From: becherer@suna7.cs.uiuc.edu (Max Becherer)
Newsgroups: rec.games.frp.dnd
Subject: New Spells
Summary: Spells created by Max Becherer
Keywords: Spell
Date: 14 Sep 92 22:27:29 GMT
Organization: University of Illinois at Urbana-Champaign



Cantrips

Mini Missile (Evocation)
Range: 1" + 1"/3 Levels
Components: S
Duration: Instantanious
Casting Time: 1/4 Segment
Area of Effect: Special
Saving Throw: Special

    This cantrip is a weaker version of the Magic Missile.  Casting 
generates one missile plus one per level.  Each is sufficient to kill 
creatures typically affected by an Exterminate cantrip; i.e., those that 
normally have 0 hit points.  10 mini missiles will inflict 1 hit point of 
damage if a save verses spells is failed.  


Sanh's Harmless Ray of Light (Evocation)
Range: 6" + 1"/Level
Components: V,S
Duration: One second
Casting Time: 1/4 Segment
Area of Effect: 1 creature
Saving Throw: Special

    When cast, a ray of light is emitted from the caster's index finger, 
lasting about a second.  The color is up to the caster (sunlight cannot be 
duplicated, as the ray is monochromatic, like a laser).  If aimed at a 
creature, a save vs spells is required.  If the save succedes, the ray 
missed.  If it fails, the ray hits, inflicting no damage.
    Only a critical failure (1) can result in any ill effect.  In that 
case, the victim was struck in the eyes, and is dazzled for 1-6 segments 
(-2 on all rolls).  Of course, if the creature in question is blind, or 
immune to such attacks, there is no effect.  At the DM's option, creatures 
particularly sensitive to light may be dazzled for a longer period of 
time.  Note: While the spell is magical, the light generated is not, and 
therefore is not subject to magic resistance.


Sparks (Evocation)
Range: 1D4 feet
Components: S
Duration: Instantanious
Casting Time: 1/4 Segment
Area of Effect: A few square feet
Saving Throw: Special

     When this cantrip is cast, a shower of sparks sprays forth from the 
casters hand.  These sparks are harmless unless cast in the presence of 
highly flamable or explosive substances.  
     Creatures particularly suseptible to fire damage, such as trolls, 
may, at the DM's option, suffer a point or two of damage from the sparks.  
Such injury can be avoided with a successful save vs Breath at +4.


Stone (Summoning)
Range: 20 feet
Components: V,S
Duration: Instantanious
Casting Time: 1-3 seconds
Area of Effect: One pebbls
Saving Throw: Special

     This cantrip conjures up a small pebble in any desired location 
within 20 feet of the caster.  The verbal component is a short phrase 
describing the desired location (e.g. "In John's shoe).  If the pebble 
will in any way affect another creature, as in the above example, a saving 
throw is permitted to resist the spell.


Wizard Spells

1st Level Spells

Sanh's Ray of Light (Evocation)
Range: 6" + 1"/Level
Components: V,S
Duration: instantanious
Casting Time: 1 Segment
Area of Effect: 1 Creature
Saving Throw: Neg, Special

    This spell is a more powerful version of Sanh's Harmless Ray of 
Light.  If a save vs Magic is failed, the victim suffers 1D6 hit points 
plus one per level of the caster.  A fumbled save results in the victim 
being permanently blindned in one eye and dazzled for 1D6 rounds (-2 on 
all rolls).
    As per the cantrip, Sanh's ray of light is basically a laser beam.  
The color is chosen by the caster, but multichromatic light, such as 
sunlight, cannot be duplicated.  Since the beam itself is not magical, 
magic resistance has no effect against this spell.


Swim (Alteration)
Range: Touch
Components: V,S,M
Duration: 1 Turn/Level + 1D6 Turns
Casting Time: 1 Segment
Area of Effect: 1 Creature
Saving Throw: None

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


Unguided Missile (Evocation)
Range: 6" + 1"/Level
Components: V,S
Duration: Instantanious
Casting Time: 1 Segment
Area of Effect: Special
Saving Throw: Neg, Special

     This is a modified Magic Missile which flies in a perfectly straight 
path from the caster's fingertips.  It does not home in on its target, and 
therefore a save vs magic is permitted to avoid the effects of the spell 
(Note: a seperate save is required for each missile).  In exchange for 
this reduced effectiveness, the missiles are more damaging than normal 
magic missiles, inflicting 1D6+2 hit points per missile. In every other 
way, this spell is identical to Magic Missile.

2nd Level Spells

Bigby's Tickling Fingers (Evocation)
Range: 1" + 1"/Level
Components: V,S,M
Duration: 1 Round/Level
Casting Time: 2 Segments
Area of Effect: 1 creature
Saving Throw: Special

      When cast, this spell creates a pair of disembodied hands which 
procede to tickle a victim of the caster's choosing.  Each round, the 
victim must save vs spells or suffer a -4 penalty to all rolls.  If the 
save is failed, the victim may cast no spells that round.  The caster may 
select a new victim each round.  If the caster's concentration is broken 
while the spell is in effect, the spell is terminated.  
      The hands cannot be physically attacked, only dispell magic type 
attacks or breaking the caster's concentration will destroy the hands.  
The material component is a pair of gloves and a feather.
 

Claws (Alteration)
Range: 0
Components: V,S,M
Duration: 1 Round/Level
Casting Time: 2 Segments
Area of Effect: 1 Creature
Saving Throw: None

    When cast, this spell causes a vicious set of serrated claws to grow 
on the hands of the recipient.  The recipient must be willing, and a being 
not already posessing clews.
    These claws vanish in one round per level of the caster.  They double 
the number of attacks normally afforded, and damage is 1D6 plus any 
stringth bonuses.  The recipient may use no other weapons, nor cast 
somatic spells.  The material component is the claw of a griffin.


