6 hit points.
+ 
+ ------------------------------------------------------------------------
+ 
  Improved Fire Ball (Evocation)
  
  Range: 20 yards + 10 yards per level
***************
*** 989,994 ****
--- 1125,1187 ----
  
  ------------------------------------------------------------------------
  
+ Magic Mist (Conjuration/Summoning)
+ 
+ Range: 10 yards
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 3
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell summons a Class III intelligent mist from the elemental
+ plane of air. The creature has spellcasting ability, and can cast its
+ own spells as well as any spells given to it by the caster (if the
+ caster had the spells memorised when he cast the Magic Mist spell).
+ 
+ Other than this increased ability, these mists conform to the Attacking
+ Mist spell.
+ 
+ Intelligent Mist	Class I		Class II	Class III
+ 			(Messengers)	(Guardians)	(Monarchs)
+ ~~~~~~~~~~~~~~~~~	~~~~~~~~~~~~	~~~~~~~~~~~~	~~~~~~~~~~~~
+ Environment		Plane of Air	Plane of Air	Plane of Air
+ # Appearing		1		1		1
+ Intelligence		10-12		10-12		16-19
+ Alignment		Neutral		Neutral		Neutral
+ Hit Die			2		4		6
+ Armor Class		4		2		2
+ THAC0			17		15		13
+ # Attacks		1		2		1
+ Damage Attack		1d2		1d6		1d6
+ Special Attacks		Suffocation	Suffocation	Suffocation,
+ 							Spells
+ Special Defense		Dissipate	Dissipate	Dissipate
+ Experience Points	300		800		2500
+ 
+ Intelligent mists are normally solitary creatures who exists on the
+ elemental plane of air. They normally only occur on the Prime material
+ plane when summoned by a Talking Mist, Attacking Mist or Magic Mist
+ spell, which summons a mist of Class I, II, and III respectively.
+ 
+ Combat: Messenger Mists (Class I) only attack in self-defence, and even
+ then they can avoid a conflict by dissipating. Guardian Mists (Class
+ II) attack by making whip-like appendages semi-corporeal.
+ 
+ On an attack roll of 20, the mist has succeeded in either suffocating
+ its enemy which causes 1d6 point damage for each roll (no attack roll
+ necessary) until the victim is dead or the Mist is destroyed.
+ 
+ When a Mist's hit points reach 0 on the prime material plane, the
+ creature is not killed, but is sent back to it own plane. Killing it on
+ its own plane does kill it.
+ 
+ Monarch Mists (Class III) have the following spells which they can cast
+ once per day: Wall of Fog, Fog Cloud, Darkness 15', Gust of Wind, Wind
+ Wall and Lightning Bolt, They cast these as 7th level wizards.
+ 
+ ------------------------------------------------------------------------
+ 
  Meillikhom's Room of Seclusion (Alteration)
  
  Range: Touch
***************
*** 1070,1075 ****
--- 1263,1433 ----
  
  ------------------------------------------------------------------------
  
+ Negate Magic Resistance (Abjuration) Reversible
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 1 turn per level
+ Casting Time: 5
+ Area of Effect: 10-metre radius sphere
+ Saving Throw: None
+ 
+ This spell causes all hostile creatures within the spell's range to
+ suffer a penalty to magic resistance checks of 5% per level of the
+ caster. The reverse of this spell, Bestow Magic Resistance, confers
+ magic resistance of 5% per level of the caster on all friendly
+ creatures within the spell's range. Note that "friendly" refers to the
+ perception of the caster; thus, a party member who was secretly
+ planning to stab the caster in the back would still receive protection
+ from the spell.
+ 
+ ------------------------------------------------------------------------
+ 
+ Noska Trades' Bizarre Insemination (Conjuration, Necromancy)
+ 
+ Range: Special
+ Components: V, S, M
+ Duration: 1 month
+ Casting Time: 6 hours
+ Area of Effect: One creature
+ Saving Throw: Negates
+ 
+ This spell enables the caster to impregnate the recipient, be it man,
+ women, or beast, with either
+ 
+ i) the prodigy of the spell-caster
+ ii) a type I or II monster of choice.
+ 
+ The impregnation forms anywhere on the creature, just under the skin.
+ Over a period of one month the impregnation grows causing great pain to
+ the recipient. The damage is 1 hp per day for the first 23 days and 2
+ hp per day for the next 4 days. On the 28th day the impregnation breaks
+ through the skin of the spell recipient, doing 5d4 hp damage, and
+ appears as an infant of the creature chosen.
+ 
+ Physically removing the impregnation prematurely instantly kills it but
+ also does 4d4 hp damage to the recipient. Dispel evil cast in the first
+ week of impregnation will eliminate the effect.
+ 
+ The caster needs to know only the name of the recipient and must
+ possess some material of the type of creature being created and some
+ material that was possessed by the spell recipient (with includes hair,
+ etc.) within 24 hours of casting.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Enhanced Alarm (Abjuration, Evocation)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 2 hours + 1 hour per level
+ Casting Time: 1 round
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell is a more powerful version of the Alarm spell. The mage
+ causes a one-story building, with a base dimension of 400 feet by 400
+ feet, to react to the presence of any creature larger than one-half
+ cubic foot in volume or about three pounds in weight. The mage can
+ Alarm a multi-story building by reducing the base area proportionally.
+ As soon as any creature enters the warded area, touches it, of
+ otherwise contacts it without speaking a password established by the
+ caster, the Enhanced Alarm lets out a loud ringing that can be clearly
+ heard throughout the area of effect and 100 yards beyond. The sound
+ lasts for one round then ceases. Furthermore, if the mage is within the
+ area of effect he will automatically know where the alarm was
+ triggered. Ethereal or astrally projected creatures do not trigger the
+ alarm, but flying, levitating, invisible, incorporeal or gaseous
+ creatures do.
+ 
+ The material components are a tiny silver bell, a very fine silver
+ wire, a piece of the building to be warded, and a pinch of powdered
+ pineal gland.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Insanity (Enchantment/Charm)
+ 
+ Range: 5 yards per level
+ Components: V, S, M
+ Duration: Permanent
+ Casting Time: 5
+ Area of Effect: One creature
+ Saving Throw: Negates
+ 
+ This spell can be rather harmless, or fatal. A person (as defined in
+ Charm Person) that does not save versus spells is struck with a random
+ type of insanity. Roll a d20 on the following table to determine type
+ (consult DMG pp.83 for explanations):
+ 
+ 1. dipsomania		7. melancholia	14. manic-lair depressive
+ 2. kleptomania		8. megalomania	15. hallucinatory
+ 3. schizoid		9. delusional	16. sado-masochism
+ 4. pathological		10 mania	17. homicidal
+ 5. monomania		11. catonia	18. hebephrenia insanity
+ 6. dementia insanity	12. lunacy	19. suicidal mania
+    praecox		13. paranoia	20. schizofrenia
+ 
+ A person affected by this spell will not notice anything different
+ about himself, and - depending on the type of insanity - those around
+ him may not notice any difference. The insanity is permanent unless
+ negated by a Heal, Restoration, (Limited) Wish, or a successful Dispel
+ Magic.
+ 
+ The material component of this spell is a nut shell from a tree
+ standing alone in a field or plain, picked on a new moon, using a
+ clean, white glove.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Power (Enchantment)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Special
+ Casting Time: Special
+ Area of Effect: Person touched
+ Saving Throw: None
+ 
+ Pilpin, a greedy and jealous individual, saw that priests could imbue
+ spells upon their followers. He decided that this ability could be used
+ to increase his personal power and reach, as it has. This spell allows
+ the mage to transfer a number of spells, and the ability to cast them,
+ to a another person. Only non-spell-casters (including rangers under
+ 8th level and paladins under 9th) with a minimum intelligence of 9 and
+ at least one hit dice can receive this enchantment. The number and
+ level of the spells transferred depends on the recipient's level as
+ follows:
+ 
+ Level of
+ Recipient	Spells transferred
+ ~~~~~~~~~~	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ 1st or 2nd	One 1st-level spells
+ 3rd or 4th	Two 1st-level spells
+ 5th or 6th	Two 1st- & one 2nd-level spells
+ 7th +		Two 1st- & two 2nd-level spells
+ 
+ Only spells with casting times up to 1 round can be transferred (i.e.,
+ Find Familiar, Identify, Leomund's Trap, Strength, etc.  cannot be
+ transferred). The transferred spells variable characteristics (range,
+ duration, area of effect, etc.) function according to the level of the
+ mage originally transferring the spell.
+ 
+ A mage who transfers spells to another creature loses the number of
+ spells he has transferred until the recipient casts the transferred
+ spells or is slain. For example, a 9th-level mage with four 1st- and
+ three 2nd- level spells transfers Magic Missile, Charm Person, and
+ Invisibility to a 6th-level thief. The mage can now have only two 1st-
+ and two 2nd-level spells until the thief casts some of the transferred
+ spells. If the thief casts Magic Missile and Invisibility, the mage can
+ now have three 1st- and all his 2nd-level spells (three).
+ 
+ The casting time is 1 turn plus 1 round for every spell transferred.
+ The material components are a drop of the caster's and recipient's
+ blood.
+ 
+ ------------------------------------------------------------------------
+ 
  Pobithakor's Protection (Abjuration)
  
  Range: 0
***************
*** 1090,1095 ****
--- 1448,1514 ----
  
  ------------------------------------------------------------------------
  
+ Protection from Cold (Abjuration)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 5
+ Area of Effect: 1 creature
+ Saving Throw: Negates
+ 
+ When cast on a subject, this spell will absorb cold damage up to 20 hit
+ points per level of the caster. It persists until it has absorbed this
+ amount of cold damage, after which the spell terminates.
+ 
+ ------------------------------------------------------------------------
+ 
+ Protection from Electricity (Abjuration)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 5
+ Area of Effect: 1 creature
+ Saving Throw: Negates
+ 
+ When cast on a subject, this spell will absorb electrical damage up to
+ 20 hit points per level of the caster. It persists until it has
+ absorbed this amount of electricity damage, after which the spell
+ terminates.
+ 
+ ------------------------------------------------------------------------
+ 
+ Protection from Fire (Abjuration)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 5
+ Area of Effect: 1 creature
+ Saving Throw: Negates
+ 
+ When cast on a subject, this spell will absorb fire damage up to 20 hit
+ points per level of the caster. It persists until it has absorbed this
+ amount of fire damage, after which the spell terminates.
+ 
+ ------------------------------------------------------------------------
+ 
+ Protection from Poison (Abjuration)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 5
+ Area of Effect: 1 creature
+ Saving Throw: Negates
+ 
+ When cast on a subject, this spell will activate the next time an
+ attempt is made to use any form of poison against the subject. The
+ spell will cancel out the poison, after which it will be used up.
+ 
+ ------------------------------------------------------------------------
+ 
  Rathe's Contingency Trigger (Alteration)
  
  Range: 3 yards
***************
*** 1652,1657 ****
--- 2071,2093 ----
  
  ------------------------------------------------------------------------
  
+ Warboulder (Alteration)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 1 turn
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This creates a similar enchantment as the Warstone on a single boulder
+ (up to large catapult size). The caster can then make this boulder hurl
+ itself up to a distance of 10' per level, doing damage as if hurled by
+ a catapult. Upon striking, the boulder shatters and inflicts 2d8 damage
+ in a 30' radius.
+ 
+ ------------------------------------------------------------------------
+ 
  Wiley's Door (Alteration)
  
  Range: 0
***************
*** 1688,1694 ****
  
  ------------------------------------------------------------------------
  
! Wolldin's Backstabber (Illusion/Phantasm) Level 5
  
  Range: 20' per level
  Components: V, S, M
--- 2124,2130 ----
  
  ------------------------------------------------------------------------
  
! Wolldin's Backstabber (Illusion/Phantasm)
  
  Range: 20' per level
  Components: V, S, M
***************
*** 1721,1726 ****
--- 2157,2193 ----
  The only material component for this spell is the weapon used in the
  attack; it, as well as the spectral creature, disappear after the
  attack is made, whether it was successful or not.
+ 
+ ------------------------------------------------------------------------
+ 
+ Wonderlight (Enchantment/Charm, Illusion)
+ 
+ Range: 240 yards
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 5
+ Area of Effect: 1 creature
+ Saving Throw: None
+ 
+ This spell is designed to help heal the mind of fears, especially
+ Illusionary or Phantasmal fears, and other magical ones.
+ 
+ When cast, the creature affected by fear sees a wondrous pattern of
+ images and lights that begin to suffuse his being, until eventually he
+ believes himself to be some armoured hero. The effect lasts until the
+ casters dispels it, or until the duration expires.
+ 
+ The effects of this spell allow the creature an automatic save against
+ fear effects. It also allows him to disbelieve a Phantasmal Force and a
+ +4 saving throw per round against Phantasmal Killer. If the affected
+ goes out of the spell range, the effects wear off and he returns to his
+ original state of mind.
+ 
+ Also, the affected is allowed +2 to hit and damage in the first three
+ rounds, due to his new-found valour.
+ 
+ The material component is any light source, which is not extinguished,
+ but a Continual Light or Light spell is not sufficient.
  
  ------------------------------------------------------------------------
  
diff -c MU1/6 MU/6
*** MU1/6	Sun Jun 23 22:24:36 1991
--- MU/6	Tue Apr 14 12:00:00 1992
***************
*** 152,158 ****
  caster's version, by a base guideline of 3% per level of the caster.
  (For instance, Johann, a 12th level wizard, uses the spell to make a
  freak gust of wind blow an arrow totally off course which shot his
! companion Rykor in the heart a few seconds ago -- a critical hit.
  Johann has a 36% chance to make the arrow miss, else it still hits
  doing regular damage. If Johann had asked for the arrow to have missed
  Rykor's heart, it might have still hit Rykor but would have done only
--- 152,158 ----
  caster's version, by a base guideline of 3% per level of the caster.
  (For instance, Johann, a 12th level wizard, uses the spell to make a
  freak gust of wind blow an arrow totally off course which shot his
! companion Rykor in the heart a few seconds ago - a critical hit.
  Johann has a 36% chance to make the arrow miss, else it still hits
  doing regular damage. If Johann had asked for the arrow to have missed
  Rykor's heart, it might have still hit Rykor but would have done only
***************
*** 173,178 ****
--- 173,212 ----
  
  ------------------------------------------------------------------------
  
+ Annihilate Matter (Invocation/Evocation)
+ 
+ Range: 10 metres per level
+ Components: V, S, M
+ Duration: 1 turn per level
+ Casting Time: 6
+ Area of Effect: 1-metre radius sphere
+ Saving Throw: Negates
+ 
+ This spell causes a spherical region 1 metre in radius to appear
+ anywhere within range of the caster. In this region all matter
+ vanishes. When it appears, a hurricane-force wind blows into the sphere
+ as the air inside it is annihilated. All human-sized or smaller
+ creatures in the vicinity who have no means of support must make a
+ saving throw versus magic or lose their balance and be sucked into the
+ sphere and destroyed (in which case a Wish or possibly a Limited Wish
+ is required to recover them). "Means of support" can include for
+ example, holding onto something solid, being held by another character,
+ being under the influence of a Fly spell or having the natural ability
+ to fly or levitate (e.g. a beholder). Note that the caster is not
+ necessarily immune to being sucked into the sphere. Light objects which
+ are not being held by anything or anyone e.g. papers lying on a desk,
+ are also liable to be sucked into the sphere and destroyed. Anything
+ thrown into the sphere, short of an artifact or relic, is automatically
+ destroyed. While the sphere can move under control of the caster, it is
+ not a useful weapon because it moves only at walking pace, hence even
+ the clumsiest creature can easily dodge it. If an attempt is made to
+ actually cast the spell at a target, a saving throw indicates whether
+ the target dodges or is hit and destroyed. A successful Dispel Magic
+ will destroy the sphere, otherwise it neither affects nor is affected
+ by spells.
+ 
+ ------------------------------------------------------------------------
+ 
  Azura's Black Scythe (Evocation, Necromancy)
  
  Range: 1"
***************
*** 206,212 ****
  
  This spell prevents anyone from teleporting into or out of the area of
  effect while the spell is in effect. It will not effect homing teleport
! spells (e. g. word of recall). It will also not effect gates.
  
