Spells!!!!

Name: Repel Undead Level: 7 Area Of Effect: 15-ft radius around creature Casting Time: 4 Comp: V, S, M Duration: 1 round

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Name: Repel Undead Level: 7 Area Of Effect: 15-ft radius around creature Casting Time: 4 Comp: V, S, M Duration: 1 round/level Range: Touch Save: Special Description: This spell forces undead away from the recipient's person. Undead that fail a saving throw versus spell at a -3 penalty are repelled from the area (in places dedicated to evil, evil undead may save at a lesser penalty, -2, -1; or normally, at the DM's discretion). Affected undead leave at their best speed. If a solid barrier prevents them from fleeing the area, they are held at bay until the spell expires or the protected creature moves away. The spell effect remains centered on and moves with the creature protected. Undead failing the saving throw but able use missiles or spells can do so, but they cannot operate freely in the spell's area for its full duration, regardless of the subsequent actions or status of the protected creature and regardless of any attacks made against them. An undead creature making a successful saving throw versus spell at a -3 penalty can take normal actions for one round but must save at the beginning of each and every round. Upon any failure to save, the spell forces the undead creature to move directly away from the caster at full movement rate. The material component of this spell is a bar magnet with a drop of the caster's blood on one end and a fragment of bone or carrion placed on the other. Notes: Very rare spell from the Forgotten Realms setting. Known to be in the Book of Shangalar the Black. School: Abjuration Type2: Necromancy Name: Resist Injury Level: 7 Area Of Effect: The caster Casting Time: 7 Comp: V, S, M Duration: 2 rds/level Range: 0 Save: None Description: This spell protects the caster from injury, so that all attacks cause only half damage against him (rounded up).

For instance, if a warrior inflicts 13 points of damage with an attack against a wizard who has an active resist injury spell, the attack is reduced to 7 points of damage. Attacks that allow a saving throw for half damage, such as a fireball spell or dragon breath, inflict half damage if the saving throw fails, or one-quarter damage if it succeeds. This spell does not help the caster against attacks that charm, drain life levels, or totally destroy (such as death or disintegration spells). The material component for this spell is an amethyst or jade pendent, which must be worn for the duration of the spell. Notes: Rare spell. As a Forgotten Realms Old Empire spell, initial exposure requires a mentor or a read Southern magic spell. School: Abjuration Name: Resist Magic Level: 7 Area Of Effect: 1 creature Casting Time: 7 Comp: V, S, M Duration: 2 rds/level Range: Touch Save: None Description: By means of this Cerilian spell, a wizard can bestow temporary resistance to magic on one creature. The recipient gains 50% resistance to lesser magic (all spells in the schools of divination and illusion, as well as all spells of 1st and 2nd level) and 25% resistance to true magic (everything else). When a wizard casts this spell upon himself, the magic is more potent. The caster gains 65% resistance to lesser magic and 40% resistance to true magic spells. A protected creature that becomes the target of a spell immediately rolls to see if the magic resistance repels the spell. Failure still allows any saving throw that might apply. Resist magic has no effect on spells already affecting the creature at the time it is cast. The material components for this spell are a piece of string, a block of wood, and an unlit candle. Notes: Common on Cerilia, the Birthright setting; unknown elsewhere. This spell functions only in the Cerilian setting. School: Abjuration Name: Resist Turning Level: 2 Area Of Effect: 15-ft radius Casting Time: 2 Comp: V, S Duration: 2 rds/level unless triggered

Range: Touch Save: None Description: This spell protects undead creatures from being tumed or commanded by priests (including paladins). When a turning attempt is made against protected undead, the DM secretly rolls a single resistance roll. The resistance succeeds on a 1d20 roll of 16 or more, adjusted for the difference in level between the caster and turning priest. Successful resistance means the attempt fails. For example, if the caster is 9th level and the turning priest is 5th level, the roll needed to resist turning is 12 or better. A resistance roll of 1 means the resistance fails, regardless of level difference. Once this protection is triggered, the spell protects undead in its area for that round, then ends. If not triggered within two rounds per level of the caster, the spell ends. The caster can center this spell on himself, on a particular creature or object, or on a fixed location. The spell protects undead within 15 feet of the focal point at the instant of the triggering turning or command attempt. The area is mobile with its focus. Notes: Restricted to necromancers; rare. (Updated from Polyhedron Magazine.) School: Abjuration Name: Return to Sand Level: 7 Area Of Effect: 1 object or a 5-ft x 5 ft area Casting Time: 3 Comp: V, S Duration: 1 turn/level Range: 20 ft /level Save: Neg. Description: By using this spell the wizard causes a normal item of metal, stone, or earth to return to the sand from which it was made. The spell affects a single item but can also target a 5 x 5 x 1-foot area if so desired. The item receives a saving throw versus spell if carried by a creature; otherwise, the base saving throw is 17. Failure means it immediately crumbles into sand. It will remain sand until the end of the spell's duration, at which point it returns to its original form. If the affected area is part of a larger whole, when it returns to its original form it will also return to the whole from which it came. This occurs even if the sand has been dispersed. This spell has no effect on creatures of any kind, including golems or other enchanted constructs. The return to sand spell has no effect on magical items. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Alteration

Name: Reveal Invisible Level: 3 Area Of Effect: 15-ft radius Casting Time: 6 Comp: V, S Duration: 5 rds/level Range: 10 yds/level Save: None Description: This spell creates a sphere that no one can see. Invisible beings and objects within the sphere are clearly revealed to all observers. Naturally invisible, magically invisible, and psionically invisible creatures and objects are revealed. The sphere has no effect on other illusion/phantasm magics, however; it won't by itself reveal extraplanar, out-of-phase, or displaced creatures-unless they are invisible. The caster can move the sphere 30 feet horizontally and 10 feet vertically per round. Many casters choose to center the area of effect on themselves, and then will it to remain there, allowing the sphere to move with the caster. The caster must decide where the spell is centered at the time of casting, and cannot change this later. No saving throws are allowed against this sphere, although it is destroyed instantly if the caster is slain or loses consciousness. An invisible being or object returns to invisibility when the reveal invisible spell expires or when the area of effect moves on. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Greater Divination Type2: Lesser Divination Name: Reveal Magic Level: 1 Area Of Effect: Special Casting Time: 2 Comp: V, S Duration: 1 rd/level Range: Special Save: None Description: With this spell, a wizard can make the hidden auras of magical spells and items visible to all, rather than personally viewing the same via detect magic. The spell can be cast two different ways, each with distinct effects. A) Cast on an Area. The spell reveals all magical radiations within a 10-foot radius, with an additional 5-foot radius for every two levels of the wizard (for example, a 7th-level wizard reveals magic in a 25-foot radius area). This casting is immobile. The intensity and

type of magic cannot be determined, as all magical items and fields glow equally bright (akin to torchlight). B) Cast on One Item. The spell reveals the item's magical aura as flickering flames; the higher the flames, the more powerful the magic. The color of the flames grants the wizard a 10% chance per level to identify whether a certain type of magic is present: alteration, conjuration, etc. If a curse is present on the item, the magical flames are 20% likely to be black; otherwise, they just register the type of magic in the item. Like detect magic, this spell is blocked by 1-foot thick stone walls, solid metal of 1-inch thickness, or a yard or more of solid wood. The spell was created by Dagsumn of Waterdeep, and was sold to the Watchful Order of Magists & Protectors for guild membership and enough gold to buy a townhouse in Castle Ward. Dagsumn also sells the spell on scrolls to anyone with 500 gp. Notes: Common the City of Waterdeep, uncommon elsewhere in the Forgotten Realms setting; otherwise, very rare. School: Alteration Type3: Lesser Divination Type2: Greater Divination Name: Revelation Level: 6 Area Of Effect: 1 portent Casting Time: 1 rd Comp: V, S Duration: 1 rd Range: Sight Save: None Description: By casting a revelation spell, a wizard immediately understands, in unerring detail, the complete meaning of an omen or portent. This spell can be used only when the spellcaster sees the omen, and must be used while the portent is remains visible. The revelation spell cannot predict the future, except as indicated by the portent, nor identify what power sent the omen. The spell only reveals the exact meaning of the omen. Should a spellcaster attempt to use revelation to understand an unusual event that is not an omen, the spell fails, although the caster does learn that there is no great importance to the supposed sign. This spell can be blocked by magic or by powers of demigod status or greater, in which case only the general nature of the blocking forces might be revealed. Notes: Uncommon for diviners; otherwise, very rare. (Updated from Legends & Lore.) School: Greater Divination Type2: Lesser Divination