Continual Sparks (Alteration)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 2 Segments
Area of Effect: 1 small object or area
Saving Throw: none

     A modified form of the Continual Light spell, Continual Sparks 
causes an object or area not greater than a few square inches to 
continuously emit electrical sparks.  These do no damage, but are a 
tremendous source of ignition around flamable substances.
     A varient of the spell causes a spark to strike anything comming 
within 1 inch of the area affected.  A small metal ball with both 
Continual Sparks and Contiual Light is a highly effective device for 
eliminating bothersome insects.



Improved Magic Missiles (Evocation)
Range: 6" + 1"+/Level (See Below)
Components: V, S
Duration: Instantanious
Casting Time: 2 Segments
Area of Effect: Special
Saving Throw: None

    Improved Magic Missile is actually a family of at least three 
discrete varients, each optimized to enhance one characteristic of the 
spell: Number of missiles, Damage, or Range.  If an Improved Magic Missile 
spell is found, roll on the following table:

D100 Roll  Result

01-10      Range
11-55      Numbers
56-99      Damage
 00        Two Spells, Roll Again

    Number: Range and damage are as per the 1st level Magic Missile 
spell. Caster can evoke one missile per level, doubling the number of 
missiles created.  A rare varient (5%) inflicts 1D3 hit points, but grants 
the caster two missiles per level.

    Damage: The spell is identical to 1st Level Magic Missile spell, 
except that the missiles inflict 2D4+2 hit points a piece.  30% of copies 
of this spell are a weaker varient which inflicts 1D6+1 HP per missile, 
but is otherwise identical to the 1st level spell.

    Range:  This rare spell doubles the range of the 1st level spell to 
well over 120 yards.  Ideal for use against flying enemies.  One in twenty 
copies of this spell inflict 1D6+1 HP.


Jet of Steam (Evocation)
Range: 5' per Level
Components: V,S
Duration: Instantanious
Casting Time: 2 Segments
Area of Effect: 1 Creature
Saving Throw: Neg

     This spell causes a jet of superheated steam to shoot from the 
casters hand, striking one victim up to 5 feet away per level of the 
caster.  If a saving throw vs Spells is failed, the victim suffers 1D4+1 
hit points of damage per level of the caster.  Since the jet is quit 
narrow, a successful save indicates that it missed, inflicting no damage.


Sanh's Improved Ray of Light (Evocation)
Range: 6" + 1"/Level
Components: V,S
Duration: instantanious
Casting Time: 2 Segments
Area of Effect: 1 Creature
Saving Throw: Neg, Special

    This spell is a more powerful version of Sanh's Ray of Light.  If a 
save vs Magic is failed, the victim suffers 1D4 hit points per level of 
the caster.  A fumbled save results in the victim being permanently 
blindned in one eye and dazzled for 2D6 rounds (-2 on all rolls).
    As per the first level version, Sanh's improved ray of light is 
basically a laser beam.  The color is chosen by the caster, but 
multichromatic light, such as sunlight, cannot be duplicated.  Since the 
beam itself is not magical, magic resistance has no effect against this 
spell.

3rd Level Spells

Acidball (Evocation)
Range: 1" + 1"/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 3 Segments
Area of Effect: 20-Foot radius
Saving Throw: 1/2

    This spell is identical to Fireball except that it inflicts acid 
damage instead of fire.  The material component is a ball of bat guano and 
caustic soda.
 

Ball Lightning (Evocation)
Range: 1" + 1"/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 3 Segments
Area of Effect: 20-Foot radius
Saving Throw: 1/2

    This spell is identical to Fireball except that it inflicts Elecrical 
damage instead of fire.  The material component is a ball of bat guano and 
iron filings.


Forceball (Evocation)
Range: 1" + 1"/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 3 Segments
Area of Effect: 20-Foot radius
Saving Throw: 1/2

    This spell is identical to Fireball except that it inflicts damage 
with an expanding globe of magic-missile-like force.  The material 
component is a ball of bat guano and sawdust cut from a giant's club.


Iceball (Evocation)
Range: 1" + 1"/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 3 Segments
Area of Effect: 20-Foot radius
Saving Throw: 1/2

    This spell is identical to Fireball except that it inflicts cold 
damage instead of fire.  The material component is a ball of bat guano and 
powdered glass.


Heavy Magic Missile (Evocation)
Range: 12" + 2"/Level
Components: V,S
Duration: Instantanious
Casting Time: 3 Segments
Area of Effect: Special
Saving Throw: None

    This is the most powerful of the common enhancements of the magic 
missile, combining the best of all three classes of Improved Magic 
Missile.  The caster is able to call forth one missile inflicting 2D4+2 
hit points per level, at double the range of a normal magic missile.  A 
varient which evokes 2 missiles inflicting 1D4+1 exists, but it is rare 
(5% of copies) and difficult to control (10% chance of failure per 
Inteligence point below 18).


Sanh's Laser Bolt (Evocation)
Range: 6" + 1"/Level
Components: V,S
Duration: instantanious
Casting Time: 3 Segments
Area of Effect: 1 Creature
Saving Throw: Neg, Special

      Sanh's Laser Bolt is the most powerful of Sanh's simpler light ray 
spells.  It inflicts 1D6 HP per level of the caster.  A fumbled save 
results in permanent blindness in one eye, followed by 1D6 rounds of total 
blindness and 2D6 rounds in a dazzled state. As per the earlier spells, 
the light is both monochromatic and non-magical.