  ------------------------------------------------------------------------
  
--- 240,246 ----
  
  This spell prevents anyone from teleporting into or out of the area of
  effect while the spell is in effect. It will not effect homing teleport
! spells (e.g. word of recall). It will also not effect gates.
  
  ------------------------------------------------------------------------
  
***************
*** 630,635 ****
--- 664,691 ----
  
  ------------------------------------------------------------------------
  
+ Globe of Force (Invocation/Evocation)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 1 turn per level
+ Casting Time: 6
+ Area of Effect: 2-metre radius sphere
+ Saving Throw: None
+ 
+ This spell causes a transparent globe of force 2 metres in radius to
+ form around the caster. The globe acts as a barrier to all matter: no
+ creature may pass through the barrier in either direction, nor may any
+ attack be made through the barrier using physical weapons either
+ against or by the caster. It does not impede magic in any way: if the
+ caster is the target of a Fireball spell or blue dragon's breath
+ weapon, he will still take full damage. The caster may terminate the
+ spell before the full duration, but he may not lower the globe of force
+ without terminating the spell. A successful Dispel Magic will bring
+ down the globe.
+ 
+ ------------------------------------------------------------------------
+ 
  Hold Person IV (Enchantment/Charm)
  
  Range: 12"
***************
*** 661,666 ****
--- 717,765 ----
  
  ------------------------------------------------------------------------
  
+ Jadwin's Free Thoughts (Alteration, Illusion)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 2 turns per level
+ Casting Time: 6
+ Area of Effect: 1 spell per 4 levels
+ Saving Throw: none
+ 
+ This spell allows a wizard to maintain any illusionary spell requiring
+ concentration without the need to concentrate. The maintained
+ illusionary spell will either remain fixed, proceed or repeat in a
+ very mechanical manner. The spell caster may alter the behaviour of the
+ maintained illusion at any time by concentrating on changing the
+ illusion.  Changing a maintained illusion requires an action of length
+ equal to twice the original casting time of the illusion. Disruption of
+ the changing action causes the end of the maintained spell.
+ 
+ The material component is a gem worth 200 GP for each spell to be
+ controlled.
+ 
+ ------------------------------------------------------------------------
+ 
+ Jadwin's Illusion Enhancer (Alteration, Illusion)
+ 
+ Range: Touch
+ Components: V, S
+ Duration: 1 turn per level
+ Casting Time: 6
+ Area of Effect: 60 yards + 10 yards per level
+ Saving Throw: Negates
+ 
+ By means of this spell, the wizard changes the appearance of all
+ illusions within the spell range of the spell recipient. Illusions can
+ be made to seem more real such that the recipient receives a -4
+ modifier to any attempt to disbelieve. Or illusionary qualities may be
+ added that will make illusions more visible, e.g. all illusions will be
+ visibly outlined in purple and will flash hot and cold to the touch.
+ Attempts to disbelieve indicated objects can then be made with a +2
+ modifier.
+ 
+ ------------------------------------------------------------------------
+ 
  Justin's Skimmer (Evocation)
  
  Range: 20 yards
***************
*** 922,927 ****
--- 1021,1325 ----
  
  The material component for this spell is the same as that for Mystyk's
  Backlash except the gem must be worth at least 600 GP.
+ 
+ ------------------------------------------------------------------------
+ 
+ Noska Trades' Immortal Mount (Alteration, Necromancy)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Permanent
+ Casting Time: 1 turn
+ Area of Effect: One creature
+ Saving Throw: Negates
+ 
+ This spell enables the caster to convert his mount into a gruesome
+ undead creature. The mount is allowed a save vs. death magic. If this
+ save fails the mount must make a system shock roll, and if it fails
+ this roll it dies before the spell is completed, thereby negating the
+ effects of the spell.
+ 
+ The mount turns jet-black with glowing red eyes and appears as if its
+ skin was pulled tightly over its bones. The mounts skin becomes
+ leathery, decreasing its AC by 2. It acquires an additional hit die and
+ retains its previous movement rate and form (i.e., flying mounts can
+ still fly). The mounts maximum encumbrance increases by 200 pounds and
+ it also never grows tired.
+ 
+ The caster needs a vial made from the bones of a creature the same as
+ the mount. The vial must be filled with demon ichor.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Acid Cone (Evocation)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: Instantaneous
+ Casting Time: 5
+ Area of Effect: Special
+ Saving Throw: 1/2
+ 
+ When this spell is cast, it causes a cone shaped area, originating at
+ the magic user's hand and extending outward into a cone, 1/2" long per
+ level of the caster. It drains coldness and causes 1d4 + 1 HP of acid
+ damage per level of the caster of damage. Furthermore, every round
+ hereafter, the remaining acid on the target causes an additional 1d6 HP
+ of acid damage, that is reduced by 1 every following round.
+ 
+ The material component for the spell is a very small cone made of
+ crystal, allot or glass.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Dragonfire (Evocation)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: Instantaneous
+ Casting Time: 5
+ Area of Effect: Special
+ Saving Throw: 1/2
+ 
+ When this spell is cast, it causes a cone shaped area of fire,
+ originating at the casters hands and extending outward in a cone 30
+ feet in diameter and 35 feet + 5 feet per level of the caster long. It
+ melts ice and causes damage equal to the wizards hit points.
+ 
+ The component for this spell if a small golden cone (50 GP) which melts
+ after the spell is completed.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Alignment Charm (Enchantment/Charm)
+ 
+ Range: 120 yards
+ Components: V, S, M
+ Duration: Permanent
+ Casting Time: 6
+ Area of Effect: One creature
+ Saving Throw: Special
+ 
+ This spell causes a single person (as defined in Charm Person) to act
+ as if he had a different alignment than his own. The specific alignment
+ is the caster's choice, but must be chosen when the spell is memorised.
+ An affected creature will wholeheartedly embrace the new alignment,
+ seeing the error or foolishness of his past ways.  Alignment detecting
+ spells (such as Detect Evil/Good, True Sight, etc.) will detect the
+ creatures true alignment, but spells such as True Seeing will also
+ reveal that the creature is charmed.
+ 
+ The base saving throw is made at -3 if the change is only by one
+ division (i.e., lawful good to lawful neutral or neutral good). The
+ save is at -2 if the attempted alignment change is by two divisions
+ (i.e., lawful good to lawful evil, chaotic good, or neutral). If the
+ attempted change is by three positions (i.e., lawful good to neutral
+ evil or chaotic neutral ) the save is at -1. For diametrically opposed
+ alignments the save is normal (i.e., lawful good to chaotic evil).
+ Furthermore, creatures and classes restricted to a specific alignment
+ (i.e., paladins, druids, demons, etc.) get a +3 bonus to their saving
+ throw. Creatures or classes restricted to specific morals or ethics
+ (i.e., rangers, assassins, barbarians, etc.) get a +2 bonus to their
+ save if the alignment change conflicts with the restriction.
+ 
+ Pilpin's Alignment Charm is not affected by Dispel Magic, Remove Curse
+ or Heal, but a Restoration or (Limited) Wish spell will negate it. The
+ material component of the spell is a small piece of wool soaked in the
+ blood of a creature with the desired alignment.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Etherealness (Alteration)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Permanent
+ Casting Time: 6
+ Area of Effect: Caster + 1 creature per 2 levels
+ Saving Throw: Negates
+ 
+ This spell allows the caster plus one other creature for every two
+ levels of the caster to enter the Border Ethereal, slowly disappearing
+ from view, taking a round to fade away. Creatures in the Border
+ Ethereal exist simultaneously in both the prime material and the
+ Ethereal plane.  From the Border Ethereal the creature can enter the
+ Deep Ethereal and travel to the inner planes (refer to Manual of the
+ Planes). Alternate prime materials cannot be reached through the
+ Ethereal plane because each alternate Prime Material has an alternate
+ Ethereal (travelling to alternate Prime Material planes can only be
+ done through the inner planes or from the Prime Material). To enter the
+ bordered plane the creature simply wills it so, and materialises in the
+ adjoining plane in 1 segment.
+ 
+ Creatures in the Border Ethereal are invisible to those on the
+ bordering plane, although they can be detected from that plane by means
+ of Detect Invisibility, True Sight, and True Seeing. Such a creature
+ revealed would appear as a smoky, translucent shade.  Creatures in the
+ Border Ethereal cannot verbally communicate with the inhabitants of the
+ plane they border, nor can they use equipment, items, or spells to
+ attack creatures in the plane they border. Likewise, inhabitants of the
+ other plane cannot attack beings that are in the Border Ethereal (with
+ a few exceptions, like the gaze attacks of Basilisks and Catoblepa's).
+ Phase Door and Dispel Magic will bring creatures out of the Border
+ Ethereal.
+ 
+ Travellers in the Border Ethereal can move through the plane they are
+ bordering without problem, moving vertically or horizontally without
+ need for support. They travel at the speed they would on the bordered
+ plane. Travellers in the Border Ethereal can move through solid matter
+ in the plane bordered, except dense metals (i.e., gold, lead, etc.),
+ living beings (above single celled), and certain spells that detect and
+ ban the ethereal. Examples of spells that affect ethereal creatures
+ include Glyph of Warding and Mordenkainen's Faithful Hound, which both
+ detect and attack ethereal creatures.
+ 
+ Travellers in the Border Ethereal can see into the adjoining plane, but
+ all colours are reduced to shades of grey and sight is limited to 120
+ yards. Infravision and ultravision work from the Border Ethereal.
+ Divination spells can be cast against targets in the adjoining plane,
+ but no other types of magic can affect creatures in the bordered
+ plane.  Spells in the Border Ethereal work under the restrictions of
+ the Ethereal plane (again, refer to the Manual of the Planes).
+ 
+ The material components are 200 GP worth of powdered silver and crushed
+ phase spider hide, which disappear during casting.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Liquid Fire (Evocation)
+ 
+ Range: 10 yards + 10 yards per level
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 6
+ Area of Effect: 15-foot radius sphere
+ Saving Throws: 1/2
+ 
+ This spell is similar to the Fireball spell, except that it douses all
+ creatures in a 15-foot radius sphere with an incendiary liquid.
+ Everything and all within the area of effect will be engulfed in
+ non-magical fire for 1d6 rounds. Any combustibles within the area of
+ effect instantly ignite. A creature in the area of effect that fails
+ its saving throw takes 1d4 hit points of fire damage per level of the
+ caster on the first round, and the same damage each subsequent round,
+ until it saves. The round the creature saves it takes half damage,
+ rounded down, and the next round it takes none. All the creature's
+ non-combustible possessions must save versus normal fire or be
+ destroyed (the combustible ones don't get a save). A creature that
+ successfully saves on the first round takes half damage for that round,
+ and all its possessions (including combustibles) are unaffected.
+ 
+ For example, a creature failing its first save against Pilpin's Liquid
+ Fire, cast by a 12th-level mage, takes 32 HP's of damage (rolled on
+ 12d4) on the first round. The creature fails its save again on the
+ second round and takes another 32 HP's of damage. On the third round it
+ saves and only takes 16 HP's of damage and no damage on the fourth
+ round.
+ 
+ The mage must have a clear line of sight to the target area. The
+ material components are a pinch of sulphur and the distillate of softly
+ boiled lamp oil (dangerous to get).
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Massmorph (Alteration)
+ 
+ Range: 10 yards per level
+ Components: V, S, M
+ Duration: Permanent
+ Casting Time: 6
+ Area of Effect: One 50-foot cube per level
+ Saving Throw: None
+ 
+ This spell is exactly the same as the 4th-level spell Polymorph Other,
+ except that there is no saving throw, it only affects creature with
+ less than 8+3 hit dice, and it may affect many creatures
+ simultaneously. Like Death Spell the number of creatures that can be
+ affected is a function of their hit dice.
+ 
+ Creature's	Number of
+ Hit Dice	Creatures Affected
+ ~~~~~~~~~~	~~~~~~~~~~~~~~~~~~
+ Under 2		12d10
+ 2 to 4		6d10
+ 4+1 to 6+3	3d4
+ 6+4 to 8+3	1d6
+ 
+ If creatures of differing hit dice are polymorphed, roll the dice
+ (6d20) to determine now many creatures of under 2 hit dice are
+ affected. If the number rolled is greater than the number of creatures
+ under 2 hit dice, apply the remainder of the roll to the higher hit
+ dice creatures by using the following conversion factors (see Death
+ Spell for an example of this idea).
+ 
+ Creature's	Conversion
+ Hit Dice	Factor
+ ~~~~~~~~~~	~~~~~~~~~~
+ Under 2		1
+ 2 to 4		2
+ 4+1 to 6+3	10
+ 6+4 to 8+3	20
+ 
+ The material components are a 500 GP worth diamond and a caterpillar's
+ cocoon crushed together into a fine powder, which vanishes during
+ casting.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Transformation (Alteration, Evocation)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 6
+ Area of Effect: Caster
+ Saving Throw: None
+ 
+ Pilpin, a formidable mage/warrior, had no need for Tenser's
+ Transformation, so he altered it to suit his own malevolent ways. This
+ spell causes the mage to undergo an unnoticeable transformation,
+ becoming an assassin. The caster's hit points do not change, but his
+ dexterity does increase to 16, or if already 16, it increases one
+ higher to a maximum of 18. The mage's armour class is adjusted
+ accordingly.
+ 
+ The mage gains all the abilities of an assassin (i.e., pick pockets,
+ open locks, backstabbing, assassination, etc.) of the same level as the
+ mage except for poison making, disguise, and spying. All attacks are
+ made using the combat values normally reserved for rogues, but the mage
+ can only use his normal weapons of proficiency.
+ 
+ The material component is the heart of an assassin, which must be eaten
+ during casting.
+ 
+ ------------------------------------------------------------------------
+ 
+ Projectile (Evocation)
+ 
+ Range: 1" per level
+ Components: V, S
+ Duration: Special
+ Casting Time: 1 round
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell creates an adamantine triangle measuring one inch per side
+ in the immediate vicinity of the spellcaster. For as long as the caster
+ is able to maintain concentration, the triangle is under his complete
+ control, accelerating at the rate of 2" per round per level. The
+ triangle is half a centimetre thick at the center and thins out to
+ razor sharpness at the edges. The caster guides the path of the
+ triangle somatically, and must make a dexterity check to hit a given
+ object (with modifier for size, if any).
+ 
+ The amount of damage caused varies with the type of motion of the
+ triangle. E.g., simply passing through an object will cause roughly the
+ same damage as an arrow, whereas repeatedly raking an object can cause
+ up to 1d12 points of damage per round. More imaginative uses can cause
+ more serious injuries much more quickly. If the caster loses
+ concentration, or something interferes with the movements of his hands,
+ the triangle will instantly be dispelled, and the caster will take one
+ full round to recover before being able to cast another spell.
  