Name: Revelation of Auras Level: 5 Area Of Effect: 1 creature Casting Time: 3 hrs Comp: V, S, M Duration: Special Range: Touch Save: Special Description: This spell is most often used as an adjunct to the distort life, ritual of twaining, and similar spells related to magical breeding. It gives the wizard a 10% per level chance to divine the exact nature of one "aspect" of a creature under inspection. (An "aspect" is a creature characteristic chosen by the caster: size, coloring, a detail of external or internal structure, a special ability, etc.) The subject must be held perfectly still so that the auras are stable to the inner eye. Any failed roll within 10% of success gives a wrong result; otherwise, it just fails. The material component is an eagle's eye, which the wizard must swallow. Notes: Very rare spell. (Updated from Imagine Magazine.) School: Greater Divination Type2: Lesser Divination Reverse Flow Level: 4 Area Of Effect: ¼ sq mile/level Casting Time: 1 turn Comp: V, S Duration: 6 turns/level Range: 60 yds Save: None Description: This spell allows the caster to reverse the flow of any body of water within the area of effect. A stream or river would run upstream, an ocean current would flow in the opposite direction, even a waterfall would fall up. The change of direction has no ill effects on the body of water. The primary use of this spell is to aid the travel of vessels against the prevailing current or upstream. However, the spell also reverses the flow of pumps, drains, water traps, and the like. The reverse of this spell, normal flow, returns the water to its normal condition. Notes: Common in oriental settings; otherwise, very rare. School: Alteration Name: Reverse Fossilization

Level: 3 Area Of Effect: Weapon(s) touched Casting Time: 1 Comp: V, S, M Duration: 5 rds/level Range: Touch Save: None Description: This spell causes stone weapons to become equivalent to their bone counterparts, cutting their attack penalty from -2 to -1 (damage is the same). This spell is not as potent as stoneiron (see later), but is far more common on Athas due to its relative simplicity. One large or two small weapons can be enchanted by a single casting of this spell; missiles lose the dweomer when they hit a target The material component of this spell is a piece of fossilized bone. Notes: Uncommon for spellcasters from the Dark Sun setting; otherwise, very rare. (Updated from Dragon Magazine.) School: Enchantment/Charm Name: Reverse Missile Level: 6 Area Of Effect: The caster Casting Time: 6 Comp: V, S Duration: 3 rds/level Range: 80 yds + 10 yds/level Save: None Description: This spell reflects attacks from all missile weapons, including spells such as magic missile and Melf's acid arrow, and large missiles such as ballista attacks (but excluding non- missile ranged attacks, such as fireball and disintegrate spells). The missile returns to strike the one who fired it, as long as that being is within the range of the spell. If beyond the range, then the missile drops to the ground upon reaching the reverse missile range limit. Reflected missiles attack the creature they turn back upon as if launched by the original attacker. Notes: Rare spell. As a Forgotten Realms Old Empire spell, initial exposure requires a mentor or a read Southern magic spell. To determine the magical effects the reverse missile affects, use the following criteria: a) Is there a physical missile? b) Does the original attacker make an attack roll? If the answer to both is yes, then the spell applies. magic missile should be viewed as a special exception; a non-physical energy attack that would normally be outside the spell effect. Since it is included, all spells that function as magic missile are also reflected. Since magic missile automatically hits, it also does when reflected.

School: Abjuration Name: Reverse Teleport Level: 8 Area Of Effect: Special Casting Time: 1 Comp: V Duration: Instantaneous Range: 30 yds Save: Neg. Description: Within one round of another's teleport spell, a caster can use reverse teleport to instantly bring the teleporter back (including any individuals who went with him). The caster must be within 30 yards of the teleporter's point of departure or the spell fails. This spell works on any teleportation spell that operates on a single plane (such as Dimension Door, Drawmij's instant exit, the priest spell word of recall, and so on), but may fail if the subject has teleported into a heavily warded, magically turbulent, or magically dead area. The spell will not bring back a creature that has planeshifted or gone through a magical portal (cubic gate, phase door, etc.), or used an alternative mode of transport (psionics, probability walk, and so on). An individual wearing a helm of teleportation receives a saving throw versus spell to avoid being retrieved, but regardless of the outcome, the helm's teleportation spell is expended. Notes: Common in the Mystara setting; otherwise, very rare. School: Alteration Rip Level: 5 Area Of Effect: 1 creature or object Casting Time: 5 Comp: V, S, M Duration: 1 rd/level Range: 20 yds + 10 yds/level Save: Neg. Description: This spell telekinetically moves part of an object in one direction while moving the rest of the object in a completely different direction. The resulting tug tears the object into two separate pieces, killing most creatures outright. Creatures or objects weighing more than 1,000 lbs. are not affected. As the movement is not especially rapid, damage builds up slowly. If cast on a creature, the first round the creature takes 2 hit points damage; on the second, an additional 4; on the third, an additional 6; and so on. By the fourth round, the target has taken 20 hit point damage (2+4+6+8). The spell has a maximum duration of one turn.

If cast on an object, the object requires a successful item saving throw or be torn in half (see table). As noted above, the movement is not especially rapid, and bystanders are in no danger from flying debris. A dispel magic dissipates the ripping force but does not repair damage already done. Once the rip is cast, further concentration by the caster is unnecessary. The material component of this spell are two black gloves, without a speck of dust on them. These gloves cost 10 gp a pair and are consumed in the casting. Notes: Very rare spell. (Updated from Dragon Magazine.) Material Bone/Ivory Cloth Glass Leather Metal Paper

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Material 12 Pottery 12 18 Rock, crystal 5 14 Rope 9 15 Wood, thick 10 7 Wood, thin 14 20

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Note: Oils and potions are not affected. School: Alteration Type2: Mentalism Name: Rising Colossus Level: 8 Area Of Effect: Special Casting Time: 8 Comp: V, S, M Duration: 1 rd/level Range: 10 ft/level Save: None Description: This spell calls into being a large humanoid torso (head, shoulders, and arms) that seems to rise up out of the ground in front of the caster, facing away from its creator. The colossus can be up to 100 feet in height, with a reach of up to 80 feet. It can turn all around, but its base cannot move from the location in which it first appeared. It is AC -2, has 99 hit points, and attacks targets (chosen by silent will of the caster) with its fists. It can strike once with each fist in a round using the caster's THAC0, and it deals 6d8 points of damage per successful blow. It cannot pick up anything (for example, to lift someone or something safely up to a high place) except the caster and beings and items touching the caster. It cannot grasp or constrict things otherwise, only smash them. A colossus looks like a bald-headed human with no recognizable features except a mouth. It seems to be made of the same substance as the ground it appears from, although it is purely a spell manifestation. It can roar out a word or a phrase of up to six

words that are whispered by the caster during the spell's casting, as often as desired. These words cannot be a spell incantation, and they do not issue forth if they are words that trigger or activate any magic. The usual use for a colossus is to smash a way into or out of a structure or to shield the caster from harm. Its sheer bulk can block volleys of arrows, and it magically attracts to itself all magic specifically meant for the caster such as magic missile, feeblemind spells, and so on. The spell effects are then visited on the colossus, not the caster. Spells that normally rebound from solid forms or burst, such as fireball and lightning bolt, are drawn into its body so that they do no harm to the surroundings. Any blow landed on a desired target by a colossus shortens the duration of its spell "life" by one round. Any spell that strikes the colossus also shortens the spell's life by a round, even if the spell does not destroy the colossus form by cumulative points of damage. When the spell duration runs out (possibly in a considerably shortened period), or the colossus is destroyed by accrued damage, the colossus simply fades away. The material components of this spell are a ball of clay that fills the caster's palm and a bit of string wire, or natural fiber. Notes: Very rare in the Forgotten Realms setting; virtually unknown elsewhere. School: Invocation/Evocation Type2: Artifice Name: Ritual Strength Level: 3 Area Of Effect: The caster Casting Time: 3 Comp: V, S Duration: 1 hr/level Range: Touch Save: None Description: This spell is used by sha'irs to prepare themselves for the strenuous rituals they must endure in order to improve their gen. As long as the spell lasts, the sha'ir suffers no effects from exhaustion due to ritual performance. This spell has no effect beyond protecting sha'irs from over-exertion during rituals. Notes: Restricted to sha'irs, common. Found most often in an Arabian setting. School: Alteration Name: River of Sand Level: 8 Area Of Effect: Special Casting Time: 8 Comp: V, S, M

