Abi-Dalzim’s Horrid Wilting (Alteration, Necromancy)
Level:  Sor/Wiz 8
Components:  V, S, M
Casting Time:  1 action
Range:  400’ +40’ / level
Effect:  30’ cube
Duration:  Instantaneous
Saving Throw:  Fortitude half
Spell Resistance:  Yes
	This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 points of damage per level of the caster. Affected creatures are allowed a Fortitude save, with success indicating half damage.
	This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their saving throws.
The material component is a bit of sponge.
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Acid Storm (Evocation)
Level:  Sor/Wiz 7
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  50’ radius circle
Duration:  1 round/level
Saving Throw:  Reflex half
Spell Resistance:  Yes
	This deadly spell unleashes a downpour of magical, gelatinous acid droplets. All creatures within the area of effect are coated by globs of gooey acid. The acid can be washed off only with wine, vinegar, or by a successful dispel magic or similar spell. The acid remains present for 1 round per level of the caster, then vanishes.
	Creatures coated by the acid suffer 1d8 hit points of damage each round. Characters who successfully save during the first round suffer only half damage from the acid for the remaining rounds. When the spell expires, no further damage is inflicted.
	Acid damage can be healed through any means except regeneration. The material component is a drop of acid.
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Airboat (Alteration, Enchantment)
Level:  Sor/Wiz 8
Components:  V, S
Casting Time:  1 round
Range:  1 mile
Effect:  Special
Duration:  1 hour/level
Saving Throw:  None
Spell Resistance:  No
	This spell must be cast under a cloudy sky. The caster points at a cloud, which immediately descends toward him. As it comes closer, the cloud changes shape, becoming any sort of vessel imagined by the wizard (a dragon-shaped galley, a one-man dinghy, etc.).
	Although the airboat is made of cloud, it feels solid and can support the weight of the caster plus one passenger per level of the caster. It can fly at any speed up to 5 miles per hour per level of the caster (to a maximum of 90 miles per hour).
	The caster maintains total telepathic control over the airboat’s speed and direction. While controlling the vessel, the wizard is able to perform other actions but may not cast other spells.
Align Weapon (Alteration, Enchantment)
Level:  Clr 2
Components:  V, S, DF
Casting Time:  1 action
Range:  Touch
Effect:  Weapon touched or fifty projectiles (all must be in contact)
Duration:  1 min./level
Saving Throw:  Will negates (harmless, object)
Spell Resistance:  Yes (harmless, object)
Align Weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures, usually outsiders of the opposite alignment. This spell has no effect on a weapon that already has an alignment, such as a holy sword.
You can't cast this spell on a natural weapon, such as an unarmed strike.
When you make a weapon good, evil, lawful, or chaotic, align weapon is a good, evil, lawful, or chaotic spell, respectively.
Analyze Change (Divination) 
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  Special
Range:  25’ +5’ / 2 levels
Effect:  1 creature or object
Duration:  2 segments +1 segment/level above 7
Saving Throw:  Will negates
Spell Resistance:  Yes
	This spell (also known as Blackthorn’s Inspection) when cast on a person or an object, determines the nature and extent of any recent change that has occurred in specific characteristics of the person or object. For a person, one may test for a change in level, hit points, attributes, age or alignment. For an object, the spell will report if enchantments have been added or removed or charges used or restored. The spell does not reveal the original or final value of the characteristic, only the amount and direction of change. Likewise it does not reveal what spells or how many charges an item had before or has now. If the caster has time, he or she may scan each characteristic separately at the rate of 2 segments per characteristic scanned, in order to reveal exactly which has changed. Individual attributes (Str, Dex, etc.) count as separate characteristics. If the spell is cast on a person or intelligent monster, that creature is entitled to a Will save. A save negates the spell and the caster learns nothing. The chance that the spell will succeed is 80% plus 5% per level of the caster bove the 7th minus 10% for each day that has passed since the change occurred. If the spell fails, the caster will usually learn nothing. If the spell fails badly (roll missed by 25% or more), however, he or she will receive false information. The spell may not be cast on the same person or object more than once per day.
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Animate Water (Alteration) 
Level:  Sor/Wiz 4	
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ level
Effect:  20’x20’ water surface
Duration:  2 rounds/level
Saving Throw:  None
Spell Resistance:  Yes
	The caster causes a nearby body of water to animate and attack his opponents.  The water extends pseudopods and grabs the victims, attempting to drag them under to a liquid doom.
	1d4 watery pseudopods are generated, each of which can extend outward up to 20' from the water’s edge.  The pseudopods have a +6 combat bonus, and make a grab attack.  Each pseudopod has 3 hit points per caster level.  The pseudopods take 1/2 damage from edged weapons, being made of water.
	Once grabbed, the victim is dragged toward the water at 10'/round. He may make a Strength check vs. the pseudopod’s Str 18 to escape, or his friends may attempt to “kill” the pseudopod, freeing him.  The pseudopods do no damage.
	If dragged into the water, the victim is immersed and risks drowning. The pseudopod can then be commanded to hold the person just under the surface, or attack another victim.
	If the spellcaster ceases concentrating on the actions of the pseudopods, then they will begin to vanish, 1 each round, starting with the weakest remaining one. 
	The material component for this spell is, of course, a fairly large body of water (medium-sized pool, stream, huge cauldron).  It is very effective against sailors at sea.
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Anti-Light Shell (Alteration) Reversible
Level:  Sor/Wiz 5	
Components:  V, S
Casting Time:  1 action
Range:  0
Effect:  2’/level radius sphere
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  No
	By means of this spell, the wizard creates a sphere of total darkness which surrounds and moves with him.  Within this sphere, light cannot exist.  All external light is stopped at the border of the sphere and absorbed, and light of any type (even magical) does not function within the border. Creatures attempting combat or movement within the darkness suffer normal penalties for full darkness.  Infravison and Ultravision are useless.  Note that the caster has no special movement or combat benefits; he is affected by the darkness as any other creature.  All creatures within the sphere are effectively invisible to each other and any creature attempting to view them from the outside.  Spells which depend on light to generate their effects do not function within the sphere. Magical lights within the sphere will be dispelled, even Continual Light will cease to function.  Torches and lanterns will continue to burn, but will produce no light until removed from the area or the duration expires. The shell can be dispelled, and can be canceled by the reverse (Anti- Darkness Shell).  A Sunray spell will destroy the shell instantly. The reverse of the spell, Anti-Darkness Shell, creates a sphere of fairly dim, sourceless illumination which emanates from all points within the shell.  No shadows exist within the shell, and magical darkness of any type will be dispelled on contact with the shell.  Creatures of shadow and some undead will flee the area as quickly as possible, taking 5 points of damage per round of exposure to the light within, in addition to whatever normal penalties apply.  The breath weapon of the Shadow Dragon (and similar effects) will destroy the shell. When the Anti-Darkness and Anti-Light shells come in contact, they cancel each other, and whatever normal ambient light exists determines lighting conditions. 
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Assault of Stones (Alteration) 
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  30’
Effect:  30’x30’ cone
Duration:  Instantaneous	
Saving Throw:  None
Spell Resistance:  No
	When this spell is cast, a group of small stones near the caster will spring away from the caster in a shotgun-like blast.  From 10-40 (1d4 x 10) small, pebble- like stones may be affected.  Naturally, having a pile of stones nearby is required, and the material component 
of this spell is a bag of pebbles...
	Creatures within the area are struck by many small stones, suffering 2d4+2 hp of damage.  Protection such as walls, cover, Shield spells, etc. will reduce damage by 1/2, and any creatures in heavy armor will suffer but 1/2 damage.
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Avian Command (Animal, Charm)
Level:  Dr 4, Clr 5
Components:  V, S, M
Casting Time:  2 rounds
Range:  400’ +40’ / level
Effect:  One avian
Duration:  Instantaneous	
Saving Throw:  None
Spell Resistance:  Yes
This spell allows the priest to command any avian within range as long as the avian can hear him and he does not exploit it. Only normal avians can be affected, including variants in size. Thus eagles, sparrows, doves etc. can be commanded but pegasi and phoenixes cannot.
The command must be given in a short sentence of at most 25 words. The avian will automatically understand the language the priest is speaking. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a feather.
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Backdoor (Alteration, Illusion/Phantasm)
Level:  Sor/Wiz 5	
Components:  S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  the caster
Duration:  1 round
Saving Throw:  Will negates
Spell Resistance:  No
	The wizard casts this spell by snapping his fingers. After doing this, the wizard is instantly transported behind his opponent (the wizard must be able to see this area). When this happens, an image of the wizard remains behind and imitates the actions of the wizard for two rounds, then disappears. The foe receives a Will save to notice the change. The material component for this spell is a bit of sulphur. 
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Berserk (Combat) - Norse Only
Level:  Clr 5, Pal 4
Components:  V, S
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  1 person/level
Duration:  1 round/level
Saving Throw:  n/a (willing recipients only)
Spell Resistance:  Yes
When a berserk spell is cast upon a group of warriors, they change into the shapes of bears, although they retain the hands and eyes of men and continue to wield weapons. In this state, they lose all fear of death and enter a killing rage. They must attack any enemy they see and cannot be given any orders. Thus, any hope of coordinating an attack is completely lost. Due to their blind rage, they suffer a -4 modifier on ability checks involving Intelligence, Wisdom, or Charisma.
During the duration of the berserk spell, the warriors are immune to the following clerical spells: charm person or mammal, all spells in the charm sphere, protection from evil, protection from evil, 10’radius, and dispel evil. They are also immune to the following Wizard spells: protection from evil, protection from evil, 10' radius, repulsion, all spells in the enchantment/charm school, and all spells in the illusion/ phantasm school. In addition, they receive a + 2 modifier on all Fortitude and Reflex saves.
While under the influence of a berserk spell, the warriors receive a +4 enhancement bonus to their Strength, with the accompanying modifiers to their attack and damage rolls, and their AC is modified by a - 2 (so that, for example, AC 18 becomes AC 16). A berserk spell prevents the warriors from having to make a morale check, and renders them immune to fire damage.
Warriors who die while under the influence of a berserk spell are assured of a place in Valhalla. This spell can only be cast on Norse fighters, and only if they are willing recipients
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Bigby’s Strangulation (Evocation) 
Level:  Sor/Wiz 6
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  One creature
Duration:  1 round per level	
Saving Throw:  Special
Spell Resistance:  Yes
	Bigby’s strangulation creates a pair of disembodied hands sized for the victim (up to 1 foot tall per level of the caster). These hands materialise around the victim’s throat and commence strangulation. The victim suffers 1 point of damage the first round, and each round thereafter, sustains double the last round’s damage, to a maximum of 16 hit points per round.
	A Reflex save is permitted at the beginning of the attack, and if successful, the spell is ruined. Each round after the first, a Fortitude save for half damage (for that round) is permitted, as the victim is struggling to keep his windpipe open. The victim may engage in no other activity if this save is attemped. 
	The hands cannot be attacked physically, but a successful Dispel Magic, a wand of negation, a hungry disenchanter, etc. will destroy them. The material component is a pair of gloves made from the skin of a constricting snake, such as a python or boa constrictor. Upon casting, the gloves vanish (and are worn by the strangling hands). Once the spell is cast, the caster need not maintain concentration for it to work. 
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Blackfire (Evocation, Necromancy)
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  flame in your palm
Duration:  1 round per level	
Saving Throw:  None
Spell Resistance:  Yes
	When this spell is cast, a cold, black fire appears in the wizard’s hand, shedding violet coloured light equivalent to torchlight. The wizard can hold the Blackfire without taking damage or throw it at an opponent. Throwing it at an opponent requires a ranged touch attack to hit. If the sphere hits, the target ignites the creature’s life force doing 1d6 points of damage the first round and 1d3 the following rounds until extinguished. The flames can be extinguished by patting or rolling them out, but water has no effect. The flames only consume living matter (creatures and plants) and have no effect on non-living material or undead. The end product of Blackfire combustion is oxygen and a grey-blue ash.  The material components are human fat and powdered magnesium. 	
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Blastbones  (evocation/necromancy)
Level:  Clr 2, Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  bones, up to 3 cu. ft. total volume
Duration:  special
Saving Throw:  Reflex half
Spell Resistance:  no
	This spell allows the caster to shatter bony material in a violent explosion. These bones may be either part of a simple undead skeleton, or inanimate skeletal remains, which can be any number of small, disconnected pieces.  The spell can be cast in 2 ways.
	The spell can be cast to take effect immediately, in which case the spell causes the bones to explode for 2d4 points in a blast that affects a 10' radius area. Those in the area can make a Reflex save for ½ damage. Skeletons over 2 HD are immune to this spell.
	If cast to function as a trap, it must be cast on the bones before an animate dead is cast upon the bones.  It can be set to detonate by conditions governed by verbal summary identical to that used in a magic mouth spell.  When triggered, those within 20' are hit for 2d10 (no ST).
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Bloodstone’s Spectral Steed (Necromancy)
Level:  Sor/Wiz 6
Components:  V, S, M
Casting Time:  10 minutes
Range:  0’
Effect:  One quasi-real, vulturelike creature
Duration:  1 hour/level
Saving Throw:  None
Spell Resistance:  No
	This spell allows the caster to create a quasireal, vulturelike creature. The flying steed can carry the caster and one other person per three levels of the wizard’s experience (four at 12th level, five at 15th, etc.). All passengers must be specifically named during the casting.
	The spectral steed looks like a huge, skeletal vulture with tattered wings. As it flies, it utters hideous screeches that echo through the sky. The spectral steed flies at a movement rate of 10’ per level of the caster, to a maximum movement rate of 120’. It appears with a bit and bridle, plus one saddle per passenger.
	All normal animals shun the spectral steed and only monsters will attack it. The mount has AC 18 and 10 hit points plus 1 hit point per level of the caster. If it loses all of its hit points, the spectral steed disappears. It has no attack mode.