  ------------------------------------------------------------------------
  
diff -c MU1/7 MU/7
*** MU1/7	Sun Jun 23 23:07:22 1991
--- MU/7	Tue Apr 14 12:00:00 1992
***************
*** 8,13 ****
--- 8,36 ----
  
  ========================================================================
  
+ Celestarion's Warding (Abjuration)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 7
+ Area of Effect: 10-foot radius sphere
+ Saving Throw: Negates
+ 
+ This spell is designed to ward off undead creatures and creatures from
+ the lower planes. When cast, all such creatures within 10 feet of the
+ caster are subject to a save vs. spells at -5, taking into account
+ their Magic Resistance. Those failing their save are thrown out of the
+ area by a tremendous force, and land 20' away. Thereafter, the
+ creatures cannot enter the sphere, or use their powers on creatures
+ within the sphere. Spells and attacks can still be cast at these foul
+ creatures from within the sphere.
+ 
+ The material component of this spell is a glass ball or a marble made
+ of crystal.
+ 
+ ------------------------------------------------------------------------
+ 
  Chaos Environment (Alteration)
  
  Range: 1" per level
***************
*** 177,182 ****
--- 200,323 ----
  
  ------------------------------------------------------------------------
  
+ Ditan's Demolition (Alteration)
+ 
+ Range: 120'
+ Components: V, S, M
+ Duration: Permanent
+ Casting Time: 5
+ Area of Effect: 10 feet per level
+ Saving Throw: None
+ 
+ By means of this spell, the caster may demolish a dwelling as if it
+ where done by an expert demolition team. Unless the dwelling is
+ magical, the spell will totally destroy the building. The nice thing
+ about this spell however is, that when the spell is finished and the
+ dust clears, all that will be left (nicely stacked and reusable) are the
+ following: 75% of the wood, 50% of all stone, 10% if any metal and 10%
+ of any other odd structural material.
+ 
+ The material component is a perfectly smooth disc of black onyx which
+ must be smashed during spell casting.
+ 
+ ------------------------------------------------------------------------
+ 
+ Ditan's Everdeep Pocket (Alteration)
+ 
+ Range: Personal
+ Components: V, S, M
+ Duration: Permanent
+ Casting Time: 6
+ Area of Effect: One pocket
+ Saving Throw: Nil
+ 
+ By use of this spell, the caster endows one pocket with half the
+ holding capabilities of a bag of holding. The pocket has all the
+ abilities and restrictions of a bag of holding listed in the Dungeon
+ Master's Guide.
+ 
+ The material components for this spell are a pinch of fairy dust, and a
+ pocket.
+ 
+ ------------------------------------------------------------------------
+ 
+ Ditan's Minor Nullify (Alteration/Necromancy)
+ 
+ Range: 20' + 10' per level
+ Components: V, S, M
+ Duration: 1 day
+ Casting Time: 7
+ Area of Effect: One creature
+ Saving Throw: Negates
+ 
+ With the casting of this spell, the wielder calls into being a sphere
+ of negative magic energy. This sphere is then hurled at one creature
+ with spell casting abilities. Unless a saving throw at - 6 is made, the
+ creature is affected by this spell. If the creature hit is a mage, the
+ mage forgets the spells he had memorised for the day, and cannot seem
+ to memorise any more for the remainder of the day. If the creature hit
+ is a priest, they seem to have lost contact with their deity for the
+ remainder of the day, and cannot cast prayers.  The effects of this
+ spell can only be canceled by a Limited Wish, Wish, or divine
+ intervention, Dispel Magic will not do it.
+ 
+ The caster has a 10% chance of being affected by this spell as well,
+ since he must hold the sphere before it is launched.
+ 
+ The material component for this spell is a one foot long, one inch in
+ diameter rod of pure obsidian.
+ 
+ ------------------------------------------------------------------------
+ 
+ Ditan's Portable Quarters (Alteration/Conjuration)
+ 
+ Range: Special
+ Components: V, M, S
+ Duration: 1 day per 9 levels
+ Casting Time: 5 rounds
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ When this spell is cast the caster enchants one doorknob-shaped gem (of
+ 1000 GP value or more) per every five levels of caster's experience.
+ Once the doorknob is enchanted it will remain so for one day for every
+ nine levels of the caster, and a number will appear on the doorknob
+ informing the owner on how many days it will function (this number
+ changes as days pass).
+ 
+ From this moment on, until the end of the duration of the spell, the
+ owner of the doorknob may use it to enter a magical room. The owner
+ simply holds the knob as if it where attached to a door, pushes, and an
+ outline of a door will appear and the door will open into a 30' x 30' x
+ 30' room. The room that it opens onto depends on the person using the
+ doorknob (examples: a male fighter turns the knob and finds a
+ comfortable room, with weapon cleaning apparatuses, like a sharpening
+ stone and weapon oil; and weapon stands, while a female cleric opens it
+ an finds a plush, comfortable room, with an altar to her deity and a
+ place to clean up. All rooms include a bathroom and washing area). The
+ rooms will never have any magic items in them when created, just normal
+ items.
+ 
+ The owner may have up to two other people in the room at a time. Once
+ the door is closed the only way to open it again is with the doorknob,
+ and it will always open at the very spot at which the character
+ entered. Time passes normally while inside these rooms. The owner may
+ leave things in this room and they will be safe as long as the spell is
+ in effect, but if the material is still in the room at the time of the
+ spell's end, the materials are gone forever. Any person in the room at
+ the end of the spell's duration will reappear where the door was last
+ opened or closed.
+ 
+ There is no way anyone can contact or reach someone in a room once the
+ door is closed, since the outline disappears. This doorknob will only
+ work for the owner: if it is given away, taken, or stolen, it will not
+ work.
+ 
+ The material component for this spell is the appropriate number of gem
+ doorknobs, a pint of dragonblood, and a bit of unicorn horn.
+ 
+ ------------------------------------------------------------------------
+ 
  Electrosphere (Evocation)
  
  Range: 1" per level
***************
*** 285,290 ****
--- 426,504 ----
  
  ------------------------------------------------------------------------
  
+ Jadwin's Deceiving Forgery (Illusion)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 1 turn + 1 round per level
+ Casting Time: 1 round
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ By means of this spell, the wizard may disguise his mental signature to
+ be identical to another spellcaster's. All in-place spells react to the
+ wizard as if he were the other spellcaster. For instance, the wizard
+ would be able to pass through another's Wizard Locked door, use
+ another's Passwall. The wizard would even be able to travel through a
+ clerical Glyph of Warding or Forbiddance, provided that the password is
+ known.
+ 
+ Note that some in-place spells such as Prismatic Sphere are not
+ designed for access by two persons. Powerful, in-place, caster specific
+ spells will not be fooled by the Forgery if their real caster is
+ present. While this spell allows the wizard to walk into anothers
+ unoccupied Prismatic Sphere, should the wizard attempt to enter an
+ occupied Sphere the attempt will fail, resulting in the wizard taking
+ the full consequences of such an attempt. The caster of the Prismatic
+ Sphere will never have a problem entering, however if the caster of the
+ Sphere spell enters after the caster of the Forgery the Sphere will no
+ longer be deceived by the Forgery. If the caster of the Forgery then
+ comes in contact with the Sphere he will take the full consequences.
+ 
+ Less powerful, in-place, caster specific spells either are not specific
+ enough to exclude two mental copies of the caster or will refuse the
+ second access attempt even if it is the caster of the original spell.
+ 
+ This spell does not foil active detection spells such as Know Alignment
+ and True Sight, only in-place ones. Also, the wizard is not recognised
+ by his own in-place spells for the duration of the Forgery.
+ 
+ The material component of this spell is an ivory plaque on which is
+ inscribed the name and magic symbol of the spellcaster whose aura is to
+ be duplicated.
+ 
+ ------------------------------------------------------------------------
+ 
+ Sever Shadow (Illusion/Phantasm)
+ 
+ Range: Touch
+ Components: V, S
+ Duration: 1 turn per level
+ Casting Time: 7
+ Area of Effect: 1 creature
+ Saving Throw: Special
+ 
+ This spell operates as a Shades spell producing a 60% real duplicate of
+ the creature touched as per a Shades spell. If the original is a spell
+ caster the 60% applies to the shadows effective level for spell
+ selection. Note that all of the shadows spell effects are illusions.
+ 
+ The shadow creature is formed from the shadow cast by the original and
+ will be completely under the control of the original creature through
+ an ESP type link. The shadow creature appears to have all the natural
+ abilities of the original. Many of these shadow abilities will be
+ illusionary.
+ 
+ No material component is required but the creature must be lit to
+ produce a shadow for the spell to work. For the duration of the spell
+ the original creature will not cast a shadow, the spell is sometimes
+ cast just for this particular side effect. The semi-real shadow form
+ produced by the spell will cast a shadow and can be used to create a
+ further duplicate, the 60% factor applies again, with another
+ application of the spell.
+ 
+ ------------------------------------------------------------------------
+ 
  Jamye's Flesh to Toast (Alteration)
  
  Range: 10 yards
***************
*** 475,480 ****
--- 689,844 ----
  
  ------------------------------------------------------------------------
  
+ Noska Trades' Feign Dust (Conjuration, Necromancy)
+ 
+ Range: Touch
+ Components: V, S
+ Duration: 3 hours + 1 turn per level
+ Casting Time: 1
+ Area of Effect: Creature touched
+ Saving Throw: None
+ 
+ Upon casting this spell the recipient and all his belongings are
+ reduced to a heap of dust with a skull resting on top. The skull is
+ actually a conjured one and is not attached to the spell recipient in
+ any way. The conjured skull may or may not be human, but will always be
+ humanoid (cf. reincarnation). Feigning creatures are able to smell and
+ hear normally, but can only "see" in a 20' radius sphere around
+ themselves.
+ 
+ Creatures feigning dust are unaffected by any attack form other than
+ scattering by magical means (i.e., wind wall, gust of wind, polymorph
+ any object, etc.) which causes 1d6 hp damage per level of the caster of
+ the scattering spell. Attempts to remove the dust by other means will
+ not succeed.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Magic Resistance (Abjuration)
+ 
+ Range: 10 yards per level
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 5
+ Area of Effect: One creature
+ Saving Throw: None
+ 
+ Upon the utterance of the spell, the caster creates an effect that
+ drastically increases the target's health so that he will be able to
+ resist the effects of magic. The base magic resistance is 10% + 5% per
+ level of experience. The effects of the spell are identical to that of
+ a person that would naturally have the resistance. All rules concerning
+ magic resistance apply to this spell.
+ 
+ The material component for this spell is a pinch of platinum in the
+ form of dust.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Petrifying Gaze (Evocation)
+ 
+ Range: 1/2" per level
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 7
+ Area of Effect: Personal
+ Saving Throw: Negates
+ 
+ While this spell is in effect, the caster may use a gaze attack,
+ exactly like that of a basilisk, against one opponent per round. The
+ gaze is in addition to normal attacks and requires but 1 segment to
+ complete. The victim must save vs. petrification or be turned to
+ stone. The gaze attack extends into the ethereal plane, and the caster
+ is subject to the effects of his own reflected gaze.
+ 
+ The material component is an ointment that includes powdered basilisk
+ scales.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Spell Extension (Alteration)
+ 
+ Range: 0
+ Components: V
+ Duration: Special
+ Casting Time: 7
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell is about the same as the fourth level spell Extension I,
+ except that it quadruples the duration of 1-3 level spells, triples the
+ duration of 4-5 level spells, doubles the duration of 6-7 level spells,
+ and extends the duration of 8th level spells by 50% of the indicated
+ duration.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Acidball (Evocation)
+ 
+ Range: 100 yards + 10 yards per level
+ Components: V, S, M
+ Duration: Instantaneous
+ Casting Time: 7
+ Area of Effect: 20-foot radius globe
+ Saving Throw: Half damage
+ 
+ This spell is similar to Fireball except that it causes a burst of acid
+ in a 20-foot radius globe. Pilpin created this spell for security
+ reasons in his regular dealings with lower plane creatures.
+ 
+ Creatures within the area of effect will take 1d8 points of damage per
+ level of the caster unless they make a successful saving throw, in
+ which case they will take half damage. Any paper, parchment, or soft
+ metals within the area of effect are destroyed, other items are allowed
+ a saving throw. Possessions of a creature that successfully saves are
+ unaffected by the Acidball. The caster must have a clear line of sight
+ to the target area.
+ 
+ The material components are a drop of water and a scale from a black
+ dragon.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Ravaging Spheres of Fire (Evocation)
+ 
+ Range: Special
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 1 round
+ Area of Effect: One 3' radius sphere per level
+ Saving Throw: Negates
+ 
+ This spell is an enhancement of the second level spell Flaming Sphere.
+ The spell creates one burning globe of fire per level of the mage. The
+ globes all appear within 30 yards of the caster and roll in whichever
+ direction the mage points, at a rate of 100 yards per round.  The
+ spheres can roll over any obstacle, even a city wall. Combustible
+ substances are ignited by contact with a sphere. Creatures contacting a
+ sphere must successfully roll a saving throw versus spells or suffer
+ 2d4 hit points of damage. Those within five feet of a sphere must also
+ save or suffer 1d4 points of damage. A successful saving throw means no
+ damage is suffered.
+ 
+ The spheres move in the direction the caster directs, otherwise the
+ spheres will wander aimlessly. Spheres can be extinguished by the same
+ means as any normal fire of their size. The surface of the spheres has
+ a spongy, yielding consistency and does not cause damage except by its
+ flames. It can not push unwilling creatures aside or batter down large
+ obstacles.
+ 
+ If the spell is unleashed on a large source of easily combustible
+ material (such as a city of at least 50% wooden buildings or a dry
+ forest) there is a 25% chance that a fire storm will start. A fire
+ storm will burn out of control for many days until at least 90% of the
+ combustibles are burned. It will also be so hot that it will melt soft
+ metals and crack thin stone walls.
+ 
+ The material components are a pinch of sulphur, a bit of tallow, a
+ dusting of powdered iron, and a live fire dwelling/using creature, such
+ as a fire beetle or fire bat, which must be slain during casting.
+ 
+ ------------------------------------------------------------------------
+ 
  Pobithakor's Placer (Alteration, Divination)
  
  Range: Special
***************
*** 714,719 ****
--- 1078,1118 ----
  material component for this spell is an ornately carved, gem-encrusted,
  wooden staff (worth at least 100 GP), which is consumed when the spell
  is cast.
+ 
+ ------------------------------------------------------------------------
+ 
+ Tharos's Temporal Study (Alteration)
+ 
+ Range: 1 foot
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 6
+ Area of Effect: Special
+ Saving Throw: Special
+ 
+ When this spell is cast a magical door outline, only seen by the
+ caster, will appear one foot in front of the caster. The caster then
+ may enter through the outline (the caster is the only one able to enter
+ the doorway). Once the caster walks through the outline he will see a
+ nice sized furnished room (20' x 20' x 20'). While in this room the
+ caster will be able to heal, rememorise spells, sleep (safely), or do
+ anything else he is normally able to do, with the exception of new
+ spell study, or the casting of any other spells than healing spells. If
+ an attempt to do this is made the room will explode, doing 30d20 to the
+ caster.
+ 
+ The caster may stay in this room for 2 hours + 1 hour per level, the
+ catch being that as soon as he leaves they will have been gone for only
+ 1 second per hour spent in the room (example: Murlock, a 24th level
+ Wizard cast this spell and spends a whole day within the room, but when
+ he leaves the room his companions state that he has been gone for
+ exactly 24 seconds). If a caster is still in the room when the spell's
+ duration has come due, the caster must make a saving throw at -5 or be
+ hurdled into the void (note: the caster does age normally when in the
+ room).
+ 
+ The material component for this spell is 50 GP value of each of the
+ following: diamonds, rubies, ivory & jade.
  