Sanh's Slippery Surface (Alteration/Evocation)
Range: up to 1"/Level
Components: V,S,M
Duration: Special
Casting Time: 3 Segments
Area of Effect: Special
Saving Throw: Special

    When cast, this spell covers a surface (usually a floor) with an 
unstable, rapidly shifting force field, rendering it extremely slippery.  
Anyone within the spell's effect must roll a dex check for every action 
taken to avoid slipping and falling.  The following penalties apply:

Standing: -1
Walking:  -3
Running:  -5
Fighting: -9

    Anyone who falls will slide toward the edge of the area affected.  
Creatures with magic resistance roll each round to be unaffected for that 
round only.

    The area of effect is one 10 by 10 foot square per level (100 square 
feet), and the duration is one round.  If the caster wishes, area may be 
traded for duration, for instance, a 10th level caster may affect 1,000 
square feet for 1 round, 500 square feet for 2 rounds, 250 square feet for 
4 rounds, etc.  The area affected must, however, be at least 10 square 
feet (that would be 10 square feet for 100 rounds for our 10th level 
caster!).
    The surface the spell is cast on must be relatively smooth.  A wooden 
floor with a loose board or two, or a slightly bumpy stone surface is ok, 
gravel, however, is not.  It is also possible to cast Sanh's Slippery 
Surface on a wall (rendering it unclimbable) or a ceiling. 
    The material component for this spell is a small vial of oil, or a 
fresh bananna peel.  Using Oil of Slipperiness (1/10 oz) doubles the 
effect of the spell and adds an additional -1 penalty to all dex rolls.  

    Note: Using Oil of Etherialness as a material component is an 
invitation to disaster.  If done, roll on the following table:

D100
01-85: Open rift to Etherial Plane, See Below
86-95: Spell fizzles
96-99: Spell functions at 1/2 caster's level
 00  : Spell functions normally

    The caster must save vs death or be destroyed.  All within 20 feet of 
caster save vs magic or be thrown into an Ether cyclone.  Caster 
automatically sucked in.  20 foot diameter rift to Ether lasts 1D6 turns + 
1 Turn per level of caster.  There is a 1% chance per level of the (very 
foolish) caster that the rift will be permanent.


Steamball (Evocation)
Range: 1" + 1"/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 3 Segments
Area of Effect: 20-Foot radius
Saving Throw: 1/2

    This spell is identical to Fireball except that it creates a blast of 
super hot steam instead of fire. The material component is a ball of bat 
guano and salt from boiled seawater.

    

4th Level Spels


Reverse (Alteration)
Range: 0
Components: V,S,M
Duration: Instantanious
Casting Time: 4 Segments
Area of Effect: One spell
Saving Throw: Special

     This spell will change any reversable spell up to 5th level 
previously cast into its reversed form.  Spells cast by the caster are 
automatically reversed, but those cast by others can resist the spell's 
effects as per Dispel Magic.  The material component is a small silver 
mirror.


Rune I (Enchantment)
Range: Special
Components: V,S,M
Duration: Until Discharged
Casting Time: 1 turn/spell Level
Area of Effect: Variable
Saving Throw: Variable
 
     This spell allows the caster to inscribe a rune containing the 
energies of one spell up to 3rd Level.  Instructions of up to 1 word per 
level may be given to control the Rune.  The material component is 100 GP 
Gems and inks per level of the spell contained in the rune.


Sanh's Sunray (Evocation)
Range: 8" +1"/Level
Components: V,S
Duration: Instantanious
Casting Time: 4 Segments
Area of Effect: 1 creature
Saving Throw: Neg, Special

     Sanh's Sunray is a specialty spell designed for use against undead 
and other foul creatures of darkness.  This ray exactly matches the 
radiation mix of pure sunlight; it inflicts 1D4 HP per level of the caster 
against living beings, not all that impressive at first glance.  Undead 
and other negative matter creatures fare far worse, sustaining a whopping 
1D12 per level of the caster.
     Saving throws are the same as per Sanh's Ray of light, except that 
undead save at -4, and undead which are specifically harmed by sunlight 
suffer the effects of 1 round in the sun per level of the caster in lieu 
of a normal damage roll (unless, of course, the normal roll would be more 
damaging).  For fumbled saves, the victim loses one eye, is blinded for 
1D6 rounds followed by 2D6 rounds in a dazzled state.  The reason this is 
so is because of the large amount of ultraviolet light in the ray.  Since 
only the source of the light, not the light itself is magical, magic 
resistance is ineffective against this spell.


Sleepcloud (Evocation)
Range: 10 yards
Components:V,S
Duration: 1Round/Level
Casting Time: 4 Segments
Area of Effect: 40'wide by 20'high by 20'deep cloud
Saving Throw: None

    This spell is identical in every way to Cloudkill, except that 
instead of slaying its victims, they are put to sleep for 1 hour per level 
of the caster, up to a maximum of 12 hours.  They cannot be awakened by 
any normal means until at least 1/4 of the sleep time has passed.  
    There is an up side to it, however: if the victims are not disturbed, 
they will awaken completely refreshed, and will have healed at double the 
normal rate due to the depth of their rest.  Consequently, this spell has 
many beneficial uses.
    The gas created by this spell is a deep indigo, and has a pleasant 
sweet smell as opposed to cloudkill's vile green fumes.

5th Level Spells

Cone of Acid (Evocation)
Range: 5 feet/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 5 Segments
Area of Effect: Special
Saving Throw: 1/2

     This rare spell is identical to Cone of Cold, except that it 
inflicts acid damage.  The material component is a small cone carved from 
the tooth of a black dragon.


Cone of Electricity (Evocation)
Range: 5 feet/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 5 Segments
Area of Effect: Special
Saving Throw: 1/2

     This spell is identical to Cone of Cold, except that it inflicts 
electrical damage.  The material component is a small cone made of 
magnetite.


Cone of Force (Evocation)
Range: 5 feet/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 5 Segments
Area of Effect: Special
Saving Throw: 1/2

     This spell is identical to Cone of Cold, except that it inflicts 
damage with a magic missile-like force.  The material component is a small 
cone made of diamond (it need not be of premium quality. i.e. 10-40 gp 
apiece is typical).