Duration: 1 rd/3 levels Range: Special Save: Special Description: This spell creates a snakelike "river" of sand, 80 feet long (20feet in diameter), which barrels over obstacles in its path. To cast it, a wizard begins with a mouthful of sand. Then he whispers (or mumbles) an incantation, and spits the sand in the desired direction. The expelled sand travels along the ground, picking up more sand as it goes, gathering size and strength. Within one round, it becomes a roaring torrent. The river travels 40 yards per round. During the first round, it has no destructive force, but it can sweep any item up to the size of a small hut or large wagon out of its path. Thereafter, the river has the power to tunnel through dunes, destroy structures, inflict siege damage as a ram, and strike beings so hard that their clothes and hair are stripped away. All items in the river's path must make a saving throw versus crushing blow or be destroyed. Individuals in the river's path must make a successful Strength check to retain items that are carried or held. If an individual tries to move out of the river's way, he must make a Dexterity check. Success means that he's flung 1d20 feet aside, taking 1d4+1 points of impact damage. Failure means that he takes the full brunt of the river- a potentially fatal blow. All creatures struck fully the river suffer 6d8 points of damage. They must also make a successful system shock roll. If the system shock roll fails, they perish instantly. The caster cannot choose to restrict a river of sand's length; it always grows to 80 feet. Nor can the caster change this juggernaut's direction once it begins to flow. A mouthful of sand and the spittle it collects are the material components of this spell. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation Name: Rodbane Level: 7 Area Of Effect: 1 device Casting Time: 1 Comp: V, S Duration: 4d4 rds Range: 90 yds Save: Neg. Description: Rodbane temporarily prevents the wielder of a rod, staff, or wand from using the item's powers. The wizard casts the spell upon a character in physical contact with a rod, staff, or wand. If the subject has more than one such device, the caster must specify

which one the spell targets. Should the wielder fail a saving throw versus spell, the device in question will not function for that character for 4d4 rounds. Wand wielders save at -6, staff wielders save at -4, and rod wielders save at -2. Rodbane has no effect on other magical items. Notes: Very rare spell, based on the Mystara setting spells wandband and itembane. School: Abjuration Name: Ruby Ray of Reversal Level: 7 Area Of Effect: Special Casting Time: 7 Comp: V, S, M Duration: Instantaneous Range: 10 yds/level Save: None Description: The ruby ray of reversal is a powerful spell developed by Nezram the Transmuter to reverse the effects of other spells and situations. It harnesses the magical energy naturally occurring within a ruby, creating a beam that lances out in a straight line in the caster's chosen direction. Upon contact with any of the following situations or spells, the ruby ray will correct the situation as listed, then wink out of existence. The ruby ray can affect only one such item, creature, or situation per casting. Situations and spells affected by the ray include: · Webs (natural and mystical) or viscous globs immediately melt away, one patch of webbing or glob totally vanishing. · Mechanical or magical traps are automatically sprung, affecting normally any creatures or objects in their area of effect. · Knots are untied; chains, straps, and other restrictive devices fall loose. · An entangling device or situation brought about by spells is negated and those affected are freed. · A locked and barred door is opened upon the ruby ray striking it. · A wizard locked or held portal is opened. · A 1-foot-wide hole is opened in a wall of force or force cage. The force structure is not destroyed by the spell, but the hole may allow escape and opens a channel for spells to pass through. · An illusion struck by the ray is dispelled immediately.

· A transformed individual, whether turned to stone or polymorphed, is returned to his original state. A system shock roll is required if normally necessary. · A magic jar spell is reversed, freeing the controlled individual and returning the intruder to the magic jar. The ruby ray cannot pass through solid objects, nor effect creatures or items in other dimensions. it cannot pierce an antimagic shell or prismatic sphere. It cannot affect any magics or situations other than those listed. The material component is a ruby worth at least 1,000 gp, which crumbles to dust when the spell ends. Notes: Very rare spell from the Forgotten Realms setting. Known to be in the tome, Unique Mageries. School: Alteration Name: Run Level: 1 Area Of Effect: One or more persons Casting Time: 1 rd Comp: V, S, M Duration: 1d4 hrs + 4 hrs Range: Touch Save: None Description: Only persons (cf. charm person: human, demihuman, or humanoid of man-size or smaller) in their natural form are affected by this spell. The run spell enables the person to run at twice normal speed, up to a movement rate of 24. This pace can be maintained for 5 to 8 hours without tiring. However, after so running the individual must spend a like number of hours resting, as well as drinking plenty of liquids and eating heartily. For every 2 levels of experience of the spellcaster, another person can be affected: at 4th level, 2 persons can be empowered to run; at 6th level, 3 persons; etc. The spell is mostly used for quick travel by messengers, scouts, and others who must travel far and quickly. Generally, it increases a day's foot travel rate by 70% to 100%. The material component of this spell is an elixir made of spring water and the oil of 5 to 8 beans of a spurge (caster oil) plant. Notes: Uncommon spell. (Originally published in Unearthed Arcana.) School: Enchantment/Charm Name: Run (Old Empire) Level: 2 Area Of Effect: 1 creature Casting Time: 2

Comp: V, S, M Duration: 2 rds/level Range: 60 yds Save: None Description: This spell causes a single creature to run at triple ground movement rate. Thus, a creature with a normal running movement rate of 12 has a ground movement of 36 while under the effect of this spell. This spell can affect most creatures with legs, including horses and summoned creatures, but it is not cumulative unnaturally fast movement or with magic, such as, for example, a quickling or creature affected by a haste spell. Creatures moving at their maximum movement gain a +2 bonus to their Armor Class while under the effect of this spell. This spell does not affect other movement rates, such as flight, burrowing, swimming, and climbing. The material component si a rabbit's foot. Notes: Uncommon spell. As a Forgotten Realms Old Empire spell, initial exposure requires a mentor or a read Southern magic spell. School: Alteration Name: Ruornil's Tracks Level: 2 Area Of Effect: Special Casting Time: 2 Comp: V, S, M Duration: 1 turn/level Range: Touch Save: None Description: This alteration enables the recipient to leave in his wake the tracks of a native animal instead of his own, thus thwarting those who attempt to track his movements. Those in pursuit can identify the true nature of the tracks only if they make successful tracking proficiency checks with a -2 penalty. For every experience level above 3rd, the wizard can affect one additional creature. Thus, a 5th-level wizard could affect himself and two other individuals. The spell can affect creatures up to large size, so a wizard could prevent horses or other mounts from leaving identifiable tracks. The reverse of this spell, Ruornil's footprints, causes affected individuals to leave deep, noticeable footprints or other marks of passage in their wake. These tracks can be followed easily by anyone. The material component of either version is a handful of ashes sprinkled at the caster's feet. Notes: Common in the Birthright setting; otherwise, rare or very rare.

School: Alteration Name: Rusting Touch Level: 8 Area Of Effect: Object touched Casting Time: 8 Comp: V, S, M Duration: 1 turn Range: Touch Save: Special Description: The caster who casts this spell gains the power of a cursed touch that affects metals of any type with a highly destructive version of the rust monster's touch. Normal ferrous metals-iron, steel, and various alloys - are destroyed instantly; nonferrous metals and alloys such as gold, platinum, copper, and even brass are entitled to an item saving throw versus disintegration (a roll of 17 or higher on a d20) to avoid destruction. Protection from evil effects adjust the saving throw. A magical item of ferrous metal is allowed a saving throw versus disintegration at a -3 penalty, modified by the item's magical enchantment. For example, a sword +1 has a base save of 17 with a total penalty of-2, saving on a 19 or 20. A magical item of nonferrous metal is allowed a saving throw versus disintegration with a +2 bonus. If this spell is used against a creature of living or animated metal, the creature must make a successful saving throw versus death magic or be destroyed, suffering 3d8+3 points of damage if successful. If used in combat to destroy an opponent's armor, a successful attack roll against AC 5 is required, adjusted for the wearer's Dexterity and magic-based adjustments to Armor Class. Destroying a weapon wielded by an enemy is more difficult, requiring an attack roll against AC 4 adjusted for the wielder's Dexterity. The caster must touch the item to be affected, not the other way around, so she can be injured or killed by opponents wielding steel weapons. The caster can affect as many items as she can touch in the spell's duration. Unusually large objects (1,000 pounds or more) may require more than one round of contact to destroy, at the DM's discretion. The material component is a rust monster scale. Notes: Restricted to evil witches; rare. (Updated from Dragon Magazine.) Source: Wizard's Spell Compendium, Vol. 3.759 School: Alteration Name: Sacremon's Acid Wit