  ------------------------------------------------------------------------
  
diff -c MU1/8 MU/8
*** MU1/8	Sun Jun 23 22:25:06 1991
--- MU/8	Tue Apr 14 12:00:00 1992
***************
*** 63,68 ****
--- 63,97 ----
  
  ------------------------------------------------------------------------
  
+ Demonstar (Evocation)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 1 round per level
+ Casting Time: 8
+ Area of Effect: One target
+ Saving Throw: Special
+ 
+ This powerful attack spell is used exclusively against natives of the
+ lower planes. Against other creatures, it is absolutely harmless. When
+ the spell is cast, a star appears in the hand of the caster, and
+ travels at very high speeds to implant itself on the creature's
+ forehead, or the nearest equivalent of a forehead. Then the star starts
+ to glow very brightly and hot. The demon gets to make his magic
+ resistance roll, but at -30%. If he fails his saving throw, he gets a
+ saving throw vs. spells every round to reduce some of the spell's
+ effects.
+ 
+ The star does 10d6 hit points of damage per round, and immobilises the
+ demon in pain. The saving throw is for half damage and the ability to
+ act, despite the pain. The spell also blocks any gate attempts by the
+ demon. This blocking of Gate attempts stops when the spell duration is
+ over or the demon is dead, whichever comes first.
+ 
+ The material component of this spell is a golden star.
+ 
+ ------------------------------------------------------------------------
+ 
  Fellstar's Flame Jet (Evocation)
  
  Range: 10 yards per level
***************
*** 370,375 ****
--- 399,584 ----
  
  ------------------------------------------------------------------------
  
+ Noska Trades' Mass Contagion (Necromancy)
+ 
+ Range: 5 yards per level
+ Components: V, S
+ Duration: Permanent
+ Casting Time: 8
+ Area of Effect: One creature per level
+ Saving Throw: Negates
+ 
+ This spell causes a major disease and weakness in one or more creatures
+ in the same way as the Contagion spell. Up to one creature per
+ experience level of the caster can be effected, provided that all
+ subject creatures are within the spell range.
+ 
+ The afflicted individual is immediately stricken with painful and
+ distracting symptoms: boils, blotches, lesions, seeping abscesses, and
+ so on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls
+ are decreased by 2. The effect persists until the character receives a
+ cure disease spell or spends 1d3 weeks taking a complete rest to
+ recover. Characters ignoring the contagion for more than a day or so
+ may be susceptible to worse diseases at the discretion of the DM.
+ 
+ Saving throws against the spell suffer a penalty of -1, and if a single
+ creature is to be affected, its saving throw suffers a -4 penalty.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Elemental Triads (Evocation)
+ 
+ Range: 15 yards + 10 yards per level
+ Components: V, S, M
+ Duration: Instantaneous
+ Casting Time: 6
+ Area of Effect: Special
+ Saving Throw: 1/2
+ 
+ When this spell is cast, three bolts of fire, electricity, frost,
+ water, or acid shoot forth from the palm of the caster. They may
+ strike one, two or three targets. If more than one target is struck,
+ the targets must be within 60 degrees of each other. The damage
+ inflicted is 1d6 + 1 per level of experience. The caster must be able
+ to see the targets. Successful saving throws halve the damage. A save
+ applies to each separate bolt so if only one creature is attacked then
+ it must make three saves.
+ 
+ The material component for this spell is a small piece of gold shaped
+ like a pyramid.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Black Death (Conjuration/Summoning)
+ 
+ Range: 120 yards
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 1 round
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell conjures 250 flea-infested rats that carry the bacteria
+ Yersinia pestis, commonly known as the Black Death or Bubonic plague.
+ These rats will act as any other rat and simply scurry away. If this
+ spell is cast in a humanoid community, it will cause a number of
+ humanoids to become infected with the disease and probably die. The
+ number of people infected depends on the size of the community, the
+ season, and a little bit of chance. In the following table, the column
+ entitled "Number Infected" gives a number of creatures infected in the
+ community or a percentage of creatures infected. Use the value that
+ gives the smallest number.
+ 
+ For example, if the spell was cast in a village of 200 elves in the
+ middle of summer, the choice from the table is 300 elves or 60 elves
+ (30% of 200), the number infected is then 60 (because it's the smaller
+ number and 300 is impossible). It will take 2d6 days for the creatures
+ to become infected.
+ 
+ Season		Number Infected	Plague
+ ~~~~~~~~~~~	~~~~~~~~~~~~~~~	~~~~~~
+ Winter		50 or 5%	0%
+ Spring/Fall	200 or 20%	1%
+ Summer		300 or 30%	3%
+ 
+ The final column ("Plague") gives the chance that the disease actually
+ reaches epidemic proportions. If this happens, 1 in 3 humanoid
+ creatures (33%) in a 100-mile radius will be infected by the disease.
+ The caster can be infected by his own disease.
+ 
+ A diseased creature will lose 2 points of constitution, 1 point of
+ strength and 1 point of dexterity per day of infection until death,
+ that occurs when constitution has reached -10. The rats and disease are
+ not magical and therefore cannot be dispelled. A creature does not get
+ a saving throw to resist being infected, it's strictly by chance. The
+ disease can be cured by a character with healing proficiency that makes
+ a successful proficiency check, or by magical means. A cured creature
+ will regain 1 point of each ability per day.
+ 
+ The material components are a tiny rat skin bag containing rotting
+ humanoid flesh, which both disappear upon casting.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Dark Wall (Conjuration/Summoning)
+ 
+ Range: 200 yards
+ Components: V, S, M
+ Duration: 1 day per level
+ Casting Time: 7
+ Area of Effect: 50,000 square feet
+ Saving Throw: Special
+ 
+ The spell conjures a 1 foot thick wall of black mist that causes death
+ to most creatures that touch it. The wall cannot be seen through, but
+ sound or objects will pass through it. Any living creature that touches
+ or attempts to pass through the wall must roll a saving throw versus
+ death, modified depending on their level as follows:
+ 
+ Creature's
+ Hit Dice	Saving Throw
+ ~~~~~~~~~~~	~~~~~~~~~~~~
+ less than 1	none
+ 1 or 2		-4
+ 3 or 4		-3
+ 5 or 6		-2
+ 7 or 8		-1
+ more than 8	normal
+ 
+ The wall can be shaped into a rectangle, box, hemisphere, sphere, or
+ just one huge wall, as long as the surface area is 50,000 square feet.
+ The wall cannot be physically disturbed (i.e., blow away, pushed,
+ etc.), but parts of it can be negated by a successful Dispel Magic. It
+ can be penetrated using an Anti-Magic Shell, or totally negated with a
+ Wish. The material components are a crushed black pearl and a vial of
+ gaseous death poison.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Ephemeral Wand (Enchantment)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: 24 hours
+ Casting Time: Special
+ Area of Effect: Wand
+ Saving Throw: None
+ 
+ This dangerous spell turns a specially prepared wand into a magical
+ wand for one day. The wand can be used by anyone who knows the command
+ word, which is decided upon by the caster.
+ 
+ The power the wand contains depends on what spell the caster decided to
+ enchant the wand with. The wand can be made to cast any single spell,
+ chosen by the caster, of up to 5th level that has a casting time of up
+ to 1 round (i.e., Find Familiar, Strength, Phantom Steed, Hallucinatory
+ Terrain, Conjure Elemental, etc., could not be used).
+ 
+ The number of charges the wand contains depends on the number of times
+ the caster casts the chosen spell into the Ephemeral Wand (i.e.,
+ obviously it cannot be more than five charges). The caster must have
+ previously memorised the appropriate spells. For example, a 16th-level
+ mage creates an Ephemeral Wand that casts the 5th-level spell Wall of
+ Iron. If the mage wanted to put five charges in the wand he would have
+ to use all five of his 5th-level spell slots to memorise five Walls of
+ Iron. He would then use all five of his Walls of Iron to give the wand
+ five charges. The wand cannot have different spells in it, a different
+ mage cannot add charges to it, nor can it be recharged. The spell in
+ the wand takes as long to activate as the casting time of the spell,
+ and the spell performs at the experience level of its creator. There is
+ a 5% chance per usage that the spell cast from the Ephemeral Wand
+ backfires, the exact details depending on the spell being cast (DM's
+ love this kind of thing!).
+ 
+ The casting time for this spell is 1 turn plus 1 round per charge
+ added.  The material component is an ivory wand, inlaid with a special
+ gold pattern (minimum 1,000 GP in craftsmanship) and topped with a
+ diamond worth at least 1,000 GP. The wand does not disappear at the end
+ of the spell (although it could very well get stolen): it simply
+ becomes non-magical.
+ 
+ ------------------------------------------------------------------------
+ 
  Power Link (Necromancy)
  
  Range: 10 yards
***************
*** 568,574 ****
  
  ------------------------------------------------------------------------
  
! Summon Wraiths (Conjuration/Summoning, Necromancy)
  
  Range: 10 yards
  Components: V, S, M
--- 777,783 ----
  
  ------------------------------------------------------------------------
  
! Summon Wraith (Conjuration/Summoning, Necromancy)
  
  Range: 10 yards
  Components: V, S, M
diff -c MU1/9 MU/9
*** MU1/9	Sun Jun 23 22:25:16 1991
--- MU/9	Tue Apr 14 12:00:00 1992
***************
*** 60,65 ****
--- 60,157 ----
  
  ------------------------------------------------------------------------
  
+ Celestarion's Barrier of Blackwhite (Abjuration, Necromancy)
+ 
+ Range: 0
+ Casting time: 2 rounds
+ Duration: 1 round per level
+ Components: V, S, M
+ Area of Effect: 10-foot radius sphere
+ Saving Throw: Special
+ 
+ This spell was created by Celestarion to be his Ultimate form of
+ protection. Whether it is or is not is left up to the individual mage,
+ but nonetheless it is a powerful spell.
+ 
+ When cast, a sphere of swirling black and white light appears to
+ surround the caster and all those close to him. The Barrier has all of
+ the following effects:
+ 
+ a) It prevents any spells going through it. What happens is that the
+ spell energy is drawn into the top of the sphere.
+ 
+ b) The lighting effects of the sphere prevent anyone from seeing
+ through it, although those on the inside can see out. This results in a
+ -4 to hit penalty.
+ 
+ c) All magic within the sphere is unaffected. Spells cannot be cast out
+ of it, but can be cast within it.
+ 
+ d) No living being can pass through the sphere unless a saving throw vs.
+ spells is made with a -6 penalty. If they fail their saving throw, they
+ are just unable to pass through.
+ 
+ e) No magic items of any sort can pass through.
+ 
+ f) Normal physical objects can pass through as can psionic attacks.
+ 
+ g) If the barrier is not hit by a spell or a magic item or any psionic
+ discipline, then the barrier needs energy. It draws 2-8 of the caster's
+ hit points for every round that it isn't hit. Should the caster's hit
+ points go below 10% of their maximum, he starts to lose one level per
+ round. The spell continues for as long as his initial level in rounds.
+ When he has lost half his levels, then he starts to lose 1 intelligence
+ point per round until the spell ends. The caster can not voluntarily
+ end the spell.
+ 
+ Hit point and level losses are temporary and return at the rate of one
+ per turn each, but intelligence losses are permanent. These effects can
+ be avoided if the caster himself casts a spell at the barrier. He
+ cannot dispel it when he wishes, however.
+ 
+ The material components of this spell are one star sapphire, and one
+ black star opal of at least 20.000 GP value each. Both are lost in
+ the casting.
+ 
+ ------------------------------------------------------------------------
+ 
+ Celestarion's Total Blast (Evocation, Necromancy)
+ 
+ Range: 240 yards + 10 yards per level
+ Casting time: 9
+ Duration: Instantaneous
+ Components: V, S, M
+ Area of Effect: One creature per object
+ Saving Throw: Special
+ 
+ 
+ This spell was designed as a last line of defense by Celestarion for
+ use when all else failed. It is nothing less than a 9th level blast of
+ totally destructive energy. Upon casting, the following things happen,
+ in the sequence given.
+ 
+ a) A blast of scintillating energy erupts from the caster's hands and
+ strikes the target.
+ 
+ b) The target has to make a saving throw versus spells at -6. This
+ spell also causes Magic Resistance rolls to be made at -30%.
+ 
+ c) Failure of the saving throw totally disintegrates the target.
+ 
+ d) Success of the save means the target takes 10d20 hitpoints of damage
+ and, if still alive, is stunned for 1d4 turns.
+ 
+ e) The mage, regardless of spell effects automatically loses one level,
+ permanently, and must make a save vs. spells. Failure indicates instant
+ death, with only a Wish able to bring him back. Success results in
+ losing 1d100 of his remaining spell levels, randomly chosen, and being
+ unconscious for 1d4 rounds.
+ 
+ The material component of this spell is a ioun stone, which is lost in
+ the casting.
+ 
+ ------------------------------------------------------------------------
+ 
  Coradon's Conflagration (Invocation/Evocation)
  
  Range: 150 yards
***************
*** 245,250 ****
--- 337,417 ----
  
  ------------------------------------------------------------------------
  
+ Ditan's Nullify (Alteration/Necromancy)
+ 
+ Range: 30' + 10' per level
+ Components: V, S, M
+ Duration: 1 Week
+ Casting Time: 9
+ Area of Effect: One creature with his magic items
+ Saving Throw: Negates
+ 
+ This spell is a more powerful version of the seventh level spell,
+ Ditan's Minor Nullify. This spell stops the spell caster or priest from
+ using their abilities for a week, as well as temporarily disabling any
+ carried magic items to function. Items get a saving throw vs. crushing
+ blow, while artifacts are not affected at all. The caster has a 30%
+ chance of being affected, but if he is affected, he is affected as by a
+ Minor Nullify.
+ 
+ The material component for this spell is a 1000 GP ball of obsidian,
+ and a 1000 GP diamond, that are both consumed in the casting. The
+ victim's saving throw is at -8.
+ 
+ ------------------------------------------------------------------------
+ 
+ Ditan's Portable Dwelling (Alteration/Conjuration)
+ 
+ Range: Special
+ Components: V, M, S
+ Duration: 1 day per 10 levels
+ Casting Time: 8 rounds
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell is a more powerful version of the seventh level spell
+ Ditan's Portable Quarters, with the following exceptions.
+ 
+ The spell only enchants one doorknob, and it opens up onto a two story
+ home, with 5 bedrooms, two bathrooms, 5 miscellaneous rooms, and a
+ kitchen.  The owner may allow up to 16 beings in, as well as himself.
+ In addition, the character may contact the outside world via a call
+ portal that allows the characters inside to view the immediate area
+ where they entered.
+ 
+ The additional material component is a ring of spell storing with 3
+ enlarge spells held within, that is consumed in casting the spell.
+ 
+ ------------------------------------------------------------------------
+ 
+ Ditan's Power Striping (Alteration/Necromancy)
+ 
+ Range: 100' + 10' per level
+ Components: V, S, M
+ Duration: Until Dispelled
+ Casting Time: 2 rounds
+ Area of Effect: One creature
+ Saving Throw: Special
+ 
+ When this spell is cast the caster calls into being two spheres of
+ negative energy, one from the realm of negative magic energy, and one
+ from the quasi-negative material plane. The spheres are then hurled at
+ the victim, and the character gets a saving throw at -6, or will be
+ affected. If affected, the character loses all the abilities of his
+ class or classes. Spells will not work, specialisation is lost, and
+ skills are forgotten. The only way to dispel this effect is a Wish or
+ divine intervention. A Limited Wish will temporarily (1d20 turns)
+ restore abilities.
+ 
+ The material component for this spell is a 1' cube of obsidian, the eye
+ of a black dragon, and a trapped soul of a demon of at least 16 HD.
+ All spell components are consumed in the casting. There is a 50% chance
+ that the soul of the demon is being released, and trying to take over
+ the caster, who, when taken over, is drained of all spell abilities for
+ 1d4 years.
+ 
+ ------------------------------------------------------------------------
+ 
  Eldarr's Major Spell Conversion (Alteration)
  
  Range: 0
***************
*** 822,827 ****
--- 989,1020 ----
  
  ------------------------------------------------------------------------
  
+ Noska Trades' Selective Death Spell (Necromancy)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 1 round
+ Casting Time: 6 hours
+ Area of Effect: 1/2 mile per level
+ Saving Throw: None
+ 
+ This spell will slay a selected type of creatures in the designated
+ area of effect with the effectiveness of a double strength Death Spell
+ (with respect to numbers of creatures slain). For example, all the
+ first born of a specific race could be slain in the area of effect.
+ 
+ During the 6 hour casting time, black storm clouds form over the
+ caster's location and slowly pillar to the ground. Upon completion of
+ the casting the cloud touches the ground and vanishes and the selected
+ group of creatures slowly dies over a one-round period.
+ 
+ The first material component is a blade of grass from the grave of a
+ creature of the type to be selected. The single blade of grass must be
+ picked in the direct light of a full moon. The second material
+ component is 5,000 GP worth of powdered diamond.
+ 
+ ------------------------------------------------------------------------
+ 
  Nuke (Evocation)
  