Cone of Fire (Evocation)
Range: 5 feet/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 5 Segments
Area of Effect: Special
Saving Throw: 1/2

     This spell is identical to Cone of Cold, except that it creates a 
cone of magical fire.  The material component is a small cone made of coal 
or brimstone.

Cone of Heat (Evocation)
Range: 5 feet/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 5 Segments
Area of Effect: Special
Saving Throw: 1/2

     This spell is a varient of Cone of Fire.  Instead of creating fire, 
the cone consists of raw heat.  The material component is a small cone 
made of coal or brimstone.


Cone of Steam (Evocation)
Range: 5 feet/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 5 Segments
Area of Effect: Special
Saving Throw: 1/2

     This spell is identical to Cone of Cold, except that it inflicts 
damage with superheated steam.  The material component is a small cone 
made of salt from boiled seawater.



Eyeray (Alteration)
Range: Special
Components: V,S,M
Duration: Special
Casting Time: 1 Turn/4 levels
Area of Effect: Caster
Saving Throw: None

     This meta-magical spell enhances the effectiveness of all ray-type 
spells, such as Ray of Enfeeblement, the cold ray version or Otilukes 
Freezing Sphere, Sanh's Ray spells, Disintegrate, Prismatic Spray, etc.  
The spell causes the energies to eminate from the caster's eyes instead of 
his hands (the spell is split into two converging rays).  This affords the 
caster better control of the spell, as he hits what he sees.   As a 
result, all saves against ray-type spells are made at -4.  If the caster 
has only one eye, the saves are at -3. 
     One ray-type spell can be so affected per 4 levels of the caster.  
When casting a ray spell, the caster must declair whether or not the 
Eyeray will be used.  The spell is active until all its uses have been 
exhausted.  Only one casting of Eyeray may be active at a time.  The 
material component is one pair of gems of the same color as the caster's 
eyes per 4 levels of the caster, and a few of the caster's eyelashes.  The 
gems must be worth at least 100 gp apiece.  If the caster is missing an 
eye, only one gem per 4 levels is required.


Forcewhip (Evocation)
Range: 10 Feet
Components: V,S,M
Duration: 1 Round/Level
Casting Time: 5 Segments
Area of Effect: Special
Saving Throw: None

      This spell calls into existence a whip-like tendril of force which 
the caster grasps and uses to strike foes.  The whip inflicts 2D6 hit 
points of damage on a hit.  The caster's effective strength when using the 
whip is dictated by his level.  Consult the following table for the 
caster's effective strength.

Level   Strength     Level   Strength     Level   Strength
 09       09          19       18.30       29       24
 10       10          20       18.60       30       25
 11       11          21       18.90       
 12       12          22       18.95       
 13       13          23       18.00
 14       14          24       19
 15       15          25       20
 16       16          26       21     
 17       17          27       22
 18       18          28       23

      Beyond 30th Level, the spell has reached its maximum potential; 
neither duration nor effective strength increase.  The caster is treated 
as a fighter of half his level when casting this spell, and the caster may 
cast no other spells while using the whip (though he may prematurely 
terminate the spell).  The material component is a whip made of braided 
gold and mithril fiber worth at least 200gp.


Minor Wish (Any)
Range: Special
Components: V
Duration: Special
Casting Time: Variable
Area of Effect: Special
Saving Throw: Special

     Though Minor Wish is a weaker version of Limited wish, it is still a 
potent spell in its own right.  Any spell effect up to fourth level can be 
duplicated with a Minor Wish.  Examples of other effects possible with 
this spell are limited teleportation (line of sight or well-known location 
only), summoning a personal item, etc.  This spell cannot Raise Dead like 
Limited Wish, but it can be used to increase the chances of a resurection 
attempt succeeding.  Like all Wish-type magics, careful DM ejudication is 
required.
     

Nightmare (Enchantment/Charm)
Range: 1 mile
Components: V,S,M
Duration: Roughly 8 hours, special
Casting Time: 1 turn/level
Area of Effect: 1 creature/2 levels
Saving Throw: Neg

     This dreadful spell causes its victims to suffer from wracking 
nightmares the night after it is cast, robbing them of any benefit of 
sleep. A save vs Death negates the spell's effect.
     If the save is failed, the victim must make another save each 
following night with a +2 cumulative bonus to avoid recurrences.  Once a 
successful save has been made, the nightmares cease. Since the recurring 
nightmares are non-magical, the victim gets the equivalent of 1 hour of 
sleep per 2 hours.
     If another nightmare spell is cast on a victim before he has 
successfully saved against recurrences, he must save at -4, with this 
penalty being applied against his subsequent saves.  This penalty is 
non-cumulative, i.e. additional castings will not increase the penalty to 
worse than -4.  The material component of this spell is a black mithril 
statuette of a nightmare worth at least 100gp per level of the caster. 


Programmable Dispel Magic (Abjuration)
Range: 1"
Components: V,S,M
Duration: Special
Casting Time: 2 turns/Level
Area of Effect: Special, 10' radius
Saving Throw: None

     This spell is a more refined version of Dispel Magic.  The spell 
allows the caster to specify the exact conditions under which it will 
manifest its effects, much like a contingency, but without that spell's 
side effects.
     Instructions may contain one word per level of the caster.  Some 
examples follow:

     -When evil passes, dispel stoneshape.
     -When a century has passed, dispel Sepia Snake Sigil.
     -When box is opened, dispel all magic.

     The spell must be cast on an object or place and can affect all 
magic within 10 feet.  Magic cast by other wizards will resist being 
dispeled as per dispel magic, unless those wizards colaborate with the 
caster in the spells preparation.
     The material component is a silver candle snuff, and a scroll made 
of velum prepared form disenchanter skin and ink prepared frpm 
disenchanter blood, and the crushed lens from a Beholder's central eye.  
The cost is 100gp per word, and the scroll is consumad in the casteing.  
The candle snuff is not destroyed.


