%This level one of the net spellbook.


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\newcommand{\spell}[8]{\subsection{#1} 
                       School: #2 \\ 
                       Range:  #3 \\
                       Components:  #4 \\ 
                       Duration:  #5 \\ 
                       Casting Time: #6 \\ 
                       Area of Effect:  #7 \\ 
                       Saving Throw:  #8 
                       \medskip}

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\section{First-level Spells}
\pagenumbering{arabic}

\spell{Alpha's Acid Stream}{Conjuration}{30 yards}{V, S,
M}{Instantaneous}{1}{1 target}{Special}

      The spell causes a thin stream of purplish, hissing acid to shoot forth
from the caster's outstretched hand, out to the maximum range of the spell.
This acid causes 1d4 damage per level of the caster, up to a maximum of 8d4.
The intended target may attempt a save vs. petrification to dodge the jet of
acid (save at -4 if size G, -2 if size H, -1 if size L, +1 if size S, and +3
if size T), and if successful the jet of acid will have been avoided, and will
continue on in a straight line out to the extent of its range.  Any creature
in the path of the acid must save as above or be struck by the spell.  The
Acid Stream can affect only one target in any event.  The material component
is a drop of any acid.


\spell{Alpha's Electric Arc}{Evocation}{10 yards + 10
yards/level}{V, S}{Instantaneous}{1}{1 target}{Special}

      This spell causes an arc of electricity to leap from the caster's
extended fingertip.  This electricity unerringly strikes one target of the
caster's choice, inflicting 1d4 damage, plus one point per level of the
caster (up to a maximum of +12), with no saving throw.  A target in metal
armor or wielding a large, mostly metallic weapon (e.g. any sword, battle
axe) must save vs. spells and, if the save is failed, the bonus (i.e. per
level) damage inflicted by the spell is doubled.


\spell{Alpha's Hunting Hound}{Conjuration/Summoning}{10 yards}{V,
S, M}{12 turns + 6 turns/level}{1 round}{1 creature}{None}

      This spell calls a canine creature to be a helper and boon
companion to the spell caster for the duration of the spell.  The type
of hound summoned depends upon the caster's level, but the hound will
always understand verbal commands given it, so long as they are 12 words
or less and relatively simple.  The hound will further also be capable
of tracking as if a ranger of half the level of the summoner, and can
hunt sufficiently well to feed the spell-caster for one day, provided
there is game extant in the caster's area.

The type of hound summoned is as follows:

\medskip
\begin{tabular}{ccc}
{\bf Level of Caster} && {\bf Type of Hound} \\
    1 to 3 &&  jackal \\
    4 to 7 &&  wild dog \\
    8 to 12 &&  wolf \\
    13 or more  &&  dire wolf
\end{tabular}
\medskip

      If the caster takes a lower-level hound (or a dire wolf when 18th
level), it will have maximum hit points, be +1 to hit and on damage, track
at +1 level, and can understand even relatively complex commands of up to
50 words in length.  The material component is a piece of fresh meat.

\spell{Alpha's Sparkle Beam}{Evocation}{0}{V, S,
M}{Instantaneous}{1}{1$' \times$ 20$' \times$ 5$'$ cone}{Special}

     This spell draws upon the power of the Positive Material Plane and
calls forth a ray of golden light.  Anyone in the area of effect of the
spell must save vs. petrification or be blinded for 1 round.  The true
function of this spell, however, is its use against undead, creatures of
the Lower Planes, and those drawing power from the Negative Material Plane
or the Plane of Shadow.  Such creatures suffer 1d4 damage, plus an additional
1d4 at every even level of the caster (e.g. 4d4 at 8th), up to a maximum of
8d4.  These creatures may save vs. spells to halve this damage.  The material
component is a bit of crushed sunstone.


\spell{Alpha's Starlight}{Evocation, Illusion}{5 yards/level}{V, S,
M}{1 turn/level}{1 round}{10 square feet/level}{None}

      This spell illuminates an area as a cloudless outdoor night sky filled
with stars.  This light is pale and wan, and dilutes vision mostly to black
and white.  Full visual acuity is possible only out to a range of 10 yards,
but general identification can be made out to 20 yards.  Stationary figures
can be made out at 40 yards, and movement detected out to 80 yards.  Inter-
vening cover will, of course, reduce sighting distances accordingly.  This
light does not interfere with infravision, and there are ample shadows within
the area of effect to hide in.  The illusionary component of the spell creates
the appearance of an actual starry night sky.  The area of effect is stationary.
The material component is a piece of black velvet and a few bits of glass.


\spell{Alpha's Wall of Darkness}{Alteration}{60 yards}{V, S, M}{1
round/level}{2}{One 10-foot square/level}{None}

      This spell brings into being a wall of blackness which cannot
be seen through, even with infravision or ultravision.  It is dispelled
instantly by a light or continual light (q.v.) spell.  It has no physical
existence, and does not hinder nor harm those passing through it.  It
does, however, block the passage of sound from one side to the other,
assuming that the spell is not cast in such a way (such as in a field
of grass) which would otherwise allow sound to move around the edges of
the wall.  The material component is some pitch and soot, or a lump of
coal.



\spell{Animal}{Illusion/Phantasm}{30 yards + 10 yards/level}{V,
S}{Special}{1}{1 animal/level}{Special}
    
         An illusion of one or more small
         animals can be brought into being by means of this spell.
         The animals must be of a sort very familiar to the
         illusionist, and each can be no larger than a fox, a rabbit,
         or a medium hawk.  Animals created can be of more than one
         type.  The illusion is visual and auditory, being much like a
         specialized form of the second level illusionist spell
         improved phantasmal force.




\spell{Association}{Divination}{0}{V, S}{Instantaneous}{5}{2
surfaces}{None}
 
         When casting this spell, the caster
         brings together two surfaces in contact with one another.  If
         the two surfaces were ever adjacent, then the spell indicates
         so.  If the two surfaces were ever in direct contact, then
         the spell will tell this information to the caster as well.

         Some possibilities would be a jewel and a safe, a bow and an
         arrow, etc.


\spell{Cat Spirit}{Alteration}{Touch}{S, M}{1
turn/level}{5}{Creature touched}{Neg.}

The cat form spell grants many of the abilities traditionally associated with
cats, though it does not significantly alter the features of the recipient.
The spell grants a +2 bonus to stealth, as the recipeint's tread will be
absolutely quiet for the duration. The spell also halves all damage taken
from falls and allows the recipient to land on his or her feet. Finally, it
grants the ability to grow claws, allowing each hand to do d3 damage. It
does not, however, improve singing ability. The material component is
whiskers from a cat.


\spell{Coloration}{Alteration}{10 yards/Level}{V, S, M}{1 day/level}{1}
{10 square feet/level}{Special}
 
         This spell causes a chosen surface
         to change color, glow, or both, be it a section of wall, a
         box, a sword, or a creature (a saving throw vs. magic will
         negate the effect if the subject is unknowing or unwilling).
         Multiple colors can be chosen (up to 256 different colors and
         shades).  If made to glow, the object will emit light for a
         range of five feet.  The material component for color is a
         small amount of die or ink of the appropriate color, and to
         cause a glow the spell consumes a bit of phosphorous or a
         glowworm.
 
 
\spell{Comeliness}{Illusion/Phantasm (Reversible)}{0}{V, S}
{1 hour/level}{1 round}{Creature touched}{None (neg.)}
 
         A comeliness spell will increase
         creatures comeliness score (or decrease it if the reverse is
         cast) by means of illusion.  The change in points is
         dependent upon the recipient's present comeliness:

\medskip
\begin{tabular}{ccc}
\multicolumn{3}{c}{\bf Increasing Comliness} \\
Target's Comeliness && Comeliness Gain \\
6 or less && 2d4 \\
7 to 12 && d6+1 \\
13 to 15 && d6 \\
16 to 17 && d4 \\
18 to 19 && d2 \\
20 or more && 1
\end{tabular}
\medskip

\begin{tabular}{ccc}
\multicolumn{3}{c}{\bf Decreasing Comliness} \\
Target's Comeliness && Comeliness Loss \\
6 or less && 1 \\
7 to 12 && d2 \\
13 to 15 && d4 \\
16 to 17 && d6 \\
18 to 19 && d6+1 \\
20 or more && 2d4
\end{tabular}
\medskip

\spell{Detect Poison}{Divination, Necromancy}{0}{V, S}{1 turn}
{1 round}{Special}{None}
 
         With this spell, the caster can
         determine if a corpse has been poisoned.  One corpse can be
         checked each round.
 
         The spell will tell the caster the means in which the poison
         was administered, and the place at which it entered the body.
 
         The spell also gives the caster a 5\% chance per level of the
         caster of being able to directly identify the poison.
 
 

 
\spell{Diminutive Darkness}{Alteration}{10 yards/level}{V, S}{2d4 rounds +
1 round/level}{1}{2 foot radius sphere}{None (neg.)}

         This spell is very similar to the
         first level illusionist spell darkness (see also the second
         level magic-user spell darkness).  It has only a 2$'$ radius,
         however.  This gives the spell many different uses.  For
         example, it can be used to block the light of a torch,
         lantern, magic sword, etc.  This would prevent all sorts of
         vision only within the 2$'$ radius, so one could still see
         about with infravision or ultravision (or normal vision, if
         there is another light source).  It can blind a creature as
         a light spell would without creating light that could alert
         others, and also without obscuring the caster's own sight as
         would a normal darkness spell.  (If cast upon a creature or
         his/her/its possessions carried, the creature gets a saving
         throw, and if the throw is made, the darkness appears 5$'$
         behind.)  The spell can cancel a light spell, but has no
         effect on continual light or ambient light.
 
 
\spell{Drowse}{Illusion/Phantasm}{30 yards}{V, S}{1 round/level}{1}{1
creature}{None}
 
         This spell creates the illusion in
         the victim mind that she or he is extremely exhausted, and in
         fact on the verge of collapsing and falling asleep.  There is
         no saving throw.  The victim will suffer a -4 to hit, -2 on
         AC, 50\% vision and 1/2 her or his normal movement rate for
         the full duration of the spell.  Spell casters will have a
         chance of spell failure equal to 100\% - 5\% per point of their
         prime requisite (use intelligence or wisdom).  The spell can
         be negated by dispel illusion or dispel exhaustion (but not
         by dispel magic).
 

\spell{Find Water}{Divination}{1 mile, 20$'$/level depth}{S, M}{2
rounds/level}{1 turn}{20 degree arc}{None}
 
         When casting this spell, the diviner
         grasps two ends of a Y-shaped willow wand.  The remaining end
         twists around to point in the direction of the nearest source
         of fresh water within the spell range, and then the caster
         will feel a tug on the wand.
 
         The branch can but twist only twenty degrees, so it would
         require 18 castings of the spell to check all the area around
         the caster.
 
         The diviner can specify a minimum amount of water to seek
         (e.g. greater than the amount in a human body)
 

\spell{Frost Touch}{Envocation}{Touch}{V, S}
{1 round/level}{1}{1 creature}{None}

This spell delivers d6 hit points of damage.  In addition to this, you add
+1 point of damage for every level above first.  Cold based creatures are
immune to this, and fire based creatures take double damage.


\spell{Guilda's Treacherous Tripwire}{Enchantment}
{Touch}{V, S, M}{1 round/level}{1}{1 tripwire}{Neg.}

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 attemptto pass must save vs wands (add dex def. adj) or be caught when the wire springsfree.  The wire will twine tightly about the ankles of its victim, tripping him.It must then be
 tediously untangled (or sawed loose) which will take at least 30 
sec under ideal conditions.  If hacked loose in combat, it will take 1 round,
and the victim will take 1d4 dmg unless an enchanted blade is used (which will
cut effortlessly).  Note that wire is required, but not consumed. The material
component is a small spring.


\spell{Inaudibility}{Illusion/Phantasm}{Touch}{V, S, M}{1 hour/level}{1}{1
creature}{Neg.}
 
         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.
 
         Objects 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 vocalize).
 
         The material component for this spell is a piece of cotton.
 