  Range: 0
***************
*** 834,839 ****
--- 1027,1321 ----
  Creates a thermonuclear explosion of 2 kilotons power per level of
  caster. Range is zero so unless used with one of the Carrier spells
  this is a suicide weapon.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Absorption (Alteration/Evocation)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 5 rounds per level
+ Casting Time: 9
+ Area of Effect: Caster
+ Saving Throw: None
+ 
+ This spell enables the caster to absorb and redirect up to 10 levels of
+ magic energy. Any incoming spell is nullified, and the energy stored as
+ potential. Only the same spell can be redirected, even if the caster is
+ not familiar with it. Any type of spell directed at the caster may be
+ absorbed, with the exception of area of effect spells, touch spells,
+ and effects from magic items. Unused energy stored is lost at the end
+ of the spell's duration.
+ 
+ If an incoming spell exceeds the spell's remaining capacity, the caster
+ may make a saving throw vs. spells (with a bonus of +2 per level of the
+ incoming spell absorbed), to avoid the effects of any remaining spell
+ energy, even for spells that ordinarily do not allow saving throws.
+ 
+ The material component is an amulet that glows when spell energy is
+ stored then disintegrates on the ending of the spell.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Dimensional Travel (Alteration)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 1 turn
+ Area of Effect: The caster plus an additional 1d6 beings
+ Saving Throw: Negates
+ 
+ This spell allows the caster and 1d6 beings to travel the circuits of
+ the woven dimensions. The caster can travel to the different realms or
+ dimensions and back with this spell. The duration of the spell is all
+ dependent upon the will of the caster, with a maximum of 2 days. The
+ number of creatures that can accompany the caster should be rolled
+ secretly by the DM, and only revealed after the first dimension travel
+ has been made. No creatures other than those that accompanied the
+ caster on the first travel can accompany him on subsequent travels.
+ Any unwilling creature gets a saving throw vs. spells to avoid the
+ effects of this spell.
+ 
+ The material component for this spell is a brazier burning various rare
+ herbs during the casting of the spell.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Laser (Evocation)
+ 
+ Range: Special
+ Components: S
+ Duration: Instantaneous
+ Casting Time: 1 round
+ Saving Throw: Special
+ Area of Effect: One creature
+ 
+ Upon utterance of this spell the caster releases a light beam of
+ positive energy from his finger. The beam inflicts a total of 10d10 HP
+ of damage, and if the save vs. spells is failed, there is a 20% chance
+ that a body part will be damaged (roll on the chart below if this is
+ the case).
+ 
+ Roll	Hit	Effect
+ ~~~~	~~~~	~~~~~~~~~~~~~~~~~~~~
+ 1	Head	Instant Death
+ 2-3	Arm	Useless until healed
+ 4-5	Leg	Useless until healed
+ 6	Rear	Useless until healed
+ 
+ If the victim makes his save he will sustain only half damage and
+ reduce the chance of body part damage to 5%. The only spell component
+ for this spell is a slight unique finger pattern.
+ 
+ It is easier to aim at larger creatures, but a larger creature gets a
+ better save. Therefore, range and saving throw for this spell vary
+ according to the creature attacked by the beam:
+ 
+ Creature is	Range	Saving throw
+ ~~~~~~~~~~~	~~~~~	~~~~~~~~~~~~~~~
+ Small		60'	1/2; made at -6
+ Medium		120'	1/2; made at -4
+ Large		240'	Negates
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Mnemonic Enhancer (Alteration)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: 1 day
+ Casting Time: 1 turn
+ Area of Effect: Personal
+ Saving Throw: None
+ 
+ This spell is similar to the 4th level spell Rary's Mnemonic Enhancer,
+ but, by means of this spell, the caster is able to memorise and retain
+ the memory of nine additional spells, in different combinations. The
+ caster can elect to memorise the spells immediately or the caster may
+ elect to retain the ability to memorise the spells until a later time.
+ 
+ The material components for this spell are a piece of golden thread, an
+ ivory plaque of at least 1000 GP, an ink compose of squid secretion and
+ a drop of blue dragon blood. All components disappear when the spell is
+ cast. No spell may be enhanced more than twice, by means of this
+ spell.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Permanency (Alteration)
+ 
+ Range: Special
+ Components: V, S, M
+ Duration: Permanent
+ Casting Time: 4
+ Area of Effect: Special
+ Saving Throw: None
+ 
+ This spell is almost identical to the 8th level wizard spell
+ "Permanency" other than the fact that the wizard can make any spell's
+ duration permanent (at the DM's discretion). There is no monetary cost
+ for the spell but still there is a cost, namely that the caster loses
+ two points of Constitution for this spell.
+ 
+ ------------------------------------------------------------------------
+ 
+ Orko's Time Travel (Alteration)
+ 
+ Range: 0
+ Components: V, S, M
+ Duration: Special
+ Casting Time: 1 turn
+ Area of Effect: The caster or an optional 1d6 creatures
+ Saving Throw: None
+ 
+ This spell allows the caster or 1d6 beings to travel the circuits woven
+ by time. The caster can travel into the future or into the past and
+ back with this spell. It is recommended that the past be left alone for
+ the general safety of the future. The caster controls the duration by
+ his will.
+ 
+ If beings other than the caster are sent into the future or the past,
+ they can return whenever they will it.
+ 
+ The material component for this spell is a small piece of oriental
+ silk.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Nightmare (Enchantment/Charm, Necromancy)
+ 
+ Range: Plane of casting
+ Components: V, S, M
+ Duration: Special
+ Casting Time: Special
+ Area of Effect: One creature
+ Saving Throw: Special
+ 
+ This spell allows the mage to enter a creature's dream and attempt to
+ control it, but the spell can backfire and destroy the mage. Creatures
+ that do not dream are not affected by this spell (i.e., undead, non-
+ intelligent monsters, etc.). The creature must have been asleep for at
+ least one hour before the spell will work.
+ 
+ The mage goes into a deep trance for the duration of the spell and is
+ totally oblivious to the surrounding environment. If the mage is
+ disturbed, the spell ends.
+ 
+ The mage projects from the trance into the creature's dream. The mage
+ will appear in the dream as an observer, unable to influence the dream
+ or say anything. There is a 5% chance that the dream projected into is
+ hostile to the mage (see below for the effects of a dream hostile to
+ the mage).
+ 
+ Once in the dream, the mage attempts to take control of the dream.  The
+ target creature is allowed a saving throw at -4 to resist the mage's
+ attempt. If this first save is successful, the mage does not take
+ control of the dream and cannot try again for a week. At this point,
+ the mage can leave, or remain as an observer. If the mage chooses to
+ remain, there is a 5% chance per round that the dream turns hostile to
+ the mage. If the creature fails the save, the mage takes control of the
+ dream and can make anything happen in that dream. If the mage causes
+ the dream to become hostile to the creature (i.e.: turning it into a
+ nightmare), the target creature must make a saving throw versus death
+ magic or die in its sleep. If the creature's save is successful, the
+ mage loses control of the dream, but the target creature still takes
+ physical damage equal to 25% of its maximum hit points. The target
+ creature will not awaken due to the physical damage caused by the
+ nightmare, but may be awaken by another, who witnesses the damage
+ suddenly appearing on the creature.
+ 
+ After the first attempt at turning the dream to a nightmare there is a
+ 50% chance that the dream turns hostile to the mage. The mage can again
+ attempt to take control of the dream or leave. If the mage regains
+ control of the dream, he can again attempt to kill the target. If the
+ target saves versus death magic again, the mage loses control of the
+ dream and the target takes another 25% of its maximum hit points in
+ damage. The dream now automatically turns hostile to the mage.
+ 
+ The mage can continue to go through this, each time the creature can
+ either fail its save and die, or successfully save and take 25% of its
+ hit points in damage. If the target creature saves and takes damage
+ four times, it dies from physical damage.
+ 
+ If at any time the dream turns hostile to the mage, the mage can
+ attempt to control the dream in the usual manner, or attempt to leave
+ the dream. If the mage chooses to leave, a successful saving throw
+ versus spells is required (leaving a non-hostile dream does not require
+ a save), if the save fails, the mage is trapped. If the mage
+ unsuccessfully attempts to control the dream (i.e., the target saves
+ against the attempt), the mage is trapped.
+ 
+ A mage trapped in a dream hostile to himself cannot make the dream
+ hostile to the target again and must make a successful saving throw
+ versus death magic or die for each round trapped. If the save is
+ successful, the mage loses 25% of his hit points due to physical damage
+ (a wise mage will have somebody watching in case this starts to
+ happen). If the mage is not awoken by another, he must regain control
+ of the dream before he can attempt escape. If unsuccessful in gaining
+ control of the dream, the mage will die in four rounds from physical
+ damage, if not sooner from a failed save versus death.
+ 
+ The material components are a personal possession from the target
+ creature and a lock of hair from a night hag.
+ 
+ ------------------------------------------------------------------------
+ 
+ Pilpin's Soul Exchange (Necromancy, Alteration)
+ 
+ Range: Touch
+ Components: V, S, M
+ Duration: Permanent until caster reverses
+ Casting Time: 1 turn
+ Area of Effect: Two creatures
+ Saving Throw: Special
+ 
+ This spell causes the life forces of two creatures to exchange. The
+ caster must touch both creatures simultaneously at the end of casting
+ without having to make a roll to hit. Any two creatures with a soul or
+ spirit (eg., humans, elves, animals, birds, dragons, fish, etc.) can be
+ affected. Examples of creature's that do not have souls or spirits (as
+ we understand them) are: undead, demons, devils, automatons such as
+ golems, and extra-planar creatures in general.
+ 
+ The saving throw against Pilpin's Soul Exchange depends on whether
+ both, one, or neither of the recipients are willing to undergo the
+ exchange. Treat indifferent as unwilling. If both recipients are
+ willing than no saving throw is required. If one recipient is willing
+ but the other is not, then the unwilling target is allowed a saving
+ throw with a -2 penalty. If both are unwilling, then they are both
+ allowed a normal save. A successful saving throw by any one of the
+ recipients negates the spell.
+ 
+ This spell is much more powerful when used in combination with the
+ 8th-level spell Trap the Soul. Unwilling creatures that are trapped
+ within a gem prison have an additional -6 penalty on their saving
+ throw. So if one recipient is willing and the other not, and the
+ unwilling recipient is first imprisoned by Trap the Soul, the unwilling
+ creature saves with a -8 penalty. If both recipients are unwilling and
+ trapped in gem prisons, they both save with a -6 penalty.  The spell
+ does not release them from the gem prisons, only exchanges their
+ souls.
+ 
+ A creature's soul in a different body has that body's hit points or hit
+ dice, strength, dexterity, constitution, and comeliness, but the soul's
+ intelligence, wisdom, charisma (modified by body's comeliness),
+ memories, and intelligence based skills (i.e., languages, non-weapon
+ proficiencies, spell-casting ability providing the body has require
+ attributes, etc.). If the body has extraordinary strength, it can only
+ be used if a warrior's soul enters the body. The body will not radiate
+ magic. The alignment will be that of the soul. True Sight, or True
+ Seeing will reveal to a person that previously knew the recipient of
+ the Soul Exchange that they are no longer the same person.
+ 
+ The spell can only be reversed by a carefully worded and executed Wish
+ (creatures must be touching each other), another Soul Exchange, or the
+ will of the original caster. If a creature dies while in another's
+ body, it can only be brought back with its own body, so if both
+ creatures died this could be a reckless way to reverse the spell.  The
+ material components are a diamond worth 1,000 GP and a bit of fresh
+ brain tissue from a mind flayer (not necessarily freshly acquired,
+ possibly magically preserved).
  
  ------------------------------------------------------------------------
  
diff -c MU1/attrib MU/attrib
*** MU1/attrib	Fri Jun 21 05:56:04 1991
--- MU/attrib	Tue Apr 14 12:00:00 1992
***************
*** 6,11 ****
--- 6,17 ----
  I'd like to thank the following people for posting all of these
  spells (I must have forgotten some: my apologies to all of them):
  
+ Address unknown				Chong Chou Chu
+ Address unknown				Scott Neilly
+ Address unknown				Ted Dreibelbis
+ NO net access (any more)		Jim Vilandre
+ NO net access (any more)		John Deachman
+ NO net access (any more)		Rob van Riel
  adickson@eve.wright.edu			Adam Dickson
  allanm@vulcan.med.ge.com		Allan J. Mikkola
  anagram@desire.wright.edu		Stephen P. Potter (Sh'r'ldana)
***************
*** 13,26 ****
  ars3_cif@uhura.cc.rochester.edu		Aaron Sher (Phrixus)
  asr@beach.cis.ufl.edu			Allen S. Rout
  beaver@logm.se				Per Beremark
! cl2g+@andrew.cmu.edu			Charles Anthony (Tony) Leone
  ccs017					Jonathon Salazar (peregrin)
  cscon113@uoft02.utoledo.edu		Jim Lewallen
  davenpor@cis.ohio-state.edu		James Davenport
  deand@polari				Dean Dretske
  dkk@mit.edu				David Krikorian
- dmccart@modl01.intel.com		Jamye Worthington
  dmccart@gomez.intel.com			D. J. McCarthy
  ez003387@george.ucdavis.edu		Tim Prestero
  f35437c@saha.hut.fi			Aki Taskinen
  gcwynne@ecuvm1.bitnet *			???
--- 19,35 ----
  ars3_cif@uhura.cc.rochester.edu		Aaron Sher (Phrixus)
  asr@beach.cis.ufl.edu			Allen S. Rout
  beaver@logm.se				Per Beremark
! c9e-al@danube.berkeley.edu		Chua Hak Lien
  ccs017					Jonathon Salazar (peregrin)
+ cl2g+@andrew.cmu.edu			Charles Anthony (Tony) Leone
+ cmk113@psuvm.psu.edu			Christopher M. Knuth
+ cmk113@psuvm.psu.edu			Jim Valdesalice
  cscon113@uoft02.utoledo.edu		Jim Lewallen
  davenpor@cis.ohio-state.edu		James Davenport
  deand@polari				Dean Dretske
  dkk@mit.edu				David Krikorian
  dmccart@gomez.intel.com			D. J. McCarthy
+ dmccart@modl01.intel.com		Jamye Worthington
  ez003387@george.ucdavis.edu		Tim Prestero
  f35437c@saha.hut.fi			Aki Taskinen
  gcwynne@ecuvm1.bitnet *			???
***************
*** 27,39 ****
  gefagan@uokmax.ecn.uoknor.edu		Geoffrey Fagan
  goldman@ferris.cray.com			Matthew Goldman
  gt6940a@prism.gatech.edu		Daniel L. Rouk
  hopcraft@mailer.swarthmore.edu		Geoffrey Hopcraft
- jaydee%maple.decnet@pine.circa.ufl.edu	???
  jarvis@northstar68.dartmouth.edu	Mark A. Robinson
  jensenjp@clutx.clarkson.edu		jon
  jvogel@jarthur.claremont.edu		Jeff Vogel
  krzyston@garfield.cs.wisc.edu		Jay Krzyston (Damian the Pale)
  lee@sq.sq.com				Liam Russell Eric Quin
  lsargent@peruvian.utah.edu		L. Myke Sargent
  mck1@ra.msstate.edu			Matt King (Archmage)
  murray@fsu.scri.fsu.edu			John Murray
--- 36,50 ----
  gefagan@uokmax.ecn.uoknor.edu		Geoffrey Fagan
  goldman@ferris.cray.com			Matthew Goldman
  gt6940a@prism.gatech.edu		Daniel L. Rouk
+ habrams%pale@cs.utah.edu		Howard Abrams
  hopcraft@mailer.swarthmore.edu		Geoffrey Hopcraft
  jarvis@northstar68.dartmouth.edu	Mark A. Robinson
+ jaydee%maple.decnet@pine.circa.ufl.edu	???
  jensenjp@clutx.clarkson.edu		jon
  jvogel@jarthur.claremont.edu		Jeff Vogel
  krzyston@garfield.cs.wisc.edu		Jay Krzyston (Damian the Pale)
  lee@sq.sq.com				Liam Russell Eric Quin
+ longley@theochem.uwaterloo.ca		Allan Longley
  lsargent@peruvian.utah.edu		L. Myke Sargent
  mck1@ra.msstate.edu			Matt King (Archmage)
  murray@fsu.scri.fsu.edu			John Murray
***************
*** 42,67 ****
  null@freja.diku.dk			Niels Ull Jacobson
  ordania-dm@cup.portal.com		Charles K. Hughes
  orion@desire.wright.edu			Adam Dickson (Broonsey)
! PDJ7631@venus.tamu.edu			Illithid (Paul D. Jones)
  pyr530@oz.plymouth.edu			Rob Holden
  pyr563@oz.plymouth.edu			Bill Noland
  rogue@ucrmath.ucr.edu			Ed Zeamba
  rterrell@ncratl.atlanta.ncr.com		Roger Terrell
  sater@cis.ohio-state.edu		Ronald P. Sater
  scorpion@rice.edu			Vernon Lee
  slfxx@cc.usu.edu			Craig A. Jensen
  steig@cs.stanford.edu			Mark Steiglitz
  tjaden@blake.u.washington.edu		Jason Nelson
  tsc0265@rigel.tamu.edu			teh "csc outcast" cheng
  tsouth@pro-pac.cts.com			Todd South
  walker@dalcsug.uucp			Paul D. Walker
! wsbusr@eutws1.win.tue.nl		Boudewijn Wayers
! whitehur@calvin.tymnet.com		P.K. Whitehurst
! NO net access (any more)		John Deachman
! NO net access (any more)		Rob van Riel
! NO net access (any more)		Jim Vilandre
! Address unknown				Chong Chou Chu
! Address unknown				Scott Neilly
  