Tuan's Electric Fireball (Evocation)
Range: 10" + 1"/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 5 segments
Area of Effect: 30 foot radius
Saving Throw: 1/2

      This powerful spell inflicts 1D8 hp per level of the caster to all 
within a 30 foot radius.  Half the damage is fire based, and half is 
electrical.  This allows the spell to be more useful against creatures 
that may be immune or resistant to one or more types of energy.
      The material component of this spell is a brimstone sphere with a 
magnetite core.


6th Level Spells
Bigby's Strangualtion (Evocation)
Range: 5 yards per level
Components: V,S,M
Duration: 1 round/Level
Casting Time: 6 Segmants
Area of Effect: 1 creaturs
Saving Throw: Special

      Bigby's strangulation creates a pair of disembodied hands sized for 
the victim (up to 1 foot tall per level of the caster).  These hands 
materialize around the victim's throat and commence strangulation.  The 
victim suffers 1 point of damage the first round, and each round 
thereafter, sustains double the last round's damage.
      Saving throws:  A save is permitted at the beginning of the attack, 
and if successful, the spell is ruined.  Each round after the first, a 
save for half damage (for that round) is permitted, as the victim is 
struggling to keep his windpipe open.  Needless to say, the victim may 
engage in no other activity.
      The hands cannot be attacked  physically, but a successful Dispal 
Magic, a wand of negation,a hungry disenchanter, etc. will destroy them.  
The material component is a pair of gloves made from the skin of a 
constricting snake, such as a python or boa constrictor.  Upon casting, 
the gloves vanish (and are worn by the strangling hands).  Once the spell 
is cast, the caster need not maintain concentration for it to work.


Feeblebody (Alteration)
Range: 10 yards per level
Components: V,S,M
Duration: Permanent
Casting Time: 6 Segmants
Area of Effect: 1 creature
Saving Throw: Neg

     This spell is exavcly like Feeblemind, except that Strength, 
Dexterity and Constitution are permanently reduced to 3.  The victim's 
intelect is unaffected.  Note: the victim may not be strong enough to move 
anymore.  The material component is one live mouse.  The mouse vanishes 
upon casting, but is not destroyed.


Prismatic Ray (Evocation)
Range: 1"/Level
Components: V,S
Duration: Instantanious
Casting Time: 6 segments
Area of Effect: 1 victim
Saving Throw: Special

     This spell is a watered down version of Prismatic Spray.  Only one 
ray of the caster's choice is created. The colors available depend on the 
caster's level.  Only red is available at 12th level, and one color is 
gained per subsequant level.  Consult the table below for available 
colors.

Level   Colors available.
 12      R
 13      R,O
 14      R,O,Y
 15      R,O,Y,G
 16      R,O,Y,G,B
 17      R,O,Y,G,B,I
 18      R,O,Y,G,B,I,V


Rune II (Enchantment)
Range: Special
Components: V,S,M
Duration: Until Discharged
Casting Time: 
Area of Effect: Variable
Saving Throw: Variable
 
     This spell allows the caster to inscribe a rune containing the 
energies of one spell up to 5th Level.  Instructions of up to 1 word per 
level may be given to control the Rune.  The material component is 100 GP 
Gems and inks per level of the spell contained in the rune.
  

Sertan's Certain Slaying (Death Magic)
Range: 6
Components: V,S,M
Duration: Permanent
Casting Time: 6 Segments
Area of Effect: One creature
Saving Throw: Special

    This spell concentrates all the power of a Death spell on one victim. 
 A saving throw IS permitted, save vs Death, of course.  For every three 
levels the caster excedes the victim's level or hit dice, a -1 penalty is 
applied to the save, and vice versa.  If the save is failed, the victim is 
slain immediately.  If it succedes, he is weakened for one turn per level 
of the caster, suffering a -2 penalty to all roles. This penalty is 
cumulative. A save which succeds by more than 10, or is critically made 
negates any and all effects of that casting of the spell.
     The material component is a black pearl, and the lens from the eye 
of a catoblepas, costing a total of 1,000 gp.  Note: in some places, the 
lens may be hard to get, as its only known use (besides as a lens) is for 
death-dealing spells and poisons.   

7th Level Spells

Animate Dead II (Necromancy)
Range: 1"/Level
Components: V,S,M
Duration: Permanent
Casting Time: 1 round/Level
Area of Effect: 1"/Level
Saving Throw: None

      This, more powerful version of Animate Dead creates 1 hit die of 
undead per level of the caster.  Any undead not posessing Energy Drain up 
to 5 hit dice can be created with this spell.
      The material component is identical to Animate Dead, with the 
inclusion of a pinch of dust from each of the undead tupes to be created.


Detect Individual (Divination)
Range: Variable, 10"/Level typical
Components: Variable, usually V,S,M
Duration: Variable, 2 hours/Level typical
Casting Time: Variable, but usually about 7 rounds
Area of Effect: One specific being
Saving Throw: None, usually

       This is actually not so much a spell as it is a class of spells.  
Detect Individual spells are keyed to detect the presence and location of 
one specific being, and must be researched as new spells for each being.  
To successfully research a Detect Individual spell, a piece of the being 
is required.  This spell will penetrate nearly all forrms of invisibility 
or nondetection.  
       When found, 95% of the time, the characters will happen on a spell 
written for some being.  5% of the time, a set of guidlines and notes will 
be found which can cut the research time in half.