 
\spell{Insolence}{Illusion/Phantasm}{20 yards}{V, S, M}{1
round/level}{1}{1 creature}{Neg.}
 
         This spell causes its victims to
         sound and appear crude, insulting and arrogant, in all that
         she or he says or does, to all observers.  The victim,
         however, will not be aware that anything is amiss.  While the
         general meaning of whatever is said will be the same, the
         illusion causes observers to see and hear a twisted version
         in which the speaker is so insolent that all reactions are
         checked at -50\%.  Additionally, such speech might not be
         tolerated at all in some situations (for example, automatic
         dismissal from a king's court, or perhaps even worse...).
         Even if the target makes her or his saving throw, the attack
         will not be noticed (unless the somatic and verbal gestures
         of the caster are seen and recognized).
 
         If an observer has reason to believe that something is amiss,
         she or he gains as saving throw if an attempt is made to
         disbelieve.  Such a saving throw is made at +4 if the fact
         that it is an illusion has been communicated.  If these
         saving throws are failed, it still appears real.
 
         The material component is a bit of dung or spittle, which is
         wrapped in the illusionist's hand.  The hand is then subtly
         waived at the creature to be affected.  The verbal component
         is a low guttural sound made in the throat.
 
 
\spell{Last Image}{Divination, Necromancy}{0}{V, S}{Instantaneous}{1
round}{One corpse}{None}
 
         This spell allows the caster to see
         whatever the corpse saw at the very moment of death, so that
         the caster can learn the identity of the murderer, or the
         location and the event that caused the death.
 
         If the victim died because of the effects of a gaze attack,
         then the caster suffers from this attack as well, but with a
         +4 bonus to his/her saving throw.

 
\spell{Lesser Invisible Object}{Illusion/Phantasm}{10 yards}{V, S}{1
turn/level}{1}{One object smaller than 3 cubic feet/level}{None}
 
         This spell causes an object to
         vanish from sight, much like the second level illusionist
         spell invisibility (which affected only creatures).  The
         spell lasts only 2 rounds per level of the caster or until
         the caster wills it to end.  For example, a quiver of arrows
         or a bow could be made invisible and carried, and when
         desired, a moments thought could make them appear.  Note that
         not even the caster can see the invisible object, so if she
         or he is to use it most effectively, it may be necessary to
         make it visible.
 
 
\spell{Mental Notepad}{Alteration}{0}{V, S,
M}{Permanent}{Special}{Caster}{None}
 
         This spell allows the caster to
         store information in the unused portions of his/her brain for
         later recall. The information thus stored will be available 
         for complete
         recall as if the caster was reading the information from a
         parchment in his/her hands.
          The caster is able to store up to two pages of information in
         the brain through the use of this spell.
 
         If at a later time, the caster wishes to add more
         information, it change the information that is current in
         his/her brain, then the caster will be required to recast the
         spell and re-memorize the information again.
          There can only be one spell active in the casters brain at
         anyone time.
 
         The material component of this spell is a lead crystal sheet
         of no less than 50 gp value which disappears after the spell
         is cast.
 

\spell{Minor Mimicry}{Illusion/Phantasm}{Touch}{V,
S}{Special}{1}{Creature touched}{Special}
 
         This spell allows the illusionist to
         make the creature touched to appear as something else for the
         duration of the spell.  The illusion has visual and minor
         auditory (such as crackling of fire, mumbling, etc., similar
         to improved phantasmal force) components only.  The form is
         chosen by the illusionist, and unwilling creatures gain a
         saving throw.  The illusion can be as small as half the size
         of the creature masked, and as large as something that would
         fit within 3 cubic yards + 3 cubic yards/level.  Once the form is
         taken, it remains almost stationary, with only minor movement
         possible; for example, a troll illusion could growl and make
         threatening motions but could not walk and attack, and a fire
         could dance and crackle but could not spread.  For this
         reason, objects are the forms most often chosen.  Movement is
         not possible for the recipient creature if the spell is to be
         maintained, as this would break the spell.  If the recipient
         remains still or nearly still, however, the spell will last
         so long as the illusionist maintains faint concentration
         (spell casting and taking damage break the spell, but talking
         and walking do not) and remains within 10 yards/level of the
         location of the recipient (obviously not a problem if the
         illusionist and the recipient are the same person).  If the
         spell is broken for any reason, it will last a further 1-3
         rounds + 1 round/level of the caster.  The illusion does not
         follow any movement made by it's recipient.
 

\spell{Murder Weapon}{Divination, Necromancy}{Touch}{V, S, M}{1
turn}{1 round}{Special}{None}
 
         The caster of this spell can check
         one weapon each round to determine if that weapon was used to
         kill a specific corpse, that the caster has a sample of blood
         from.
          
         The murder weapon is considered to be the weapon that
         delivered the victim to zero or fewer hitpoints, or
         administered the poison that killed the victim.
 
 
\spell{Protection From Rain}{Abjuration}{0}{S, M}{1
hour/level}{1}{Caster}{None} 
 
         After casting this spell, the caster
         will remain dry, even is standing in the midst of a
         torrential downpour.
          Any water touching the caster will bead and flow down an
         invisible force field which surrounds the caster and all of
         his/her possessions to a distance of one inch.
 
         The caster will be protected from splashes and drops, but
         he/she will not be protected from standing in a puddle, as
         the water will eventually sink in.  If the caster just passes
         through a puddle quickly, then the he/she will remain dry.
 
         The material component for this spell is an oiled leather
         rag.


\spell{Shadows}{Illusion/Phantasm}{Special}{V,
S}{Special}{1}{Special}{None}

         This spell has three different
         potential functions, the choice of which may be made at the
         time of casting:
 
\begin{enumerate}
\item The illusionist may cast shadows upon herself or himself,
         with this covering giving her or him a chance of hiding in
         shadows as that for a thief of equal level.  The illusionist
         can take advantage of (or is penalized by) dexterity and
         racial adjustments.  This form of the spell is only shadow
         enhancing, so an effort must still be made to hide.  It can
         be cast only on the illusionist's person (a range of 0 for
         this function), and the illusionist must remain still and
         concentrate faintly to maintain the shadows.  This can only
         be of use where shadows already exist.  If the caster is also
         a thief, this spell can be used to either give the chance of
         hiding as described above or add a +2\%/level (illusionist's
         level) to the character's normal thief chances of hiding in
         shadows.
 
\item This version causes a number of shadowy forms to dart
         about up to 60 yards distant in a 20 square yards area, 
         until the spell
         expires.  This could be most distracting, for it appears as
         though there are humanoid and possibly animal forms moving
         about.  These shadows cannot exist in sunlight or a continual
         light, but could still be seen jumping between areas of
         cover.
 
\item This version creates the illusion of a number of humanoid
         forms, appearing exactly as the undead shadow.  Up to 1 form
         per level can be made, appearing in a 10$'$ + 1$'$/level square
         area.  The illusionist has control over each form's actions.
         While they may look like shadows, they are completely
         powerless (with the exception, perhaps, of causing fear or
         uncertainty - a normal reaction for one confronted with this 
         situation).  The illusionist must maintain concentration, and
         even then the maximum duration of 3 rounds/level still
         applies.  If she or he breaks concentration, the shadows will
         last 1-2 rounds longer before fading away.
 
\end{enumerate}


\spell{Skulkskin}{Illusion/Phantasm}{Touch}{S, M}{1
turn/level}{1}{Creature touched}{None}

         Similar to the effect of the skulk's
         renown ability, this spell enables the recipient to change
         color so as to blend with her or his background; however,
         unlike the skulk's ability, it changes not only the skin
         color, but the color of any items worn or carried also.  The
         chance of successfully hiding depends on the activity of the
         recipient, as shown on the following table:

\medskip
\noindent
\begin{tabular}{ccc}
{\bf Movement Rate} && {\bf Chance of Success} \\
             0 (stationary) && 80\% + 2\%/level \\
             Up to 1        && 60\% + 2\%/level \\
             Up to 3        && 40\% + 2\%/level \\
             Up to 6        && 20\% + 2\%/level \\
             Up to 9        && 00\% + 2\%/level
\end{tabular} 
\medskip 

         The recipient may attack without ruining the spell, and will
         surprise on a 4 in 6 if successfully hidden from view.
         Once seen, a creature cannot successfully hide from an
         observer until first moving out of its line of sight.  Note
         that chances to detect invisibility (DMG page 60) apply
         against this spell.  The material component is a bit of skin
         from a color-changing creature (such as a chameleon,
         troglodyte, skulk, pseudo-dragon, etc).
 
\spell{Small Fire Ball}{Evocation}{5 yards + 5 yards/level}{V, S,
M}{Instantaneous}{2}{1 target}{\half}

    This is similar to a normal fireball spell with the following exceptions:
\begin{itemize}
\item only one target is affected (the caster chooses the target and the fireball
expands until the target is engulfed), 
\item damage is 1d4 per caster's level (up to
a maximum of 10d4), 
\item and exposed items receive a +2 on their saving throws.
\end{itemize}

    The material components for this spell are a bit of burning insense, and
any gem worth at least 5 gp; both are consumed with the casting.


\spell{Snapshot}{Evocation/Invocation}{Sight}{V, S,
M}{Instantaneous}{Instantaneous}{Special}{None}

         This spell causes an image of
         whatever the caster sees, even thermal or magical auras, to
         appear on a sheet of parchment or vellum.  The image will
         always be in focus, even if the casters eyesight is not.
 
         This spell is special in that it can be cast in the same
         round that the caster has cast another spell.  Even if the
         caster is maintaining his/her concentration on another spell,
         then the spell can be cast if the material component is
         ready.
 
         The material component is a page of vellum or parchment.  The
         verbal component for the spell is some cutsie word such as
         ``cheese'' or ``sex.''
 

\spell{Spirit Command}{Enchantment/Charm}{V}{30 yards}{1 round}{1}{1
creature}{Special}

This spell enables the mage to command a spirit or extra-planar creature with
a single word. The command can be uttered in a language the creature can
understand (or a language the creater could understand if it is a summoned
spirit). Spirits and Creatures with 6 or more hit dice receive a save; spells
save at their caster's level (if the caster is at least 6th).

 
\spell{Time of Death}{Divination, Necromancy}{V, S,
M}{Touch}{Instantaneous}{1 round}{One corpse}{None}
 
         This spell allows the caster to
         estimate the time of death of the recipient corpse to within
         5\% if the corpse had died within one day per level of the
         caster, else the error will be within 20\%
 

\spell{Urlic's Unwholesome Meal}{Illusion/Phantasm}{0}{V, S, M}{1 turn + 1
turn/level}{5}{2 portions + 1 portion/level}{Neg.}
 
         This spell is used to disguise
         existing food or to create a completely illusionary meal.
         The illusion will have full visual, thermal, touch and smell
         components.
 
         With the former usage, a bland meal can be made to appear in
         all respects as a royal feast (or vice versa), and even
         spoiled food or poison can seem irresistible.  The serving
         vessels and utensils can also be disguised.  (Spoiled foods
         will often cause nausea, and as a general rule, if a save
         versus poison is failed, a character will be incapacitated
         for 3-18 rounds following a 2-16 round onset time. Allow a
         25\% or greater chance (depending upon what was eaten) for
         more serious poisoning lasting 4-48 hours.  Both slow poison
         and neutralize poison would be effective in countering these
         symptoms.)  A saving throw vs.  spells is not given until the
         creature actually begins to consume the affected meal, and
         this is made at -4 unless a close examination of the food is
         made.  If failed, the diner will believe the illusion to be
         real, and will have no cause for alarm.  If the save is
         successful, the creature will see the meal's true form, and
         will be aware of the presence of an illusion.
 
         If a completely illusionary meal is consumed, a victim will
         believe that his or her hunger and/or thirst has been
         satiated, but only for as long as the spell duration.  A
         saving throw is allowed, being the same as that of the former
         application of the spell.
 
         The spell requires the illusionist to sprinkle a pinch of
         gold dust over the food (or air) where the illusion is to be
         created.
 