  Many thanks to cscon113@uoft02.utoledo.edu, who accumulated a lot of
  these spells. When he started out, he was going to put each author's
--- 53,77 ----
  null@freja.diku.dk			Niels Ull Jacobson
  ordania-dm@cup.portal.com		Charles K. Hughes
  orion@desire.wright.edu			Adam Dickson (Broonsey)
! pdj7631@venus.tamu.edu			Illithid (Paul D. Jones)
  pyr530@oz.plymouth.edu			Rob Holden
  pyr563@oz.plymouth.edu			Bill Noland
+ rjg@doe.carleton.ca			Richard Griffith
+ rob@ccc.govt.nz				Rob McNeur
  rogue@ucrmath.ucr.edu			Ed Zeamba
  rterrell@ncratl.atlanta.ncr.com		Roger Terrell
+ rwallace@vax1.tcd.ie			Russell Wallace
  sater@cis.ohio-state.edu		Ronald P. Sater
  scorpion@rice.edu			Vernon Lee
  slfxx@cc.usu.edu			Craig A. Jensen
  steig@cs.stanford.edu			Mark Steiglitz
  tjaden@blake.u.washington.edu		Jason Nelson
+ tkelly@unix2.tcd.ie			Rincewind
  tsc0265@rigel.tamu.edu			teh "csc outcast" cheng
  tsouth@pro-pac.cts.com			Todd South
  walker@dalcsug.uucp			Paul D. Walker
! whitehur@calvin.tymnet.com		Pamela K. Whitehurst
! wsbusr1@urc.tue.nl			Boudewijn Wayers
  
  Many thanks to cscon113@uoft02.utoledo.edu, who accumulated a lot of
  these spells. When he started out, he was going to put each author's
***************
*** 90,96 ****
  are right for the way you run your campaign. Some are awfully powerful
  but some could use a little more kick, that is for you to decide.
  
! Boudewijn Wayers (wsbusr@eutws1.win.tue.nl).
  
  
  
--- 100,106 ----
  are right for the way you run your campaign. Some are awfully powerful
  but some could use a little more kick, that is for you to decide.
  
! Boudewijn Wayers (wsbusr1@urc.tue.nl).
  
  
  
***************
*** 103,111 ****
  druid; as for cleric spells, he helped build the major temple to his
  goddess on the world he lives in.
  
! Boudewijn's note: You might not want to use these spells in your own
! campaign, since it might disturb the balance between clerics/druids and
! magic users.
  
  Acid Hands			Major Globe of Invulnerability
  Cone of Acid			Protection from Chaos
--- 113,121 ----
  druid; as for cleric spells, he helped build the major temple to his
  goddess on the world he lives in.
  
! Boudewijn's note: You might not want to use some of these spells in
! your own campaign, since it might disturb the balance between
! clerics/druids and magic users.
  
  Acid Hands			Major Globe of Invulnerability
  Cone of Acid			Protection from Chaos
diff -c MU1/conclusion MU/conclusion
*** MU1/conclusion	Mon Mar 25 03:44:54 1991
--- MU/conclusion	Tue Apr 14 12:00:00 1992
***************
*** 16,19 ****
  included in my next ASCII Net Spellbook update.
  
  
! Boudewijn Wayers (wsbusr@eutws1.win.tue.nl).
--- 16,19 ----
  included in my next ASCII Net Spellbook update.
  
  
! Boudewijn Wayers (wsbusr1@ucr.tue.nl).
diff -c MU1/index MU/index
*** MU1/index	Sat Jun 22 05:13:22 1991
--- MU/index	Tue Apr 14 12:00:00 1992
***************
*** 15,20 ****
--- 15,21 ----
  1 Alpha's Starlight
  1 Alpha's Wall of Darkness
  1 Animal
+ 1 Animate Mist
  1 Association
  1 Azalldam's Fabricated Bridge
  1 Cat Spirit
***************
*** 42,55 ****
--- 43,61 ----
  1 Minor Annoyance
  1 Minor Mimicry
  1 Murder Weapon
+ 1 Orko's Initial Marker
  1 Painting
  1 Personal Magnetism
+ 1 Pilpin's Mapper
+ 1 Pilpin's Prompt
  1 Protection from Chaos
  1 Protection from Rain
  1 Quantas's Target Bow
  1 Sand Skin
+ 1 Sand Spray
  1 Sangfroid
  1 Shadows
+ 1 Sharpen
  1 Skeleton
  1 Skulkskin
  1 Small Fire Ball
***************
*** 61,67 ****
  1 Werp's Unseen Escape
  1 Wimbly's Wonderful Web
  1 Wither
- 1 Wizard Glue
  2 Acid Water
  2 Ahrvar's Instant Offensiveness
  2 Ahshay's Mystic Mutable Aura
--- 67,72 ----
***************
*** 101,108 ****
  2 Heat Feet
  2 Imitation
  2 Improved Detect Magic
  2 Improved Identify
- 2 Inaudibility
  2 Last Experience
  2 Lightservant
  2 Magic Mike's Projection
--- 106,113 ----
  2 Heat Feet
  2 Imitation
  2 Improved Detect Magic
+ 2 Improved Find Familiar
  2 Improved Identify
  2 Last Experience
  2 Lightservant
  2 Magic Mike's Projection
***************
*** 112,117 ****
--- 117,124 ----
  2 Memorise Song
  2 Mimicry
  2 Noise Filter
+ 2 Noska Trades' Blackfire
+ 2 Orko's Eternal Indestructible Everflavourable Nonstick Bubblegum
  2 Paldeggeron's Accurate Arrow
  2 Petition
  2 Plane Source
***************
*** 127,134 ****
--- 134,144 ----
  2 Sillvatar's Silver Lining
  2 Sonic Barrier
  2 Sonoric's Lodestone
+ 2 Sound Bit
  2 Spider Climb II
+ 2 Strengthen
  2 Summon Undead
+ 2 Talking Mist
  2 Transcribe Song
  2 Trosli's Spontaneous Defenestration
  2 Veschiul's Shadowbolt
***************
*** 161,166 ****
--- 171,177 ----
  3 Dreamoore's Eldritch Sphere
  3 Eldarr's Spell Conversion
  3 Enhance Illusion
+ 3 Enhanced Armour
  3 Exploding Coins
  3 Fellstar's Flaming Vortex
  3 Free Action
***************
*** 169,174 ****
--- 180,186 ----
  3 Hang
  3 Hold Spirit
  3 Improved Armour
+ 3 Intelligent Mist
  3 Jam Radio
  3 Jamye's Prismatic Snowball
  3 Kallum's Cold Frost
***************
*** 179,185 ****
--- 191,200 ----
  3 Merkridan's Misplayal
  3 Molten Ground
  3 Necromantic Bolt
+ 3 Noska Trades' Ghoul Arrow
+ 3 Orko's Lubricity
  3 Pander's Improved Identify
+ 3 Pilpin's Infatuating Greed
  3 Pobithakor's Tracer
  3 Protection from Chaos, 10 Foot Radius
  3 Rathe's Trigger
***************
*** 196,202 ****
--- 211,219 ----
  3 Spirit Call
  3 Stren's Improved Floating Disk
  3 Suggest Illusion
+ 3 Tenser's Deadly Strike
  3 View Past
+ 3 Warstone
  3 Wimbley's Enwrapment
  4 Acid Spray
  4 Alcoreax's Icetrail
***************
*** 212,217 ****
--- 229,235 ----
  4 Alpha's Ray of Paralysis
  4 Alpha's Shadowfire
  4 Alpha's Sheet Lightning
+ 4 Attacking Mist
  4 Bergil's Fire Bolt
  4 Branit's Backstabbing Surprise
  4 Broom
***************
*** 223,228 ****
--- 241,247 ----
  4 Deave
  4 Deja Vu
  4 Detect Spellcasting
+ 4 Displacement
  4 Dreamoore's Eldritch Shield
  4 Dreamoore's Warding Shield
  4 Eldarr's Flameshroud
***************
*** 237,252 ****
--- 256,280 ----
  4 Improved Magic Mouth
  4 Independent Spectral Hand
  4 Inertia
+ 4 Jadwin's Concentration Conspiracy
+ 4 Jadwin's Item Exchange
  4 Jamye's Greased Pig
  4 Jamye's Headless Flying Roasted Pig
  4 Jamye's Morning After
  4 Jibril's Anti-Magic Shield
  4 Justin's Mental Map
+ 4 Magic Missile 4
  4 Mimic
  4 Missile Multiplication I
  4 Mystyk's Backlash
  4 Negative Bolt
+ 4 Noska Trades' Endoplasmic Quagmire
+ 4 Orko's Gaseous Form
+ 4 Orko's Geyser
  4 Pander's Whirlwind Travel
+ 4 Peace and Quiet
+ 4 Pilpin's Band
+ 4 Pilpin's Fire Carpet
  4 Pobithakor's Alarm
  4 Protection from Domination
  4 Rathe's Mage Lock
***************
*** 263,268 ****
--- 291,297 ----
  4 Sonoric's Spying Minions
  4 Spirit Skill
  4 Steal Skill
+ 4 Stone Bridge
  4 Suppress Magic Resistance
  4 Teleport Trace
  4 Time Warp
***************
*** 272,278 ****
--- 301,309 ----
  4 Vander's Librarian
  4 Vandergast's Forcetrap
  4 View Past
+ 4 Wax Impressions
  5 5-Mile Carrier
+ 5 Absorb Level Drain
  5 Alpha's Aurora Borealis
  5 Alpha's Balefire
  5 Alpha's Blue Blaze
***************
*** 279,285 ****
  5 Alpha's Incantation of Elemental Domination
  5 Alpha's Lightningarmour
  5 Alpha's Moons of Munnopoor
! 5 Alpha's Saint Elmos' Fire
  5 Alpha's Shooting Stars
  5 Alpha's Spectral Hound
  5 Alpha's Star-Powered Magery
--- 310,316 ----
  5 Alpha's Incantation of Elemental Domination
  5 Alpha's Lightningarmour
  5 Alpha's Moons of Munnopoor
! 5 Alpha's Saint Elmo's Fire
  5 Alpha's Shooting Stars
  5 Alpha's Spectral Hound
  5 Alpha's Star-Powered Magery
***************
*** 293,313 ****
--- 324,360 ----
  5 Chaos Magic
  5 Cone of Acid
  5 Cone of Fire
+ 5 Continual Fly
+ 5 Continual Invisibility
  5 Deflect Normal Weapon Attacks
  5 Detect Spell
  5 Dreamoore's Greater Eldritch Sphere
  5 Dreamoore's Spellblade
+ 5 Dwarf Golem
  5 Fellstar's Flame Cone
+ 5 Firestorm
  5 Greenfire
+ 5 High-Energy Fireball
  5 High-Energy Lightning Bolt
+ 5 High-Power Lightning Bolt
  5 Improved Fire Ball
  5 Jamye's Armour Reversal
  5 Jamye's Greased Lightning
  5 Kalessin's Long Arm
+ 5 Magic Mist
  5 Meillikhom's Room of Seclusion
  5 Mental Ledger
  5 Missile Multiplication II
+ 5 Negate Magic Resistance
+ 5 Noska Trades' Bizarre Insemination
+ 5 Pilpin's Enhanced Alarm
+ 5 Pilpin's Insanity
+ 5 Pilpin's Power
  5 Pobithakor's Protection
+ 5 Protection from Cold
+ 5 Protection from Electricity
+ 5 Protection from Fire
+ 5 Protection from Poison
  5 Rathe's Contingency Trigger
  5 Rhuva's Wizard Stomper
  5 Sarius' Ethereal Transfer
***************
*** 325,338 ****
--- 372,388 ----
  5 Traelanger's Extermination
  5 Tryton's Armour
  5 Tryton's Death Grip
+ 5 Warboulder
  5 Wiley's Door
  5 Wiley's Teleport
  5 Wolldin's Backstabber
+ 5 Wonderlight
  6 Acid Rain
  6 Alpha's Firefountain
  6 Alpha's Rainbow Warrior
  6 Alpha's Starlight Citadel
  6 Alter Occurrence
+ 6 Annihilate Matter
  6 Azura's Black Scythe
  6 Block Teleport
  6 Copyright
***************
*** 350,357 ****
--- 400,410 ----
  6 Glamden's Acid Fire
  6 Glamden's Acidic Gas
  6 Glamden's Gas Jet
+ 6 Globe of Force
  6 Hold Person IV
  6 Improved Wiley's Door
+ 6 Jadwin's Free Thoughts
+ 6 Jadwin's Illusion Enhancer
  6 Justin's Skimmer
  6 Kalessin's Spell Load
  6 Lich's Palm
***************
*** 361,366 ****
--- 414,428 ----
  6 Minor Accursed Rite
  6 Moloranis's Marvelous Map
  6 Mystyk's Improved Backlash
+ 6 Noska Trades' Immortal Mount
+ 6 Orko's Acid Cone
+ 6 Orko's Dragonfire
+ 6 Pilpin's Alignment Charm
+ 6 Pilpin's Etherealness
+ 6 Pilpin's Liquid Fire
+ 6 Pilpin's Massmorph
+ 6 Pilpin's Transformation
+ 6 Projectile
  6 Quintessa's Slaying Spear
  6 Replay
  6 Retroactive Dispel Magic
***************
*** 373,386 ****
--- 435,454 ----
  6 Teleport via Fire
  6 Vandergast's Armoured Forcetrap
  6 Wizard Watch
+ 7 Celestarion's Warding
  7 Chaos Environment
  7 Create Mummy
  7 Create Undead
  7 Deflect Magic Weapon Attacks
  7 Delayed Blast Snowball
+ 7 Ditan's Demolition
+ 7 Ditan's Everdeep Pocket
+ 7 Ditan's Minor Nullify
+ 7 Ditan's Portable Quarters
  7 Electrosphere
  7 Eye of the Beholder
  7 Fellstar's Flame Fog
+ 7 Jadwin's Deceiving Forgery
  7 Jamye's Flesh to Toast
  7 Jamye's Improved Armour Reversal
  7 Llewllynn's Wall of Force
***************
*** 388,405 ****
--- 456,482 ----
  7 Mind Find
  7 Nearthia's Combat Spell
  7 Nearthia's Spell Vortex
+ 7 Noska Trades' Feign Dust
+ 7 Orko's Magic Resistance
+ 7 Orko's Petrifying Gaze
+ 7 Orko's Spell Extension
+ 7 Pilpin's Acidball
+ 7 Pilpin's Ravaging Spheres of Fire
  7 Pobithakor's Placer
  7 Prismatic Beam
  7 Sarius' Fire Giant Manifestation
  7 Sarius' Temporal Demi-Plane
+ 7 Sever Shadow
  7 Sillvatar's Dragon Bite
  7 Stash
  7 Summon Wizard
+ 7 Tharos's Temporal Study
  7 Uldark's Radiant Bolt
  7 Valcon's Spectral Army
  7 Wolldin's Fearstalker
  7 Zandare's Twist
  8 Caligula's Vitality Drain
+ 8 Demonstar
  8 Fellstar's Flame Jet
  8 Jamye's Spell Reversal
  8 Life Leech
***************
*** 409,429 ****
  8 Mystyk's Halflife
  8 Mystyk's Major Backlash
  8 Mystyk's Plane Survival
  8 Power Link
  8 Sarius' Ethereal Gateway
  8 Sheath
  8 Sillvatar's Dragon Armour
  8 Stargate
! 8 Summon Wraiths
  8 Teleport Block
  8 Teleport Warp
  8 Vandergast's Vacuous Void
  9 Bone Shatter
  9 Coradon's Conflagration
  9 Damians Mindswap
  9 Demonic Immunity
  9 Ding Shu's Draconian Holocaust
  9 Ding Shu's Marvelous Chopsticks
  9 Eldarr's Major Spell Conversion
  9 Expanded Awareness
  9 Fellstar's Flame Sheet
--- 486,516 ----
  8 Mystyk's Halflife
  8 Mystyk's Major Backlash
  8 Mystyk's Plane Survival
+ 8 Noska Trades' Mass Contagion
+ 8 Orko's Elemental Triads
+ 8 Pilpin's Black Death
+ 8 Pilpin's Dark Wall
+ 8 Pilpin's Ephemeral Wand
  8 Power Link
  8 Sarius' Ethereal Gateway
  8 Sheath
  8 Sillvatar's Dragon Armour
  8 Stargate
! 8 Summon Wraith
  8 Teleport Block
  8 Teleport Warp
  8 Vandergast's Vacuous Void
  9 Bone Shatter
+ 9 Celestarion's Barrier of Blackwhite
+ 9 Celestarion's Total Blast
  9 Coradon's Conflagration
  9 Damians Mindswap
  9 Demonic Immunity
  9 Ding Shu's Draconian Holocaust
  9 Ding Shu's Marvelous Chopsticks
+ 9 Ditan's Nullify
+ 9 Ditan's Portable Dwelling
+ 9 Ditan's Power Striping
  9 Eldarr's Major Spell Conversion
  9 Expanded Awareness
  9 Fellstar's Flame Sheet
***************
*** 438,444 ****
--- 525,540 ----
  9 Mezzalldam's Choking Fist
  9 Mezzalldam's Lightning Swarm
  9 Mystyk's Mystical Missile
+ 9 Noska Trades' Selective Death Spell
  9 Nuke
+ 9 Orko's Absorption
+ 9 Orko's Dimensional Travel
+ 9 Orko's Laser
+ 9 Orko's Mnemonic Enhancer
+ 9 Orko's Permanency
+ 9 Orko's Time Travel
+ 9 Pilpin's Nightmare
+ 9 Pilpin's Soul Exchange
  9 Power Word, Vapourisation
  9 Sarius' Endosmotic Zone of Magic
  9 Sillvatar's Dragon Breath
diff -c MU1/intro MU/intro
*** MU1/intro	Sat Jun 22 02:34:54 1991
--- MU/intro	Tue Apr 14 12:00:00 1992
***************
*** 1,39 ****
  Hi,
  