Energy Shield (Abjuration)
Range: 0
Components: V,S,M
Duration: 1 Round/Level
Casting Time: 7 Segments
Area of Effect: 1 Creature
Saving Throw: None

      When cast, this spell will absorb 6 hit points of damage per level 
of the caster.  The spell will protect against all spells which inflict 
direct (i.e. hit point) damage, and physical attacks.  Gasses and magics 
which do not directly harm their victims (such as Charms, Polymorphs, 
etc.) are unaffected.  
      For magics which slay instantly, such as Disintegrate and Death 
spells, subtract the recipient's maximum hit points from the Energy 
Shield.  If the shield cannot absorb them all, the recipient suffers the 
remainder in damage.  
      The material component is a miniature Adamantite shield with a 
diamond set in the center worth not less than 3,000 gp.  This shield is 
lost in the casting.


Resist Magic (Abjuration)
Range: Touch
Components: V,S,M
Duration: 1 turn/level
Casting Time: 7 segments
Area of Effect: 1 creature
Saving Throw: none

      When cast on a willing being, this spell conferrs 2% magic 
resistance per level of the caster.  If the being already has magic 
resistance, it is increased, but will never exceed 90%.  This spell is not 
cumulative, i.e. you cannon cast two on one person.  The first must expire 
before the second can be cast.  The material component is the dried heart 
of a mind flayer.


Sharpness (Alteration)
Range: Touch
Components: V,S,M
Duration: 1 round/3 levels upon use
Casting Time: 1 Round
Area of Effect: 1 edged weapon
Saving Throw: None

      When cast on an edged weapon, the weapon will become a weapon of 
Sharpness upon its next use, and will remain that way for 1 round per 3 
levels of the caster.  The weapon may not be magical, except if subject to 
an Enchant spell.
      The spell adds no plusses to the weapon (it severs on a 20), but 
plusses due to quality or an Enchant spell do apply.  The material 
component is a mithril razor enchanted to +3 with an Enchant spell costing 
500 gp.  The spell can be made permanent, but to do so requires a 
specially forged weapon, and a miniature version of the weapon forged from 
the same metals in lieu of the razor.  The total cost starts at 30,000 gp.

8th Level Spells

Improved Mirror Image (Illusion/Phantasm)
Range: 0
Components: V,S,M
Duration:4 rounds/Level
Casting Time: 4 Segments
Area of Effect: 12 foot radius
Saving Throw: None

      This spell is a much more powerful version of Mirror Image.  Not 
only are more images (1D6 + 1 per 2 levels) created, but they last longer, 
and the ruse can only be detected with a gem of trut seeing, or a similar 
device.  The phantasms are solid for all intents and purposes, taking 
damage when attacked instead of winking out.  A Wand of Negation or Dispel 
Magic will destroy only one of the phantasms.  The material component is a 
small mithril mirror worth not less than 500 gp.


Phase Conjugation (Abjuration)
Range: 0
Components: V,S,M
Duration: 1 Round/Level
Casting Time: 8 Segments
Area of Effect: One creature
Saving Throw: None

    This powerful defensive spell provides superlative protection against 
directed energy attacks.  Any spell or effect which projects a discrete 
stream of energy at the recipient is deflected back in the direction from 
which it came.  This is more than just a simple deflection, however.  The 
spell is Phase Conjugated, that means it retraces its path exactly.  If 
the recipient is within 1/2 the range of the attacking spell, the 
offending caster suffers the full effect of his own spell, NO SAVE 
ALLOWED!  The reason this is so is that the caster cannot possibly dodge 
fast enough to avoid the rebounding energies.  Only magic resistance, and 
whatever other defenses he may have, will protect him.
 
    Examples of spells effected by Phase Conjugation are:
    -Any ray-type spell
    -Magic Missiles of any type
    -Lightning Bolts (Call Lighning will not strike caster)
    -Cone of Cold, Heat, or Force (only recipient is protected) 

    Examples of spells NOT affected are:
    -Fireball, or any similar magic (they change form on impact)
    -Breath weapons
    -Power words
    -Touch spells
    -Cone of Acid or Steam (they projects matter, not energy)

    The material component of this spell is a small device consisting of 
three highly polished triangular mithril mirrors set at right angles to 
each other, forming a corner of a cube.  This device costs at least 1,000 
gp.


Repair (Alteration)
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 8 Rounds
Area of Effect: Special
Saving Throw: None

      This spell is a heavy-duty version of the 1st level Mend spell.  It 
can repair any non-magical item, completely mend one structural point per 
level of the caster, and can fix any magic item the caster can create.  
The material component is a complete miniature tool set appropriate to the 
damage to be repaired.  The set must be made of the finest materials and 
cost no less than 2,000 gp.  If a magic item is being repaired, a special 
tool set costing one tenth the value of the damaged item, or 2000 gp, 
whichever is greater, must be used.  The item must than save vs magical 
fire for the spell to work.  


Rune III (Enchantment)
Range: Special
Components: V,S,M
Duration: Until Discharged
Casting Time: 
Area of Effect: Variable
Saving Throw: Variable

     This spell allows the caster to inscribe a rune containing the 
energies of one spell up to 7th Level.  Instructions of up to 1 word per 
level may be given to control the Rune.  The material component is 100 GP 
Gems and inks per level of the spell contained in the rune.


Smoke Cage (Evocation/Alteration)
Range: 10 feet/Level
Components: V,S,M
Duration: 1D4 rounds + 1 round/level
Casting Time: 7 Segments
Area of Effect: 20' Radius
Saving Throw: Special

       This spell creates a 20 foot radius cloud of purple and black 
smoke up to 10 feet away per level of the caster.  The smoke is impervious 
to all forms of vision.  The smoke cloud is actually extradimensional, 
employing forces similar to the Distance Distortion spell.  The internal 
diameter of the cloud is 100 to 150 feet; furthermore, the vapors contain 
a powerful misdirection spell (save -2) which prevents those inside from 
wandering out.  The cloud persists for 1D4 rounds plus one round per level 
of the caster, after which it disperses.  Only a strong wind will break it 
up prematurely.  Extradimensional devices in the cloud are unaffected.  
       The material component is a black pearl worth at least 500 gp and 
a bent compass needle. 