	The material component is a hollow bone from a vulture’s wing, which must be carved into a whistle and blown when the spell is cast. 
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Chameleon (Alteration) 
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  Person touched
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  No
	The recipient of this spell blends into his surroundings.  In natural surroundings he is almost invisible, less so in other surroundings.  Violent movement allows the Chameleon to be easily seen.  But as long as he is motionless or moving slowly, he will be hidden from view.  The recipient gains a +10 to Hide checks.
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Circle of Privacy (Guarding)
Level:  Clr 4
Components:  V, S, M
Casting Time:  1 action
Range:  0’
Effect:  25’ radius circle
Duration:  1 hour/level
Saving Throw:  None
Spell Resistance:  No
This spell helps to discourage predators and trespassers from disturbing a campsite. The caster sprinkles salt in a circle enclosing an area up to 50 feet in diameter. For the duration of the spell, all sounds and scents generated within the circle are muted, making the area less noticeable to those outside the circle. Therefore, the group’s chance of encounter is reduced by 50% for the duration of the spell. The spell provides no protection against low light vision or other forms of magical detection.
The material components are a hair from a skunk, a whisker from a mouse, and enough salt to make a 50-foot-diameter circle. 
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Cloak of Bravery (Abjuration)
Level:  Clr 4, Pal 3
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  1 creature per 3 levels
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  No
This spell offers partial protection from Fear spells and effects, including extraordinary abilities (such as Dragon Fear).  For every 3 levels of the caster, a Resistance bonus of +1 is given.  In addition, this same number of creatures can be protected (up to a maximum of +5 to 5 creatures).  So a 12th level caster can give up to 4 creatures a +4 on Will saves vs Fear.  
The material component is the feather of an eagle or hawk.
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Confine (Abjuration) - reversible
Level:  Sor/Wiz 7
Components:  V, S, M
Casting Time:  1 hour
Range:  0
Effect:  cube 20'/level on a side
Duration:  1 week/level
Saving Throw:  Special
Spell Resistance:  No
	This spell ‘locks’ a room or building against magical escape. It is more effective against Arcane spells than Divine spells, and has 2 different ‘power’ settings.
	If a silver cage (3,000 gp) is used as a material component, the lock is partial. The caster can magically escape, and Priest spells are not protected against at all. Another mage or sorcerer also has a chance of escape, equal to 5% per level over the caster’s level.
	If a gold cage (6,000 gp) is used, the room is totally locked against arcane spells, including those cast by the Confine spell caster. Divine spells are stopped, though Priests of higher level than the mage have a 5% chance of escape per level difference.
	A single room no larger than the area of effect can be protected, or an entire building can be enspelled (if it fits within the area effect). Underground complexes cannot be so protected, but individual rooms can.
	The reverse of this spell, Reject, prevents magical entry. If someone tries to Teleport in, for example, their spell is used, but they remain at their original spot.
	The spells cancel each other out, so one cannot be contained within the other.
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Copy Protect   (Alteration)
Level:  Sor/Wiz 4	
Components:  V, S, M
Casting Time:  10 minutes
Range:  Touch
Effect:  1 scroll
Duration:  Permanent
Saving Throw:  None
Spell Resistance:  No
	With this spell, the mage can write a scroll which can be used, but not memorized by a mage. This prevents a mage from learning the spell from the scroll, or putting it in his spellbook. This spell is cast just before the scroll is created, so the spell is used even if the scroll fails.
	The material component is a 50gp crystal / target spell level.
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Create Wings (Conjuration)
Level:  Sor/Wiz 4	
Components:  V, S
Casting Time:  1 round
Range:  Touch
Effect:  1 creature
Duration:  1 hour/level
Saving Throw:  None (willing recipient only)
Spell Resistance:  Yes
	This spell creates wings on the back of any humanoid creature of up to ogre size.  It allows the creature to fly at a speed of 120' for the duration of the spell.  At the end of the spell the wings will suddenly disappear.
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Crumble Stone (Alteration)
Level:  Sor/Wiz 6
Components:  V, S
Casting Time:  1 action
Range:  Touch
Effect:  100 cubic feet / level
Duration:  1 round
Saving Throw:  Special
Spell Resistance:  Yes
	The caster touches a stone surface and sets up powerful subsonic vibrations which cause the stone to crack and break apart.  Huge boulders are reduced to rubble in seconds, walls crack and fall apart.  The caster can affect a 10’x10’x1' area per level, or can vary the dimensions affected as he sees fit. When cast upon a Stone Golem, Earth Elemental, or the like, the creature afflicted will suffer 10d6 hp of damage (Fortitude save for 1/2).  This spell has excellent applications for mining.
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Curse Weapon (Enchantment) 
Level:  Clr 2, Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  One weapon
Duration:  1 round per level
Saving Throw:  Will negates
Spell Resistance:  Yes
	This spell is used to curse the weapon of an opponent. When it is cast, the wizard chooses which weapon to curse. Unless the owner of the weapon makes a successful Will save, that weapon will have a penalty applied to all to hit and damage rolls for the duration of this spell. The penalty is equal to the weapon’s original pluses. 
	While cursed, the weapon will be unable to overcome damage reduction as normal.  For example, a +3 weapon will no longer automatically do damage to a target with +2/10 damage reduction.  The damage will still be reduced by 10.
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Darkfire (Conjuration/Summoning) 
Level:  Sor/Wiz 6
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  30’ square
Duration:  2 rounds per level
Saving Throw:  Reflex half
Spell Resistance:  Yes
	This spell brings into existence anti-fire drawn from the Plane of Shadow in a 30x30 area anywhere within the caster’s range.  Creatures caught in the Darkfire suffer 1d4 points of COLD damage per caster level for each round of exposure (Reflex save for 1/2).  The Darkfire will burn and consume flammable exactly as normal fire, but it is cold, not hot, and special means must be used to extinguish it.
	Darkfire behaves differently from normal fire; it will burn in the presence of water, even UNDER water.  It can be extinguished in two ways: Smothering with non-flammable substances, or exposure to magical fire.  When Darkfire and other magical fires come in contact with each other, they burn twice as fast, consuming each other.  An equal number of “dice” of magical fire is required (i.e. a 12th level fireball will extinguish a 12th level Darkfire.)  Otherwise, the Darkfire will continue to burn for the duration of its effect.
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Death Armour (Necromancy)
Level:  Clr 2, Sor/Wiz 2
Components:  V, S
Casting Time:  1 action
Range:  0
Effect:  The caster
Duration:  1 round per level
Saving Throw:  None
Spell Resistance:  No
	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 armed or gloved opponent. As a side benefit, the caster adds one point of damage to the amount he would normally inflict with his bare hands in unarmed combat. The spell has no effect on non-living creatures. 	
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Deathwind (Alteration, Necromancy) 
Level:  Sor/Wiz 6
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  10 ft wide path, 30’/level long
Duration:  1 round
Saving Throw:  Will half
Spell Resistance:  Yes
	A nasty cousin to the Gust of Wind spell, this spell has all of the effects of Gust of Wind, plus those listed below.  The wind contains essence of the Negative material plane, and sucks the life force from it’s victims.  It, of course, has no effect on unliving creatures.
	All creatures caught in the wind suffer 3d10 hp of damage (Will save for half), and temporarily lose 1d4 levels of experience.  Lost levels 
return fairly quickly (1 level every two rounds), but any spells lost to the level draining do not return (calculate the change in the caster’s
spell spread, and eliminate “lost” spells at random).  Hit points lost to the level draining also do not return, until the victim is cured.
	This is an extremely effective spell, especially against spellcasters.  The power of the spell ages the caster by 1 year.
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Decompose (Necromancy) 
Level:  Dr 2, Sor/Wiz 3
Components:  V, S
Casting Time:  1 action
Range:  Touch
Effect:  One object
Duration:  5 rounds
Saving Throw:  None
Spell Resistance:  Yes
	This spell causes unliving organic matter (wood, leather, etc.) to decompose and rot away, turning to dust.  One item, not to exceed 10 lbs/caster level, can be effected.  One touch, and the item begins to rot quickly, and each round must save (cumulative -1 per round) versus acid to remain intact.  It is possible for the item to survive (albeit weakened greatly) the spell’s duration, in which case it is still serviceable but needs replacement.  Weakened items save vs. blows and damage at -5. Decompose can be very effective against wooden doors and chests.
	The spell does not affect undead of any type, with one exception: A zombie touched by this spell will gradually lose his “skin” and become a skeleton.
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Detect Change (Divination) 
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  1 creature or object
Duration:  1 segment per level
Saving Throw:  Will negates
Spell Resistance:  Yes
	If cast on a person or an object, this spell determines whether or not any recent change has occurred in specific characteristics of the person or object. For a person, one may test for a change in level, hit points, attributes, age or alignment. For an object, the test may be or enchantment or charges. The spell does not reveal  anything about the extent of the change, only that a change has occurred. If the caster has time, he or she may  scan each characteristic separately at the rate of 2 segments per characteristic scanned, in order to reveal exactly which has changed. Individual attributes (ST, DX, etc.) count as separate characteristics. If the spell is cast on a person or intelligent monster, that creature is entitled to a Will save. A save negates the spell and the caster learns nothing. This spell will detect changes which occurred as long ago as one day per level of the caster.
	Earlier changes are simply not detected. The spell may not be cast on the same person or object more than once per day.
Dimensional Lock 
Level:  Clr 8, Sor/Wiz 8
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Area:  20-ft.-radius emanation centered on a point in space
Duration:  1 day / level
Saving Throw:  None
Spell Resistance:  Yes
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.
A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attck forms, such as a basilisk's gaze. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.
A Cleric can still use an item created with the Refuge spell to return to his abode, as long as the Refuge spell was cast within this area.
Dispel Magic Field (Abjuration) 
Level:  Clr 5, Sor/Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One creature
Duration:  1 round / level
Saving Throw:  Reflex negates (at -4)
Spell Resistance:  Yes
	This spell works by creating a field around a given being that attempts to negate spells and spell effects originating from within the field. 
	The field can be set around any one being, with a Reflex save being made against the Dispel Field at -4. Note that any spell effects already existing when the Dispel Field is cast will not be affected. 
	If the victim of this spell attempts to cast a spell, or activate an item, then a Dispel Magic roll is made (comparing the mages levels). If the Dispel Magic is successful, then the spell is lost. 
	The material component is a small stone (1" on a side) with runes carved into it.
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Dragon Breath (Evocation) 
Level:  Sor/Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Special
Duration:  1 breath / 3 levels, 10 minutes / level maximum
Saving Throw:  Reflex half
Spell Resistance:  Yes
	Actually five spells in one; the caster, when he chooses the spell, must choose which type of breath weapon he intends to use.  In any case, the damage done by the breath weapon is 6d6, with victims entitled to a Reflex save for 1/2 damage.  The five breath weapons and their area effects are listed below.
	Acid:	5' wide, 30' long stream
	Chlorine Gas:	25' long, 20' wide, 15' high cloud
	Cold:	35' long, 15' wide cone
	Fire:	45' long, 15' wide cone
	Lightning:	5' wide, 50' long bolt
	The caster can breath up to one time for every three caster levels. After breathing, you must wait 1d4 rounds before breathing again. Each breath is a move equivalent action.
	After casting, the breath weapon may be “held” for up to 10 minutes per caster level.  If not used, it dissipates harmlessly.
	The material component is a dragon scale.
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Dragon Claw (Alteration) 
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  6’ animated claw
Duration:  1 round per level
Saving Throw:  None
Spell Resistance:  Yes
	This spell conjures a semi-real, flying dragon claw anywhere within the spell’s range. This claw will attack any target as directed by the wizard; its base attack bonus is the caster level (allowing multiple attacks if appropriate).  Once directed, the caster need not concentrate on the claw except to change targets.  In addition, the claw gets a Strength bonus equal to the caster’s Intelligence bonus.  So the claw of a 12th level wizard with a 20 Int would have total attack bonuses of +17/+12/+7, with a damage bonus of +5.  The claw’s Critical Threat Range is 20, with a x2 crit.
	Dragon Color	Damage	
	Black	1-6	
	Blue	1-8	
	Green	1-8	
	Red	1-10	
	White	1-6	
	The claw may be dispelled, or destroyed by offensive magic that is similar to the original creature’s breath weapon. I.E. a Red Dragon’s claw spell could be destroyed by a Fireball or Burning Hands spell. The claw may not be harmed by other attacks. 
	The material component for this spell is the claw tip from any type of dragon; this component is consumed when the spell is cast. 
 ------------
Draw Upon Holy Might (Abjuration)
Level:  Clr 2
Components:  V, S, M
Casting Time:  1 action
Range:  0’
Effect:  The caster
Duration:  1 round/level
Saving Throw:  None
Spell Resistance:  Yes
	When this spell is cast, the priest's body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase two ability scores (only Strength, Dexterity, Constitution, and Charisma are eligible) by + 1 per two levels of his experience, rounded down ( + 1 at 3rd level, +2 at 4th, etc.) to a maximum of +6.  Charisma increase does not increase the # of spells that can be cast (i.e. Bards & Sorcerers).
	This is an enhancement bonus, so does not stack with other spells such as Bull's Strength. 
	For example, a 12th-level priest could increase his Strength and Dexterity by +6 each for 12 rounds, giving an additional +3 bonus to combat, AC, and some skill checks.
	When the spell ends, the energy abruptly leaves the priest's body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next 10 minutes. A successful Fortitude save (DC 17) (at the priest's normal attribute score) reduces this time by 50%.
	The material components are the priest's holy symbol and a vial of holy water that has been blessed by the high priest of the character's faith.