  As I promised a while ago, I am sending you (the ASCII version of) The
! Great Net Spellbook, version 3. I have edited the spells to make them
  somewhat more legible (for example: SOME OF THEM WERE COMPLETELY
  CAPITALISED, while some of the other spells contained some lines that did not fit on
  an 80-line screen, while others contianed much speeling missteaks).
  
  Anyway, with this introduction you will find 15 other files, with the
! following subjects and approximate length:
  
! Net Spellbook: List of spells	17217
! Net Spellbook: Index		 9420
! Net Spellbook: Index-macro	  275
! Net Spellbook: Attributions	 4818
! Net Spellbook: Cantrips		 6598	8 cantrips
! Net Spellbook: Level 1		51317	56 spells
! Net Spellbook: Level 2		70447	74 spells
! Net Spellbook: Level 3		78800	63 spells
! Net Spellbook: Level 4		93141	74 spells
! Net Spellbook: Level 5		71821	56 spells
! Net Spellbook: Level 6		65943	45 spells
! Net Spellbook: Level 7		40775	26 spells
! Net Spellbook: Level 8		30171	19 spells
! Net Spellbook: Level 9		56885	29 spells
! Net Spellbook: Conclusion	  688
  
  These files contain the names of the spells, the names of the people
  who posted them, an index to the spells, a macro to print that index
! using troff, and the spells themselves, respectively.
  
  You are free to redistribute them, and copy them for your own use, as
  long as you do not prevent others to do the same. You may not sell them
  for profit. If you distribute them, make sure that you distribute the
  entire package as you have received it yourself, especially the list
! of contributors, unchanged.
  
  One small note about the files containing the spells: after you've
  removed the headers and the .signature, you can just "cat" them into
--- 1,41 ----
  Hi,
  
  As I promised a while ago, I am sending you (the ASCII version of) The
! Great Net Spellbook, version 4. I have edited the spells to make them
  somewhat more legible (for example: SOME OF THEM WERE COMPLETELY
  CAPITALISED, while some of the other spells contained some lines that did not fit on
  an 80-line screen, while others contianed much speeling missteaks).
  
  Anyway, with this introduction you will find 15 other files, with the
! following subjects and length in bytes ("new" refers to version 3 of
! the Great Net Spellbook, dated June 21st 1991):
  
! Net Spellbook: List of spells	 20932
! Net Spellbook: Attributions	  5204
! Net Spellbook: Index		 11616
! Net Spellbook: Index-macro	   275
! Net Spellbook: Cantrips		  6598  8 cantrips (no new)
! Net Spellbook: Level 1		 54950 61 spells,  5 new
! Net Spellbook: Level 2		 76979 79 spells,  5 new
! Net Spellbook: Level 3		 85376 69 spells,  6 new
! Net Spellbook: Level 4		105447 87 spells, 13 new
! Net Spellbook: Level 5		 88309 75 spells, 19 new
! Net Spellbook: Level 6		 82665 58 spells, 13 new
! Net Spellbook: Level 7		 56963 40 spells, 14 new
! Net Spellbook: Level 8		 38814 25 spells,  6 new
! Net Spellbook: Level 9		 76835 43 spells, 14 new
! Net Spellbook: Conclusion	   682
  
  These files contain the names of the spells, the names of the people
  who posted them, an index to the spells, a macro to print that index
! using troff, the cantrips and spells themselves, and a final note from
! me (the editor), respectively.
  
  You are free to redistribute them, and copy them for your own use, as
  long as you do not prevent others to do the same. You may not sell them
  for profit. If you distribute them, make sure that you distribute the
  entire package as you have received it yourself, especially the list
! of contributors and this file, unchanged.
  
  One small note about the files containing the spells: after you've
  removed the headers and the .signature, you can just "cat" them into
***************
*** 41,49 ****
  
  I will eventually (re)post these spells, whenever I think I have
  accumulated enough new ones. I will mark these updates as being another
! version. Note that this version (3) contains 450 Magic User spells.
  
  Well, enough rambling for now, get them and enjoy!
  
  
! Boudewijn Wayers (wsbusr@eutws1.win.tue.nl).
--- 43,51 ----
  
  I will eventually (re)post these spells, whenever I think I have
  accumulated enough new ones. I will mark these updates as being another
! version. Note that this version (4) contains 450 Magic User spells.
  
  Well, enough rambling for now, get them and enjoy!
  
  
! Boudewijn Wayers (wsbusr1@ucr.tue.nl).
diff -c MU1/list MU/list
*** MU1/list	Sat Jun 22 05:17:58 1991
--- MU/list	Tue Apr 14 12:00:00 1992
***************
*** 1,5 ****
  The Great Net Spellbook!
! Version 3, June 21st 1991.
  
  
  The following is a list of the new spells, as they were posted to the
--- 1,5 ----
  The Great Net Spellbook!
! Version 4, April 14th 1992.
  
  
  The following is a list of the new spells, as they were posted to the
***************
*** 31,36 ****
--- 31,37 ----
  Alpha's Starlight (Evocation, Illusion)
  Alpha's Wall of Darkness (Alteration)
  Animal (Illusion/Phantasm)
+ Animate Mist (Alteration)
  Association (Divination)
  Azalldam's Fabricated Bridge (Conjuration/Summoning)
  Cat Spirit (Alteration)
***************
*** 58,71 ****
--- 59,77 ----
  Minor Annoyance (Illusion)
  Minor Mimicry (Illusion/Phantasm)
  Murder Weapon (Divination, Necromancy)
+ Orko's Initial Marker (Conjuration/Summoning)
  Painting (Illusion/Phantasm)
  Personal Magnetism (Alteration)
+ Pilpin's Mapper (Conjuration/Summoning)
+ Pilpin's Prompt (Conjuration/Summoning)
  Protection from Chaos (Abjuration) Reversible
  Protection from Rain (Abjuration)
  Quantas's Target Bow (Enchantment)
  Sand Skin (Conjuration)
+ Sand Spray (Alteration)
  Sangfroid (Abjuration)
  Shadows (Illusion/Phantasm)
+ Sharpen (Alteration)
  Skeleton (Necromancy)
  Skulkskin (Illusion/Phantasm)
  Small Fire Ball (Evocation)
***************
*** 77,83 ****
  Werp's Unseen Escape (Illusion/Phantasm)
  Wimbly's Wonderful Web (Conjuration, Evocation)
  Wither (Necromancy)
- Wizard Glue (Enchantment)
  
  
  Second Level
--- 83,88 ----
***************
*** 122,129 ****
  Heat Feet (Alteration)
  Imitation (Illusion/Phantasm)
  Improved Detect Magic (Divination)
  Improved Identify (Divination)
- Inaudibility (Illusion/Phantasm)
  Last Experience (Divination, Necromancy)
  Lightservant (Alteration, Conjuration/Summoning)
  Magic Mike's Projection (Conjuration)
--- 127,134 ----
  Heat Feet (Alteration)
  Imitation (Illusion/Phantasm)
  Improved Detect Magic (Divination)
+ Improved Find Familiar (Summoning) Reversible
  Improved Identify (Divination)
  Last Experience (Divination, Necromancy)
  Lightservant (Alteration, Conjuration/Summoning)
  Magic Mike's Projection (Conjuration)
***************
*** 133,138 ****
--- 138,145 ----
  Memorise Song (Enchantment/Charm)
  Mimicry (Illusion/Phantasm)
  Noise Filter (Illusion)
+ Noska Trades' Blackfire (Evocation, Necromancy)
+ Orko's Eternal Indestructible Everflavourable Nonstick Bubblegum (Conjuration)
  Paldeggeron's Accurate Arrow (Enchantment)
  Petition (Conjuration/Summoning)
  Plane Source (Divination) Reversible
***************
*** 148,155 ****
--- 155,165 ----
  Sillvatar's Silver Lining (Enchantment/Charm)
  Sonic Barrier (Abjuration)
  Sonoric's Lodestone (Divination)
+ Sound Bit (Alteration)
  Spider Climb II (Alteration)
+ Strengthen (Alteration)
  Summon Undead (Necromancy)
+ Talking Mist (Alteration)
  Transcribe Song (Alteration, Evocation)
  Trosli's Spontaneous Defenestration (Illusion/Phantasm)
  Veschiul's Shadowbolt (Evocation)
***************
*** 187,192 ****
--- 197,203 ----
  Dreamoore's Eldritch Sphere (Evocation)
  Eldarr's Spell Conversion (Alteration)
  Enhance Illusion (Alteration)
+ Enhanced Armour (Abjuration)
  Exploding Coins (Enchantment/Charm)
  Fellstar's Flaming Vortex (Invocation/Evocation)
  Free Action (Abjuration)
***************
*** 195,200 ****
--- 206,212 ----
  Hang (Alteration)
  Hold Spirit (Enchantment/Charm)
  Improved Armour (Conjuration)
+ Intelligent Mist (Alteration)
  Jam Radio (Alteration, Divination)
  Jamye's Prismatic Snowball (Alteration, Conjuration, Enchantment)
  Kallum's Cold Frost (Evocation)
***************
*** 205,218 ****
  Merkridan's Misplayal (Alteration)
  Molten Ground (Alteration)
  Necromantic Bolt (Necromancy)
  Pander's Improved Identify (Abjuration, Divination)
  Pobithakor's Tracer (Divination, Evocation)
! Protection from Chaos, 10 Foot Radius (Abjuration) Reversible
! Rathe's Trigger (Conjuration)
  Reconstruct (Divination)
  Resist Electricity (Alteration)
  Resist Fire (Alteration)
  Resist Paralysis (Abjuration)
  Rhuva's Spellscan (Divination)
  Sarius' Golden Circles of Protection (Evocation)
  Snowball (Evocation)
--- 217,234 ----
  Merkridan's Misplayal (Alteration)
  Molten Ground (Alteration)
  Necromantic Bolt (Necromancy)
+ Noska Trades' Ghoul Arrow (Evocation, Necromancy)
+ Orko's Lubricity (Alteration)
  Pander's Improved Identify (Abjuration, Divination)
+ Pilpin's Infatuating Greed (Enchantment/Charm)
  Pobithakor's Tracer (Divination, Evocation)
! Protection from Chaos, 10 Foot Radius (Abjuration)
  Reconstruct (Divination)
  Resist Electricity (Alteration)
  Resist Fire (Alteration)
  Resist Paralysis (Abjuration)
+ Reversible Rathe's Trigger (Conjuration)
+ Reversible Stren's Improved Floating Disk (Conjuration, Evocation)
  Rhuva's Spellscan (Divination)
  Sarius' Golden Circles of Protection (Evocation)
  Snowball (Evocation)
***************
*** 219,228 ****
  Sonoric's Magic Tracker (Divination)
  Sonoric's Trance (Enchantment/Charm, Divination)
  Soul Safe (Abjuration, Necromancy)
! Spirit Call (Conjuration/Summoning) Reversible
! Stren's Improved Floating Disk (Conjuration, Evocation)
  Suggest Illusion (Illusion/Phantasm)
  View Past (Divination)
  Wimbley's Enwrapment (Alteration)
  
  
--- 235,245 ----
  Sonoric's Magic Tracker (Divination)
  Sonoric's Trance (Enchantment/Charm, Divination)
  Soul Safe (Abjuration, Necromancy)
! Spirit Call (Conjuration/Summoning)
  Suggest Illusion (Illusion/Phantasm)
+ Tenser's Deadly Strike (Enchantment)
  View Past (Divination)
+ Warstone (Alteration)
  Wimbley's Enwrapment (Alteration)
  