 
\spell{Werp's Unseen Escape}{Illusion/Phantasm}{0}{V, S, M}{1
round/level}{1}{Caster}{None}
 
         This spell is a weakened version of
         the second level illusionist spell invisibility (q.v.) (cf.
         the second level magic-user spell invisibility).  For the
         chance to detect invisibility (see Dungeon Master's Guide,
         page 60), an observer is treated as five levels higher than
         actual.
 

\spell{Whither}{Necromancy}{30 yards}{V, S,
M}{Instantaneous}{1}{100 square feet/level}{Special}
 
         This spell kills all normal
         vegetation within an area of 100 square fee per level of the
         caster.  The shape of the effected area may be determined by
         the caster at casting time.
 
         Tougher plants get a saving throw vs the effects of the
         spell.  Normal trees get a saving throw of 11, while larger
         or older trees have a saving throw of 6.  Special plants such
         as Treants suffer but 1D6 points of damage.
 
         The material component for this spell is acid, which is
         sprinkled towards the area to be effected.
 
 
\spell{Wimbly's Wonderful Web}{Conjuration/Evocation}{10
yards/level}{V, S, M}{2 rounds/level}{1}{1 creature}{None}
 
         This spell, when cast, creates one
         strand of a very sticky web material similar to the kind
         spiders use to wrap up their captured prey.  When the strand
         hits a creature, it immobilizes them for the duration of the
         spell.  When the spell wears off, the web-like material
         ceases to be sticky and the creature can easily escape.
 
         During the spell, the webs require at least a 21 strength or
         better to break, or an edged weapon doing at least 2 points
         of damage per level of the caster.  If this is not done
         carefully then the entangled creature takes 3/4 full damage
         if the would be helper misses the webs or half damage if he
         does not.  The webs would take 1/4 or 1/2 damage
         respectively.  The webs could be more easily burned off but
         the entrapped creature would take 2-7 damage from the burning
         webs.  The webs for this case are considered Armour Class 0
 
         In order for the target creature to be hit, the caster
         attacks as a monster of equal hit dice.  Dexterity bonuses
         are added to the caster's roll, if any.
 
         If the spell misses the target creature, then an other
         creature behind the target may be hit (the spell travels in a
         straight line out to its maximum range or until it hits
         something).
 
         The material component for this spell is some spider webs
 
 
\spell{Wizard Glue}{Enchantment}{Touch}{S, M}{Permanent}{1}{20
square feet/level}{None}
 
         Wizard glue will hold one
         relatively flat surface to another, such as a mirror to a
         wall as an example.
 
         The strength of the bond is 10 pounds per level of the
         caster.
 
         To remove two objects separated by this spell requires a
         dispel magic, or a strength$\times$10 equal to or greater than the
         bond strength.  
 
         The material component of this spell is some honey mixed
         together will tree sap.  (The wizards call this mixture an
         epoxy-resin)


\section{Second-level Spells}

\spell{Acid Water}{Alteration}{20 yards}{V, S, M}{1 round/level}{2}{1
gallon/level}{None}

This spell turns water into an acidic substance.  If a creature
touches this stuff, he takes 2d4 damage.  If it is drank, we will
take 4d4 damage.  The caster can do anything in or to the
substance without without taking any damage.


\spell{Ahshay's Mystic Mutable Aura}{Illusion/Phantasm}{Touch}{V,
S, M}{1 day/level}{1 round}{1 target}{Special}

This spell creates a magic aura around an object similar to the one from
Nystul's Magic Aura.  However, it hides not the magic property, but the
alignment of the target.  The caster can specify which alignment he wants the
object to radiate and the strength of the alignment.The higher the level of the
caster the more radical alignment he could place on the object or person.  Note
that this aura DOES NOT change the alignment(if present) of a person or object.
This spell foils such spells as detect good,evil, a paladins detect evil
ability and the spell know alignment.  It does not change the effect of the
Prot from good/evil spells. Note that the priest version of true sight or a gem
of seeing will see through this spell.  If the object or person acts in a
different way other than is indicated by the aura, other people will get a
DISBELIEVE check.  A mage with the true sight spell will now get a true reading
off a detect evil.

   The material component of this spell is a sheeet of filmsy silk in an 
appropriate color to the alignment being cast. It is consumed completely.

\spell{Alpha's Moonlight}{Evocation}{5 yards/level}{V, S, M}{1
turn/level}{1 round}{10$'$/level radius circle}{None}

      This spell creates an area of soft blue-grey light, apparently coming
downwards from above.  This light effectively washes out all color, but clear
vision is certainly possible within the area of effect.  Vision is also possible
out to 10 yards beyond the spell's radius, but such vision is dim and shadowy
at best.  The moonlight does not interfere in any way with infravision, but the
nature of the light is such that creatures adversely affected by bright light
suffer only half the normal penalties when within the Moonlight and none when
within its shadowy fringes.  The Moonlight spell may be centered on the caster,
in which case it moves with him.  Otherwise, the spell must be cast on an area
and is stationary.  The material component of this spell is a moonstone that
has been exposed to actual moonlight for a full night.


\spell{Alpha's Rainbow Beam}{Evocation}{10$'$ + 5$'$/level}{V, S,
M}{Instantaneous}{2}{One target}{Neg.}

      This spell draws upon the power of the Quasi-Elemental Plane of
Radiance and brings forth a beam of pure light.  The color of the light
making up the beam is normally randomly determined by a roll of a d8.
However, the caster has a chance equal to 5\% per level of being able
to select the color of the beam (the caster may NOT select a multi-hued
beam.  Such occurs only as the result of an aberration in the magic).
The colors of the beams are as follows:

\medskip
\begin{tabular}{ccc}
{\bf D8 Roll} && {\bf Beam Color} \\
1 && red (cold) \\
2 && orange (heat) \\
3 && yellow (acid) \\
4 && green (poison) \\
5 && blue (electricity) \\
6 && indigo (holy water) \\
7 && violet (force) \\
8 && multi-hue$^{\dag}$
\end{tabular}

$^{\dag}$Roll again twice ignoring any 8s
\medskip

      The beam does a base of 2d6, plus an additional point of damage
for each level of the caster (e.g. a 7th level caster would inflict 9-19
(2d6+7) points of damage).  Any creature resistant to the attack form
indicated by the color of the beam takes NO damage, while a creature
vulnerable to the specific attack form (such as heat vs. a yeti) will
suffer double damage.  A saving throw indicates that the beam has missed
and the intended victim is unaffected.  Note that the beam may hit a
target other than the one intended.  Once the beam hits a solid object,
it stops, even if that object is transparent.  Any creature suffering
damage from the spell must make item saving throws if appropriate.
The material component of the spell is a small clear gem or crystal prism
worth at least 50 g.p.


\spell{Alpha's Spark Shower}{Evocation}{0}{V, S, M}{1 round}{2}{5
$' \times$ 20$'$ long $\times$ 10$'$ base wedge shape}{\half}

      The caster extends his arms and speaks the spell, and a sheet of sizzling
purple sparks shoots forth from the caster's hands.  These sparks cause 1d4
electrical damage per three levels of the caster, rounded up, to a maximum of
5d4.  Those wielding metal weapons (swords, etc.) or wearing partially metal
armor (ring, scale, chain) save at -2 and suffer +1 point of damage per die.
Those wearing full metal armor (splint, banded, plate, etc.) save at -4 and
suffer double damage.  The material component is a bit of fur, glass, and
copper.


\spell{Alpha's Starblades}{Conjuration}{10$'$ + 10$'$/level}{V, S,
M}{1 round/2 levels}{2}{1 target/3 levels}{None}


      This spell creates one magical star-shaped bladed weapon for each three
levels of the caster, up to a maximum of seven.  The caster may then throw
these as weapons, out to the spell's maximum range.  They are treated as
Slashing weapons with respect to effectiveness vs. armor, and the caster's
to hit rolls with them are at +3, in addition to any bonus for high dexterity.
Each Starblade that strikes causes 2d4 damage, +2 vs. creatures with powers
drawing on the negative material plane or plane of shadow.  The material
component is a small silver star.

\spell{Alpha's Star Gaze}{Evocation}{60
yards}{V}{Instantaneous}{2}{1 creature/2 levels}{Special}

      This spell causes a blazing white sheet of light to issue from
the caster's eyes.  This sheet will envelop a number of creatures based
on the caster's level.  Those who fail a save vs. petrification will
be blinded for a full turn.  Those who do save are merely dazzled (-2
on to hit and AC) for 1 round, having looked away just in time.  Dark
dependent creatures such as drow and gray dwarves save at a -4 vs.
this spell, and the duration of its effects are doubled.



\spell{Ambient Light}{Alteration}{60 yards}{V, S, M}{1
turn/level}{2}{20 yard radius globe}{None}
 
         This spell is in many ways similar
         to the first level illusionist 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 exist.  The spell has a
         number of interesting effects because of this; for example,
         if cast in a hallway, the light would extend through a door
         or wall into an adjacent room (or even into osquip tunnels
         below the hall) up to the full area of effect.  Just beyond
         the 20 yard radius globe, reflected light from the actual area of
         effect lights up 5$'$ further.  This is much dimmer than the
         globe, is very shadowy (if there is something to cast one),
         and fades off into complete darkness (assuming, of course,
         the area would be dark without this spell).  One obvious
         advantage of the spell is to make hiding in shadows
         impossible within the area of effect.
 
\spell{Bigby's Groping Fingers}{Evocation}{30 yards}{S}{1
round/level}{2}{Special}{None}

This spell allows the caster 'grope' his/her target.  This spell is usually
used by mischevious apprentices in bars and such...have fun.


\spell{Byen's Arrow}{Illusion/Phantasm}{Touch}{V, S, M}{6
turns/level}{1 round/arrow}{1 arrow/2 levels}{None}
 
         Several decades past, Byen, the
         famed assassin/illusionist of the City of Yorkad, created
         this spell so as to be able to execute certain
         ``assassinations'' which would seem completely real but in
         which the victim would (hopefully) not be killed.  Byen's
         Arrow creates a very powerful illusion that is modelled
         exactly after an actual arrow.  The caster must take a real
         arrow, of fine quality, and spend one entire round chanting
         and weaving her or his hands along the edge of the arrow.  To
         complete the casting, the caster must prick her or his finger
         with a splinter of wood and smear it upon the arrowhead.  The
         arrow is then actually replaced by an illusion, that has full
         visual, audial, tactile, thermal, and olfactory components.
         An attempt to disbelieve can be made, but the save is made a
         -2 DM (or +2 if informed of the illusion); however, in most
         circumstances, there will be no reason to suspect anything is
         amiss.  The illusionist can ``enchant'' up to 1 arrow for every
         two levels she or he possesses, each arrow taking one round
         of preparation.
 
         The arrows must be shot in a normal manner (i.e. the
         illusionist must have someone of a class able to make use
         make use of a bow to shoot them).  Such a user will in no way
         suspect that the arrows are illusionary from just examining
         them.  If these arrows hit a target, the illusion continues
         so that the target will bleed illusionary blood, an will feel
         illusionary pain.  Unless the victim for some reason
         attempted to disbelieve and this attempt was successful, the
         victim will take the full 1-6 damage from the arrow, plus any
         applicable bonuses for strength, specialization, a magic bow,
         etc.  Only 25\% of this damage is actual, but even after the
         illusion fades (which happens in 5 rounds + 1 round/level
         after being hit) the victim will still suffer form shock and
         a loss in confidence and composure.  Hit points lost because
         of these arrows that were not part of actual damage will be
         recovered at a rate of 1 h.p./round of rest or 1 h.p./turn of
         even mild activity, but not at all for strenuous activity.
         Creatures brought below zero h.p. because of this illusionary
         damage will be unconscious and must make a system shock
         survival roll of else die of shock, losing 1 h.p./round until
         reaching -10, unless they receive aid.  Even creatures that
         can be hit by only by silver, iron or magical weapons will
         suffer from all the above effects unless they have some
         special resistance to illusions (or have reason to be
         suspicious and disbelieve).
 
         Note that Byen's Arrow will work on light and heavy quarrels
         of high quality as well as on arrows.
 