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Eldritch Sphere (Evocation)
Level:  Sor/Wiz 3
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  1’ diameter sphere
Duration:  Concentration, until discharged
Saving Throw:  None
Spell Resistance:  Yes
	This potent spell launches a mentally guided 1-foot diameter globe which travels with a speed of 60’ with very good maneuverability. The sphere strikes with a combat bonus equal to the caster’s level plus the caster’s dexterity bonus, but even on a missed roll, the missile may return the following round as long as the wizard concentrates. Once it hits, the globe disperses and inflicts 2d6 points of base damage + 2 points of damage per level of the wizard to the first creature touched, up to 2d6+20 maximum potential.  The sphere harmlessly vanishes if the wizard’s concentration is broken or the globe exceeds maximum range. Despite its limited area of effect, the Eldritch’s Sphere’s true advantage is its damage potential and ability to pursue and possibly corner single foes. 
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Electric Blades (Evocation)
Level:  Sor/Wiz 1	
Components:  V, M
Casting Time:  1 action
Range:  0
Effect:  Two Blades
Duration:  Special	
Saving Throw:  Fortitude negates
Spell Resistance:  Yes
	This spell must be cast with a metal blade of some sort in each hand. Both blades then acquire a flickering blue glow. When a hit by either blade is scored it causes 1d3 more hit points of damage of electricity. If both blades hit the same target in the same round the victim must make a Fortitude save or be stunned for one round. Each blade only shocks once and then is normal again. 	
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Elemental Aura (Abjuration/Evocation)
Level:  Dr 8, Sor/Wiz 9
Components:  V
Casting Time:  1 round
Range:  0
Effect:  The caster
Duration:  1 hour / level
Saving Throw:  None
Spell Resistance:  No
	This spell has four very different effects depending on the type (air, earth, fire, water) of elemental aura cast. Only the caster may receive an elemental aura, and it is not possible to benefit from more than one aura at one time. 
	Each aura is three inches thick and covers the caster’s entire body. An aura of air is hazy white in color, an aura of earth is dull grey, an aura of fire is flickering red, and an aura of water is shimmering blue. The auras have these effects:
Air
·	immunity to gas and air-based attacks
·	total protection from physical attacks by creatures of the elemental plane of Air
·	ability to cast fly and protection from normal missiles once each
Earth
·	immunity to attacks from nonmagical weapons made of stone or metal
·	immunity to physical attacks by creatures of the elemental plane of Earth
·	ability to breathe and move at full movement rate within the element of earth
·	ability to cast wall of stone once
Fire
·	immunity to normal and magical fire
·	total protection from physical attacks by creatures of the elemental plane of Fire
·	ability to breathe and move at full movement rate within the element of fire
·	total protection from hostile environmental effects while traveling plane of Fire 
.	ability to cast wall of fire once 
water
·	immunity to water- and cold-based attacks
·	total protection from physical attacks by creatures of the plane of Water
·	ability to breathe and move at full movement rate within the element of water
·	ability to cast wall of ice once
	The auras do not restrict the caster in any way. He is free to move and act normally while under the influence of an aura.
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Elemental Forbiddance (Elemental/Guardian)
Level:  Dr 4, Clr 5
Components:  V, S, M
Casting Time:  10 minutes
Range:  0’
Effect:  Cube 5’/level on a side
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  Yes
This spell prevents the entry of all elementals into the area of effect. Further, elementals outside the area of effect cannot make physical attacks against those inside. Spells and missile attacks can be cast into the area by elementals.
The spell affects a cube whose sides equal the caster’s level times 5 feet (a 12th-level priest could affect an area equal to a 60' x 60' x 60' cube).
Elemental forbiddance has no effect on elementals that are within the area of effect when the spell is cast. If such elementals leave the area of effect, they cannot reenter. 
The material components are the caster’s holy symbol and four glass beads, each of a different color (green, blue, red, and yellow). The caster must pace out the perimeter of the warded area at the time of casting.
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Erven’s Spell Shield (Abjuration)  
Level:  Sor/Wiz 1	
Components:  V, S, M
Casting Time:  10 minutes
Range:  0
Effect:  The Caster
Duration:  12 Hours or until discharged	
Saving Throw:  None (harmless)
Spell Resistance:  No
	This is a simple and effective means of protecting the caster from hostile spells. The Spell Shield works by attempting to create a “grounding effect” around the caster so that spells react in a similar fashion as lightning does. The chances of this happening are as follows: 
	Level of Spell	Chance of Success
	 First	80%
	 Second	40%
	 Third	20%
	 Fourth	10%
	 Fifth	5% 
	 Sixth	3%
	 Seventh	2%
	 Eighth	1%
	 Ninth	none
	The Spell Shield lasts until a spell has been cast against it, then dissipates regardless of success. 
	The material component is a fine quality silver-plated iron lightning rod. 
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Exploding Coins (Enchantment)
Level:  Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  One coin/level*
Duration:  1 hour or until discharged
Saving Throw:  Reflex half
Spell Resistance:  Yes
	This spell allows the wizard to enchant one or more coins with an explosive charge; the more valuable the coin, the more potent the explosion (see table below). The coins will retain their enchantment for 1 hour, until used, or dispelled, whichever is first. The explosion will be triggered when the wizard utters a command word chosen during the incantation. The following table gives the amount of damage for each type of coin, along with the burst radius, and what level is required to enchant a particular type of coin:
	Burst Type	Damage	Level	Radius
	~~~~~	~~~~~~	~~~~~~	~~~~~~
	copper	2	5	2 feet 
	silver	1d4	8	2 feet 
	electrum	1d6	11	5 feet 
	gold	1d8	14	5 feet 
	platinum	1d12	16	10 feet  
	A maximum of 10 coins may be enchanted per casting of this spell. The only material component for this spell is the coin to be enchanted; the coins are consumed in the explosion. 	
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Extra dimensional Detection (Divination/Astral)
Level:  Clr 3
Components:  V, S
Casting Time:  1 action
Range:  0
Effect:  One 10'-wide path, 60 feet long
Duration:  1 round/level
Saving Throw:  None (harmless)
Spell Resistance:  No
	When extradimensional detection is cast, the caster detects the existence of any extradimensional spaces or pockets in a path 10 feet wide and 60 feet long in the direction he is facing. The priest may turn, scanning a 60 degree arc each round, or may move slowly while the spell is in effect to change the sweep of the detection.
	Extradimensional spaces include those created by spells such as rope trick and those contained within such items as bags of holding and portable holes. The priest does not automatically know the size of the space or its source.
	This spell detects interplanar gates and the "gate" opened by the spell extradimensional folding.
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Faith Arrow (Combat)
Level:  Clr 2
Components:  V, S, M
Casting Time:  1 round
Range:  Touch
Effect:  Special
Duration:  1 Hour/level
Saving Throw:  None
Spell Resistance:  No

Despite its sphere, this spell is available to most elven priesthoods, but it is usually associated with the priests of Corellon Larethian, Solonor Thelandira, and Rillifane Rallathil (due to the archery aspects of those deities).

This spell allows the caster to enchant a number of nonmagical, masterwork arrows (magical arrows are not affected by the spell), charging them with divine power. The caster is not required to use the arrows himself; he may give them to other archers as desired.

When let fly, a faith arrow gains a +20 Luck bonus to hit, so long as the target is within bow range and the archer’s line of sight (visible). A faith arrow cannot pass through any barrier that a normal arrow cannot penetrate, though it can follow a target around corners, through open doors, etc. If the faith arrow passes into or through an anti-magic shell, dead magic zone, or similar area, the unerring accuracy of the faith arrow is lost, though the shot still receives a bonus to hit of +1 for every three levels of the caster.  The arrow is considered blessed, so may have special benefits against certain creatures.

A priest may create one faith arrow for every three levels of experience he possesses (i.e., a 12th-level priest may create four faith arrows), but there cannot be more than 1 faith arrow per the caster’s level in existence at one time. A faith arrow retains its enchantment for 1 hour or until used, at which time it crumbles to dust.  The arrow gains a damage bonus of +1 for every three levels of the caster. 

In addition to the caster’s holy symbol, the material component for this spell are the arrows to be enchanted, which must be masterwork quality. 
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Fire Burst (Alteration, Evocation)
Level:  Clr 1, Sor/Wiz 1
Components:  V, S
Casting Time:  1 action
Range:  25’ +5’ / 2 levels 
Effect:  10’ radius circle
Duration:  Instantaneous
Saving Throw:  Reflex negates
Spell Resistance:  Yes
	When this spell is cast upon a nonmagical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage.
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Fist of Stone (Alteration)
Level:  Sor/Wiz 1	
Components:  V, S
Casting Time:  1 action
Range:  0
Effect:  The caster’s hand
Duration:  1 round / level
Saving Throw:  None
Spell Resistance:  Yes
	Upon completion of this spell, one of the caster’s hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had Strength of 23. Combat bonuses for Strength do not apply if the caster uses any weapon other than his fist.
	While the spell is in effect, the wizard cannot cast spells requiring somatic components.
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Flamestaff (Invocation/Evocation)
Level:  Sor/Wiz 5	
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Special
Duration:  1 round/level
Saving Throw:  Reflex half
Spell Resistance:  Yes
	This spell will enchant one normal staff with a temporary magical dweomer. In order to cast this spell, a ruby worth at least 300 GP is bound to the end of the staff; this gem will glow with a soft light as long as the spell is in effect. This spell may have one of two affects as decided at the time of the casting: the staff may be used to discharge a Fireball as per the spell; this will have all the effects (including dice of damage) as if the wizard had cast a Fireball spell, maximum of 18 dice; discharging the Fireball has a casting time of 1. If used in this manner, the spell expires after the Fireball is used.  Alternately, the wizard may employ a number of lesser effects: if the staff scores a hit in combat, the staff will discharge a burst of flames that will engulf the target; these flames inflict 1d4 points of damage per three levels of the wizard (up to a maximum of 6d4). A successful Reflex save reduces the damage by one half; if the save fails, all possessions must save vs. magical fire, or be consumed. The staff may be used in this manner once per three levels of the wizard (to a maximum of 6 times).  A charge is used only if a hit is scored. If all charges are not used in 1 round per level of the wizard, the spell dissipates, and all remaining charges are lost.  The only material components for this spell are the staff and the ruby; the ruby is consumed when the spell ends, but the staff is not affected. 
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Flash (Evocation)
Level:  Clr 1, Sor/Wiz 1	
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  30’ radius sphere
Duration:  Instantaneous
Saving Throw:  Reflex half
Spell Resistance:  Yes
	When this spell is cast, the spell caster emits a blinding (but brief) flash of light.  All creatures within the 30' radius must save against the effects.  Those who fail their save are blinded for 1-3 rounds and suffer appropriate penalties (reduce attack rolls and saves by 4, worsen armor class by 4).  Those who make their saves will be stunned and rubbing their eyes for a few segments only, and may then resume normal activity (-3 to initiative rolls next round).  The caster, and anyone with tightly shut or covered eyes, is unaffected. Tthis spell causes minor (1d4 points) damage to shadows, some undead, and similar creatures vulnerable to light.
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Fool’s Speech  (Alteration)
Level:  Sor/Wiz 3	
Components:  V, S, M
Casting Time:  10 minutes
Range:  Touch
Effect:  The Caster +1 creature per level
Duration:  1 Hour per level
Saving Throw:  Will negates (harmless)
Spell Resistance:  Yes
	With this spell, the wizard empowers himself and others of his choosing with the ability to speak a secret language incomprehensible to others. Creatures designated to speak the language must be touching each other when the spell is cast.
Once cast, the characters can choose to speak normally or in their secret tongue. They can speak and understand this mysterious language fluently.
	Fool’s speech is not recognizable as any known language, nor does it remotely sound like any language. A comprehend languages or tongues spell will not translate it. It can be understood by a character wearing a helm of comprehending languages and reading magic, although the normal percentage chances apply. 
	The material component is a small whistle made of bone. 
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Forest’s Fiery Constrictor (Conjuration/Summoning)
Level:  Sor/Wiz 6
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One source of fire
Duration:  1 round/level
Saving Throw:  Special
Spell Resistance:  Yes
	This spell causes a tentacle of magical flame to snake forth from any existing source of natural or magical fire. The flaming tendril is 10 feet long, has AC 13, has Damage Reduction of 10/+2, and has hit points equal to double the caster’s level.
	Any creature within 20 feet of the tentacle is subject to attack as directed by the caster (who does not have to concentrate on the spell once directed). The victim must attempt a saving throw; if successful, the subject has avoided entanglement, but suffers 1d6 points of fire damage from contact with the tendril. If the saving throw is failed, the victim is entangled by the flaming serpent and suffers 2d6 of fire damage and 1d6 of constriction damage each round until the tendril is destroyed or the spell expires.
	If the fire source from which the tentacle emanates is extinguished, the remaining time that the fiery constrictor may exist is cut in half.
	The material component is a red dragon’s scale.
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Forget Spell (Alteration)
Level:  Clr 3, Sor/Wiz 3	
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One spellcaster
Duration:  Instantaneous
Saving Throw:  Will negates
Spell Resistance:  Yes
	When casting this spell the caster tries to make another spellcaster forget a single spell of the caster’s choosing. The target must make a Will save, if successful, nothing happens. If he fails, the victim forgets the chosen spell, and must re-study or pray for it.  The caster does not steal the spell, it is simply forgotten and must be re-memorised. If the target caster does not know the spell in question, the Forget Spell has no effect. 
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Freezing Touch  (evocation)
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  creature touched
Duration:  2 rounds	
Saving Throw:  Fortitude half
Spell Resistance:  Yes
	When cast, this spell surrounds the caster’s hand with a field of very cold air. If the caster successfully strikes an opponent, the target creature takes 1d6 damage, +2 points damage per level of the spell-caster. The spell lasts for the entire 2 rounds, even if the caster strikes his target. It is possible for the victim to take multiple hits, or for multiple victims to be effected.