  
***************
*** 243,248 ****
--- 260,266 ----
  Alpha's Ray of Paralysis (Alteration)
  Alpha's Shadowfire (Evocation, Necromancy)
  Alpha's Sheet Lightning (Evocation)
+ Attacking Mist (Conjuration/Summoning)
  Bergil's Fire Bolt (Evocation)
  Branit's Backstabbing Surprise (Conjuration)
  Broom (Enchantment)
***************
*** 254,259 ****
--- 272,278 ----
  Deave (Alteration, Illusion/Phantasm)
  Deja Vu (Divination)
  Detect Spellcasting (Divination)
+ Displacement (Illusion)
  Dreamoore's Eldritch Shield (Abjuration)
  Dreamoore's Warding Shield (Abjuration)
  Eldarr's Flameshroud (Abjuration, Invocation/Evocation)
***************
*** 268,283 ****
--- 287,311 ----
  Improved Magic Mouth (Alteration)
  Independent Spectral Hand (Necromancy)
  Inertia (Alteration)
+ Jadwin's Concentration Conspiracy (Alteration, Illusion)
+ Jadwin's Item Exchange (Illusion)
  Jamye's Greased Pig (Alteration, Conjuration)
  Jamye's Headless Flying Roasted Pig (Enchantment, Summoning)
  Jamye's Morning After (Alteration, Enchantment/Charm)
  Jibril's Anti-Magic Shield (Alteration)
  Justin's Mental Map (Divination)
+ Magic Missile 4 (Invocation/Evocation)
  Mimic (Enchantment/Charm)
  Missile Multiplication I (Alteration, Evocation)
  Mystyk's Backlash (Abjuration, Invocation/Evocation)
  Negative Bolt (Evocation)
+ Noska Trades' Endoplasmic Quagmire (Conjuration, Necromancy)
+ Orko's Gaseous Form (Alteration)
+ Orko's Geyser (Evocation)
  Pander's Whirlwind Travel (Conjuration/Summoning)
+ Peace and Quiet (Alteration, Enchantment)
+ Pilpin's Band (Conjuration/Summoning)
+ Pilpin's Fire Carpet (Evocation)
  Pobithakor's Alarm (Divination) Reversible
  Protection from Domination (Abjuration)
  Rathe's Mage Lock (Alteration)
***************
*** 294,299 ****
--- 322,328 ----
  Sonoric's Spying Minions (Conjuration/Summoning, Divination)
  Spirit Skill (Enchantment)
  Steal Skill (Conjuration)
+ Stone Bridge (Alteration)
  Suppress Magic Resistance (Abjuration)
  Teleport Trace (Divination)
  Time Warp (Alteration)
***************
*** 303,308 ****
--- 332,338 ----
  Vander's Librarian (Conjuration/Summoning)
  Vandergast's Forcetrap (Invocation/Evocation)
  View Past (Divination)
+ Wax Impressions (Enchantment)
  
  
  Fifth Level
***************
*** 309,314 ****
--- 339,345 ----
  -----------
  
  5-Mile Carrier (Alteration)
+ Absorb Level Drain (Abjuration)
  Alpha's Aurora Borealis (Evocation)
  Alpha's Balefire (Conjuration/Summoning)
  Alpha's Blue Blaze (Conjuration, Evocation)
***************
*** 315,321 ****
  Alpha's Incantation of Elemental Domination (Abjuration, Enchantment)
  Alpha's Lightningarmour (Abjuration, Evocation)
  Alpha's Moons of Munnopoor (Alteration, Invocation/Evocation)
! Alpha's Saint Elmos' Fire (Evocation)
  Alpha's Shooting Stars (Conjuration/Summoning)
  Alpha's Spectral Hound (Conjuration, Phantasm)
  Alpha's Star-Powered Magery (Invocation)
--- 346,352 ----
  Alpha's Incantation of Elemental Domination (Abjuration, Enchantment)
  Alpha's Lightningarmour (Abjuration, Evocation)
  Alpha's Moons of Munnopoor (Alteration, Invocation/Evocation)
! Alpha's Saint Elmo's Fire (Evocation)
  Alpha's Shooting Stars (Conjuration/Summoning)
  Alpha's Spectral Hound (Conjuration, Phantasm)
  Alpha's Star-Powered Magery (Invocation)
***************
*** 329,349 ****
--- 360,396 ----
  Chaos Magic (Alteration)
  Cone of Acid (Evocation)
  Cone of Fire (Evocation)
+ Continual Fly (Enchantment)
+ Continual Invisibility (Illusion)
  Deflect Normal Weapon Attacks (Abjuration)
  Detect Spell (Divination)
  Dreamoore's Greater Eldritch Sphere (Evocation)
  Dreamoore's Spellblade (Evocation)
+ Dwarf Golem (Conjuration/Summoning)
  Fellstar's Flame Cone (Invocation/Evocation)
+ Firestorm (Invocation/Evocation)
  Greenfire (Evocation)
+ High-Energy Fireball (Invocation/Evocation)
  High-Energy Lightning Bolt (Evocation)
+ High-Power Lightning Bolt (Invocation/Evocation)
  Improved Fire Ball (Evocation)
  Jamye's Armour Reversal (Abjuration)
  Jamye's Greased Lightning (Evocation)
  Kalessin's Long Arm (Conjuration)
+ Magic Mist (Conjuration/Summoning)
  Meillikhom's Room of Seclusion (Alteration)
  Mental Ledger (Alteration)
  Missile Multiplication II (Alteration, Evocation)
+ Negate Magic Resistance (Abjuration) Reversible
+ Noska Trades' Bizarre Insemination (Conjuration, Necromancy)
+ Pilpin's Enhanced Alarm (Abjuration, Evocation)
+ Pilpin's Insanity (Enchantment/Charm)
+ Pilpin's Power (Enchantment)
  Pobithakor's Protection (Abjuration)
+ Protection from Cold (Abjuration)
+ Protection from Electricity (Abjuration)
+ Protection from Fire (Abjuration)
+ Protection from Poison (Abjuration)
  Rathe's Contingency Trigger (Alteration)
  Rhuva's Wizard Stomper (Divination, Evocation)
  Sarius' Ethereal Transfer (Alteration, Enchantment)
***************
*** 361,369 ****
--- 408,418 ----
  Traelanger's Extermination (Alteration, Conjuration/Summoning)
  Tryton's Armour (Abjuration)
  Tryton's Death Grip (Necromancy)
+ Warboulder (Alteration)
  Wiley's Door (Alteration)
  Wiley's Teleport (Alteration)
  Wolldin's Backstabber (Illusionism/Phantasm)
+ Wonderlight (Enchantment/Charm, Illusion)
  
  
  Sixth Level
***************
*** 374,385 ****
  Alpha's Rainbow Warrior (Evocation, Summoning)
  Alpha's Starlight Citadel (Conjuration/Summoning)
  Alter Occurrence (Conjuration/Summoning, Invocation/Evocation)
  Azura's Black Scythe (Evocation, Necromancy)
  Block Teleport (Abjuration)
  Copyright (Abjuration, Divination)
  Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
  Create Ghast (Necromancy)
! Diamondblade (Enchantment/Alteration)
  Dreamoore's Blade Summoning (Conjuration/Summoning, Evocation)
  Dreamoore's Eldritch Decagon (Alteration, Evocation)
  Dreamoore's Missile Tempest (Evocation)
--- 423,435 ----
  Alpha's Rainbow Warrior (Evocation, Summoning)
  Alpha's Starlight Citadel (Conjuration/Summoning)
  Alter Occurrence (Conjuration/Summoning, Invocation/Evocation)
+ Annihilate Matter (Invocation/Evocation)
  Azura's Black Scythe (Evocation, Necromancy)
  Block Teleport (Abjuration)
  Copyright (Abjuration, Divination)
  Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
  Create Ghast (Necromancy)
! Diamondblade (Alteration, Enchantment)
  Dreamoore's Blade Summoning (Conjuration/Summoning, Evocation)
  Dreamoore's Eldritch Decagon (Alteration, Evocation)
  Dreamoore's Missile Tempest (Evocation)
***************
*** 391,398 ****
--- 441,451 ----
  Glamden's Acid Fire (Invocation/Evocation)
  Glamden's Acidic Gas (Invocation/Evocation)
  Glamden's Gas Jet (Invocation/Evocation)
+ Globe of Force (Invocation/Evocation)
  Hold Person IV (Enchantment/Charm)
  Improved Wiley's Door (Alteration)
+ Jadwin's Free Thoughts (Alteration, Illusion)
+ Jadwin's Illusion Enhancer (Alteration, Illusion)
  Justin's Skimmer (Evocation)
  Kalessin's Spell Load (Evocation)
  Lich's Palm (Necromancy)
***************
*** 402,407 ****
--- 455,469 ----
  Minor Accursed Rite (Necromancy)
  Moloranis's Marvelous Map (Invocation/Evocation)
  Mystyk's Improved Backlash (Abjuration, Invocation/Evocation)
+ Noska Trades' Immortal Mount (Alteration, Necromancy)
+ Orko's Acid Cone (Evocation)
+ Orko's Dragonfire (Evocation)
+ Pilpin's Alignment Charm (Enchantment/Charm)
+ Pilpin's Etherealness (Alteration)
+ Pilpin's Liquid Fire (Evocation)
+ Pilpin's Massmorph (Alteration)
+ Pilpin's Transformation (Alteration, Evocation)
+ Projectile (Evocation)
  Quintessa's Slaying Spear (Evocation)
  Replay (Divination, Illusion)
  Retroactive Dispel Magic (Abjuration, Alteration)
***************
*** 419,432 ****
--- 481,500 ----
  Seventh Level
  -------------
  
+ Celestarion's Warding (Abjuration)
  Chaos Environment (Alteration)
  Create Mummy (Necromancy)
  Create Undead (Necromancy)
  Deflect Magic Weapon Attacks (Abjuration)
  Delayed Blast Snowball (Evocation)
+ Ditan's Demolition (Alteration)
+ Ditan's Everdeep Pocket (Alteration)
+ Ditan's Minor Nullify (Alteration/Necromancy)
+ Ditan's Portable Quarters (Alteration/Conjuration)
  Electrosphere (Evocation)
  Eye of the Beholder (Evocation)
  Fellstar's Flame Fog (Invocation/Evocation)
+ Jadwin's Deceiving Forgery (Illusion)
  Jamye's Flesh to Toast (Alteration)
  Jamye's Improved Armour Reversal (Abjuration)
  Llewllynn's Wall of Force (Evocation)
***************
*** 434,446 ****
--- 502,522 ----
  Mind Find (Divination)
  Nearthia's Combat Spell (Abjuration, Alteration, Divination)
  Nearthia's Spell Vortex (Evocation)
+ Noska Trades' Feign Dust (Conjuration, Necromancy)
+ Orko's Magic Resistance (Abjuration)
+ Orko's Petrifying Gaze (Evocation)
+ Orko's Spell Extension (Alteration)
+ Pilpin's Acidball (Evocation)
+ Pilpin's Ravaging Spheres of Fire (Evocation)
  Pobithakor's Placer (Alteration, Divination)
  Prismatic Beam (Abjuration, Conjuration/Summoning)
  Sarius' Fire Giant Manifestation (Conjuration)
  Sarius' Temporal Demi-Plane (Conjuration, Evocation)
+ Sever Shadow (Illusion/Phantasm)
  Sillvatar's Dragon Bite (Conjuration/Summoning)
  Stash (Alteration)
  Summon Wizard (Conjuration/Summoning)
+ Tharos's Temporal Study (Alteration)
  Uldark's Radiant Bolt (Conjuration/Summoning)
  Valcon's Spectral Army (Illusionism/Phantasm)
  Wolldin's Fearstalker (Illusionism/Phantasm)
***************
*** 451,456 ****
--- 527,533 ----
  ------------
  
  Caligula's Vitality Drain (Alteration)
+ Demonstar (Evocation)
  Fellstar's Flame Jet (Invocation/Evocation)
  Jamye's Spell Reversal (Alteration)
  Life Leech (Necromancy) Reversible
***************
*** 460,471 ****
  Mystyk's Halflife (Necromancy)
  Mystyk's Major Backlash (Abjuration, Invocation/Evocation)
  Mystyk's Plane Survival (Abjuration, Alteration)
  Power Link (Necromancy)
  Sarius' Ethereal Gateway (Conjuration/Summoning)
  Sheath (Alteration, Conjuration/Summoning)
  Sillvatar's Dragon Armour (Conjuration/Summoning)
  Stargate (Alteration)
! Summon Wraiths (Conjuration/Summoning, Necromancy)
  Teleport Block (Abjuration)
  Teleport Warp (Alteration)
  Vandergast's Vacuous Void (Alteration)
--- 537,553 ----
  Mystyk's Halflife (Necromancy)
  Mystyk's Major Backlash (Abjuration, Invocation/Evocation)
  Mystyk's Plane Survival (Abjuration, Alteration)
+ Noska Trades' Mass Contagion (Necromancy)
+ Orko's Elemental Triads (Evocation)
+ Pilpin's Black Death (Conjuration/Summoning)
+ Pilpin's Dark Wall (Conjuration/Summoning)
+ Pilpin's Ephemeral Wand (Enchantment)
  Power Link (Necromancy)
  Sarius' Ethereal Gateway (Conjuration/Summoning)
  Sheath (Alteration, Conjuration/Summoning)
  Sillvatar's Dragon Armour (Conjuration/Summoning)
  Stargate (Alteration)
! Summon Wraith (Conjuration/Summoning, Necromancy)
  Teleport Block (Abjuration)
  Teleport Warp (Alteration)
  Vandergast's Vacuous Void (Alteration)
***************
*** 475,485 ****
--- 557,572 ----
  -----------
  
  Bone Shatter (Evocation)
+ Celestarion's Barrier of Blackwhite (Abjuration, Necromancy)
+ Celestarion's Total Blast (Evocation, Necromancy)
  Coradon's Conflagration (Invocation/Evocation)
  Damians Mindswap (Enchantment/Charm)
  Demonic Immunity (Abjuration)
  Ding Shu's Draconian Holocaust (Invocation/Evocation)
  Ding Shu's Marvelous Chopsticks (Conjuration/Summoning)
+ Ditan's Nullify (Alteration/Necromancy)
+ Ditan's Portable Dwelling (Alteration/Conjuration)
+ Ditan's Power Striping (Alteration/Necromancy)
  Eldarr's Major Spell Conversion (Alteration)
  Expanded Awareness (Alteration, Divination) Reversible
  Fellstar's Flame Sheet (Invocation/Evocation)
***************
*** 494,500 ****
--- 581,596 ----
  Mezzalldam's Choking Fist (Evocation)
  Mezzalldam's Lightning Swarm (Invocation/Evocation)
  Mystyk's Mystical Missile (Invocation/Evocation)
+ Noska Trades' Selective Death Spell (Necromancy)
  Nuke (Evocation)
+ Orko's Absorption (Alteration/Evocation)
+ Orko's Dimensional Travel (Alteration)
+ Orko's Laser (Evocation)
+ Orko's Mnemonic Enhancer (Alteration)
+ Orko's Permanency (Alteration)
+ Orko's Time Travel (Alteration)
+ Pilpin's Nightmare (Enchantment/Charm, Necromancy)
+ Pilpin's Soul Exchange (Necromancy, Alteration)
  Power Word, Vapourisation (Alteration, Conjuration/Summoning)
  Sarius' Endosmotic Zone of Magic (Alteration)
  Sillvatar's Dragon Breath (Conjuration/Summoning)
***************
*** 503,506 ****
  Symmetry (Evocation)
  Telnorne Force Layer (Evocation)
  Uldark's Ultimate Summoning (Conjuration/Summoning) Reversible
- 
--- 599,601 ----