Level: 5 Area Of Effect: 1 creature Casting Time: 5 Comp: V, S Duration: 3 rds/level Range: 30 yds Save: None Description: When this spell is cast, a large floating mouth, similar to a magic mouth appears and follows the victim. The mouth criticizes, harangues, insults, and berates the victim in the victim's native tongue. If the victim is fighting, he suffers a -2 penalty to all initiative and combat rolls, as he is distracted by the constant barrage of verbiage from the mouth. The mouth is immune to physical attacks, although a dispel magic spell will destroy it. Notes: Very rare spell. (Updated from Polyhedron Newszine.) School: Alteration Name: Safe Fall Level: 2 Area Of Effect: Up to 100 sq ft Casting Time: 2 Comp: V, S, M Duration: 2 rds/level Range: 5 yds/level Save: None Description: Safe fall resembles the 1st-level wizard spell feather fall, but is more versatile. The spell can slow the falling rate of any number of objects (or creatures) that hit its area of effect; it can also deflect incoming missiles. Only solid objects are affected by the spell. Safe fall creates an invisible, magical sheet that must be anchored to at least two solid, diametrically opposed points, such as opposite walls. The precise dimensions of the spell's area are chosen when the spell is cast, but the area must be rectangular. The area must have sides of at least 1 foot in length (acceptable dimensions include 1 foot x 100 feet, 2 feet x 50 feet, 4 feet x 25 feet, etc.). A side's length cannot exceed the length of any item to which the side is anchored. Safe fall eliminates inertia in one direction, either forward (horizontal) or downward (vertical). If the effect is oriented vertically (as a wall), it eliminates forward inertia. If the effect is oriented horizontally (as a floor), it eliminates downward inertia. For example, if the effect is positioned vertically to prevent missile fire, a missile loses its forward inertia when it hits the effect, then falls straight to the ground. Should the effect be anchored so the safe fall area is at an angle, it still eliminates inertia in only one direction; a safe fall positioned closer to the horizontal would eliminate only downward inertia, and one positioned closer to the vertical would

eliminate only forward inertia. If the spell is positioned at exactly 45 degrees, the DM should randomly determine in which direction inertia is blocked. An object's inertia is eliminated when any part of it touches the area of effect as long as the weight of that object does not exceed 200 pounds plus 200 pounds per level of the caster; larger objects are unaffected. If the object falls downward to hit the area of safe fall, its downward inertia is harmlessly dissipated when it hits the area of effect; for the distance from the effect to the floor or ground, the object falls as if it had begun falling at the safe fall area of effect. Safe fall can be cast directly onto a floor, as long as it can still be anchored to vertical walls, fences, or other objects on two opposite sides. If this is done, a falling object's inertia is eliminated instantaneously as it hits the floor, preventing falling damage. The material component of this spell is a square inch of a closewoven net. Notes: Very rare spell from the Forgotten Realms setting. Known to be in Darsson's Notes. School: Alteration Name: Sand Form Level: 9 Area Of Effect: Special Casting Time: 1 turn Comp: V, S, M Duration: 1 day/level Range: Touch Save: None Description: This spell enables an individual touched by the caster to animate a body made of sand immediately. The recipient wills the sand body to move and act, and can even cast spells through it - all while his own body is safely up to 100 miles away. The sand body resembles the recipient as closely as a pile of sand can; unless illusionary magic is cast upon it, few will believe it to be living flesh. The recipient (who may be the caster) can see, hear, and sense through the sand form. The form can fight, talk hoarsely, and carry things - in fact, it can perform all tasks less exacting than lockpicking, sewing, and similar handicrafts. It can even go adventuring and earn experience points for its "master." The recipient's mind functions in two places simultaneously-within the sand form, and within his real body. The real body can still sense (see, hear, smell, etc.) exactly as before, even benefiting from enhancements such as a magical ring. The tradeoff is paralysis. Besides breathing, blinking, and moving his eyes, the recipient cannot move his real body while the sand form is animated. (A few friendly guards are a wise precaution. So is a pleasant or strategic view.) The real body does not need to eat,

drink, or sleep. It heals damage as if resting, regardless of the sand body's activity. The recipient is vulnerable when his sand form is the target of magical and psionic powers that affect the mind. The sand form can be fooled by illusion spells to the same degree as the recipient himself. They are of "like mind." Physical attacks against the sand form don't damage the real body, but they do harm the Sand Form. The form has a number of hit points equal to the recipient's normal maximum (even if the recipient is currently crippled). The sand form has the recipient's natural Armor Class, too. It can wear armor and carry weaponry, with the same restrictions that apply to the recipient. The sand body does not benefit from anything worn or carried by the recipient's real body, however. Cuts and bruises on the sand body are reflected by crumbling sand. Otherwise, the sand body can withstand attacks just as well (or as poorly) as the recipient can normally. There are two exceptions: if the sand body is immersed in water for more than a turn, or exposed to heavy rain for the same time, it disintegrates. If the Sand Form drops to 0 or fewer hit points or disintegrates, the owner must make a system shock roll. Failure indicates that the real body also dies. The recipient of this spell can abandon his link with the sand form at any time, without harm to himself The sand form collapses into loose sand and the recipient immediately regains control of his real body. The same thing occurs when the spell ends, or if the sand form moves beyond the 100-mile limit or to another plane. Anything carried or worn by the sand form simply falls to the ground. If the recipient of this spell wishes to teleport later, note that locales visited by the sand form will count at least as "seen casually." While the sand form is animated, the recipient also can direct it to "carefully study" a locale. The material components of this spell are a fistful of sand and a hair or piece of skin from the recipient. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Necromancy Name: Sand Gems Level: 7 Area Of Effect: Special Casting Time: 1 rd Comp: V, S, M Duration: Instantaneous Range: Touch Save: Special Description: This rare spell turns a handful of sand into 1d12 real, permanent, cut and polished gems. They are always amber or red in hue, and of any type and size visualized by caster, so long as they

are small enough to all fit in the caster's closed fist. Their value is equal to 1d6 x 1,000 gp, regardless of their size. Each time this spell is cast, the caster must make three saving throws versus spell. Each time one of these saving throws fails, the caster permanently loses 1 hit point. Notes: Known to the desert mages of the Anauroch region of the Forgotten Realms setting; virtually unknown elsewhere. School: Alteration Name: Sand Healing Level: 4 Area Of Effect: 1 creature Casting Time: 4 Comp: V, S, M Duration: Instantaneous Range: Touch Save: None Description: This spell enables the caster to use a handful of sand, a drop of water, spittle or tears, and a drop of blood or sap, to heal wounds. Applied to the wounds, the components cure 2d4 points of damage, but can't heal blindness, disease, insanity, or ongoing poison effects: only physical hurts. Notes: Restricted to the desert mages of the Anauroch region of the Forgotten Realms setting and those trained by them. School: Necromancy Name: Sand Jambiya Level: 1 Area Of Effect: 1 item Casting Time: 1 Comp: V, S, M Duration: 1 rd/level + 1d6 rds Range: Touch Save: None Description: This spell turns a fistful of sand into a keen-edged, dun- colored metallic blade, held firmly by the caster. Like an actual jambiya (a kind of dagger), it is double-edged and curved. The blade can measure no more than twice the length of the caster's own hand, nor weigh more than five pounds. The caster decides the size. The weapon is as hard as steel, but cannot be affected by magnetic forces or heat, and it is not a good conductor. The sand jambiya deals 1d4+1 points of damage. For determining which creatures or objects are vulnerable to it, the blade is considered a +1 magical weapon. A sand jambiya crumbles into loose sand under the following conditions: when it's dispelled, upon the caster's mental command,