* WARNING * If the spell-caster is wearing any metal on his hand while the spell is in affect, he will take 1-6 points of damage each round, and 1-2 points on the round after the spell expires. Once cast, the metal cannot be removed until the 3rd round has passed.
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Friends (enchantment/charm)
Level:  Sor/Wiz 1
Components:  V, S, M
Casting Time:  1 action
Range:  Personal
Effect:  60' radius sphere
Duration:  1d4 rounds +1 round/level
Saving Throw:  Special
Spell Resistance:  Yes
 A friends spell causes the caster to temporarily gain 1d4+1 points of Charisma. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the character's new Charisma.  Those with favorable reactions tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead. When the spell wears off, the creatures are allowed a Will save to realize that they have been influenced, and their reactions are determined by the DM.
  The components for this spell are chalk, lampblack, and vermilion applied to the face before casting the spell.
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Frost Sphere  (Evocation)
Level:  Sor/Wiz 3	
Components:  V, S, M
Casting Time:  1 action
Range:  400’ +40’ / level
Effect:  20’ radius sphere
Duration:  Instantaneous
Saving Throw:  Reflex third
Spell Resistance:  Yes
	This spell creates an area of intense cold, causing damage to any creature with in.  Any being within 20' of the spell’s center takes 1d6 of damage per the caster’s level.  A saving throw is allowed for 1/3rd damage.  * Note * Items within the area must save vs cold or become very brittle for the next 10 minutes.
	The material component is a bead of glass.
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Ghoul Arrow (Evocation, Necromancy)
Level:  Clr 2, Sor/Wiz 3	
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  1 bolt / 5 levels
Duration:  Instantaneous
Saving Throw:  Fortitude half
Spell Resistance:  Yes
	The Ghoul Arrow spell brings into being one bolt of negative energy for every 5 levels of the wizard. Each bolt can have a different target. The caster rolls a normal attack roll for each arrow, using a combat bonus equal to the caster’s level (Dex bonus applies, no range penalty). Each that strikes does 1d6 damage, and the victim must make a Fortitude save or be paralyzed (use the Misbell Paralysis Chart). As with a ghoul’s touch, elves are immune to this effect (but still take arrow damage).  The material components are a handful of ghoul flesh and a drop of humanoid blood. 
Glass Steel (Alteration) 
Level:  Sor/Wiz 8
Components:  V, S, M
Casting Time:  1 round
Range:  Touch
Effect:  Object touched
Duration:  Permanent
Saving Throw:  Fortitude (harmless)
Spell Resistance:  Yes
	The Glass Steel spell turns normal, non-magical crystal or glass into a transparent substance that has the tensile strength and unbreakability of actual steel against normal attacks. Only a relatively small volume of material can be affected, a maximum weight of 10 pounds per level of experience of the caster, and it must form one whole object.  Armor made from this material has the Armor bonus of the type created. Note: it is VERY time consuming to make armor such as chain, scale, or banded armor with this spell, as each little piece is considered a separate object.
	Magical attacks (such as Shatter, Shout, Fireball, etc.) treat the material as glass, though the object gets a +2 bonus to its save.
	The material components of this spell are a small piece of glass and a small piece of steel.
Glow (Alteration) 
Level:  Clr 1, Sor/Wiz 1	
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  One Creature
Duration:  1d4 rounds/level
Saving Throw:  Reflex neg
Spell Resistance:  Yes
	This spell causes the object or person affected to emit an eerie glow.  The color ranges from blue to green. It can be negated by a darkness spell.  The glow is not bright enough to read with, but is easy to spot in the dark. The material Comp of this spell are some fireflies.
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Grim Surprise (Conjuration)
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  10 minutes
Range:  Touch
Effect:  One creature
Duration:  12 hours or until discharged
Saving Throw:  Reflex half
Spell Resistance:  Yes
	This spell provides protection against backstabbing. When the recipient of the spell is attacked from behind, a cloud of acid is created behind the spell recipient which blows back and out to form a cone 8' long and 4 feet in radius. All within the area of effect, the spell recipient not included, take 6d4+6 points of acid damage, Reflex save for half. Note that the backstabber saves at -4 (due to surprise and proximity).  The material component is 10 red ants which must be crushed in the wizards hands, and the juice rubbed into the recipients back. 	
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Grounding (Guardian)
Level:  Protection 5
Components:  V, S, M
Casting Time:  10 minutes
Range:  100’ +10’ / level
Effect:  30’ radius/priest
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  No
Grounding offers protection against normal and magical electrical attacks within the area of effect. The protected area and creatures within it suffer no damage from normal electrical attacks (such as those caused by lightning bolts in a thunderstorm and nonmagical creatures such as electric eels). Magical electrical attacks (including lightning bolt breath weapons) cause only 50% to of their normal damage. Additionally, creatures within the area of effect receive a +2 bonus to saving throws made against electrical attacks, regardless of whether the attacks originate inside or outside the warded area. 
The material components are the priest’s holy symbol and a coil of silver wire.
Grounding can be cast as cooperative magic. If a number of priests cast this spell simultaneously, its effectiveness is significantly increased. The duration of the spell is then equal to 10 minutes per level of the most powerful priest plus 10 minutes for every other contributing priest. The area of effect is a circle with a radius equal to the number of priests times 30’ (thus, six priests could create a 180’ radius circle of protection).
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Gunther’s Kaleidoscopic Strike (Invocation/Evocation)
Level:  Sor/Wiz 8
Components:  V, S
Casting Time:  1 action
Range:  15’/level
Effect:  One creature
Duration:  Instantaneous
Saving Throw:  Reflex negates
Spell Resistance:  Yes
	When this spell is cast, a thin beam of shimmering, kaleidoscopic light shoots from the wizard’s fingertips toward his target. The victim is allowed a Reflex save to resist the beam.
	This spell has no effect on nonspellcasters, causing them no harm whatsoever. Creatures with innate spell-like abilities are also unaffected. Against spellcasters, this spell can be devastating. It “short-circuits” the energy stored in a spellcaster’s mind, wiping away a number of memorized spells. Lost spells must be rememorized.
	The number of spells drained is equal to the caster’s level minus 1d20. Thus, a 16th-level wizard drains a maximum of 15 spells, but could drain no spells depending on the die roll. After subtracting the die roll from the caster’s level, any result of zero or a negative number indicates that the victim loses no spells.
	Spells are drained from the wizard’s memorized spells beginning with 1st-level spells and working up to higher level spells. Any decision regarding which spell should be drained from a specific level should be determined randomly.
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Image Shatter (Alteration)
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  one Mirror Image spell
Duration:  Instantaneous
Saving Throw:  None
Spell Resistance:  No
	This spell has only one purpose. It will destroy Mirror Images created by item or spell. Upon casting this spell, the target images ‘shatter’ into obvious illusionary fragments, then vanish. This spell has no effect on Mirror Escape spells, or illusions that are impersonating the Mirror Image spells.
	The material component for this spell is a small glass mirror which the wizard breaks during casting.
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Infra Blast  (Alteration)
Level:  Sor/Wiz 2
Components:  V, S
Casting Time:  1 action
Range:  0’
Effect:  100’ radius
Duration:  special
Saving Throw:  Reflex half
Spell Resistance:  Yes
	This spell causes an instantaneous magical flash of light, eminating from the caster’s body. Creatures with darkvision or low-light vision viewing this flash are stricken blind for 1 round per level of the caster. Creatures without either of these vision abilities, those not viewing the blast, and those that make their saving throw are uneffected.
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Insatiable Thirst (Enchantment/Charm)
Level:  Sor/Wiz 2
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One creature
Duration:  1 round per level
Saving Throw:  Fortitude half
Spell Resistance:  Yes
	This spell instills in the victim an uncontrollable desire to drink. The victim is allowed a saving throw to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a victim may not realize that a liquid is poisonous. The victim will not consume a liquid he knows to be poisonous.
	No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, the creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending upon their nature) may be willing to kill for drinkable fluids. 
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Instant Morale (Enchantment/Charm)
Level:  Clr 3, Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  0’
Effect:  30’ radius
Duration:  20 minutes	
Saving Throw:  Special
Spell Resistance:  Yes
	This spell can be cast upon any individual or single group of humans or humanoids within 30’ of the  caster, which are already engaged in combat.  It prevents the target of  the spell from being routed or otherwise forced to leave combat for the duration of that combat. Willing flight is still allowed. Instant Morale also affects characters already forced to leave combat, in which case they may recover and return immediately (example: a Fear spell scares away an opponent, this spell allows the character another Will save against the fear). The effects of this spell end when affected characters have no more opponents within hand-to-hand combat range.
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Invulnerability (Abjuration) 
Level:  Sor/Wiz 9
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  One Creature
Duration:  10 rounds +1 round/level
Saving Throw:  None
Spell Resistance:  Yes
	The person whom this spell is cast upon gains 50/+4 damage reduction.  The caster gains Energy Reduction 10 to fire, lightning, cold and so on. All saves are made at +4 for the duration of the spell.
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Lasting Breath (Alteration)
Level:  Clr 1, Sor/Wiz 1
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One Creature/level
Duration:  1d4 rounds (+1 round/level)
Saving Throw:  None
Spell Resistance:  Yes
	This spell increases the amount of time a character can hold his breath. The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. The recipient does not need to start making checks until the spell duration expires.
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Lessor Dominate Monster (Enchantment/Compulsion)
Level:  Sor/Wiz 7
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One creature of Huge-size or smaller
Duration:  1 day/level
Saving Throw:  Will negates
Spell Resistance:  Yes
	As Dominate Person, except that the spell can control a creature of up to Huge-size, and up to 3HD +1HD/caster level.
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Light  (ranged) (Evocation)
Level:  Clr 1
Components:  V, M/DF
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  one object or point in space
Duration:  10 minutes/level (D)
Saving Throw:  none
Spell Resistance:  No
	As the 0-level light spell, with a medium range. This spell cannot be used to blind an opponent.
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Lightning Bolt (version 1) (Evocation)
Level:  Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  10’x40’ or 5’x80’ stroke
Duration:  Instantaneous
Saving Throw:  Reflex half
Spell Resistance:  Yes
	You release a stroke of electrical energy that deals 1d6 points of damage per caster level (maximum 12d6) to each creature within its area.  The bolt begins at the indicated range, and continues from there.
	If barriers in the path of the bolt fail their save, the bolt will continue, otherwise it will bounce back towards the caster, to its maximum stroke length.  Those who are struck twice by the bolt must make 2 saves, and use the worst roll.  Only one SR roll is needed, however.
	This version of the spell has a smaller area than the version in the PH, but it can be started at a distance.  This version takes a separate slot in a caster’s book.
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Liona’s Feline Form (Alteration) 
Level:  Dr 2, Sor/Wiz 3
Components:  V, S, M
Casting Time:  2 rounds
Range:  Touch
Effect:  One person
Duration:  10 minutes/level	
Saving Throw:  None (willing only)
Spell Resistance:  Yes
	This spell causes the recipient to be transmuted into the form of a large feline, one of the great cats. The transmutation takes 20 minutes, and is quite spectacular (claws, ears, nose etc.). The recipient feels no pain, but is slightly dazed for a round after transformation. The recipient has no way of knowing what cat he will be transformed to. When the spell is cast roll 1d8 before the spell takes
effect. Then consult the following table to find what cat type the character becomes.
1: 	Bobcat Move: 40’, Dmg 1d4+1 1d4+1 1d8, AC: 13
2: 	Mountain Lion Move 40’, Dmg 1d4 1d4 1d8+4, AC: 13
3: 	Cheetah Move 60’, Dmg 1d4 1d4 1d8 AC 14
4: 	Panther Move 50’ Dmg 1d4 1d4 1d8 AC:15
5: 	Jaguar Move 50’ Dmg 1d6 1d6 1d8+2 AC 13
6: 	Bengal Tiger  Move 40’ Dmg 1d6+2 1d6+2 1d8+4 AC 13
7: 	African Tiger Move 40’ Dmg 1d6+1 1d6+1 1d8+2 AC 14
8: 	Saber Tooth Tiger Move 40’ Dmg 1d6+2 1d6+2 1d10+4 AC 15
	The material Comp of this spell are a tooth of any feline, plated in gold, worth at least 100 gp.
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Lorth’s Sending (Alteration)
Level:  Clr 7, Travel 6, Sor/Wiz 7
Components:  V, S
Casting Time:  1 action
Range:  Touch
Effect:  One Creature touched per 2 levels
Duration:  Instantaneous
Saving Throw:  Will negates
Spell Resistance:  Yes
	The sending spell was created by Lorth the Traveller as a more versatile form of teleport. When the spell is cast, one creature for every two levels of the caster (rounded down) is sent to a place defined by the caster as for a teleport spell (the caster must have a mental image of the place). The creatures must be touching the caster, but “chains” are possible. The caster does not have to accompany them, but he may if he so desires. There are the normal chances for failure as the Teleport spell.
	Unwilling creatures receive a Will save to resist this spell.  Unless the caster can get multiple enemies to link hands, only one unwilling victim can usually be effected by this spell.
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Lower Resistance (Abjuration/Alteration)
Level:  Sor/Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One creature
Duration:  10 rounds +1 round/level
Saving Throw:  None
Spell Resistance:  Yes (special)
	Using this spell, a wizard may attempt to reduce the spell resistance of a target creature. The spell resistance of the victim works against the lower resistance spell itself, but the caster of Lower Resistance gets a bonus against the SR of +4. No saving throw is permitted in addition to magic resistance.
	If the victim does not resist the effects of this spell, his spell resistance is reduced by 5 plus 1/5 levels of the caster.  This spell has no effect on creatures that have no spell resistance.
	The material component is a broken iron rod.