Sunball (Evocation)
Range: 1" + 1"/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 8 Segments
Area of Effect: 20-Foot radius
Saving Throw: 1/2

      This powerful spell superficially resembles a fireball; instead of 
fire, however, the ball consists of solar radiance.  All within the area 
of effect suffer 1D10 hit points of damage per level of the caster.  
Undead and similar creatures suffer double damage.  Creatures specifically 
harmed by sunlight save vs. Death or are slain instantly.  If the save is 
made, they suffer the effects of 1 turn of full sunlight per level of the 
caster.
      The material component is a golden sun symbol with a large topaz 
set in the center.  The symbol costs 2,000gp to make and is lost in the 
casting.


9th Level Spells

Animate Dead III (Necromancy)
Range: 1"/Level
Components: V,S,M
Duration: Permanent
Casting Time: 1 round/Level
Area of Effect: 1"/Level
Saving Throw: None

      This more powerful version of Animate Dead II allows the caster to 
create undead up to 1/3 his level in hit dice.  Otherwise it is identical 
to Anamate Dead II


Dual Casting (Alteration)
Range: 0
Components: V,S,M
Duration: Until Used
Casting Time: 1 turn/Level
Area of Effect: Self
Saving Throw: None

      This rare and powerful spell allows the caster to cast two spells 
at once.  When cast, the spell remains on standby until the caster is 
ready to use it.  On the round it is used, the caster may cast two spells 
at the same time.  The total spell levels cast may not exceed one third 
the caster's experience level.  It is possible to have multiple castings 
of this spell active; the wizard is limited to one per 9 levels for a 
maximum of four.
      The material component is an egg with two yolks, and a perfect 
crystal sphere composed of spent ioun stones, shiral crystal (lesser), and 
quartz melted together costing 2,000 gold pieces per level of the caster.  
The egg is eaten (fried or hard boiled) and the sphere vanishes during 
casting. 


Energy Ball (Evocation)
Range: 6" + 1"/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 9 Segments
Area of Effect: 20 foot Radius
Saving Throw: 1/2

    This fireball-type spell does all of its "damage" with positive 
matter.  Consequently, it heals 1D6 hp per level of the caster.  Negative 
matter beings suffer 4D6 per level of the caster.  For Annamese, this is a 
6th level spell.  
    A negative energy version of this spell also exists.  It drains one 
level per 10 levels the caster posesses.  A successful saving throw halves 
damage and negates the energy drain.
    The material comfor the positive matter version is a white pearl 
worth at least 1000gp.  The Negative version uses a black pearl of similar 
value. 


Energy Bolt (Evocation)
Range: Special
Components: V,S,M
Duration: Instantanious
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

     This spell is identical to Bigby's Besieging Bolt in every way, 
except that it is a bolt of positive energy, and only one bolt is fired.  
Like the energyball, negative matter creatures take triple damage, and 
Annamese cast it as a 6th level spell.  It also has a Negative Matter 
analogue.  The negative matter version drains one level per ten experience 
levels of the caster.
     The material components for these spells are a flawless diamond, and 
a black diamond respectively, each worth at least 1,000gp.


Greater Disintegration (Alteration/Abjuration)
Range: 100 feet/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 9 segments
Area of Effect: 10' cube per level
Saving Throw: Neg, -2

     This powerful spell is a long range, heavy version of Disintegrate.  
When cast, a sizzling blue beam speings from tha caster's hand derstoying 
1,000 cubic feet of matter (10x10x10 cube) per level of the caster.  The 
material component is a pinch of residue from a normal Disintegrate spell.


Greater Extradimensional Space (Alteration/Enchantment)
Range: Touch
Components: V,S,M
Duration: 1 Week, + 1 Day/Level
Casting Time: 1 Turn/Level
Area of Effect: 10'x10'x10' Cube/6 levels
Saving Throw: None

     This powerful spell creates a large extradimensional space lasting 
one week, plus one day per level.  The space is one 10 foot cube per 6 
levels.  The material component is a door, and 3,000 gp worth of 
transplanar quartz per 6 levels of the caster.


Greater Invisibility (Alteration/Illusion)
Range: 0
Components: V,S,M
Duration: Until user attacks
Casting Time: 9 Segments
Area of Effect: I creature
Saving Throw: None

     This powerful cloaking spell offers COMPLETE undetectability to the 
user.  Even True Seeing is ineffective, as this spell was specifically 
designed to foil this type of magic.  A limited Wish will partially foil 
the spell, allowing the caster to see a blurry outline (-4 to hit).  A 
full wish, however, will bring the spell down.  This spell is ineffective 
against Detect Individual, because of the narrow scope of that divination. 
 The material component is Invisible Stalker ichor.


Improved Simulacrum (Illusion/Phantasm)
Range: Touch
Components: V,S,M
Duration: Pernament
Casting Time: 9 Special
Area of Effect: 1 Creature
Saving Throw: None

     Improved Simulacrum is identical to Simulacrum, except that the 
Simulacra is created with but one spell; there is no need for Reincarnate 
and Limited Wish.  The material components are as per Simulacrum.


Mass Death (Death Magic)
Range: Special
Components: V,S
Duration: Pernament
Casting Time: 9 Segments, Special
Area of Effect: Special
Saving Throw: Neg

     Mass Death is a modified version of Power Word, Kill.  After nine 
segments of verbal and somatic preparations, the caster is ready to utter 
the Word of Death.  This word can be uttered any time within one turn per 
level of the caster, provided no other spells except Shout or 
Ventriloquism, are cast in the intervening time.  The Word has a range of 
50 feet plus 10 feet per level. 
     All creatures (besided the caster) within the range of the spell, 
INCLUDING allies, having 1/3 the caster's level or less, must save vs 
death or be instantly slain.
     A Shout spell will double the range, while Ventriloquism will allow 
the caster to move the center of effect.  Use of either spell grants the 
victims a +4 bonus on their save due to magical synergy.