\spell{Cause of Death}{Divination, Necromancy}{0}{V, S,
M}{Instantaneous}{1 turn}{One corpse}{None}
 
         This spell allows the caster to
         determine the cause of death of the target corpse.  This
         spell involves the dissecting of the corpse to actually
         determine the cause of death.
 
         The information received from examining the corpse will be
         what kind of damage the corpse took that actually caused the
         creature to die.  An example of the kind of information
         received is as follows:
 
\begin{description}
\item[Aging:] natural, unnatural, organs that failed
\item[Exposure:] cold, fire, heat, lightening, drowning
\item[Falling:]  (or hanging)  height fallen from, type of fall
\item[Disease:] parasites, type of disease
\item[Magic:] applies to magic missile or necromantic
\item[Wound:] piercing, bludgeoning, slashing, etc.
\end{description}

         The DM may introduce a chance of failure if the body is badly
         decomposed, or if the cause of death closely resembles
         something else.
 
         The material component for this spell is a set of scalpels
         and a magnifying glass.  These components are not used up
         after the spell has been cast.
 
 
\spell{Cheffield's Major Feast}{Alteration}{30 yards}{V, S,
M}{Permanent}{5 rounds}{Feeds 4 people/level}{None}

         When this spell is cast into a large
         pot or onto an appropriate number of plates it brings into
         being enough food to feed four per level of the caster for
         one meal.  The food is nourishing and filling, the drink is
         cool and refreshing.  The food may not taste the best in the
         world but it certainly fills the cracks.  It also makes, when
         chilled and rewarmed, exceptional leftovers.
 
         This spell requires a handful of rice which is cooked over a
         low boil while the caster mutters ``cooks in just 5
         minutes.''
 
         The spell was created by a magic user whose abilities as a
         chef far surpassed those of his spell casting.  He is known
         far and wide as a chef of great skill.
 
\spell{Cloud Walk}{Alteration}{Touch}{V, S, M}{1d6 turns + 1
turn/level}{3}{1 creature}{None}

This spell allows the recipient to walk on any form of fog, cloud, or
smoke as if it were solid. The recipient may move at normal movement
rate, plus the movement rate of the smoke (thus a rising column of smoke
from a fire might carry the recipient up at 12 movement rate). The smoke
must be reasonably thick, reducing visibility significantly.  This spell
will not allow purchase on fine mist. The material component is a hair from a
nightmare.


\spell{Death Armour}{Necromancy}{0}{V, S}{1
round/level}{2}{Caster}{None}
 
         While this spell is in effect any
         creature who touches the caster with exposed flesh (to cast a
         spell, for example) will suffer 1d8 points of damage.  The
         spell will not protect the caster from damage, nor does it
         have any effect on an opponent wielding a weapon, but it will
         effect undead.  In any hand attacks, the caster adds one
         point of damage to the total.
 

\spell{Detect Phase}{Divination}{5 yards/level}{V, S, M}{1
round/level}{2}{Caster}{None}
 
         When this spell is cast, the caster
         can see and perceive any creature that is out of or in a
         different phase than that of the caster.  This means that the
         caster will see clearly such creatures with special defenses
         as displacement, blinking, duo-dimension, astral, or
         etherealness and those who can shift out of phase, such as a
         phase spider.  Furthermore, if the caster has means to attack
         such creatures, he/she will have none of the ill effects that
         normally occur when trying to attack (ie. the caster would
         know the exact location of a displacer beast, or where the
         phase spider is etc.).  The information cannot be
         communicated to his/her fellows by words.
 
         The material component of this spell requires a lens of
         calcite crystal which must be viewed through for the spell to
         have effect.  It does not disappear at the end of the spell.
 
         Some Mages have made spectacles of calcite crystal so they
         would have there hands free to do other things after casting
         the spell.
          

\spell{Detect Spirit}{Divination (Reversible)}{20 yards + 5
yards/level}{V, S}{Special}{5}{1 creature or object}{None}


Detects the presence of a soul spirit or mentality in any body or object
(enchanted swords, etc.), and wether or not the mind controlling the body is
its 'native'. Thus, it will not detect charming or hypnosis but will detect
possession. Only the fact of a mind is detected, not its nature. If it is
cast on a normally invisible spirit (such as an Invisible Stalker or Unseen
Servant), the caster can see the creature as a visible force for 1 
turn/level. The reverse, Obscure Spirit, has a range of touch and conceals a single
mind or spirit from detection by this spell for 24 hours.


\spell{Disease}{Illusion/Phantasm}{30 yards}{V, S}{Special}{2}{1
creature}{Neg.}
 
         Similar to spells such as Blindness
         and Deafness, a Disease spell will cause its target to
         believe that she or he has contracted a real (natural)
         disease.  Even though the spell affects the mind, the victim
         believes so strongly in the disease that boils, pains and any
         other symptoms normally associated with the affliction will
         be imagined, putting the individuals health under
         considerable stress.  If the target has recently been in a
         situation where contracting a disease is quite likely (such
         as living in filthy surroundings, falling into sewage or
         garbage heaps, attacks from giant rats or oygtugs, etc.), a
         saving throw is made at a penalty of -4; on the other hand,
         if a character has recently had a cure disease cast upon
         herself or himself, is immune to normal diseases, or has some
         other strong reason to believe that she or he could not
         possibly have contracted a disease, then a saving throw at +4
         or higher (probably +8 if normally immune) is allowed.  Once
         the spell takes effect, it is permanent until the inflicted
         receives a dispel illusion.
 
         The disease is determined randomly from the table in the DMG
         (p.), with the full effects described inflicting the
         target.  Rolls are subject to the following modifiers:
 
                           UNFINISHED, OF COURSE 
 
 

\spell{Dispel Silence}{Abjuration}{10 yards/level}{S, M}{1
round/level}{2}{15$'$ radius}{None}

      When cast, this spell automatically dispels any magical silence
within its area of effect.  Furthermore, no silence spell will have
effect within the area of effect for the duration of the spell.
      The casting of this spell requires a small silver bell, chime,
or gong, which must be struck twice, at the end of each segment of
casting.  The device must be worth at least 50 g.p., and is consumed
in the casting.

 
\spell{Dumbness}{Illusion/Phantasm}{30 yards}{V, S}{Special}{2}{1
creature}{Neg.}
 
         This spell causes the recipient
         creature to become completely dumb, believing that she or he
         is unable to speak by means of voice in any way (cf.
         Blindness, Deafness).  This effect can only be removed by
         dispel illusion, or by the will of the caster, and is
         permanent until such time.  The victim does get a saving
         throw verses spell to avoid the effect.  Note: this spell
         could be very effective against creatures such as
         Androsphinxes, Dragonnes and Harpies.
 

\spell{Dust Warriors}{Conjuration, Necromancy}{5 yards/level}{V,
S, M}{Special}{3}{20 yards $\times$ 20 yards square}{None}

The material component for this spell is a full set of teeth from a man-sized
or larger carnivore which must be cast on an area of earth, rock, raw stone,
sand or gravel as the spell is cast. The spell generates 1 skeleton + 1 per 2
levels which rise from the area.  They will fight for the caster until they
are turned or destroyed, the caster is slain, rendered unconscious or moves
out of spell range of the group, or the magic is dispelled. They last only
while there is someone to attack (including each other, if necessary) - any
round in which there are no targets available the skeletons will fade back
into dust.

If dragon's teeth are used as the material component, each skeleton
will have bonus hp equal to the age catagory of the dragon (count 4 hp
= 1 hit die for turning and attack purposes). Furthermore, they will
be immune to the attack type of the dragon's breath weapon.


\spell{Expose Magic}{Divination}{10 yards/level}{V,
S}{Instantaneous}{4}{Special}{None}

This spell will inform the caster of all of the details of a single spell cast
within one round per level - including the destination of a teleport, the
target of a charm spell, the name of a spell without obvious effect, etc. The
spell does not invalidate illusion magic - the spell will return an answer
consistent with the illusion (ie - that a fireball was cast rather than a
spectral forces) unless the caster has already disbelieved successfully.


\spell{Greysky's Improved Missile}{Evocation}{20 yards/level}{V,
S}{Special}{2}{Special}{None}
 
         This spell is exactly the same as
         the first level magic user spell magic missile except for two
         changes:

\begin{enumerate}
\item the area of effect -- everyone in spell range
         could possibly be hit with 1 or more missiles and 
\item the number of missiles that can be fired by the caster -- for
         every 3 levels of experience, the caster can fire two magic
         missiles (i.e. LV 1-3, 2 missiles / LV 4-6, 4 missiles / LV 7-
         9, 6 missiles etc.).
\end{enumerate}


\spell{Guilda's Sneakabout Light}{Alteration}{5$'$}{V, S, M}{10
rounds + 1 round/level}{2}{5$'$ radius}{None}

Creates a dim, floating light of variable intensity that follows 
the 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 pentratesthe AoE freely, so the caster is in no way concealed by this spell.


\spell{Hand of Ithiqua}{Illusion/Phantasm}{30 yards}{V, S}{3
rounds/level}{2}{1 creature}{Neg.}
 
         A target of the Hand of Ithiqua
         failing to save vs. magic will be pinned to the ground by an
         invisible force.  The force is illusionary, but will seem
         completely real to the victim, so that she or he will be
         unable to move.  The victim will be pinned to the ground at a
         location of the illusionist's choice, and dispite any
         struggling will have a movement of 0 regardless of strength.
         The subject will be very prone, +4 to be hit (with no AC
         adjustment for dexterity) and -4 to attack.
 
 
\spell{Imitation}{Illusion/Phantasm}{0}{V, S}{2 turns + 1
turn/level}{2}{Caster}{None}
 
         This spell is similar in nature to
         change self (q.v.), but allows the illusionist to assume the
         form of a specific creature.  There is, however, a chance
         that the form will not be accurately imitated, with some
         inconsistency or fault being noticed by the observer(s).  The
         chance of an observer detecting this ruse is dependent on
the caster's and observer's familiarity with the form as follows:

\medskip
\begin{tabular}{cc}
{\bf Observer's Familiarity} & {\bf Base Chance} \\
          Very well known        &     25\%    \\
          Seen often             &     15\%    \\
          Seen occasionally      &     10\%    \\
          Seen once              &      5\%    \\
          Never seen             &      0\%$^{\dag}$
\end{tabular}

$^{\dag}$Note: This is also the chance of a creature recognizing a
             non-specific form as a false one.

\medskip 
\begin{tabular}{ccc}
{\bf Caster's Familiarity} && {\bf Modifier} \\
	Very well known		&&	-5\% \\
	Seen often		&&	- \\
	Seen occasionally	&&	+10\% \\
	Seen once		&&	+20\%
\end{tabular}
\medskip

         Additional Modifiers:
\begin{itemize}
\item              +5\% per level of the viewer
\item              -5\% per level of the illusionist
\item              +20\% if listener attempts to determine authenticity
                   (+10\% if only seen occasionally, +5\% if seen once
                    or never seen)
\item              -1\% per one foot of distance
\end{itemize}

         The chance of detection should be rolled upon initial
         contact, once for every three turns of exposure or one turn
         of direct conversation, and once for an attempt to determine
         authenticity.  The spell may not be immediately recognised as
         an illusion, even if a fault is detected, for it could be
         seen as a disguise or a physical change (as with a
         doppleganger).  Note that strong physical contact could
         reveal the 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.
 

\spell{Improved Detect Magic}{Divination}{0}{V, S}{2
rounds/level}{2}{10$'$ path, 600 yards}{None}

          This spell acts like Detect Magic except it works out to hundreds
          of yards range.


\spell{Inaudibility}{Illusion/Phantasm}{Touch}{V, S, M}{1
hour/level}{2}{1 creature}{Neg.}
 
         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.
 
         Objects 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 vocalize).
 
         The material component for this spell is a piece of cotton.
 
 
\spell{Last Experience}{Divination, Necromancy}{0}{V, S, M}{1
round}{1 round}{One corpse}{None}
 
         This spell causes the caster to re-
         live the last minute of the corpses life.  If the victim was
         conscious during this time, then the caster must make a
         system shock roll or be knocked out for 1d4 hours.
 
         The material component for this spell is a convex lens and a
         scalpel.