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Magic Bridge (Evocation)
Level:  Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 round
Range:  25’ +5’ / 2 levels  (near end)
Effect:  up to 20’ long / level
Duration:  Special
Saving Throw:  None
Spell Resistance:  Yes
	This spell creates a bridge of magical force to span chasms, pits, and the like.  The bridge is 8 feet wide, and up to 20 feet per caster level long.  It supports a weight of up to 200 pounds per caster level at one time (if the weight limit is exceeded, the bridge “collapses” and vanishes.) The bridge comes complete with a minor repulsion field at the edges, so that persons walking on it cannot be knocked or pushed over the edge of the bridge.  The bridge lasts until the caster wishes to turn it off, or until sunrise of the next morning (at which time it evaporates into mist).  It is visible, composed of swirling mist or fog. If the bridge collapses or is dispelled, persons on it may attempt to leap for the end before it disappears.  Make a normal jumping test to the nearest end to avoid falling.
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Magic Missile II (Evocation)
Level:  Sor/Wiz 3
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  up to five creatures, within a 15’ cube
Duration:  Instantaneous
Saving Throw:  None
Spell Resistance:  Yes
	The missiles from this spell are similar to the 1st level Magic Missile spell.  The same number of missiles are fired (with a maximum of 12 missiles from a 24th level caster), and the damage from each is 1d6+1.  The rays appear a bluish white. 
	* NOTE *  A shield spell will still stop this attack.
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Magic Missile III  (evocation)
Level:  Sor/Wiz 5
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  up to five creatures, within a 15’ cube
Duration:  Instantaneous
Saving Throw:  None
Spell Resistance:  Yes
	The missiles from this spell are similar to the 1st level Magic Missile spell.  The same number of missiles are fired (with a maximum of 18 missiles), and the damage from each is 1d8+1.  The rays alternate Silver and Gold in color.
* Note * If the missiles strike a Shield spell, the target creature must make a Will save for EACH missile, one at a time. The first time a save is failed, that missile and the Shield spell cancel each other out in a colorful flash of light. All remaining missiles then strike the target creature.
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Magic Staff (Enchantment/Charm)
Level:  Druid 5, Sor/Wiz 5
Components:  V, S, M
Casting Time:  Special
Range:  Touch
Effect:  The caster’s staff
Duration:  1 Day / level
Saving Throw:  None
Spell Resistance:  No
	This spell allows the caster’s staff to store one spell level for every two levels of the caster (rounded down).  If Metamagic Feats are applied to the spells, the adjusted level is used.  Thus, an 11th-level caster can store five spell levels (five 1st-level spells, one empowered 1st and one 2nd, or one 5th-level spell).  In no case can a spell higher than 5th level (including metamagic feats) be stored in the Magic Staff.
	Spells that are to be stored in the staff must be memorized normally. The spells are then cast as normal when charging the staff; casting requires the spell’s normal casting time plus one round. The material components are consumed, even if the spell is never cast from the staff. All spells to be stored must be cast into the staff within 10 rounds (longer casting times cannot stored with this spell).
	All stored spells have a casting time of 1 segment.
	Spells remain in the staff until cast or dispelled, or up to 1 day per level of the caster. After this time, all stored spells fade away.
	The staff is attuned to the caster, so a found staff is useless.
	The material component for this spell is the wizard’s staff.  A magical Arcane staff can be used as is, or a mundane staff can be used.  A mundane staff must be treated with expensive oils and set with gems.  The minimum cost is 1,000 gp per spell level stored in the staff.  It can be re-treated as the caster increases in level.
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Malaggar’s Fiery Fists (Evocation) 
Level:  Sor/Wiz 7
Components:  V, S, M
Casting Time:  1 action
Range:  Caster
Effect:  See text
Duration:  10 rounds +1 round/level
Saving Throw:  See Text
Spell Resistance:  Yes
	This spell summons fire, to leap from the earth and to form around the caster’s hands. The flame is nearly 5000 f. but only feels slightly warm to the user. The flame forms around the clenched knuckles, and burns all the way up the forearm in a blue, white blaze. 
	Quench cold: The flames continually defend against any cold related spell- and provides the user with a +7 to save against them.
	The Fiery Fists have a number of useful effects, only one of which can be  used per round (as chosen by the caster):
	Heat metal: The flames can, after 2 rounds heat any metal to melting point. For each additional round heating, the flames will make the metal molten for that many minutes.  Magical metal gets a saving throw against magical flame.
	Fire bolt: The flames can shoot out from the casters hands, at a rate of 2 bursts every round, the bursts have a range of 15 feet.  The aster must make a ranged touch attack (no penalty for multiple attacks).  Each does 2d6+ 1/level damage.  
	Flaming fist: The user can punch with his fist and do 2d4+ 1/level points of damage with each fist. The user can also instantly melt through any mundane armor, so he need only make an attack roll against magic armor, natural armor, or dexterity.  Attack penalties for attacking with two weapons apply, (-4 and –8 to hit, can be improved with various Feats).
	The flames do hold certain dangers to the recipient though. Every time the spell is cast, the recipient must roll a Fortitude save (DC 15); if he fails he loses one point of constitution for a week, and at the end of that week he must roll again. If he fails, the loss is permanent.
	The material Comp of this spell is a flaming torch, and 2 carved wooden fists, worth a total of 400 gp.
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Mammal Command  (Animal, Charm)
Level:  Dr 4, Clr 5
Components:  V, S, M
Casting Time:  2 rounds
Range:  100’ +10’ / level
Effect:  One mammal
Duration:  instantaneous
Saving Throw:  None
Spell Resistance:  Yes
This spell allows the priest to command any mammal within range as long as the mammal can hear him and he does not exploit it. Only normal mammals can be affected, including variants in size. Thus polar bears, whales, etc. can be commanded but sphinxes and xorns cannot. The command must be given in a short sentence of at most 25 words. The mammal will automatically understand the language the priest is speaking. Note that for this purpose, humans, demihumans and humanoids are not considered mammals. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a nail of a mammal.
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Mapper (Conjuration/Summoning) 
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Special
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  No
	This spell will create a map of the wizard’s path for the duration of the spell. The map will record basic features (e.g., doors, stairs, windows, cliffs, rivers, etc.) on a piece of vellum provided by the wizard. Unusual or special features (e.g., statues, paintings, smells, and noises) can be added at the will of the wizard. The material Comp are a piece of vellum (that the map is created on) and a vial of ink. Neither is consumed in the casting, except for some drips of ink.
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Mask of Death (Necromancy)
Level:  Clr 3, Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 round
Range:  Touch
Effect:  One creature
Duration:  1 hour/level
Saving Throw:  None
Spell Resistance:  No
	By casting this spell, a wizard can change a corpse’s features to make it appear to be someone else. The caster must possess an accurate portrait of the individual to be duplicated, or must have a clear mental image of the person based on personal experience.
	If animate dead is cast on the body, it can be animated to become a zombie that looks exactly like the copied person. The double is a mindless automaton, however, having all the characteristics of a normal zombie.
	This spell may be cast on a creature that has already become a zombie. The wizard must successfully touch the zombie in combat, unless the zombie is controlled by the caster.
	The material component of this spell is a drop of doppleganger’s blood.
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Maximilian’s Earthen Grasp (Alteration)
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One creature
Duration:  3 rounds +1 round/level
Saving Throw:  Reflex negates
Spell Resistance:  Yes
	This spell causes an arm made of compacted soil to rise from the ground. The spell must be cast on open turf, such as a grassy field or a dirt floor.
	The earthen arm and hand (which are about the same size as a normal human limb) arise from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature’s leg. The victim must attempt a Reflex save, if successful, the hand sinks into the ground. Each round thereafter (until the spell ends or the target moves out of spell range), the caster makes a Level Check (DC 20).  If successful, the hand reappears beneath the targeted creature, at which time another saving throw is required.
	If a saving throw is missed, the earthen limb firmly grasps and holds the creature in place. An individual held by the hand suffers a movement rate of 0, Armor Class penalty of - 2, and attack penalty of - 2. All Dexterity combat bonuses are negated. The hand causes no physical damage to the victim.
	The arm may be attacked by any creature, including the arm’s victim. The arm has AC 15 and 40 hit points. When the arm’s hit points are reduced to zero or when the spell duration ends, the hand crumbles.
	The material component is a miniature hand sculpted from clay, which crumbles to dust when the spell is cast. 
 ------------
Maximilian’s Stony Grasp (Alteration)
Level:  Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One creature
Duration:  5 rounds +1 round/level
Saving Throw:  Special
Spell Resistance:  Yes
	This spell must be cast on stony ground, such as a manmade stone floor, a natural cavern floor, or a boulder-strewn field. It is not possible to cast the spell on a stone wall or ceiling. The spell causes an arm made of stone (about the same size as a normal human limb) to rise from the ground beneath any creature targeted by the caster. The stony hand attempts to grasp the leg of the targeted creature, who is allowed a Reflex save to avoid the effect; if the save is successful, the hand disappears. Each round thereafter, the caster makes a Level Check (DC 20).  If successful, the hand reappears and attacks again.
	Creatures grasped by the hand suffer a movement rate of 0, AC penalty of -2, and attack penalty of - 2. Grasped characters lose any Dexterity bonuses. The hand causes no damage to its victim.
The stony limb has AC 18 and 60 hit points.
	The material component is a miniature hand sculpted from stone, which crumbles to dust when the conjured hand is destroyed or the spell expires.
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Melodramatic Music (Illusion)
Level:  Bard 0, Clr 1, Sor/Wiz 1	
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  Personal
Duration:  4 rounds+1 round/level
Saving Throw:  Will negates
Spell Resistance:  Yes
	The spell causes the music to be played whenever the target performs certain actions; such as entering a room, charging into battle, or making an announcement. The type of music is determined by the caster.  Material components for this spell are: a miniature golden horn, mustache wax, a short length of rope, and a lace handkerchief. 	
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Mind Fog (Enchantment/Charm)
Level:  Sor/Wiz 5
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  20-foot cube
Duration:  30 minutes
Saving Throw:  Will Negates
Spell Resistance:  Yes
	A mind fog is a physical block of fog that enables the caster to weaken the mental resistance of his victims. Victims are allowed a Will save at a -2 penalty to avoid the effects.
	A creature who falls victim to the Mind Fog suffers -2 penalties to all Will saves.  The victim’s Wisdom bonus (not penalty) is also negated.  For example, phantasmal force is a mind-affecting spell, phantom steed is not.
	The penalty to saving throws operates cumulatively with any penalties that operate for other reasons. Affected creatures suffer the penalty as long as they remain in the fog and for 2d6 rounds thereafter.
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Minor Spell Turning (Abjuration)
Level:  Luck 4, Magic 4, Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  personal
Effect:  The caster
Duration:  3 rounds/level or until expended
Saving Throw:  None
Spell Resistance:  Yes
	This spell is similar to the 7th-level spell turning, which causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, and so forth. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area in which the protected wizard were standing.
	Two to five (1d4+1) spell levels may be turned. The exact number is secretly rolled by the DM; the player never knows how effective the spell is.
	Unlike the 7th level version of this spell, minor spell turning is not capable of partially turning a spell. For example, if a wizard has three levels of spell turning, he can turn three 1st-level spells, one 1st and one 2nd, or one 3rd-level spell. He can in no way turn spells of 4th level or above. If the caster is the target of a spell of a higher level than he is capable of turning, the minor spell turning is exhausted and the caster receives the full brunt of the attacking spell.
	If the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects:
D100	Roll Effect
01-70 	Spell drains away without effect
71-80 	Spell affects both equally at full damage
81-97 	Both turning effects are rendered nonfunctional for ld4 turns
98-00 	Both casters are sucked through a rift into the Positive Material plane
	The material component of this spell is a smoothly polished silver coin.
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Mirror Escape (Illusion/Phantasm)
Level:  Sor/Wiz 3
Components:  S, M
Casting Time:  1 action
Range:  0
Effect:  Caster
Duration:  3 rounds
Saving Throw:  None
Spell Resistance:  No
	This spell is a modified Mirror Image spell. When it is cast, 1d4+1 images of the wizard appear in various places around him (in a 20-foot radius). Within seconds, they all start running in different directions. Each Image will run until 1 point of damage has been inflicted upon it or 3 rounds have expired.  The caster can run away with the images, hopefully getting away in the confusion. The material component of this spell is a small mirror that is cast down as the wizard’s feet (and must break).
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Misplayal (Alteration)
Level:  Clr 1, Sor/Wiz 1	
Components:  V, S
Casting Time:  1 round
Range:  25’ +5’ / 2 levels
Effect:  1 instrument
Duration:  2 rounds per level
Saving Throw:  special
Spell Resistance:  Yes
	This spell causes music emanating from a musical instrument to become twisted and harsh. The musical notes effectively become interchanged. The target instrument may be either magical or non-magical. Only magical instruments gain a saving throw (as if the attack were magical fire) to avoid the spell effects. If the instrument’s holder has SR, that protection does apply.  If a bard is playing an affected instrument, all bard abilities directly resulting from the playing of his instrument are lost until the spell expires (or the bard uses a new instrument). The spell has no effect on sounds from living creatures, although it could effectively garble communication through instruments (i.e., signaling drums). It only works on items which are emitting music at any time while (or up to one round after) the spell is being cast. 
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Mordenkainen’s Celerity (Alteration, Invocation)
Level:  Clr 1, Sor/Wiz 4	
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Special
Duration:  10 minutes
Saving Throw:  None
Spell Resistance:  No
	Mordenkainen’s celerity affects spells of levels 1-3 which alter the movement of the caster such as feather fall, jump, spider climb, levitate, fly, and haste. Spells to be affected must be cast within 10 minutes of the casting of the celerity. Spells do not expire when the celerity expires.
	Spells cast following the celerity receive a +25% bonus to duration. This effect may not be gained in conjunction with other means of magically extending a spell’s duration. In addition, the caster’s movement rate is increased by +25%. Feather fall is an exception; the rate of descent may be reduced by -25 % at the caster’s option.