     It should be noted that the final word must be heard by its victims. 
 The deaf are therefore totally immune to this spell.  Magical silence can 
negate the spell's effect, while loud noises and ear plugs will offer 
partial protection, i.e. saving throw bonuses, at the DM's disgression.
     This spell does not affect undead or creatures without functioning 
auditory organs. 


Ralorn's Bolt of Dragon Slaying (Death Magic)
Range: 20 Yards/Level
Components: V,S,M
Duration: Permanent
Casting Time: 9 segments
Area of Effect: 1 Dragon
Saving Throw: Neg

   This spell launches a bolt of killing energy specifically tuned to 
slay dragons.  Any dragon struck by this spell must save vs Death or die.  
If the save succeded, it suffers 1D10 hit points of damage per level of 
the caster.  Against any other creature, the spell inflicts 1D6 per level, 
save for half damage.  The materal component is the tooth of an Wyrm or 
greater dragon slain by the caster without using this spell.


Rune IV (Enchantment)
Range: Special
Components: V,S,M
Duration: Until Discharged
Casting Time: 
Area of Effect: Variable
Saving Throw: Variable

     This spell allows the caster to inscribe a rune containing the 
energies of one spell up to 8th Level.  Instructions of up to 1 word per 
level may be given to control the Rune.  The material component is 100 GP 
Gems and inks per level of the spell contained in the rune.  This is the 
most powerful Rune spell normally available.


Sheets of Acid Fumes (Evocation)
Range: 10 yards/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 7 Segments
Area of Effect: 50 foot radius
Saving Throw: 1/2 @ -4

     This spell is a super Acidball which inflicts 1D6 hit points per 
level of the caster to all within a 50 foot radius.  The material 
component is a Black Dragon scale.


Sheets of Electricity (Evocation)
Range: 10 yards/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 7 Segments
Area of Effect: 50 foot radius
Saving Throw: 1/2 @ -4

     This spell is a super Ball Lightning spell which inflicts 1D6 hit 
points per level of the caster to all within a 50 foot radius.  The 
material component is a Blue Dragon scale.


Sheets of Fire (Evocation)
Range: 10 yards/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 7 Segments
Area of Effect: 50 foot radius
Saving Throw: 1/2 @ -4

     This spell is a super Fireball which inflicts 1D6 hit points per 
level of the caster to all within a 50 foot radius.  The material 
component is a Red Dragon scale.

Sheets of Fire (Evocation)
Range: 10 yards/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 7 Segments
Area of Effect: 50 foot radius
Saving Throw: 1/2 @ -4

     This spell is a super fireball which inflicts 1D6 hit points per 
level of the caster to all within a 50 foot radius.  The material 
component is a Red Dragon scale.
  

Sheets of Force (Evocation)
Range: 10 yards/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 7 Segments
Area of Effect: 50 foot radius
Saving Throw: 1/2 @ -4

     This spell is a super Forceball which inflicts 1D6 hit points per 
level of the caster to all within a 50 foot radius.  The material 
component is a Stellar Dragon scale.


Sheets of Frost (Evocation)
Range: 10 yards/Level
Components: V,S,M
Duration: Instantanious
Casting Time: 7 Segments
Area of Effect: 50 foot radius
Saving Throw: 1/2 @ -4

     This spell is a super Iceball which inflicts 1D6 hit points per 
level of the caster to all within a 50 foot radius.  The material 
component is a White Dragon scale.


10th Level Spells (Special)


Rune V (Enchantment)
Range: Special
Components: V,S,M
Duration: Until Discharged
Casting Time: 
Area of Effect: Variable
Saving Throw: Variable

     This spell allows the caster to inscribe a rune containing the 
energies of one spell up to 9th Level.  Instructions of up to 1 word per 
level may be given to control the Rune.  The material component is 100 GP 
Gems and inks per level of the spell contained in the rune.  Since few 
areas can support 10th level magic, this spell is extremely rare.

    
Vorpal Blade (Alteration)
Range: Touch
Components: V,S,M
Duration: 1 round/3 levels upon use
Casting Time: 1 Turn
Area of Effect: 1 edged weapon
Saving Throw: None

      When cast on an edged weapon, the weapon will become Vorpal upon 
its next use, and will remain that way for 1 round per 3 levels of the 
caster.  The weapon may not be magical, except if subject to an Enchant 
spell.
      The spell adds no plusses to the weapon, but plusses due to quality 
or an Enchant spell do apply.  The material component is a mithril razor 
enchanted to +6 with an Enchant spell and a Sharpness spell costing 1000 
gp.  The spell can be made permanent, but to do so requires a specially 
forged weapon, and a miniature version of the weapon forged from the same 
metals in lieu of the razor.  The total cost starts at 50,000 gp.


Youth (Alteration)
Range: 0
Components: V,S,M
Duration: Permanent
Casting Time: 10 turns
Area of Effect: One creature
Saving Throw: Success

      This spell reduces the physiological age of the recipient by 2D6+6 
years.  The recipient must make a saveing throw vs Death for the spell to 
succeed.  If the save is failed, the spell is ruined.  A fumbled save (1) 
results in the recipient being aged 2D6+6 years.  Only the recipient's 
natural saving throw is used in this roll.
      The material component is a quart of dragon blood, and 1,000 gold 
pieces worth of gems per year of time the recipient has lived (his 
chronological age). The recipient must be willing for the spell to work.  
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