upon the caster's death or loss of consciousness, or at the end of the spell's duration. When combined with flying jambiya, this spell can create an airborne weapon. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation Name: Sand Seal Level: 3 Area Of Effect: 1 doorway or similar portal Casting Time: 3 Comp: V, S, M Duration: Special Range: 20 yds Save: None Description: When casting this spell, the wizard must throw a handful of sand at the doorway to be sealed. When the spell is complete, sand swirls in the doorway, coalescing into a solid barrier. This magical barrier of sand has 1d6 hit points per level of the caster and an AC of 8. To remove the sand seal, it must be attacked and its hit points reduced to zero. If the attack roll is a 1, the weapon is shattered (a magical weapon receives a saving throw versus crushing blow, adjusted for its bonus). If the weapon is a hand, foot, or other natural appendage, the attacker suffers 1d6 points of damage. The sand seal can be magically dispelled. The material component of this spell is a small lump of wax. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Alteration Type2: Conjuration/Summoning Name: Sand Shadow Level: 2 Area Of Effect: 1 creature Casting Time: 2 Comp: V, S, M Duration: 3 hrs Range: Touch Save: None Description: The sand shadow conceals one being completely as long as the recipient is mostly or wholly in shadow. Only those using magical detection can see him. If the recipient moves from shadow to shadow by crossing an unshaded area, he suddenly appears in the light, then vanishes again, and can do this repeatedly. The spell lasts three hours. It cannot be ended prematurely by will of the caster or the recipient. However, dispel magic ends the

sand shadow effect when cast upon the recipient. A light spell also makes the recipient visible again, but only while he remains within the light's area of effect. A concealed recipient might also reveal his position by picking up an object--which remains visible unless a separate sand shadow spell is cast upon it. The recipient can attack and be attacked without disrupting the sand shadow spell. Attack rolls against the recipient suffer a -4 THAC0 penalty. The recipient's vision is not altered by the spell. The casting of this spell requires a pinch of dry sand and an eyelash, which are tossed into the air. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Illusion/Phantasm Name: Sand Shroud Level: 6 Area Of Effect: 1 creatuer or object/level Casting Time: 6 Comp: V, S, M Duration: Instantaneous Range: 10 yds/level Save: None Description: This spell causes sand or loose earth to open up under a target like a grave, and then swallow it up instantly. Enough sand or earth must be present - for example, the spell works in a desert setting or barren field, but not on cultivated land or solid rock. A target creature or object must be dead, undead, or never have lived. Its size must be "Large" or less. It is buried 60 feet deep, without any mark or trace on the surface of its grave. Intelligent undead, animated magical items, and creatures able to assume gaseous form are imprisoned for only 2d8 rounds. The spell is typically used to quickly hide treasure or the evidence of a fatal fight. The material component of this specialized magic is a lump of mud, clay, dried dung, or other powdery substance, which is crushed during spellcasting. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation Name: Sand Slumber Level: 1 Area Of Effect: 1 creature Casting Time: 1 Comp: V, S, M Duration: 1d4 + 2 rounds Range: Touch Save: Special

Description: This spell causes a magical sleep to come upon a single, living being of any species, class, or level, provided the individual normally needs sleep. The spell cannot affect undead creatures or magical constructs. It can, however, affect genies and extradimensional beings. The target creature is allowed a saving throw versus spell. If the save fails, the creature instantly sinks into a slumber for the duration of the spell, typically falling down and dropping held items. This fall never awakens the creature, but any subsequent violent impact or attack will do so. Noises alone cannot rouse the creature. If the save succeeds, the creature is merely slowed - just as if affected by the 3rd-level wizard spell - for a single round. The material component of this spell is a pinch of fine sand, cast into or sprinkled upon the face of the being to be affected. In combat, a successful attack roll is required to apply the sand. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Enchantment/Charm Name: Sand Sword Level: 3 Area Of Effect: 1 item Casting Time: 1 Comp: V, S, M Duration: 1d6 rds + 1 rd/level Range: Touch Save: None Description: Like sand jambiya, this spell creates a keen-edged, metallic blade that is as hard as steel, is unharmed by magnetic forces or heat, and is a poor conductor - all from a small parcel of sand. In this case, however, the blade is larger, and cannot be coupled with the flying jambiya spell. The sand sword can be as long as the caster's arm, but still cannot weigh more than five pounds. The weapon deals 2d4 points of damage per strike, and is considered a weapon of +1 enchantment for purposes of what it can hit. It can be wielded by someone other than the caster. A sand sword crumbles into loose sand if the sword is dispelled, if the spell's duration ends, or if the caster so wills. It also disintegrates upon the caster's death, but not if the wizard merely falls unconscious. The sand sword can be created anywhere, if about two pounds of sand - the material component - are available. The sand can be reused. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation

Name: Sand Tools Level: 3 Area Of Effect: Creates one or more tools Casting Time: 1 turn Comp: V, S, M Duration: 4+1d4 hours (maximum) Range: Touch Save: None Description: Mechanicians developed this spell so they wouldn't need to be without their special tools. When cast, it magically fashions a small tool set (useful for working on mechanicals) from a small area of sand. The spell creates a number of standard tools: hammer, wrench, screwdriver, crowbar, etc. All these tools are formed from sand but have the strength of iron. Additionally, they adjust their size to fit the current need, making them quite useful by duplicating a wide variety of tool sizes and uses. Thieves' tools cannot be duplicated in this way. However, these tools cannot be carried about and used whenever needed. The spell ties them into the task at hand, and when that task is completed the spell expires. Thus, while the spell may last seven hours, if the job the tools were created for only takes three hours, the tools will disappear at that time. Also, if anyone attempts to use the tools as weapons, they immediately dissipate. The material component for this spell is a small bagful of sand from which the tools can be drawn as needed. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Alteration Name: Sand Whisper Level: 1 Area Of Effect: 1 creature or item Casting Time: 1 Comp: V, S, M Duration: 1 rd/level + 1d4 rds Range: Touch Save: Neg. Description: This spell causes silence to reign in the area immediately surrounding a touched item or creature. The effects resemble those of the priest spell silence, 15' radius, but without the area effect. The target is muffled: All sounds emanating from the target including those caused by something striking it - are transmitted far away and emitted in a random location (defined below). Likewise, sounds created by something held by or attached to the target are randomly displaced.

The recipient item or being is allowed a saving throw. If the saving throw succeeds, the spell fails and is lost. As usual, a recipient who wishes to be silenced (such as the caster himself) can waive his saving throw. Unlike the silence spell, sand whisper does not prevent the recipient from speaking words of activation, such as those for magical items. Nor does it prevent him from uttering the vocal components of spellcasting. The recipient's ability to cast a spell is unchanged as long as that spell's effect is not sound-based. (The shout spell, for example, won't work.) Noise-based attacks (such as the wail of a banshee or roar of an androsphinx) are not canceled. They still occur, but like any sound, their effects are turned elsewhere. Where, then, do the muffled sounds go? They emanate from random locations as far from their actual source as 2d6 miles plus 1 mile per level of the caster. The new location may lie in any of the eight cardinal directions from the source - north, south, east, west, and their combinations - but not up or down. (The DM rolls 1d8 and assigns a direction to each result.) Other individuals at these locations can hear the sounds clearly. These (often confused) individuals are vulnerable to the effects of any sound-based attack cast against the recipient. Due to the injury, confusion, and annoyance such errant sounds can cause, several local emirs have forbidden the use of this spell within 20 miles of their palaces. Other rulers both permit and enjoy these interruptions. If the errant sounds appear interesting, the emirs may send out guards or wizards to investigate. Adventurers should check local customs before casting sand whisper. The material component of this spell is two handfuls of sand, sprinkled upon the recipient. In combat, a successful attack roll may be required to apply the sand. Notes: Common for spellcasters from an Arabian setting and among the desert mages of the Anauroch area of the Forgotten Realms setting; otherwise, very rare. School: Alteration Name: Sand Worm Level: 8 Area Of Effect: 1 creature Casting Time: 8 Comp: V, S, M Duration: 6 turns/level Range: Touch Save: Neg. Description: This spell turns the recipient into a "sand worm" - a man- sized, mouthless, mute, mottled thing that no longer needs to breathe, eat, drink, or eliminate. It can burrow through sand with ease to hide or sleep beneath the surface. The worm can sense major