	The area of effect is always the caster, except in the case of the haste spell, for which the effects of the celerity will operate on 1d4 creatures in addition to the caster. The celerity will not affect the other creatures in any other manner.
	The celerity gives the caster a +2 bonus to his saving throws against spells of levels 1-3 which directly affect his movement. This includes web, hold person, and slow. 
	The material component is a small pouch or vessel containing centipede or millipede legs.
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Murder Weapon (Divination)
Level:  Clr 1, Sor/Wiz 1
Components:  V, S, M
Casting Time:  1 round
Range:  Touch
Effect:  1 weapon / round
Duration:  10 minutes
Saving Throw:  None
Spell Resistance:  No
	The caster of this spell can check one weapon per round to determine if it was used to kill a specific corpse, of whom he has a blood sample. A “murder weapon” is one which reduced the victim to zero hit points, or delivered the poison which did so. 	
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Necromantic Protection  (Abjuration)
Level:  Clr 3, Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  creature touched
Duration:  10 minutes / level
Saving Throw:  None
Spell Resistance:  No
	This spell gives the recipient partial protection from Necromantic spells. Spells which normally have no save are granted a Fortitude save (at -2) by this protective spell. If the save is successful, then the resisted spell will have ½ effect (if applicable). If the spell normally has a save, then it is at +2.
	If combined with a Protection from Evil spell, this spell becomes more potent. First, the +1 from the Pro Evil applies to the save. Second, there is no -2 penalty on the special Fortitude save. Third, Necromantic innate abilities are also protected against (such as a Vampire’s touch), in addition to spells.
	The Protection from Evil does NOT have to be cast by the same spell-caster.
	The material component is 1 silver coin, which is traced around the recipient, and disappears in the casting.
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Pattern Transport (Alteration)
Level:  Sor/Wiz 7
Components:  V, S, M
Casting Time:  1 hour to cast (10 rounds to activate)
Range:  Unlimited, on the Prime Material plane
Effect:  1 creature / use
Duration:  1 use / 2 levels
Saving Throw:  Special
Spell Resistance:  Yes
	This spell requires the caster to create two patterns which must be identical in design and in size.  The materials can be different, however.  The design must be the wizards ‘mark’, so no two wizards have the same pattern.  The pattern is one continuous line forming the wizard’s mark, with the starting point along an edge, and the end point at the center.  The material used must be cost at least 1000gp for each pattern, but they are reusable.  The pattern could be painted on silk, sewn into a quilt with gold, or laid into stone with a continuous metal strip.
	Once the patterns are created, the Pattern Transport must be cast on each one (two separate castings, 1 hour each), creating a link between them.  The Patterns do not radiate magic, but if a True Sight is used, a ghost Pattern can be seen overlapping it, this is the multi-planar link.  From that point on, if the wizard ‘walks the pattern’ (taking 10 rounds), he will gradually be transported from one to the other.  There are many variations, and limits on this simple description.
	If a Transport fails for any reason below, the pattern being used is engulfed in flame, doing 4d6 damage to the person (Reflex save for 1/2), and requiring a ST for the pattern vs magical fire.
	If the user is interrupted during the 10 rounds ‘walk’, the ‘walk’ fails, and both patterns are engulfed.  After the first round of ‘walking’, and before the last round, the walker exists on both Patterns, and can be attacked from either side.
	If the target pattern is covered (even partially), or rolled up, then the transport fails, and the wizard stays on the original pattern, which is engulfed.
	Others can be taught to ‘walk the pattern’.  This requires an Intelligence check (DC 15), with an accumulating bonus of +1 each time it’s attempted (maximum of +10).  ‘Walking the pattern’ is more than following the line, the person must be taught some hand gestures as well.  Failure engulfs the pattern in flame (see above for results).
	The wizard (not a person he trained) can send items through the pattern, as well.  The wizard walks the pattern (with slight variations in hand gestures) and the object is sent over instead.  The item must be no larger than the pattern, and weigh no more than 1000 pounds.  The item does not have to be carried, it can be levitated and touched by the wizard during the walk.  The item may fall a few feet when the levitation expires, so should be padded if it’s fragile.
	Each pattern set can be used once per two wizard levels before the spell must be recast (twice, once on each pattern).  The wizard usually renews the Pattern spell on one, walks thru (burning 1 use) then renews the Pattern spell on the second Pattern.
	Only a few pattern pairs can exist for the wizard at any one time.  1 at 13th level, and one additional at every other level after that (15th, 17th, etc.).  The additional patterns must be a different size from the others in existence.  More than 2 of the same size with spells on them prevent the others from working.  A wizard cannot cast this spell on another wizard’s pattern.
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Pocket Dimension (Alteration)
Level:  Sor/Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  6' radius, 10' deep
Duration:  1 hour per level
Saving Throw:  None
Spell Resistance:  No
	This spell creates an extra-dimensional hole, which can be used to store equipment, rest and recuperate, etc.  It is similar to the Portable Hole magic item.  It must be cast on a stable, solid surface; a hole opens up, and persons or objects may be placed within.  The hole can be “pulled closed” from the inside, in which case it will vanish from the external world.  It can still be detected from the outside world by See Invisibility and similar spells, and opened from either side.
	Unlike the Portable Hole, the Pocket Dimension does have it’s own atmosphere, breathable to humans, and up to 4 man-sized creatures can sqeeze into it (not too comfortably).  They can rest within, almost immune to  outside disturbance.
	Also unlike the Portable Hole, the Pocket Dimension cannot be moved.  It stays in the same location it was cast, until the duration expires or it is dispelled.
	If creatures or objects are within the hole when the duration expires, or if it is disrupted for some reason, they will emerge in a random location (roll separately for each creature/object) as follows:
	01-50	Return to point-of-origin 
	51-75	Emerge elsewhere on this plane 
	76-90	Emerge on the Ethereal Plane 
	91-00	Totally random, anywhere in the multiverse
	Note that if a portable hole, bag of holding, or even a deeppockets spell is placed within the pocket dimension, catastrophe may result.
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Prompt (Conjuration/Summoning) 
Level:  Sor/Wiz 1	
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Personal
Duration:  1 week per level
Saving Throw:  None
Spell Resistance:  No
	This spell is used to remind the spellcaster of an appointment or event. The wizard decides when and what to be reminded of (within 1 week per level), and a voice only the wizard can hear will deliver the reminder at that time. The reminding message can be uo to 20 words long. The material component is a small piece of elephant hide.
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Protection from Shadows (Abjuration)
Level:  Clr 1, Sor/Wiz 1	
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  Creature touched
Duration:  10 minutes / level
Saving Throw:  None
Spell Resistance:  Yes
	This spell function similar to Protection from Evil (q.v.), except that it protects the recipient from shadow and darkness-based creatures and effects. All attacks from creatures from the planes of shadow are saved against at +2. This includes quasi-creatures created by the Shadow Monsters and similar spells.  The saving throw bonuses include the spells Shadow Magic and similar effects. Note that shadow-based creatures can physically touch the protected character, though they are at -2 to do so.
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Purge Elements (Guardian)
Level:  Clr 5, Druid 5
Components:  V, S, M
Casting Time:  10 rounds
Range:  100’ +10’ / level (of highest level)
Effect:  30’ radius / level
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  No
An area enchanted with Purge Elements is protected against a specific types of energy, magical and mundane. Normal energy (such as camp fires and torches if ‘fire’ is selected) cannot function in the area of effect. Magical energies (including dragon breath, elemental creatures, and spell-related effects) cause only ½ of their normal damage. Additionally, creatures within the area of effect receive a + 4 bonus to saving throws made vs. the energy attacks, regardless of whether the attacks originate inside or outside the warded area.
Purge Elements (fire) extinguishes all mundane fires that are within the area of effect when the spell is cast.
The material components are the priest’s holy symbol and a scorched sliver of wood.
Purge Elements can be cast as cooperative magic. If a number of priests cast this spell simultaneously, its effectiveness is significantly increased. The duration of the spell is then equal to 10 minutes per level of the most powerful priest plus 10 minutes for each extra contributing priest. . The area of effect is a circle with a radius equal to the number of prests times 30' (thus, six priests could create a 180’ radius circle of protection).
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Sacred Guardian (Gaurdian)
Level:  Clr 1, Pal 2
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  Creature touched
Duration:  1 day/level
Saving Throw:  None 
Spell Resistance:  Yes
	By use of this spell, the caster becomes instantly aware when the recipient of the spell is in danger, regardless of the distance between the the priest and the recipient. The recipient may be on a different plane of existence than the priest.
	When this spell is cast by a caster of at least 3rd level, he receives a mental image of the endangered person's situation. At no time, however, does the priest know the person's location through the use of this spell.
	The material component is a rose petal that has been kissed by the spell recipient.
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Secret Light (Alteration) Reversible
Level:  Sor/Wiz 3
Components:  V, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  20’ radius sphere
Duration:  10 minutes per level
Saving Throw:  No
Spell Resistance:  No
	This spell is in all respects the same as the first-level spell Light, except that only the wizard can see the light. This of course means that it can in no way be used as an attack (blinding people, harming certain undead, etc.). It will cancel magical darkness, as it will be cancelled by magical darkness, just like Light. The material components are the same as for Light plus two drops of blood and a tear from the wizard.  The spell can be reversed to Secret Darkness, although this normally isn’t very useful. Perhaps if in presence of a blinding light you could cast Secret Darkness at the light source, so that you wouldn’t be blinded. Of course, you’d better have another source of illumination handy. Also, it wouldn’t save a vampire from the effects of direct sunlight - the light is still hitting his body, he just can’t see it. 
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Sense Shifting (Alteration)
Level:  Clr 2, Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  The caster
Duration:  30 minutes
Saving Throw:  None
Spell Resistance:  No
	Sense shifting allows the caster to affect all spells of levels 1 through 3 that he casts within the duration of the spell. For each spell, he can modify one of three sensory features pertaining to the spell: color, sound, or patterned visual appearance of the spell effect. The changes produced by this spell do not affect the functions of the affected spell nor any saving throws that apply against their effects. 
	Sense shifting might be used to produce green fireballs, magic missiles that streak through the air with a scream, colored continual light globes, customized designs for a hypnotic pattern, or a spectral hand that makes scrabbling sounds as it attempts to grasp a target. Sense shifting cannot create any form of invisibility. It cannot completely silence a spell effect (thus, a fireball’s blast might be muted, but not wholly eliminated). 
	The material component is a twist of multicolored ribbon with a small silver bell fastened to its end. 
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Shadow Blade (Invocation/Evocation)
Level:  Sor/Wiz 3	
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  1 weapon
Duration:  1 round per 2 levels
Saving Throw:  Fortitude negates
Spell Resistance:  Yes
	The Shadow Blade spell endows one weapon with power drawn from the Plane of Shadow.  Any normal-sized weapon can be so endowed; it need not be a blade.  The weapon is wrapped in a glowing blue-black light, and any creature struck by the weapon is subject to it’s effects.  The force surrounds the weapon for only a very short time, and if no successful hit is scored in that time it fades with no effect. The shadowforce draws strength from the victim and transfers it  to the blade wielder (who need not be the caster).  On a successful hit, the victim must make a Fortitude save or be drained of 1 strength point, which is transferred to the attacker. It is possible for multiple drains to occur if the attacker makes multiple successful hits during the active duration (but no more than one drain per round). The strength transfer fades 10 rounds after the hit, at that  time the victim regains his strength and the attacker loses the extra gained.  
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Shadow Bolt (Invocation/Evocation) 
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  1 creature
Duration:  Instantaneous
Saving Throw:  Fortitude half
Spell Resistance:  Yes
	The Shadow Bolt spell creates a pencil-thin beam of pure darkness which flashes forth to strike the target.  The victim is entitled to a Fortitude save to reduce the affects of the bolt.
	When struck, the victim suffers 1d4 points of damage per caster level and loses 1 point of strength per 2 caster levels (save for 1/2 effect, round down). Any light sources he carries are extinguished; Continual Light returns after 1d4 minutes and all lesser sources are canceled.  Drained strength returns at a rate of one point per 10 minutes. 
	Victims cannot be drained below a Strength of 1.
	Note that this spell may be applied by touch, in which case the Save DC is increased by +6!
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Shadowcat (Illusion)
Level:  Sor/Wiz 7
Components:  V, S, M
Casting Time:  1 action
Range:  400’ +40’ / level
Effect:  Special
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  Yes
	When this spell is cast, the wizard brings into being a cat made of shadow. The shadowcat is the size of a normal cat and may be either grey or black at the caster’s option. The caster has complete telepathic control of the feline; he can see, hear, and even speak through it as long as it remains within range. At the moment it moves out of range, the shadowcat vanishes. The caster does not need to concentrate on the shadowcat. 
	The shadowy feline is non-corporeal, making it subject only to magical or special attacks.  Normal attacks have a 50% miss chance. It has AC 15, a movement rate of 45’, and base saving throws equal to those of the caster. The cat dissipates if it loses hit points equal to one-half the caster’s total hit points. The shadowcat has no attacks of its own and cannot touch or carry objects. A successful dispel magic spell causes the cat to vanish.
	A shadowcat makes practically no sound as it moves. It has a +20 hide modifier, and +20 move silently.  It can pass through small holes or narrow openings.
	The material components of this spell are a black pearl of at least 100 gp value and a claw from a grey or black cat.
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Shadow Mastiff (Conjuration/Summoning)
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 round
Range:  25’ +5’ / 2 levels
Effect:  Special
Duration:  3 rounds +1round/level
Saving Throw:  None
Spell Resistance:  Yes
	The Shadow Mastiff spell is the junior cousin of Summon Shadow. It calls forth from the Plane of Shadow a small pack of Shadow Mastiffs.  The spell conjures 1d4 of the creatures.  The caster exerts enough control over the pack to cause them to attack opponents, but the creatures are not intelligent, do not speak, and can perform little if any other actions.  The duration of the spell is too short to use them as guard beasts.