\spell{Lightservant}{Alteration, Conjuration/Summoning}{0}{V, S,
M}{2 turns/level}{2}{30 yard radius}{None}

This spell is a variation of the first-level
magic-user spell Unseen Servant.  The servant created by this spell is
visible as a vaguely manlike form of glowing light, and is slightly
stronger, being able to lift 3000gp weight and taking 8 hit points of
magical damage to destroy.  The light provided by the servant is enough
to allow normal vision in a 10 yard radius around the servant.  Except as
noted above, and that the material components of this spell are a live
firefly and a piece of thread, this spell behaves as Unseen Servant.



\spell{Malta's Pattern Creation}{Conjuration}{0}{V, S,
M}{Permanent}{Special}{Special}{None}

  With this spell, the caster can create a pattern for use with the spell 
Malta's Pattern Transport.  The Pattern can be any image with any colors, but 
it must include a circle which forms the outer edge.  The Pattern can be any
radius, but the cost of making the Pattern is dependent on the materials
 used -- 
so bigger Patterns cost more.  The Pattern can be woven into cloth, painted 
onto cloth or a hard surface, or inlaid into a hard surface.  The Pattern must 
be at least 1 yard in diameter with no maximum size.  The cost to make a 
Pattern is equal to the square yards of the Pattern times the amount below:

\medskip
\noindent
\begin{tabular}{lccc}
      {\bf Material} & {\bf Cost} & {\bf Time} & {\bf Save} \\
     Painted on Cloth & 5 Silver  &    1 hour    &    15   \\
     Woven into Cloth & 1 Gold    &   10 hours   &    12   \\
     Woven into Rug   & 2 Gold    &   15 hours   &    10   \\
     Painted on Wood  & 1 Gold    &    3 hours   &    10   \\
     Painted on Stone & 2 Gold    &    4 hours   &     8   \\
     Inlaid in Wood   & 3 Gold    &   12 hours   &     5   \\
     Inlaid in Stone  & 5 Gold    &   16 hours   &     2
\end{tabular}
\medskip

Patterns cannot be repaired, they must be remade completely.  Patterns can be
moved (assuming the material can be moved as one unit) without damage.  The 
Save listed is the save the Pattern must make when used for transport (See 
Malta's Pattern Transport for details) - the material saves normally for any 
other damaging situation.  


\spell{Malta's Pattern Image}{Conjuration}{0}{V, S, M}{Special}{1
hour}{One pattern}{None}

  With this spell, the caster can imprint the size and image of an undamaged
Pattern.  This imprinted image can later be used by the caster to create a 
matching Pattern of his own.  The imprinted image can be recalled by the caster 
for upto 1 month per caster's level (at casting time).  If this time is 
exceeded, or the caster creates a matching Pattern (even if different size), 
then the imprinted image is dispelled.  This spell is necessary to create an 
exact size matching Pattern if the original Pattern is not present for the 
creation of the matching Pattern.  The caster can have upto one imprinted 
image/size per level at a time.


\spell{Mimicry}{Illusion/Phantasm}{Touch}{V, S}{3
rounds/level}{2}{1 creature}{None}
 
         This spell is similar to the first
         level spell Minor Mimicry (q.v.).  However, the
         spell continues even after a form is dispelled by movement,
         and once the spell recipient again becomes stationary, she or
         he can be concealed by a new form (again chosen by the
         illusionist).  Therefore, the only ways the spell would end
         are an end to concentration by the illusionist or the spell
         recipient passing beyond 10 yards/level range.  If the
         caster's
         concentration is ended, any illusionary form will last
         5 rounds + 1 round/level.
 
 
\spell{Noise Filter}{Illusion}{10 yards/level}{S, M}{1
round/level}{2}{5$'$/level radius}{Special}

All creatures within the area effect at the time of casting will have their
hearing muted -- they will not hear anything unless they have some other
confirmation of its existence. Thus, you can only hear people speak if you can
see their face or know precisely what they will say; background noise will
continue if you know it should be there but sudden noises from the next room
will not be heard, etc. Once a creature notices or becomes suspicious of the
effect (by turning around and seeing a large pile of broken crockery they did
not hear break, for example), it will automatically be dispelled with respect
to that creature. The material component is a pair of blinders.


\spell{Paldeggeron's Accurate Arrow}{Enchantment}{Special}{V, S}{1d6 turns + 1
turn/level}{1}{Special}{None}

	When cast, Paldeggeron's Accurate Arrow minorly enchants one missle
weapon (i.e. sling stone, arrow, quarrel, etc.) to automatically hit and target
normally within the waepon's range.  Effective with ``called shots'', and
situations of that nature.  The missile's enchantment does normal damage as it
were an unaided hit of the same nature.  The enchantment instantly wears off
upon the arrival of the missile's destination.


\spell{Petition}{Conjuration}{Special}{Special}{V}{Instantaneous}{1
round}{1 creature}{Special}


This spell is used to alert an extra - planar being 
that the caster wishes to
contact it. The spell does not allow further 
communication (though the extraplanar being may then 
contact the caster through other magic).


\spell{Plane Source}{Divination (reversible)}{5 yards/level}{V, S,
M}{Instantaneous}{2}{1 creature or object}{Neg.}

Reveals the Plane of origin of any one creature, object or magical phenomenon
in spell range, or the Plane reachable by the closest gate or dimensionnal
nexus point. Hostile or unwilling creatures save vs spells to avoid their
origins being divined. The reverse obscures detection by this spell
for 24 hours.


\spell{Pobithakor's
Pacifier}{Alteration}{0}{V}{Instantaneous}{Special}
{Caster}{None}
 
         This spell is used when the caster
         is the subject of the Pobithakor's placer spell.  What this
         spell does is disrupts the energies and allows the caster a
         saving throw vs spells to avoid the effect.  There is enough
         time when the caster is being pulled through to cast this
         spell.
 
         The verbal component varies, but usually sounds something
         like ``not tonight, I have a headache'' or ``not on the first
         date.''
 

\spell{Protection from Enchantment}{Abjuration}{Touch}{V, S, M}{1
round/level}{2}{1 creature}{None}
 
         The recipient of this spell will
         become partially immune to magical forms of sleep, charm, and
         fear.  The caster will automatically receive a saving throw,
         even against enchantment spells that normally do not allow a
         saving throw (e.g. sleep).
          If the spell normally allows a save, then the saving throw is
         made at a +6 bonus to the die roll.
 
         This spell does not protect the caster from natural
         drowsiness, or from the obvious charms of a member of the
         opposite sex.
 
         The material component of this spell is a lapis lazuli.
 

\spell{Resist Paralysis}{Abjuration}{Touch}{V, S, M}{1
round/level}{5}{1 creature}{None}

        For  the duration of this spell,  the recipient is immune to all forms 
of paralysis, including gaze attacks, paralytic poison,  and hold spells,  but 
it  does  not negate paralysis already in effect.  The material component is a 
feather and an infusion of tea and ginger (to be consumed by the recipient). 


\spell{Reveal Owner}{Divination}{Touch}{V, S, M}{1 round/level}{1
round}{1 object}{None}
 
         The caster of this spell will
         receive a mental impression of the most recent owner or
         owners of the object that the spell is cast on.  An ``owner''
         is defined as an intelligent entity who was in direct
         physical contact (i.e. no gloves) with the object for less
         than 1 hour, or who had the object on his/her person for more
         than one hour.
          For every four levels of the caster, one of these previous
         owners can be identified.
 
         The information gained is sufficient that the caster will
         recognize the owner on sight, and he/she can uniquely specify
         the owner for the purpose of such spells as legend lore.
 
         The material component for this spell is a handful of dust.
 

\spell{Shocksphere}{Evocation}{60 yards + 10 yards/level}{V, S,
M}{1 segment}{2}{20 yard diameter sphere}{\half} 
 
         This spell creates a small ball of
         crackly blue light which expands outwards when it contacts a
         solid object, hits its target, reaches its maximum range or
         it reaches the point where the caster wishes it to expand.
         When it does expand, a large amount of electrical energy is
         given off, small lightning bolts arc from object to object
         inside the sphere and blue light is given off in a 60
         yard
         diameter sphere.  All creatures within the area of effect
         must make a save vs spells or take 1-3 points of damage per
         level of the caster (a successful save means damage is
         halved).  If a particular creature was targeted for the spell
         then they take 1-4 damage per level of the caster and their
         saving throw is made at a -2.
 
         If the area in which the shocksphere expands is not circular
         then the sphere will expand an conform to the volume it can
         occupy.  The shocksphere covers a volume of 4200 cubic yards.
 
         If a creature fails its saving throw vs spell then all of
         his/her items must make a saving throw vs lightening or be
         destroyed.
 
         Otherwise this spell is similar to a fireball spell in many
         respects.  The material components for the spell is a small
         chunk of dried flesh from an electric eel or any other
         creature that uses electricity for an attack.
 
 
\spell{Sonic Barrier}{Abjuration}{0}{V, S, M}{1 turn/level}{2}{10
yard radius sphere}{None} 
 
          This spell creates an invisible,
         spherical barrier through which sound cannot pass.  The spell
         remains centered on the caster, enabling a group to in
         absolute silence without giving up the inter-communication.
 
         Note that since sounds cannot pass into the barrier either
         making the party deaf to outside events for the duration of
         the spell.
 
         The material component for this spell is a small glass globe
         which shatters at the end of the spell.
 

\spell{Veschiul's Shadowbolt}{Illusion}{120 yards}{V,
S}{Instantaneous}{2}{Special}{None}

   The spell Shadowbolt allows the mage to mold a bolt of shadowstuff from
the Plane of Shadow, and fire it up to 120 yards 
range.  A to hit roll is required,
but is made as a fighter at a level of 1.5 times the mage's level, rounded up.
The Shadowbolt does damage by impace:  at ranges under 40 yards, 
the damage is
1d4 perlevel, at ranges between 40 yards and 80 yards
the damage is 1d4 per 2 levels,
and at greater ranges the damage is 1d4 per 4 levels.  The number of dice
should be rounded down in all cases (thus, a 5th level mage at
50 yards does 2d4
damage, but a 6th level mage does 3d4).  The creature must make a DEX check
to remain standing, adjusted by a -1 for every two levels of the mage (again,
rounded down), as well as by mass:

\medskip
\begin{tabular}{ccc}
   {\bf Mass(lbs)}  &  {\bf Dex Adj.} & {\bf Distance} \\
         30 or less     &         -8     &       25 yards \\
         31 to 60       &       -6       &       20 yards \\
         61 to 90       &       -4       &       15 yards \\
         91 to 120      &       -3       &       10 yards  \\
         121 to 150     &        -2      &        5 yards \\
         151 to 180     &        -1      &         - \\
         181 to 210     &         0      &         - \\
         211 to 240     &        +1      &         - \\
         241 to 270     &        +2      &         - \\
         271 to 300     &        +3      &         - \\
         300 or more    &         +4     &         -
\end{tabular}
\medskip

The distance column indicates how far the target has been knocked away from
the mage if the modified DEX check was failed.

 

\spell{Veschiul's Shadowcurse}{Enchantment}{30 yards}{V, S,
M}{Special}{3}{Special}{Neg.}

   The Shadowcurse can affect any creature of the world of light.  The area
of effect is 1 creature for every two levels of the mage above 1st; i.e. a
3rd level mage can affect 1 creature, a 5th can affect 2, and so on.  The
effect of the Shadowcurse is to afflict the victims with some of the 
vulnerabilities of a shade.  The effects depend on the light conditions, as
shown on the following table:

\medskip
\begin{tabular}{cccc}
{\bf Light} & {\bf Abilities} & {\bf Move} & {\bf Max HP} \\
   Bright     &     -2     &        1/2     &      1/2  \\
   Average    &     -1     &        3/4     &      3/4  \\
   Twilight   &      -     &         -      &       -  \\
   Shadowy    &      -     &         -      &       -   \\
   Night      &      -     &         -      &       -  \\
   Darkness   &     -1     &        3/4     &      3/4
\end{tabular}
\medskip

See the description of Shade in the MMII for exact descriptions of these
light conditions.  The material component is a piece of pitch.