temperature changes, such as nightfall on the surface above, but temperature extremes do not harm it. While underground, its infrared sense also allows it to detect warm-blooded creatures who are man-sized or larger within 30 feet; above ground the range is doubled. Transformation into worm-form heals 2d4 points of damage for the recipient. A sand worm can wriggle on the surface with a movement rate of 9. It can wriggle at the same rate upon a sea floor or lake bottom, though it can't swim. When burrowing beneath the sand, its movement rate increases to 12. The sand worm can carry objects up to the size and weight of an armored man-provided someone else ties the cargo to the worm. The worm has no limbs (or mouth) with which to hold anything. A sand worm's Armor Class is 6 and its THAC0 is 17. It can fight only by rolling over or slapping at an opponent with its bulk, inflicting 3d4 points of crushing damage per round. The spell recipient's intellect and senses are unchanged, but the worm cannot speak or cast spells. Further, the recipient cannot escape his wormform before the spell expires unless the caster wills it, or unless someone applies dispel magic or a similar spell. The material component of this spell is any live worm, which must be swallowed by the caster. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. Sand Worm: AC 6; MV 9 Br 12; hp As creature; THAC0 17; #AT 1; Dmg 3d4; SZ L. School: Necromancy Name: Sandcone Level: 4 Area Of Effect: Cone 10 ft deep/level with 10-ft diameter/level Casting Time: 4 Comp: V, S, M Duration: Special Range: 30 yds Save: None Description: With this spell a wizard can excavate a cone-shaped area of sand at a location upon which he concentrates. The base of the cone is toward the surface; the tip points downward. Excavated sand (or dust) is transported to a random location 1d6 miles away. Often, the sand is dispersed in a windy gust. Only sand and dust are moved; rocks, plants, animals, and buried objects remain in place. As a result, this spell works best in regions of great expanses of sand, such as open desert. The sandcone spell keeps the area clear of sand as long as the caster remains conscious and concentrating. When this ceases, sand falls in normally. The cone's magic does not prevent sand

slides or collapses if another individual begins excavating around the cone. The sandcone spell enables the wizard to dig toward anticipated water and uncover buried beings or things. It can also create a prison or trap. For the last purpose, the caster can create a pit in the loose sand beneath an enemy's feet. When the foe falls in, the caster deliberately ends the magic, trapping the opponent at the bottom of the pit. The material components of this spell are the hair of a desert rat (jerboa) and a pinch of sand. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation Sandspray Level: 3 Area Of Effect: 1 creature Casting Time: 3 Comp: V, M Duration: Instantaneous Range: 10 yds/level Save: ½ Description: The sandspray spell causes a pillar of sand up to 30 feet high to erupt around one creature. The blinding spray causes 1d6 damage for every two levels of the caster (round down) and requires no attack roll. The creature is allowed a saving throw versus spell for half damage. Even a creature that saves will be blinded by sand for 1d4+1 rounds. While blinded, the creature cannot cast spells and attacks with a -4 penalty. The material component is a pinch of sand. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Alteration Name: Sandstorm Level: 5 Area Of Effect: 60-ft radius Casting Time: 5 Comp: V, S, M Duration: 1 rd/level Range: 10 yds/level Save: None Description: By means of this spell, the caster creates a vortex of violently churning sand. All creatures within the area of effect suffer 3d10 points of damage. The sand blinds creatures while they are in its area of effect, and there is a 50% chance that any creature trying to

move in the area falls down. Torches and small fires are extinguished by the storm. The material component for this spell is a fistful of sand. Notes: Uncommon spell. As a Forgotten Realms Old Empire spell, initial exposure requires a mentor or a read Southern magic spell. School: Invocation/Evocation Name: Sandswallow Level: 9 Area Of Effect: 20-ft radius Casting Time: 9 Comp: V, S, M Duration: Instantaneous Range: 1 yd/level Save: Special Description: This spell can be used only in an area of sand, quicksand, mud, or bog. It causes a circular area of the surface to suddenly collapse 30 downward, so the surrounding sand or mud rushes in to fill the hole. Any creatures in the affected area must save versus spell to "swim" and avoid being buried (they finish atop the morass, reduced to half movement rate and lacking any items they were holding; these are buried). Buried beings can dig upwards 6 feet each round in which they make a successful Dexterity Check. After the second round of imprisonment, any creature without a magical source of air, or the natural ability to exist in rock (for example, an umber hulk) suffers 1 d4 suffocation damage per round. This continues until death occurs or the creature digs its way free. In the round in which they emerge, buried creatures cannot move from the spot in which they come up, and all attacks against them automatically hit. Notes: Known by the desert mages of the Anauroch area of the Forgotten Realms setting; virtually unknown elsewhere. School: Invocation/Evocation Name: Sargasso Level: 4 Area Of Effect: 10 x 10 ft/level Casting Time: 9 Comp: V, S, M Duration: 5 rds/level Range: 10 yds/level Save: Special Description: This spell creates a mass of thick seaweed in a body of water, making it difficult to sail through. The approximate depth of the seaweed is 5 feet. The caster can create a 10 x 10-foot mass per level-about 35 feet x 20 feet at 7th level. Ships sailing through the

weed have their speed diminished by 2 mph if they are sailpowered, or 3 mph if they are oar-powered. Ships reduced zero speed or less are entangled (as the spell), and unable to move. At least half the ship's length must be in the area of effect for its movement to be reduced. A large ship might not be affected by a small sargasso region, even if it sails right through. Swimming creatures have their movement reduced by 6. Airbreathing creatures reduced to a move of 0 or less must make a successful saving throw versus death or be trapped below the surface. The material component of this spell is a small amount of seaweed and a handful of live brine shrimp, which must be tossed into the water. Notes: Common in the Sea of Fallen Stars area of the Forgotten Realms setting, uncommon for Sea mages: otherwise, rare. If the Ships and the Sea rules are used, a sailing ship loses 1/2 of its base movement rate during any round in which it moves through a sargasso region able to affect it. Thus, a ship with a base move of 12 loses 4 in the weeds, If the sail-driven movement is only 6, then the actual movement rate is 2. Oared ships lose 2/3 of their base movement rate, and may be delayed 1d6 rounds after they leave the area if their blades become fouled with weed. Rower fatigue is doubled in the weed. For example, with a base movement of 9, the effective movement of an oared ship is only 3, and the rowers will tire more quickly. School: Alteration Name: Sathrath's Ingenious Recollection Level: 9 Area Of Effect: The caster Casting Time: 1 rd Comp: V, S Duration: Instantaneous Range: 0 Save: None Description: This potent spell allows the wizard to replace spells he currently has memorized with others of the same level from his spellbook. Spells already cast cannot be replaced. The wizard can exchange up to one spell level per experience level in this fashion, so an 18thlevel caster could exchange three 6th-level spells on the spot, or two 5th-level and one 8th-level spell, or any other combination up to his total number of experience levels that he likes. Those who know this spell usually can feel safe memorizing whatever spells they want. After all, if those spells seem inappropriate for a situation that develops, the character can change them. For example, if a wizard planning to study all day memorizes read magic, consume knowledge, and similar spells,

then comes under attack by an invisible stalker, the wizard can change these spells to a more appropriate offensive and defensive selection. However, this spell cannot always save a wizard. Sathrah himself, one of the most self-important figures ever to teach at the Great School of Glantri, recently fell 100 feet to his death from the roof of his tower - presumably while trying to obtain fly. Some former students were disciplined for snickering over the tragedy, theorizing that Sathrah should have developed a faster method instead of an ingenious one. The mighty wizard Sathrah preferred to call this spell Sathrah's ingenious method for the instantaneous recollection of dweomers and enchantments, but most scholars familiar with the work have reduced this grandiose title to Sathrah's ingenious recollection. Notes: Common in the Mystara setting; otherwise, very rare. A PC using this spell should not be given unlimited time to consider his choices. Optional Rule: In tournament play (and otherwise at the DM's option), the player must choose and physically (legibly) record his new spells within 60 seconds, as timed by the DM, with failure leaving the original selection unchanged. School: Alteration Name: Satire Level: 5 Area Of Effect: 1 individual Casting Time: 1-12 days Comp: V, S Duration: Special Range: Special Save: Special Description: The use of this powerful song is a bit tricky. It reflects the ability of a high level bard to ridicule a prominent public figure who behaves incorrectly. The scandalous song has the effect of halving its target's Charisma until he repents and atones for his actions. However, the target's actions must truly be objectionable in the prevailing moral climate of the area (DM's decision, based on the prevailing alignment of the region); otherwise, the satire is unjust and the bard's own Charisma is halved instead, until he travels at least 50 leagues away, and does not return to the region for one full year. While singing nasty songs about the evil Duke is fun, woe to the bard unlucky enough to be caught in the act by the Duke's men. The bard must perform publicly before a sizeable audience, at least once per day for a number of days equal to a secret die roll made by the DM. The spell also requires the bard to play upon his instrument, while singing, as the verbal and somatic components of the spell.