Shadow Mastiff-Size M, HD 4d8+12, Init +2, Speed 50’, AC 14, Bite +7, Dmg 1d6+4, SA Bay (Will DC 13 or panicked), Trip, SQ Shadow blend (90% concealment in shadows), scent, Saves Fort +7, Ref +5, Will +5, Skills Listen +8, Spot +8, Wilderness Lore +7 (+11 using scent)
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Shadow Hand (Conjuration/Summoning)
Level:  Sor/Wiz 3	
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’/level
Effect:  1 spectral hand
Duration:  Special
Saving Throw:  No
Spell Resistance:  Yes
	This spell almost exactly duplicates the visual aspects of the Spectral Hand spell (q.v.), in that it generates a ghostly, glowing black hand that materializes within the spell’s range and moves about as the caster desires.  The two spells are visually identical, and indistinguishable from each other once cast, except by effect. The hand moves as the caster desires, and can receive flank attack bonuses if the caster is in a position to do so.  It attacks with the same combat bonus as the caster.  The caster cannot perform other actions while directing the hand, else it is dispelled.  It is vulnerable to magical attacks only, and any damage destroys the hand. The hand remains until a successful attack is made, and then vanishes. Creatures struck by the hand are afflicted exactly as per the touch of a Shadow (q.v.); they suffer 1d6 temporary Strength damage.  The victim cannot be drained below strength 3, and lost strength returns in 2d4 minutes.  Negative Energy Protection will protect from this spell.
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Shadow Touch (Evocation/Necromancy)
Level:  Clr 2, Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Creature touched
Duration:  1 round/level or until discharged
Saving Throw:  None
Spell Resistance:  Yes
	This spell almost exactly duplicates the visual aspects of the Vampiric Touch spell (q.v.), in that the wizards hand is covered with a black glow.
	The hand glows until a successful attack is made, and then begins to fade over the next round (though it is now harmless). Creatures struck by the hand are afflicted exactly as per the touch of a Shadow (q.v.); they suffer 1d6 temporary Strength damage.  For every two levels of the caster, the hand takes 1 additional round to fade (though still harmless after a successful hit). The victim cannot be drained below strength 3, and lost strength returns in 2d4 minutes. Negative Energy Protection will protect from this spell.
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Silent Passage (Alteration)
Level:  Clr 2, Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  One creature per three caster levels
Duration:  2 rounds/level
Saving Throw:  None
Spell Resistance:  No
	This spell enhances or bestows the ability to Move Silently. Wizards often use it to mask the sounds of a heavily encumbered fighter or a pack animal. Silent passage masks the sounds of armor yet allows normal vocal communication and spellcasting. The spell gives the spell recipient(s) a +20 to their Move Silently chance (armor penalties still apply).
	This spell is normally used to sneak past or surprise sentries or dangerous monsters the caster wishes to avoid.
The material component is a piece of velvet, wrapped around and between two pieces of any kind of metal.
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Skimmer (Evocation)
Level:  Sor/Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  60’
Effect:  One Skimmer
Duration:  30 minutes per level
Saving Throw:  None
Spell Resistance:  No
	An improved form of Tenser’s floating disc, the skimmer is designed as a flying vehicle for the caster. The caster reclines in a molded seat at the center of the 3-foot radius disc. The “wings” each have room for one person, or a comparable volume of cargo. It can lift 50 pounds per level of the caster. The skimmer can move at a speed of 120’, and has maneuverability class A at speeds less than move 45’. The caster is protected from acceleration, passengers are not. When stopped, the skimmer can rotate on a dime. The caster has full cover from below. The skimmer can take 5 HP per level of the caster. Ramming, it does 1d6 damage for every 30’ of velocity to both itself and the target. Only the caster can control the skimmer; it hovers motionless if he is unconscious, and the caster must stay within the range or the skimmer vanishes. The skimmer is a stable casting platform.
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Slow Rot (Plant)
Level:  Dr 2, Clr 3
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  Special
Duration:  1 week/level
Saving Throw:  None
Spell Resistance:  No
This spell increases the amount of time that fruits, vegetables, and grains remain wholesome and ripe. The spell will not take effect upon meat of any kind.
The caster can affect as much as 100 cubic feet of plant material per level. Thus, even a low level priest could effectively keep a farmer’s grain from rotting while in storage or keep the fruit on the trees in his orchard ripe until they are harvested. This spell does not prevent pests (such as rats) from eating the food.
The material component is a pinch of sugar.
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Snapshot (Invocation/Evocation) 
Level:  Clr 2, Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  Sight
Effect:  One page
Duration:  Instantaneous
Saving Throw:  None
Spell Resistance:  No
	With this spell, the wizard causes an image of whatever he sees, even thermal images and magical auras, to appear on a sheet of parchment or vellum (the material component of the spell).
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Spell Absorpion (Alteration)
Level:  Sor/Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Caster
Duration:  2 round/level
Saving Throw:  None
Spell Resistance:  No
	This spell turns the caster into a magical sponge.  The caster will completely absorb any Arcane Spell directed at him/her.  Area affect spells are not affected.  Spells are absorbed on a 2 for 1 basis.  For every 2 levels absorbed, the caster gets 1 spell level of energy to use (use is similar to Rary’s NE, maximum of 3rd level spells can be cast).  This energy can be retained for the duration of the spell, and after that, it is lost.  The total spell levels absorbed cannot exceed double the caster’s level.  If that point is reached, the energy detonates from within, causing major damage to the caster.  To determine damage, deduct the number of spell levels cast from the number of spell levels absorbed.  That is the number of dice of damage the caster suffers.  A Fortitude saving throw is allowed for half damage.  Any stored energy is lost in the detonation.
	A successful Dispel Magic will end the spell, and harmlessly dissipate the stored energy.
	The material component is a small piece of coral sponge. 
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Spell Wall  (evocation)
Level:  Sor/Wiz 5
Components:  V, S, M
Casting Time:  10 minutes+
Range:  Touch
Effect:  1 entryway
Duration:  1 day/level
Saving Throw:  Special
Spell Resistance:  Yes
	With this spell, the caster can trap another evocation spell up to 3rd level within a magical web. The web can fill an entryway up to 100 square feet, and is invisible to normal sight once casting is complete. 
	Only 1 being can trigger the spell, even if 2 pass the opening at the same time. Determine who the lucky one is at random. When the entryway is passed, the creature is effected as if the trapped spell had been cast directly at it. The saving throw is determined by the trapped spell.  Area effect spells do not have their normal area, they too effect only the touching creature. If the victim is carrying a passenger, area effect spells can damage that person as well.
	The spell takes 10 minutes to cast, in addition to the casting time of the entrapped spell. The material component is a piece of Giant Spider web, and of course any component required by the other spell.
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Spirit Armor (Necromancy)
Level:  Bard 2, Sor/Wiz 2
Components:  V, S
Casting Time:  1 action
Range:  0
Effect:  The caster
Duration:  10 minutes / level
Saving Throw:  special
Spell Resistance:  No
	This spell allows the caster to surround himself with a portion of his own life essence, which takes the form of a shimmering aura. The spirit armor offers armor protection (+6 to AC) and grants the wizard a +2 deflection bonus to Reflex saves. The spirit armors effects are not cumulative with other types of armor or deflection bonuses.
	The spirit armor is effective against magical and nonmagical weapons and attacks. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting.
	When the spell ends, the aura dissipates and the caster temporarily loses a bit of his life essence, suffering 2d4 points of damage unless he succeeds at a Fortitude save.  No damage is sustained if the save is successful. The hit points lost can be regained only through magical healing.
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Spirit Blades (Evocation)
Level:  Clr 3, Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  10’x50’ path
Duration:  1 round
Saving Throw:  None
Spell Resistance:  Yes
	When cast, this spell sends blades of force from the wizard’s fingertips, flashing out to a distance of 50'.  Every creature in their path gets hit by 1d4 of the blades, and each blade does 1d8 of damage.  There is no ST vs this attack, and even non-living things can be damaged by the attack.  Ropes can be cut, wood splintered, and cloth sliced to ribbons.
	The material component of this spell is any mundane dagger.  The dagger is destroyed in the casting.  If a magical dagger is used, more blades are created and each victim is hit by 1d6 blades.  Even magical daggers are destroyed by this spell.
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Stoneskin II (Alteration)
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  Creature touched
Duration:  1 day/level
Saving Throw:  None
Spell Resistance:  Yes
	When this spell is cast, the affected creature gains a complete immunity to any one attack by cut, blow, projectile or the like.  Thus, even a sword of sharpness would not affect a creature protected by stoneskin, nor would a rock hurled by a giant, a snake’s strike, etc.  Magic attacks from such spells as fireball, magic missle, lightning bolt, and so forth have normal effect.  Protection from Arrows applies before Stoneskin.  Magic missiles do not count as attacks.  The spell blocks 1 attack, and then dissipates.  Though only one layer of Stoneskin is received with this version of the spell, multiple castings can be done on the same recipient (by the same caster), limited to 1 layer/5 levels of the caster.  So a 10th level wizard could have two Stoneskin II spells in effect at one time.  The material components of the spell are granite and diamond dust sprinkled on the recipient’s skin.
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Target Bow (Enchantment)
Level:  Sor/Wiz 1	
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  One Bow
Duration:  2d4 rounds +1round/level
Saving Throw:  None
Spell Resistance:  No
	While this spell is in effect, any arrows fired from the bow (which may not be a crossbow) are +2 to hit a specific target. The wizard must be able to see the target, and call his shot. The +2 only affects hits on the target, not on someone or something that gets in the way.  Note that the arrow fired from the target bow is in no way magical. The material component is a feather from a bird of prey, rubbed against the bow string. 	
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Tenidar's Spell Resistance (Abjuration) 
Level:  Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  caster
Duration:  1 minute / level
Saving Throw:  None
Spell Resistance:  No
	This spell embues the caster with Spell Resistance equal to 10 plus the level of the caster.
	The wizard will even resist spells he wants to affect him. The spell can be brought down prior to the end of the duration, but it cannot be `lowered' temporarily to allow a spell through, and then re-activated. It's an all or nothing action.  A creature’s SR does NOT count against his own spells.
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Thunder Staff (Invocation/Evocation)
Level:  Sor/Wiz 4	
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  20’x40’ cone
Duration:  Instantaneous
Saving Throw:  Reflex negates
Spell Resistance:  Yes
	Upon completion of this spell, the wizard raps his staff on the ground and produces a thundering cone of force 5' wide at the apex, 20' wide at the base, and 40' long. All creatures wholly or partially within this cone must roll a successful saving throw or be stunned for 1d3 rounds. Stunned creatures are unable to think coherently or act during this time and are deafened for 1d3 +1 rounds. Additionally, those who fail the save are hurled 4d4 +4 feet by the wave of force, suffering 1 point of damage per two feet thrown. Intervening surfaces (walls, doors, etc.) may restrict this distance, but damage remains the same (4d4 +4).
	If the save is successful, the victim is not stunned, but is deafened for ld3 + 1 rounds and is hurled only half the distance.
	Large creatures who succeed at their saving throws are deafened but are not thrown, suffer no loss of hit points, and are not stunned. If the saving throw is failed, such creatures are hurled 2d4 +2 feet, suffer one point of damage per two feet thrown, and are deafened and stunned.
	The cone of force is considered to have a Strength of 19 for purposes of opening locked, barred, or magically held doors. This spell can move objects weighing up to 640 pounds a maximum distance of 4d4 +4 feet. Fragile items must make a saving throw vs. crushing blow or be destroyed.
	The material components are a vial of rain gathered during a thunderstorm and the wizard’s staff, which must be made of oak. The staff is not destroyed during casting.
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Trace (Divination)
Level:  Sor/Wiz 4	
Components:  V, S, M
Casting Time:  1 minute
Range:  10 miles/level
Effect:  Caster (and one object)
Duration:  1 Week
Saving Throw:  None
Spell Resistance:  Yes
	During the casting of this spell, the caster magically inscribes his/her symbol onto the object.  Then, for the duration of the spell, the caster need only think of the object, and if it’s within the spell’s range, the caster will know its direction, and approximate distance (within 1 mile).
	A caster may only have one item so inscribed at any one time, but the object may be of any size.  A Detect Magic will show a faint aura, and a See Invisibility will show the caster’s symbol.  A Spellcraft check (DC 24) will identify the purpose of this mark.
	The material component is a lodestone, which is not destroyed by the spell.
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Tracer (Divination) reversible
Level:  Sor/Wiz 4	
Components:  V, S, M
Casting Time:  10 rounds
Range:  0
Effect:  25’ radius sphere
Duration:  10 minutes
Saving Throw:  None
Spell Resistance:  No
	This spell allows the caster to determine wizard spells which have been cast in an area up to 24 hours ago.  After casting the spell, the mage checks for individual spells, one per round.  For instance, the mage sees a burnt room, and casts Tracer.  He then inquires, “Fireball?” and the spell gives the answer, yes or no.  He can then continues (perhaps looking for escapees) “Teleport?”, “D-Door”, “Fly”.  Spells can be detected no matter which ‘end’ of the spell was in the area of effect (i.e. either end of a Teleport, or casting/recieving a Send spell).  Only arcane spells can be detected for, not divine.
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Turn Pebble to Boulder (Alteration) reversible
Level:  Sor/Wiz 4	
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  Special
Duration:  Special
Saving Throw:  None
Spell Resistance:  No
	At the culmination of this spell, the caster hurls a pebble which grows and increases in speed, becoming a deadly boulder that inflicts 3d6 +8 points of damage if it strikes the target.  The caster’s combat bonus is used to determine success, and the caster is considered to be proficient with the thrown pebble and receives no penalty for range. The maximum range of attack is equal to 50 feet plus 10 feet per level of the caster. Only the caster may throw the pebble.