 
\spell{Wound Closure}{Necromancy}{Touch}{V, S}{Permanent}{5}{1
creature}{None} 
 
         This spell closes the wounds of the
         recipient to prevent bleeding and infection, incidentally
         curing 1-4 hitpoints of damage.  All of the victim's wounds
         will be closed by a single casting, but further applications
         are possible to increase the healing effect.  The spell can
         be used to on corpses to disguise the cause of death, but it
         does not work on non-corporeal or extra-planar entities

\section{Third-level Spells}


\spell{Alpha's Comet}{Evocation/Conjuration}{10$'$ +
5$'$/level}{V, S, M}{Instantaneous}{3}{Special}{None}

      This spell creates a flaming missile with a trail of superheated noxious
gases.  The comet unerringly strikes one target, the impact causing 3d6 damage
and the flames an additional 3d6.  Furthermore, any creature within
5$'$ of the
comet's path will suffer 2d4 fire damage.  All those within 5$'$ of the point
of impact will suffer 3d4.  Anyone who suffers damage from this spell is also
considered to have been engulfed in the noxious fumes, and will be at -2 on
all rolls (10\% spell failure chance) for 1-6 rounds due to coughing, choking,
and blurred vision.  The material component is a ball of pitch mixed with
sulfur and phosphorus.


\spell{Alpha's Darklight}{Alteration}{10 yards/level}{V, S, M}{1
turn + 1 round/level}{3}{15$'$ radius globe}{None}

      This spell is exactly the same as the second level magic-user spell
darkness 15' radius (q.v.), except in that the caster can see normally
through the darkness so created as if in normal lighting conditions.
Alternatively, the caster can bestow the visual benefits to another
character by crushing the material component and sprinkling the dust
into the eyes of the recipient.  The material component is a piece of
coal or charcoal, which must be crushed and applied as above.  Note
that the spell only allows normal vision through the darkness caused
by the particular casting, and lends no benefit towards other darness,
either normal or magical.


\spell{Alpha's Flames of the Faltine}{Alteration, Evocation}{0}{V,
S, M}{2 rounds + 1 round/level}{3}{Special}{None}

      This spell sheathes the caster in hot yellow flames and blurs the caster's
features somewhat, causing them to assume a smooth and somewhat indistinct
shape, also turning a dark red color.  The flames will appear to be present
even coming out of the caster's eyes and mouth.  These flames give the caster
no special protection, but they do shed bright light in a 30$'$ radius.  
Furthermore, any creature 
striking the caster with a claw, bite, or similar attack
or a hand-held weapon less than 5 feet long will suffer damage as though
contacting a Wall of Fire spell (q.v.)--2d6 damage + 1 point per level of
the caster.  Undead suffer double damage, and creatures especially susceptible
to flame may also take additional damage.  The caster may attempt a melee attack
to burn others with this fire, a successful blow causing 1d6 damage + 1 point
per two levels of the caster.  Creatures passing within a 5$'$ radius of the
caster suffer 1d4 heat damage.  By standing still and concentrating, the caster
may extend this heat radiation, inflicting 2d4 within a 5$'$ radius and 1d4
within a 10' radius, but this falls back to the usual level if the caster stops
concentrating or resumes moving.  The caster can attempt to destroy inanimate
objects by touching them, requiring a save vs. normal fire to avoid destruction.
This may be attempted once per round, at a -1 cumulative penalty for each
consecutive round of handling.  Items on the caster's person at the time of
the casting of this spell are unaffected by the flame.  The caster may end this
spell prematurely if desired.  The material component for this spell is a flask
of oil, poured over the caster's head during the casting of the spell, and an
open flame of any size.


\spell{Alpha's Heat Lightning}{Evocation}{10 yards/level}{V, S,
M}{Instantaneous}{3}{1 creature}{\half}

      This spell calls down a bolt of reddish-purple lightning which
strikes a single creature within range.  The bolt inflicts 1d6 of
damage per level of the caster.  Cold or water-based creatures suffer
an additional 1 point of damage per die, while creatures resistant to
heat OR electricity suffer 1/2 normal damage (1/4 with a successful
save).  All non-magical metal worn by the target must save vs. lightning
(at +2 if the save was made, but at -2 if the save was failed) or be
fused to any nearby metal (sword fused to gauntlet, pieces of armor
fused together, preventing movement).  The material component of this
spell is a short glass rod, a bit of fur, and a bit of iron or lodestone.


\spell{Alpha's Ice Bolt}{Conjuration/Summoning}{60 yards}{V, S,
M}{Instantaneous}{3}{Special}{Special}

      With this spell, the magic-user opens a small hole in the spatial
fabric into the preternatural cold of the para-elemental plane of ice.
It brings forth a shaft of solid para-elemental ice 6 inches thick and
10 feet long (the hole is opened for only a very brief time).  This
missile hits with great force, causing 3-30 points of damage from the
impact alone.  If the target saves vs. petrification, only a glancing
blow is dealt, and the victim suffers only 1-10 points of damage.
      An additional save (also vs. petrification, and at +4 if only
a glancing blow was suffered) must be made, or the victim will be stunned
for 1-6 rounds from the force of the blow.
      The ice absorbs heat from the nearby air, and this causes 1-6 points
of cold damage (no saving throw) to all within 5 feet of the bolt's path,
and within a 10' radius of the target creature.  The bolt shatters upon
striking its target, and the victim will suffer an additional 4-24 points
of cold damage (2-12 if only a glancing blow was suffered).
      Fire-using creatures take double damage from the cold caused by the
bolt, while those resistant to cold take none.  Both types of creatures
suffer full damage from the bolt itself.
      Water-based creatures in liquid form will suffer only 1-10 points
of damage from the blow, and cannot be stunned, but they will automatically
be slowed for 2-8 melee rounds.
      If the target creature is struck fully (i.e. fails the initial saving
throw), then exposed items on that side of the caster must make a save vs.
crushing blow, and all items carried by the caster must save vs. magical
frost (note also that items on the side struck by the bolt must save at
-10, due to the cold and the blow).
      The material component of this spell is a clear gem worth not less
than 100 g.p.


\spell{Alpha's Images of Ikonn}{Illusion/Phantasm}{0}{V, S, M}{2
rounds/level}{3}{15$'$ radius}{None}

      This spell is similar to the 2nd level Mirror Image spell (q.v.).
The caster gains 1 mirror image for each level of experience, rather than
rolling randomly.  These images can appear anywhere within 15$'$ of the
caster, and a blurring distortion effect occurs in the casting of this
spell and at the end of each melee round which prevents isolation of the
true wizard in the new melee round, even if the wizard was successfully
attacked in the previous round.  Area effect attacks (Fireball, etc.) can
still affect the caster even if his location is not known.  As a final
benefit, if one of the images is struck by an opponent, the caster may make
an unmodified save vs. breath weapon.  If successful, the image will not
be dispelled by the blow.  The material component of this spell is a small
carving or doll of the caster and a broken mirror.


\spell{Alpha's Lightwall}{Evocation}{10 yards/level}{V, S, M}{1
round/level}{3}{10$' \times$ 10$'$ square/level}{Special}

      This spell causes a wall of dazzling yellow-white light to come
into being at any point within the range of the caster.  Vision through
the wall by any means is quite impossible, though it is negated by a
darkness (q.v.) spell cast at it.  When the wall first comes into being,
all those within 10 feet of it who are not averting their eyes (thus a
mage could warn his companions that he was about to cast this spell)
must make a save vs. petrification to avert their gaze from the wall in
time to avoid being dazzled by its brightness.  This dazzling results
in a -2 penalty to hit, a 20\% spell failure chance for spell casters,
and a -1 penalty on initiative dice rolls.  These effects persist for
as many rounds as the difference between the victim's die roll and the
roll needed for him to save.  These effects can persist even after the
duration of the spell has elapsed.  Naturally, blind or sightless
creatures are unaffected by this spell, but subterranean or dark
dependent creatures (e.g. drow, duergar, svirfneblin) suffer a -3
on their saving throw.  Further, they are not protected by thier normal
magic resistance, as the spell is not cast directly at them.  They are
as vulnerable to its existence as any other creature would be.  The
light given off is equivalent to a continual light (q.v.) spell within
20$'$, and equivalent to a light spell (i.e. normal torchlight) in an
additional 80$'$ radius.  The lightwall, if cast out of doors, can be
seen up to a mile away per level of the caster (reflecting the additional
size of a larger caster's lightwall).  The wall can, of course, be created
smaller than the maximum size for the caster's level.  The wall itself
causes no damage to creatures passing through it.  However, a character
fighting someone with a lightwall directly behind him suffers a -1 on
his or her chances to hit (note that this is cumulative with the
dazzling effects described above).  Similarly to the first level wall
of darkness (q.v.) spell, sound is blocked by the lightwall, assuming
that it does not allow sound waves to travel around the sides of it
(as when cast outdoors, for example).  It does not absorb sound or
prevent spellcasting, it merely does not allow sound to pass through
it (even if such sound is from a Horn of Blasting or a Shout spell).
The material component is a clear gemstone or a sunstone worth not
less than 100 g.p.


\spell{Alpha's Lucent Lance}{Alteration}{10 yards}{V, S, M}{1
round}{1 round}{Special}{None}

      There must be some ambient light available in order for this spell to
work.  The effectiveness of this spell is determined by the amount of ambient
light available.  The caster must concentrate for a full round to focus the
light into the Lucent Lance, after which its energy may be released.  The power
of the Lance is such that it can carve through wood or soft metal up to 4 inches
thick, stone up to 1 inch thick, or hard metal up to .25 inch thick, this 
thickness multiplied by 
the appropriate modifier on the table below.  Items carried
by a living creature are partially protected by that creature's aura, and gain
a save vs. magical fire (modified as below) to avoid being damaged by the Lance.
Living creatures suffer a base of 1d6 damage, modified as below, with a maximum
upper limit of not more than 1d6 per level of the caster.  The Lucent Lance
coalesces as a ball of light around the caster's hand holding the material
component, and shoots forth until maximum range is reached or until a sufficient
thickness of material blocks its progress.  The Lucent Lance may be traversed
over an arc up to 1$'$ per level of the caster at its maximum range.  The caster's
hand glows brightly while the spell is being cast and while it is active.

\noindent
\medskip
\begin{tabular}{lcc}
{\bf Type of}       &      {\bf Damage}          &  {\bf Save} \\
{\bf Light}         &      {\bf Modifier}        &  {\bf Modifier} \\
Candlelight                                 &  $\times$ .5   &  +3 \\
Single torch                     &  $\times$ 1    &  +1 \\
Lantern                                     &  $\times$ 1    &  +1 \\
Multiple torches                            &  $\times$ 2    &  +0 \\
Light spell                                 &  $\times$ 2    &  +0 \\
Starlight                                   &  $\times$ 2    &  +0 \\
Magical dagger                              &  $\times$ 2    &  +0 \\
Large bonfire                               &  $\times$ 4    &  -1 \\
Bright moonlight                            &  $\times$ 4    &  -1 \\
%Continual light spell                       &  $\times$ 4    &  -1 \\
Magical sword                               &  $\times$ 4    &  -1 \\
%Multiple magic lights                     &  $\times$ 6    &  -2 \\
Indirect sunlight                        &  $\times$ 6    &  -2 \\
Filtered sunlight                          &  $\times$ 6    &  -2 \\
Direct sunlight                             &  $\times$ 12   &  -4 \\
Sunray spell                                &  $\times$ 12   &  -4
\end{tabular}
\medskip

      If the light source used is a fire of some sort, that fire has a 50\%
chance of going out.  A permanent light effect (e.g. magical sword or dagger)
will lose its power to shed light for 1d10 rounds.  A spell used as the light
source will be automatically dispelled if it's a 1st-3rd level spell, and
will have its duration cut by 25\% if a higher level spell.  The material
component is a small, oblong corundum rod worth at least 100 g.p.