Notes: Restricted to bards; common. School: Conjuration/Summoning Name: Scalding Spout Level: 3 Area Of Effect: 1 creature Casting Time: 3 Comp: V, S, M Duration: Instantaneous Range: 10 ft/level Save: ½ Description: Holding out a hand palm forward, a wizard casting scalding spout projects a high-pressure stream of boiling water at a single target within range. The caster must make a successful attack roll with a +2 bonus to aim the blast. If he strikes his target, the victim suffers 2d6 points of impact damage, plus 1d6 points of heat damage for each level of the caster (up to 10d6 points of heat damage). The target creature must roll two saving throws versus spell: one to resist the impact and one to resist the heat. Success for either save cuts that portion of the spell's damage in half. If the caster misses with his attack roll, the scalding spout may endanger another character near the target, at the DM's discretion. The material component is at least 1 ounce of fresh water. Notes: Common in the Mystara setting; otherwise, very rare. School: Invocation/Evocation Name: Scalesnare Level: 2 Area Of Effect: 1 creature Casting Time: 1 rd Comp: V, S, M Duration: Special Range: 0 Save: Neg. Description: This spell allows the caster to turn an ordinary snake skin into a tenaciously-grasping tentacle of hishna magic. The artisan enchants the skin by casting the spell upon it; he has one tum to use it. He must hurl it at a target creature within 10 feet, striking the victim with any part of the skin. All creatures are assumed to have an Armor Class of 10 against this attack. The scalesnare enwraps the target victim with a successful hit, pinning its arms (or front legs, if it is a four-footed creature). The ensnared creature can make no attacks with hands or forelegs, and loses any Dexterity benefit to Armor Class. A huge creature, or a large creature with ogre strength or better can ignore the scalesnare attack.

The snare remains effective for a full day. It cannot be cut by any nonmagical blade-even one of metal. A creature that can bite or slash creatures vulnerable to weapons of +1 enchantment or better can free itself in an amount of time decided by the DM. Notes: Restricted to practitioners of hishna magic (the Maztica setting); common. School: Alteration Type2: Invocation/Evocation Name: Scapegoat Level: 4 Area Of Effect: 20-ft radius around creature Casting Time: 4 Comp: V, S, M Duration: 1 rd/level Range: Touch Save: Special Description: When a wizard finishes casting this enchantment on a living being, all those within a 20-foot radius believe the being is to blame for all of their troubles. The affected creatures attack the enchanted being until the spell wears off, the being dies, or a dispel magic is cast. Those within the area are affected if they have animal Intelligence or higher. Affected creatures are allowed a saving throw versus spell each round to come to their senses. The caster is not affected by the enchantment. The material components are a pinch of goat's hair and a stone that is thrown in the chosen target's direction. Notes: Very rare spell. (Updated from Polyhedron Newszine.) School: Enchantment/Charm Name: Scarf Level: 3 Area Of Effect: 3 scarves/level Casting Time: Special Comp: S, M Duration: Special Range: 10 ft Save: None Description: The spellcaster casts the first half of this spell when a number of scarves are at hand--the casting requires one round. The scarves begin to vanish one by one; the caster can make three scarves per level of experience vanish. The spellcaster casts the second part of this spell (which takes another two rounds) when the scarves are to reappear. The scarves can be maintained in the spell's "holding area" for up to one day, at which time they automatically reappear

around the caster. A successful dispel magic spell makes the scarves reappear immediately. The spellcaster pulls scarves from her sleeves, the robes of her audience, another person's ear, etc. The scarves are not detectable when in this magical limbo. The spell is sometimes used to transmit secret messages. Notes: Common for geisya in oriental settings, uncommon for wu-jen and ninja spellcasters; otherwise, very rare. School: Invocation/Evocation Scintillating Sphere Level: 3 Area Of Effect: 10-ft radius Casting Time: 3 Comp: V, S, M Duration: Instantaneous Range: 15 yds + 10 yds/level Save: ½ Description: This spell causes a grape-sized sphere to appear near the caster The sphere than travels in a straight line at high speed to a location in sight of the spellcaster. Upon reaching this location, the sphere pulses outward twice and then disappears. Damage is caused by the second pulse only, and is electrical. Damage caused is 1d6 for every level of the caster, to a maximum of 10d6 (save versus spell for half). Saving throws for items are made versus lightning. The caster choses the location by pointing at the spot and speaking the distance for the sphere to travel. The sphere pulses at the distance spoken. The material components are a small glass sphere and a pinch of iron oxide. The components are consumed in the casting. Notes: Common in the Halruua region of the Forgotten Realms setting (the Shining South); otherwise, very rare. School: Invocation/Evocation Name: Scrollsee Level: 2 Area Of Effect: 1-ft x 1-ft sheet Casting Time: Special Comp: V, S, M Duration: Up to 1 turn Range: Sight Save: None Description: The scrollsee spell allows the caster to record the events occurring around him on a piece of parchment, and to have those events replayed as moving pictures some time in the future. The caster must have a plain sheet of papyrus, parchment, or smooth

bark. As he casts the spell, he looks at the scene he wishes to record. The casting can continue for up to a turn, though it requires full concentration from the caster - he cannot move, though he can be transported in a smooth-traveling craft. Horse-back riding, however, or a human-borne litter are too rough to allow sufficient concentration. The picture can be replayed by a recasting of the same spell, by the same or a different caster. The image is lifelike, but its quality is affected by the material used for the spell. Also, the size of the image is about a foot square, so tiny details are indiscernible. Notes: Restricted to practitioners of hishna magic (the Maztica setting); common. School: Enchantment/Charm Type3: Greater Divination Type2: Lesser Divination Name: Scry Level: 3 Area Of Effect: 1/3 mi./level Casting Time: 1 turn Comp: V, S, M Duration: 3 rds/level Range: 0 Save: None Description: This spell allows the spellcaster to see and hear events within the area of effect of the spell, despite most obstructions. The spell requires a large bonfire, a pool of still water, a mass of clouds, a section of smooth natural stone, or a quiet grove (depending on the element, if any, favored by the spellcaster). Upon casting the spell, the element forms a smooth polished mirror, unaffected by any outside disturbance. By concentrating on this mirror, the spellcaster can call forth any scene currently occurring within the area of effect. Standing outside a castle, a spellcaster could scry into a pool of water to see what is currently transpiring within the walls of the castle. The spell provides a perfectly clear picture and normal sound just as if the spellcaster were present where the scene is taking place. The communication is strictly one-way-the spellcaster cannot speak or otherwise influence the scene he is observing. Spells cannot be passed through this mirror. The scrying is blocked by a thin coating of lead or gold that is at least 1/8- inch thick. Of course, magical protections likewise prevent the operation of a scry spell. The element used as a spell focus returns to its original state at the conclusion of the spell. Notes: Common in oriental settings; otherwise, very rare. School: Greater Divination Type2: Lesser Divination

Name: Sculpt Features Level: 3 Area Of Effect: Creature touched Casting Time: 5 rds Comp: V, S, M Duration: Permanent Range: Touch Save: Special Description: This cosmetic polymorphing spell allows the caster to physically alter the appearance of any one creature touched, including himself. He cannot create new appendages or organs, lose old ones, or otherwise alter basic body structure. The caster also cannot alter the subject's basic mass. An unwilling and resisting subject receives a saving throw versus spell to negate the spell's effect. The caster is free to rearrange the subject's mass to a considerable extent. He can, for example, make the subject up to 10% taller or shorter than its original height or create the impression that the subject has gained or lost up to one third of its original weight. Beyond these limitations, the caster can alter the subject's appearance as he chooses. He can make a man look like an elf, change a wolf into a Great Dane, turn a freckle-faced little girl into a haggard old woman, or cover a cow's hide with purple spots. A caster who wishes to duplicate the exact features of a particular creature must possess either skill with disguises or artistic ability as a sculptor. An appropriate proficiency check is required (or an Intelligence check if the nonweapon proficiency rule are not being used). If the check fails, the copy is imperfect. The effects of a sculpt features spell are cosmetic only. No system shock roll is required to survive the change and no magic is needed to maintain the change once it is made. The subject of a sculpt features spell does not radiate magic and does not return to its original form through death or a dispel magic spell. The subject's new features become its natural features. The material components of this spell are a few drops of doppleganger blood and a powdered moonstone worth no less than 50 gp. Notes: Very rare spell. (Updated from Polyhedron Newszine.) School: Alteration Name: Sea Sight Level: 1 Area Of Effect: 1 creature Casting Time: 1 Comp: V, S, M Duration: 2 rds/level Range: Touch