	The caster can enchant one stone at 7th level and gains one stone per three levels of experience thereafter (two stones at 10th level, three at 13th level, etc.). The round after the spell is cast, the caster can throw the pebbles with his normal attack bonuses, as many pebbles as the caster has attacks per round.  At minimum, the caster must throw at least 1 pebble per round, failure ends the spell.  Each pebble requires a separate attack roll. Pebbles may be thrown at different targets within range.
	The material components are pebbles, which revert to normal size when the spell expires.
	The reverse of this spell, turn boulder to pebble, shrinks a boulder to the size of a pebble. It affects only naturally occurring rocks and can not be used to shrink a statue or a cut gemstone.
	The number of rocks that may be affected is equal to the number of experience levels of the caster. Boulders must not exceed one cubic foot per level of the caster. Thus, a 10th-level wizard could shrink 10 rocks, each of which is equal to or less than 10 cubic feet in size. All rocks are affected in the same round the spell is cast.  Boulders that have been shrunk remain so for 1 round / level or until dispelled.
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Tysiln’s Wondrous Carriage (Evocation, Illusion/Phantasm)
Level:  Sor/Wiz 4	
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  Special
Duration:  1 hour/level
Saving Throw:  None
Spell Resistance:  No
	This spell creates a translucent force energy vehicle that glows with a ghostly, emerald light. The vehicle forms anywhere within the spell’s range, as desired by the caster. Also, the caster may determine what the vehicle will look like, but it must be some type of carriage, wagon, buggy, or the like. Thus, the caster may create a fancy coach, a wagon, or even a chariot, but it must be a representation of an actual wagon-like vehicle in both size and appearance.
	Accompanying the carriage is a team of four illusory horses, and like the vehicle the horses shed an eerie green radiance, but all must be of the same type (e.g., prancing horses, draft horses, etc.), the caster desires.
	At the caster’s mental command, the carriage will move (up to speed 60’), though he must be a passenger in order to do so. If the caster vacates the carriage thereafter, it will come to a halt, but not so quickly as to harm or eject any remaining passengers. This movement rate can be maintained over any terrain so long as there is room to accommodate the carriage; it cannot pass through solid matter. Furthermore, the ride will always feel smooth, as though the vehicle were traveling on a paved road, even if moving over rough terrain.
	The caster need not concentrate to maintain the spell, though one round of attention is required to make the vehicle change speed or direction (from a set course), or stop. Otherwise, the caster may perform other actions, including spellcasting, reading, or the like.
	Due to the carriage’s force-energy composition, passengers are partially shielded from outside attacks, receiving +4 cover bonus to their AC and Reflex saves. Note that the force energy employed to create the vehicle is not equal to a wall of force, so even if the vehicle is entirely enclosed (e.g., a stagecoach, carriage, etc.), occupants never receive more protection than the +4 bonus, though it will negate magic missiles directed from a source outside the carriage.
	The glow produced by the carriage extends to a distance of 30 feet in all directions (but not through solid barriers), and can be seen up to 300’ away in dim light, 1500’ in complete darkness. It is a soft, non-blinding glow that allows reading, inspection of small items, and the like. Spells and magical devices that can absorb or destroy force energy (e.g., wand of force) will affect the carriage, as will a successful Dispel Magic. The carriage cannot pass through magical barriers of any sort, but is not harmed by such magic if contact is made. Other magical attacks and effects will not harm the vehicle or horses, but can affect its passengers, as noted above. If the vehicle is destroyed or the spell’s duration expires while it is moving, passengers suffer 1d6 hp damage per 30’ of movement due to inertia. Thus, if the vehicle is moving at maximum speed (speed 60’) when the spell ends, its passengers suffer 2d6 hp of damage.
	The focus for this spell is a miniature model of the vehicle to be created (carved from a green gemstone worth at least 500 gp) and the material components are a lock of green-dyed horse hair from the type of horse the spell is to create.  The material components are consumed in the casting.
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Undead Ward (Guardian/Necromancy)
Level:  Clr 5
Components:  V, S, M
Casting Time:  2 roundss
Range:  0’
Effect:  cube 5’ / level on a side
Duration:  10 rounds/level
Saving Throw:  None
Spell Resistance:  Yes
This spell prevents most types of undead creatures from entering the area of effect (a cube whose sides equal the caster’s level times 5 feet-a 15th-level caster could affect a cube whose sides equal 75 feet).
When an undead creature attempts to enter the protected area, the creature is affected by the ward as if it were being turned by a priest two levels lower than the caster. The casting priest need not have the ability to turn undead himself. Thus, an undead ward created by a 10th-level priest would turn creatures as if by an 8th-level priest.
The results of the turning attempt are calculated normally. If a large number of undead assault the warded area, not all of them are turned by the spell, since the normal limitations apply. Undead who are unaffected by the turning attempt ignore the undead ward for its duration. Undead within the area of effect when the spell is cast are not affected. However, when such undead leave the area of effect, they are subject to the effects of the spell if they attempt to reenter.
The material component is the priest’s holy symbol, which must be carried around the perimeter of the area to be warded.
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Unseen Manservant (Conjuration/Summoning) 
Level:  Sor/Wiz 4	
Components:  V, S, M
Casting Time:  10 minutes
Range:  0
Effect:  See below
Duration:  1 day/gold piece value of wire
Saving Throw:  None
Spell Resistance:  No
	After this spell is cast, a magical and very skilled servant is
called into existence. This servant is a combination of butler, chauffeur, cook, etc. who can perform as well as any normal servant. They are usually created to “keep house” when the wizard is away for long periods of time or to help in magical research (feeding, fetching etc.).  The servant can be ‘set’ to travel with the caster, in which case its maximum range from the caster is 60’.  Or it can be ‘set’ to serve a building, in which case it is limited to the building and its grounds.
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Urlich's Diamond Blade (Alteration, Enchantment)
Level:  Sor/Wiz 6
Components:  V, S, M
Casting Time:  1 round
Range:  Touch
Effect:  One edged melee weapon
Duration:  1 round +1 round/level
Saving Throw:  Special
Spell Resistance:  Yes
	This spell turns an ordinary edged melee weapon into a blade of
sharpness, similar to a Sword of Sharpness. For the duration of the spell, the weapon is treated as a weapon +3 or better for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls. However, on a very high roll, it may sever an extremity, or cause other extra damage, determined by a dice roll. The spell functions on existing magical weapons.
	Target creatures with 6 or more Hit Dice get a Fortitude save to avoid losing a limb or decapitation.
	For an item to Save, it must roll its Magical Plus (or Quality) or lower on a d6.
	The material component for this spell is a 500 GP diamond.
	on a 18	on a 19
	1-	ST or destroy shield	1-	ST -1 or destroy shield
	2-	ST or damage armor -1 	2-	ST -1 or destroy armor
		to AC, an lose plusses till repaired
	3-	ST or destroy weapon	3-	ST -1 or destroy weapon
	4-	do double damage	4-	roll to hit on 2nd & 3rd
				opponent
	5-	roll to hit on 2nd opponent	5-	roll to hit on all opponents
	6-	slice limb, 2x dmg	6-	slice limb, 2x dmg

	on a 20	(no Critical Hit roll)
	1-	roll to hit on 2nd & 3rd opponent
	2- roll to hit on all opponents
	3-	slice limb, 2x dmg
	4-	slice limb, 2x dmg
	5-	slice limb, 3x dmg
	6-	decapitation (if applicable)
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Wail of the Banshee (Necromancey)
Level:  Death 8, Sor/Wiz 9
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  30’ radius
Duration:  Instantaneous
Saving Throw:  Will negates
Spell Resistance:  Yes
	At the culmination of this dreadful spell, the caster screams like a banshee (a groaning spirit). For each level of the caster, one listener within 30 feet hears the wail. Those who fail a Will Save die instantly.
	The caster cannot be the victim of his own spell, nor can he choose who will be affected. If there are more potential victims than the level of the caster, the DM must randomly determine which creatures are affected. Creatures who cannot hear (due to ear plugs, deafness, etc.) can be targets, but cannot be affected and are considered to automatically make their saving throws.
	The material component is a lock of hair from an evil female elf. 
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Wall of Shade (Conjuration/Summoning)
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  Special
Duration:  10 rounds/level
Saving Throw:  None
Spell Resistance:  Yes
	This spell creates a semi-solid wall of shadowstuff which slows and blocks opponents from the caster.  The wall is black and opaque, composed of thick, swirling, viscous shadow.  It will block hurled and projected missiles such as arrows, spears, bolts, etc., similar to Protection from Arrows. The wall is 20’ per level long by 10’ per level high by 3 inches thick per level.  Creatures can force their way through the wall, with a delay of one round per two feet of thickness, as the wall is not totally solid. Large or very powerful creatures force through at one round per four feet of thickness. It can be cut through fairly quickly with edged weapons. It is not flammable.  A Light or Continual Light spell cast on the wall will “blow” a 20 foot diameter hole in it, and the wall is vulnerable to many other light- based effects.  For ruling purposes, treat the wall as the consistency of marshmallow... Note that air passes freely through and within the wall, so that suffocation is not a factor.  Creatures of Shadow ignore the wall,passing through freely with no loss of movement.
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Warner’s Weapon Wielding (Alteration)
Level:  Sor/Wiz 4	
Components:  V, S
Casting Time:  1 action
Range:  Touch
Effect:  One creature
Duration:  1 Hour
Saving Throw:  None
Spell Resistance:  Yes
	This spell when cast upon someone will grant them the ability to temporarily be proficient in all known forms of weapons.  This spell does not give any bonuses to hit or damage, only the ability to know how to wield any type of weapon.  This includes Exotic weapons.
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Watery Double (Conjuration/Summoning, Enchantment)
Level:  Sor/Wiz 1	
Components:  V, S
Casting Time:  1 action
Range:  Touch
Effect:  One body of liquid
Duration:  Permanent until discharged, then 1 round / level
Saving Throw:  Fortitude negates
Spell Resistance:  Yes
	This spell may be cast on any body of liquid as large as an ocean or as small as a glass of wine. The first creature whose reflection is cast on the surface of the liquid releases the spell. When the spell is triggered, the liquid immediately forms an exact three-dimensional image of the reflected creature. If more than one creature casts a reflection simultaneously, only one watery double forms. Each creature has an equal chance of being the victim of the spell (roll randomly).
	The size of the watery double is restricted by the volume of fluid available. If the spell were cast on a full mug of ale, the double would form from the ale, becoming a mug-sized duplicate of the victim. The watery double will never exceed the actual size of the victim regardless of the size of the body of liquid.
	When the spell is cast on the liquid, its duration is considered permanent until the power is released by a creature’s reflection. The liquid will not evaporate until the spell is triggered. When the watery double forms, it remains animated for 1 round per experience level of the caster.
	The watery double attempts to touch the creature it has duplicated. It can affect only the creature that it resembles. It has the same combat bonus and current hit points as the creature it duplicates, but cannot cast spells or use any of the creature’s magical items or special abilities. The watery double is AC 14 and its movement rate is double that of the victim. It may seep under doors and through cracks.
	If the watery double succeeds in touching the creature, it merges with the individual, covering his entire body in a skin of liquid. The victim must attempt a Fortitude saving throw. If successful, the creature has resisted the spell’s effect and the watery double “dies,” becoming normal fluid (and soaking the creature in the process). If the saving throw is failed, the watery double begins forcing its way into the victim’s bodily openings, inflicting 1d8 points of damage per round until it is destroyed.
	The watery double dissipates if reduced to zero hit points or when the spell’s duration expires. Striking the watery double while it is wrapped around its victim causes an equal amount of damage to the victim. Part water, lower water, and transmute water to dust spells instantly destroy a watery double. 
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Weighty Chest (Guardian)
Level:  Clr 1	
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  5’ cube
Duration:  1day / level
Saving Throw:  None
Spell Resistance:  Yes
	This spell enables the caster to enchant a chest, book, package, or any other nonliving object no larger than a 5'x 5, x 5' cube. When the enchanted object is touched by anyone other than the caster, the apparent weight of the object increases, becoming 1d4+1 times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the caster. The caster can move the object normally throughout the duration of the spell.
	The material component is a lead ball.
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Whip of Pain  (Evocation)
Level:  Sor/Wiz 1	
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  10’ radius
Duration:  concentration, up to 1 round per level
Saving Throw:  Reflex half, Fortitude half
Spell Resistance:  Yes
	This spell creates a whiplike, flexible line of force, emanating from the fingertips of the caster’s hand. This crackling, coiling line of purple sparks can be wielded as a lash in battle & strikes opponents up to 10' distant.
	The whip has a +2 bonus to hit, and if successful, there is a loud snapping sound, and the victim must make 2 dice rolls. The first is a Reflex save. If failed, the person takes 4d4 damage, ½ dmg if successful. The second roll is a Fortitude save. If failed, the target is wracked by pain for 2 rounds, lowering his AC by one, placing a -2 penalty on Combat rolls & Damage rolls, and preventing spell-casting. If successful, the target feels only enough pain to suffer a -1 To-Hit for 1 round.
	The spell lasts as long as the caster concentrates, with a maximum of 1 round/level
	The material components of this spell are a drop of the caster’s blood and one of the caster’s hairs.
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Zone of Sweet Air (Elemental/Wards)
Level:  Clr 3
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  10-foot cube/level
Duration:  10 rounds/level
Saving Throw:  None
Spell Resistance:  No
Zone of sweet air creates an invisible barrier around the area of effect that repels all noxious elements from poisonous vapors, including those created magically (such as a stinking cloud). The spell offers no protection against poisonous vapors created by a dragon’s breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally. 
If a poisonous vapor is expelled within the area of effect (for example, a stinking cloud is cast), the spell takes effect normally but dissipates in half the time normally required.
The material components are the priest’s holy symbol, a silk handkerchief, and a strand of spider web.