\spell{Alpha's Night of the Leonids}{Conjuration/Summoning}{30
yards + 10 yards/level}{V, S, M}{1 round}{3}{Special}{None}

     This spell can only be cast outdoors at night.  It calls down a number
of flaming meteorites to strike unerringly any targets within range.  The
caster can call down 1d4 meteorites, plus another for every five levels of
experience (d4+1 at 5th-9th, d4+2 at 10th-14th, etc.).  Each meteorite
strikes a single target, though more than one may strike any given target.
Each of these `leonids' comes blazing down from the heavens, striking for
d6+1 impact damage and an additional d6+1 fire damage.  The material
component for this spell is a bit of meteoric iron.


\spell{Alpha's Rolling Thunder}{Evocation}{0}{S}{Special}{1}{5$'$
radius circle}{Special}

     The caster need but throw his arms heavenward and a great rolling
thunderclap will sound directly overhead.  All creatures within
10$'$ of the caster must save vs. petrification or be knocked prone, 
suffering
d4+1 damage, and are automatically stunned for 1 round and deafened for
d4+1 rounds.  Those within one-half the radius of the spell (e.g. within
25$'$ of a 10th level caster) but not within 10$'$ must save vs. spells or
be stunned for 1 round, and are automatically deafened for d4+1 rounds.
All others in the area of effect must save vs. spells or be deafened for
d4+1 rounds.


\spell{Alpha's Silverlight}{Evocation}{60 yards}{V, S, M}{2
rounds/level}{3}{30$'$ radius sphere}{Special}

      This spell is similar to the 2nd level Continual Light spell in that it
creates a very bright light (almost as bright as full daylight).  However, any
creature within the area of light which is vulnerable to silver (e.g. wights,
wraithes, lycanthropes, devils) will suffer 1d6 damage every round that it
remains in the area of effect, and will be at -2 to on to hit rolls and +2 to
be hit due to the intense discomfort felt by such creatures while within the
Silverlight.  Alternatively, the caster may throw the spell directly at a
single target.  Such a creature must save vs. spells or be blinded for the
duration of the spell.  If the save is made, the spell forms as per usual
about one foot behind the intended target, and its duration is halved.  A
creature vulnerable to silver who is thus targeted need not save vs. blinding,
but will instead suffer d6+1 (2-7) points of damage per level of the caster,
up to a maximum of 10d6+10, and will be stunned for 1d4 rounds.  A successful
saving throw vs. spells at -2 will halve the damage and reduce the duration of
the stun to a single round.  If thrown thus at a creature vulnerable to silver,
the spell will not form normally, regardless of the saving throw, as its magic
is used up in the attack on the creature.  The material component is a bit of
pure silver.


\spell{Alpha's Starfire}{Evocation}{30 yards}{V, S, M}{1
round}{1}{5$'$ diameter column, 30$'$ high}{Special}

      This spell creates a column of brilliant, blazing silvery-white flames.
All within 10$'$ of the column not looking away must save vs. petrification or
be blinded for 1 round and dazzled (-2 to hit, +2 to be hit) for an additional
1d3 rounds.  Creatures adversely affected by bright light (e.g drow, duergar)
save at -3 vs. this effect.  Any creature within the narrow column of fire
(most likely only a single creature) is automatically blinded and dazzled as
above, and additionally suffers 1d6 damage per level of the caster, up to
a maximum of 10d6.  A save vs. spells will halve this damage.  If the spell
is cast outdoors under a night sky, a bonus of +1 per die of damage is added.
The material component for this spell is a bit of silver and a shard of crystal.

\spell{Astral Wall}{Abjuration}{1 yard/level}{V, S, M}{1
turn/level}{1 round}{100 square feet/level}{None}

This creates a wall (which can have any shape the caster desires, including a
sphere) which prevents physical effects which would pass through normal walls,
such as Teleport, Astral Projection, Monkish 'phase' ability, etc. Any such
attempt by a character will fail, leaving the character on the other side of
the wall. It is, however, possible to simply walk through an Astral Wall.  If
the spell is linked to an existing physical wall (including one created by
Wall of Stone or Iron), the duration becomes 1 hour/level. The Astral Wall
can be disrupted by Dispel Magic cast from either the physical or astral
plane. The material component is a piece of parchment.


\spell{Conceal Magic}{Abjuration}{Touch}{V, S, M}{1
month/level}{5}{1 item}{None}
 
         This spell causes one magic items
         magical aura to be completely undetectable by all but the
         most powerful detection methods for the duration of the
         spell.
          This has great uses for when a creature does not want an item
         to be detectable my normal detection methods.
 
         The effect of this spell will be obviously negated when a
         creature does something like pulling out a glowing sword that
         is supposed to be nonmagical.
 
         The material components for this spell is an amount of lead
         equal in mass to the object to be rendered non-dectable.
 

\spell{Detect Charm}{Divination}{30 yards}{V, S}{1 turn}{3}{1
creature/round}{None}

         Explanation/Description: This spell will to the caster
         whether or not the recipient(s) are under the effect of a
         charm like spell.
 
         Up to 10 persons can be checked by this spell before the
         spell wanes.
 
         The caster has a 5\% chance per level of determining the exact
         type of charm (or charms) that the recipients may be affected
         by.
 
 

\spell{Free Action}{Enchantment}{Touch}{M}{5
rounds/level}{3}{Creature touched}{None}

This spell grants the recipient the benefits of Protection from Paralysis,
and the additonal benefits of being able to function without penalty in a
constricting environment (such as water, web spells, entangle spells, etc).
It does not affect paralysis already existing, unless it is cast specifically
to counter such in which case it gives no further benefit.


\spell{Hold Spirit}{Enchantment/Charm}{120 yards}{V, S, M}{2
rounds/level}{3}{1 to 4 spirits in 20$'$ cube}{Neg.}

This spell paralyses creatures which do not come from the plane they are on,
including conjured spirits and spirits possessing another creature. If the
spell is cast at 3 or 4 spirits, each gets an unmodified saving throw. If two
are being enspelled, they save at -1. If there is a single target, it saves
at -3. Held beings remain aware of events around them and can use abilities
which do not require motion or speech. The material component for this is a
straight piece of cold iron.


\spell{Kallum's Cold Frost}{Evocation}{100 yards + 10
yards/level}{V, S, M}{Instantaneous}{3}{30 yard radius
sphere}{\half}

         This spell creates a ball of extreme
         cold and sharp ice particles which expands outward from its
         detonation point.  All creatures in the area of effect will
         take 1d6 hit points of damage per level of the caster from
         the cold (save vs spells for 1/2 damage).  All objects in the
         area of effect will be frozen, and a layer of frost will
         cover the surface of everything in the area of effect.  If a
         creature fails its saving throw then all of his/her items
         must make a saving throw vs frost or be destroyed by the
         extreme cold.
 
         Because of the sharp particles of ice created in the
         detonation, the explosion will still cause damage to those
         who are immune to cold.  If a creature is immune to cold,
         then the damage will be 1-2HP per level of the caster with a
         saving throw for half as normal.
 
         The spell can do structural damage to woden structures as can
         the fireball spell.
 
         Otherwise this spell is the same in all respects as fireball.
         The material components for this spell is a handful of glass
         crystals or any kind of crystals which is thrown in the
         direction that the caster wishes the iceball to go.
 
 
 
\spell{Improved Armour}{Conjuration}{Touch}{V, S, M}{Special}{3
rounds}{1 creature}{None}

   This spell is identical to the 1st level spell Armour although
it provides its wearer an armour class of AC 2.  The Armour lasts until
dispelled or until it has recieved 16 + 2 points per level of the caster
worth of damage.  Note: The armour does not absorb damage nor is it 
ordinarily visible.  It will work with a shield (fighter/mages only),
Dex bonuses, and other magical protection devices, like rings and cloaks
of protection, although it will not protect a creature wearing artificial
armour.  Artificial armour includes all manufactured armours, but does
not include skin or hides that are a natural part of the creature to
be protected.
   The material component is a small piece of finely cured blessed
leather which the caster must rub all over his body while casting.  Note:
the leather is reusable.


\spell{Malta's Pattern Transport}{Alteration}{0}{V, S,
M}{Instantaneous}{1 turn}{Special}{None}

  With this spell, the caster can move himself and other materials from one 
Pattern to another Pattern.  The two Patterns must have the same image and the
destination Pattern must be at least as big in radius as the source Pattern.  
Both Patterns must be known to the caster (current locations) and they must be 
laid flat.  The destination Pattern must not be supporting any object (even 
partially).  The  destination Pattern must also be uncovered such that there 
is room for the incoming creatures/objects.
  If all of the above conditions exist, then casting the spell will transport 
the caster and any objects/creatures which are completely supported by the 
source Pattern to the destination Pattern.  All objects transported will end 
up on the destination Pattern at the same ratio of distance to the edge as on 
the source Pattern.  That is, if an object is halfway from the center to the 
edge on the source Pattern, then it will be halfway from the center to the edge
on the destination Pattern (regardless of the size of the destination Pattern).
An object is considered to be completely supported by the pattern when its 
weight is supported by the material inscribed in the outer circle of the 
Pattern or by something which is itself completely supported.  That means that 
a person held in the air by another will be transported only if the holder is 
completely supported.  Flying creatures must not be flying at the time of 
transport.
  To cast the spell, the caster must stand in the center of an undamaged Pattern
and cast the spell.  In the first round of the casting, the Pattern will begin
to glow (each color of the Pattern will emit its own color).  Over the next 
eight rounds, the Pattern brightness will increase to approximately the same as
outside on a sunny day.  As the last word of the spell is stated, the brightness
of the Pattern doubles and all completely supported objects/creatures are 
transported to the destination Pattern.  If the destination Pattern is not 
available (see above), then the transported objects/creatures are returned to 
the source Pattern after one second (and the source Pattern's save is at -4).
  The source Pattern is subjected to some heat and other energies in the course
of the transport.  These energies cause the source Pattern to make a save or 
be damaged (a single crack or burn mark will alter the Pattern and render it
unusable).  The destination Pattern is not subjected to the same amount of 
energy, so it does not need to make a saving throw.
  The lighting conditions at the destination Pattern do not change, so the 
transported creatures will have to adjust to the current lighting (1-2 rounds,
depending on lighting).
  Some notes:

\begin{enumerate} 
\item Tossing a rug over an inlaid Pattern prevents incoming transports.
\item Rolling up a rug/cloth Pattern prevents incoming and makes it easier
     to transport the Pattern.
\item The only bi-directional Patterns are exactly the same size (hence the
     Pattern Image spell).
\item The caster must remain in the middle for all of the casting, but creatures/
     objects also transported only have to be on the Pattern in the last segment.
\end{enumerate}

\spell{Marty's Magic Bow}{Invocation/Evocation}{Touch}{V, S, M}{1
round/level}{3}{Caster}{None}

   Marty's Magic Bow causes a magical force to propel objects from the
caster's fingers much as a bowstring. With arrows, the effect is to allow the
caster to release 1 arrow/rd, each arrow attacking as a fighter of 1/2 level
of the spellcaster. The advantage of this spell is the fact that the arrow
attacks are not magical: thus there is no magical saving throw involved for
the target, so if the caster makes his to-hit roll (at 1/2 his level on the
fighter table) he hits, even if the target is, say, in an anti-magic shell, or
in a Cube of Force of Keeps Out All Magic, or (this next point is debatable, but
we allowed it) if the target is magic resistant. There's probably a material
component (say, a length of string made of silver thread, or somesuch) but the
arrows are not components - i.e. they're not consumed, and you might be
able to reclaim some of them. Also, magical arrows would provide the appropriate
bonuses to hit/damage.


\spell{Molten Ground}{Alteration}{10 yards/level}{V, S, M}{1
round/level}{3}{2 yards radius/level}{None}
 
         This spell will cause an area of the
         earth to bubble up molten lava in its area of effect.  On the
         round following the casting of the spell, the ground tremors
         slightly, and those not wearing heavy foot gear will notice a
         considerable warming of the ground beneath their feet.
 
         On the round following, the heat becomes very pronounced, and
         will ignite paper, cloth, and dry vegetation touching the
         ground.  If the people in the area of effect decide to stay
         this round, then they will take 1d6 points of damage.
 
         In the third round, the ground becomes molten lava, wooden
         furniture busts into flames and metals with low melting
         points start to soften.
 
         From this round onward any creatures remaining, or crossing
         over the area of effect will take 3d6 points of damage from
         the intense heat generated.
 
         Any person who remains for two rounds in the area of effect
         will start having to make saving throws vs. fire or else these
         items will be destroyed.
 
         The intense heat will cause structural damage to walls made
         out of stone, while walls made out of wood will be completely
         consumed by flame.
 
         A person who is under the effect of a protection from fire
         will only take 2 points of damage a round from the spell
         while they are in the molten area.
 
         The material components for this spell are sulphur and lava
         rock.  The lava rock must be from natural sources, and cannot
         be the rock that is formed from the after effect of this
         spell.
 


\spell{Robithakor's Tracer}{Evocation,
Divination}{Special}{S}{Special}{1}{Special}{None}
 
         This spell was created by an
         archmage known as Pobithakor the Powerful, a mage who was
         better known as Pobithakor the Paranoid.  His fear of
         absolutely everything around him drove him to take extreme
         measures to protect himself.
 
         This spell is cast when the caster is being scried upon (DMG
         Detection of Scrying, pg 141).
 
         If the caster detects that he/she is being scried upon, by
         any means, then the spell can be cast.  This spell causes the
         scrying device to become two-way.  Not only does the scrying
         creature see the caster, but the caster can see the scrying
         creature.  Also, whatever powers the scrying device has, such
         as clairaudience, then the spell also gives the caster such
         powers.  The range and area of effect are those of the
         scrying device itself.  The duration is that of the scrying
         device.  Once the caster breaks off contact the spell ends.
         If the scrying creature breaks off contact, the caster can
         still scry up to the maximum duration of the scrying device.
         The caster will receive all the information inside his head.
 
         If the scrying creature becomes aware that he/she is being
         scried upon and then casts a dispel magic, the spell will
         end, but his/her own scrying device will become unusable for
         one day.  If the scrying creature casts a Pobithakor's
         Protection spell then the Pobithakor's tracer spell will end
         and the creature's scrying device will be usable.
 
         This spell can be a useful device for long range
         communication for prearranged meetings between two people.
 
\spell{Rathe's Trigger}{Abjuration}{0}{V, S, M}{Special}{1
turn}{1$'$ cube/level}{None}

   The Trigger spell is designed as a defensive spell.  When it is cast, the
caster defines a volume which must be at least 1/2 foot in every dimension.
This area begins to glow faintly.  The caster then casts another spell 
directly upon the Trigger's area.  The Trigger's area of effect must be
touched by the caster when applying the second spell.  The glow then 
vanishes, but both spells remain.  The second spell is held by the Trigger
until someone enters or touches the Trigger's area of effect.  At this time
the second spell will go off.  If it is an area effect spell (e.g. fireball,
web) it will be centered on the center of the Trigger area.  Other
considerations (the dimensions of the web, for instance) must be specified
at the time of casting the second spell.  Person-affecting spells (e.g. hold
person, charm person) will be applied to the person who triggered the spell.
A saving throw is applicable only if allowed by the second spell.
If the caster is in or touching the Trigger's area of effect, it will not
go off.  This allows the caster to escort others safely through the trapped
area.  One possible use for this spell is two triggers overlaid in a corridor,
one with a fireball, and the other, placed slightly behind the first, with a
wall of force.  If a person enters the regions from the wrong direction, the 
fireball will go off, and the wall of force will instantly restrict the blast
to one direction.  If a person enters the regions from the other direction,
the wall will trigger first and shield him from the blast.  The spells will
last until triggered, but if the second spell is not applied immediately, the
trigger will only last one turn per level of the caster.  The material
component is a black pearl of not less than 500 gp value per level of the
second spell.


\spell{Reconstruct}{Alteration, Divination}{0}{V, S, M}{1
round/level}{3}{1 pound/level}{None}
 
         This spell will temporarily
         resurrects an item that was shattered, burnt, etc, so that
         the caster may study the item.  The caster must gather as
         much of the debris as possible.  The spell will reconstruct
         the rest of the object.
          
         The object will be exactly as the original allowing the
         caster to use other divination spells on it.  The
         reconstructed item will be very fragile.
 
         The material component for this spell is a drop of honey.
 
 
\spell{Replay}{Divination, Illusion}{60 yards}{V, S, M}{2
rounds/level}{1 round}{400 square feet}{None}

          This  spell causes past events to be re-enacted in  the  area  of
          effect.  The  replay  will  consist of a three-dimensional, tran-
          sparent image superimposed over the area of effect.   The  wizard
          can  freeze  the action,  reverse it,  scan rapidly for a desired
          event, or skip to any time within range of the spell, as given in
          the table below.  An hourglass is the material component.

\medskip
\begin{tabular}{ccc}
{\bf Level} && {\bf Spell Range} \\
   5 to 9     && 1 day/level \\
   10 to 15   && 1 month/level \\
   16 to 17   && 1 year/level \\
   18 or more &&   1 century/level
\end{tabular}
\medskip

       The speed of the search is determined by the DM  and  limited  by
          the  magnitude of the event in question. It would be easy to spot
          the passage of an army, for example,  even  when  scanning  at  a
          month  per  turn,   but  spotting  a  pick-pocket would require a
          real-time search.

\spell{Resist Paralysis}{Abjuration}{Touch}{V, S, M}{1
turn/level}{4}{Creature touched}{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 paralyzed 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.
          

\spell{Rhuva's Spellscan}{Divination}{0}{V, S, M}{4 hours + 10
minutes/level}{1 round}{10 yards/level}{None}

Provided the caster is conscious and within the area of 
effect, he will be made
aware of any spell-casting conducted 
in that area.  The particular spell cast
is not made known, but the location of the 
wizard is, precisely if the caster is
familiar with the area, generally otherwise.  The 
notification is sufficient to
disrupt casting in progress, unless it is consciously 
suppressed before casting.
(If suppressed, caster does not realize the scan was triggered.)  

Material
component is a handful of crystal dust.


\spell{Soul Safe}{Abjuration/Necromancy}{Touch}{V, S, M}{1
day/level}{1 turn}{1 creature}{Special}
 
         With this spell, the caster stores
         the soul of the recipient in a piece of black jet.  While the
         soul is thus stored, the trapped creatures body suffers a -2
         to all attack and saving throw rolls.  The body functions as
         an automan while the spell is in effect, with the body
         responding to order and direct questions.  The body does not
         heal naturally and magical healing is only half as effective
         as normal.  If the character is slain by undead while under
         the effects of the spell, the soul cannot be corrupted and
         forced to rise as an undead.  The body could still be used
         for a skeleton or zombie, however.
 
         If the soul safe is destroyed, or the spell expires the soul
         will return to the body, across any distance or planes to its
         body if the body is still alive.  If the body has dies, then
         the soul will return to its final resting place.
 
         This spell effects only races with souls, such as dwarves
         halflings and humans.
 
         The material component for this spell is a piece of black
         jet which is used to hold the soul.  The jet is reusable.
 

\spell{Spirit Call}{Conjuration/Summoning (Reversible)}{10
yards}{V, S, M}{3 rounds + 1 round/level}{1 round}{Special}{None}

This summons one incorporeal spirit from the astral plane of hit dice equal to
one half the caster's level. The round after it is summoned, it will begin to
perform services for the wizard. In its native form, it is a powerful Unseen
Servant which can go up to 100 yards from the wizard, lift 50 pounds per hit
die, and fly at 18. This form has a punch for d6 damage, AC 0, and takes 1
point of damage from any weapon blow.

Secondly, it may provide animating force to a body or statue, in which case it
uses whatever weapons or armor are available (a stone statue will be AC 0,
damage 2d6 or by weapon, move 9 unless affixed or possessing wings).

Thirdly, it may attempt to take over the body of one enemy creature. The being
so affected is allowed a save, and the spirit will be forced back to the
astral plane immediately if the save is successful. If the save fails,
effects are as a Domination spell for the duration of the Spirit Call, but the
domination cannot force someone to use magic (the Spirit would not understand
the instructions). A spirit who has less than 1/2 of its hit points left
will be unable to possess someone.

The material component is a piece of candy.


\spell{Stren's Improved Floating Disk}{Evocation}{0}{V, S, M}{3
turns/level}{Special}{Special}{None}

  This spell is an improved version of Tenser's Floating Disk.  The big 
improvement is the speed of the disk - now 30.  
The disk can also move from 3$'$
to 30$'$ off the ground/water.  
The disk movement is based relative to the caster,
which prevents the caster from riding their own disk.  
However, if two casters 
use this spell, they can ride each 
others to travel.  This travel can either be 
in the form of independent 
movement (tricky to communicate since somebody else 
is steering yours) or master-slave.  
In the master-slave travel, one caster 
steers a disk while he rides on a disk which 
stays the same distance from its 
caster.

          S1----S2----M

Caster 1 is the master and riding in the 
back (caster 3's disk).  Caster 2 is
in the front riding on the master's disk -- his own 
disk stays x feet behind him.
Caster 3 rides in the middle and his disk also stays x feet behind him.  Caster
1 steers the chain while the 
other two can sleep, eat, cast spells, etc.

\spell{Suggest Illusion}{Illusion/Phantasm}{60 yards + 10
yards/level}{V, S, M}{4 rounds + 1 round/level}{3}{1 creature per
3 levels of caster}{Neg.}
 
         This devious spell causes a targeted
         creature to believe that they have just discovered and
         successfully disbelieved an illusion.  This is a bit of
         misdirection caused by the caster, as the item selected by
         the caster to be believed as an illusion could actually be
         real.
 
         This spell could be great for causing enemies of the caster
         to walk into a pit because it 'does not really exist'
 
         If the victim has a reason to believe that a so called
         illusion is actually not an illusion, then he/she get a
         saving throw vs illusion to actually determine if the item is
         an illusion or not.
 
         ** unfinished **

\spell{Tenser's Deadly Strike}{Enchantment}{0}{V, S, M}{1
round/level}{3}{Special}{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 sucessful
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 missle weapons. The material component is a set of
tiger claws.


\spell{View Past}{Divination}{0}{V, S, M}{1 turn/level}{1 hour}{5
feet/level radius circle}{None}

The spell is cast on an area, and allows the caster to create a
three-dimensional image of the past in that location.  The caster
specifies the time in the past by the material component:  one gold piece
equivalent of gold dust is used for each hour back that is viewed.  Thus
if the caster uses 24 gold pieces worth of dust, he or she can view a
period starting roughly 24 hours in the past through the duration of the
spell (a 10th level caster could view the period from 24 hours in the past
to 24 hours - 100 minutes, that is 22 hours and 20 minutes, in the past).

After the spell has been cast, the DM rolls 1d20-10 to determine the
error in the time frame.  Thus if the DM rolls 15-10 = -5, the time viewed
is actually N hours and 5 minutes in the past; a roll of 10-10 = 0
indicates exactly the right amount of gold was consumed.

The caster should roll a d20 to determine the clarity of the casting.  A 1
indicates an the scene comes through as shadows in a fog; a 20 indicates a
crystal-clear picture.  This roll can be repeated in subsequent castings,
and represents the difficulty of seeing through time.

Events that were cloaked by spells that hide themselves from Clairvoyance
also mask out View Past, and can never be seen using this spell.


\spell{Wimbly's Enwrapment}{Alteration}{5 yards/level}{V, S, M}{1
round/level}{3}{1 creature}{None}

         When this spell is cast, a little
         blob of a sticky, web-like material flies toward it's target
         and completely wraps it in a very strong, very sticky webs.
         The webs cannot be broken unless the target creature has at
         least a 23 strength.
 
         To determine if the blob hits, roll the attack as if the blob
         was a monster of hit dice equal to the caster's level.
 
         There are 3 applications of this spell: 

\begin{enumerate}
\item As a glowing sigil
         drawn in the air by the caster and pointed at the intended
         target; 
\item As a glyph marked on a surface that is touched or
         gazed upon; 
\item As a small character written on some magic
         work to protect it.
\end{enumerate}

         The material components of this spell is some strands of web
         that a giant spider uses to bind up it's captured prey.
   
\end{document} 