Save: None Description: The recipient of this spell gains the ability to see beneath the waves almost as easily as he can on land. His range of vision underwater becomes twice what it is normally. (See the Underwater Combat rules in the DMG for details.) For example, the base range of sight for characters is normally 50 feet in fresh water and 100 feet in sea water; with this spell, it becomes 100 feet and 200 feet, respectively. Modifications for depth, underwater vegetation, and darkness still apply. For example, at a depth of 50 feet in fresh water, a character can normally see 10 feet; with this spell, he can see 20 feet. More important, sea sight enables a recipient who is above the waters' surface to stare down into without the problems of refraction and reflection. His range of vision equals his usual base range (doubled by the spell), minus his distance above the water. There is no depth penalty, but rules for darkness and vegetation still apply. For example, an ocean-faring character can normally see up to 200 feet underwater with this spell. If he stands on a ship deck 20 feet above the water, he can still see 180 feet below the surface. In this way, he can watch for attackers swimming up from below. The material component of sea sight is the eye of an octopus or squid, which is destroyed during the casting. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Greater Divination Type2: Lesser Divination Name: Seal Mouth Level: 2 Area Of Effect: 1 creature Casting Time: 1 Comp: V, S, M Duration: 2 turns/level Range: 10 yds/level Save: Neg. Description: This spell prevents a person from being able to speak against the caster. A subject who fails a saving throw versus spell is unable to say anything that he believes to be insulting, critical, or otherwise defamatory about the caster - if he tries, his lips seal shut and no words come out. This seal cannot be dispelled, but a remove curse is effective. The spell's material component is a mouse hole, sealed with pitch. Notes: Common for evil witches, uncommon for enchanters; otherwise, very rare. School: Alteration Type2: Enchantment/Charm

Name: Seal Path Level: 5 Area Of Effect: 1 wizard Casting Time: 5 Comp: V, S, M Duration: Permanent Range: 10 ft/level Save: Neg. Description: The wizard affected by this spell can learn no more spells in a path, such as a school or other specialty (chosen by the caster from among those the caster knows the target follows), until this spell is removed. A targeted wizard who fails a saving throw versus spell by 4 or more also suffers the effects of a Close Path spell affecting the same path for the remainder of the day. A wizard who makes the saving throw by more than 4 can reflect the spell back at the caster. The caster is entitled to a saving throw against the weakened, reflected spell with a +4 bonus; if he succeeds there is no effect, but if he fails the spell affects him normally. The spell cannot be reflected more than once. The seal on the chosen path can be removed only by an open path spell (the reversed form of Seal Path) , a limited wish, or a wish spell. The material component is a shining seal made of a special alloy of lead and mithral. The seal is inscribed with the victim's name or sigil. Its cost is not less than 1,000 gp, and it disappears when the spell is cast. The reversed form, open path, removes the effect of a seal path spell. The material component is the same. Notes: Very rare spell. (Updated from Dragon Magazine.) School: Abjuration Name: Secret Signs Level: 1 Area Of Effect: Caster and one other Casting Time: 1 Comp: S Duration: 1 rd Range: 0 Save: None Description: This spell creates a secret method of communication between the spellcaster and one other intelligent creature. The creature to be communicated with is named when the spell is cast and must be within hearing and visual distance of the caster. By means of secret signs, the caster can communicate a complete thought of 25 words or less through a single gesture, utterance, or even the placement of an object. The message is understood by the creature regardless

of language, although the interpretation of the message is another matter. The spellcaster could, for example, wave his hand in the air transmitting the message, "Come see me when all are asleep," or place a scroll on the table in such a way to say, "Leave now and wait for me to contact you." Obviously, the recipient of the message must be able to see and hear the spellcaster clearly for the spell to work. The secret signs spell cannot be used to trigger or deliver other spells of any type. The spell has no component other than the somatics of the specific method used to send the message. Thus, this spell might be used even when the spellcaster is bound and gagged. Notes: Common in oriental settings; otherwise, very rare. School: Alteration Name: Secure Level: 5 Area Of Effect: 10-sq ft/level Casting Time: 5 Comp: V, S, M Duration: Permanent Range: Touch Save: None Description: By casting this spell, the caster makes a door, chest, or portal proof against being opened or passed through by any means short of physical destruction of the door or chest. The portal, door, or chest cannot be opened by anyone, including the caster himself. A dispel magic spell can bring the secure spell to an end and a Limited wish will end it, but otherwise the door or chest cannot be opened normally again. The door or chest is protected from all physical attack for a number of rounds equal to the caster's level. After that, the door or chest can be broken physically but retains a number of other protections: It cannot be damaged by fire, cold, or electricity, nor can its object be affected by spells that would change the nature of the area of the spell effect: vanish, reduce, dig, or transmute rock to mud. Such spells do not have any effect on the door or chest. A knock spell does not open a secured area, though chimes of opening do. Glyphs, explosive runes, and symbols cannot be cast upon an area protected by a secure spell; they immediately detonate or take effect if the attempt is made. A portal protected by this spell can be bypassed by dimension breaching magic such as dimension door or by entering the Ethereal Plane. Such movement does not alter the security of the portal. The area protected by this spell radiates a strong aura of alteration magic. The material components of this spell are a small piece of iron and a semiprecious gemstone of any type.

Notes: Very rare spell from the Forgotten Realms setting. Known to be in Orjalun's Arbatel. School: Alteration Name: Seduction I Level: 1 Area Of Effect: 1 male human, demihuman, or humanoid Casting Time: 1 Comp: V, S Duration: 1 turns Range: 60 yds Save: Special Description: Any male human or demihuman affected by this spell casts aside all weapons, armor, and clothing in an attempt to seduce the caster; a male humanoid becomes a fanatical guardian and protector, instead. The victim is allowed a saving throw versus paralyzation. The level of the seduction spell (I through VIII) and the caster's Reaction Check adjustment for Charisma are applied as penalties to the subject's saving throw. Wisdom adjustments and any resistance to charm spells apply as well. Warriors who are true to strict codes of chastity or virtuous behavior gain a +4 bonus to resist the spell's effect. (At the DM's discretion, a character with the opposite habits might receive a penalty of -1 to -4.) For example, a caster with a Charisma score of 16 (Reaction Check adjustment of -5) using seduction III (penalty of -3) creates a saving throw penalty of -8. A human or demihuman character who fails to resist first discards his gear, then approaches the caster with romance in mind, regarding her as a beloved paramour; note that it may take several rounds to get rid of plate mail or other heavy armor. The caster can exercise the influence of the charm person spell over him, but about the only course of action that seems reasonable to the subject is to passionately embrace the caster. If the caster wishes, she can then attack (or have her allies attack) the unarmed and unarmored subject. If harmed by the caster's minions, the victim immediately gains another saving throw to escape the caster's influence. If the caster herself injures him, the spell is immediately broken. The seduction I spell lasts for two tums, or until broken by attack. When the spell ends, the subject regains his senses, requiring one to four rounds to rearm and reequip himself, depending on the type of armor worn. Notes: Restricted to witches (common) and female enchanters (uncommon). Seduction Charisma Reaction Adjustments Charisma 1

-7

Adjustment Charmisma 13

Adjustment +1

2 3 4 5 6 7 8-12

-6 -5 -4 -3 -2 -1 0

14 15 16 17 18 19 20+

+2 +3 +4 +5 +6 +7 +1/point

School: Enchantment/Charm Name: Seduction II Level: 2 Area Of Effect: 1 male human, demihuman, or humanoid Casting Time: 2 Comp: V, S Duration: 2 turns Range: 60 yds Save: Special Description: This spell resembles seduction I in most respects, with a -2 base penalty to the saving throw versus paralyzation, and a duration for the charm effect of 2 turns. The caster's Reaction Check adjustment for Charisma is a penalty to the saving throw. Chaste or virtuous warriors gain a +4 bonus to their saving throws. Resistance to charm spells can negate the spell. A human or demihuman male who fails to make a saving throw versus paralyzation discards his gear and approaches the caster with romance in mind, regarding her as a beloved paramour; a male humanoid becomes a fanatical guardian and protector, instead. A male human or demihuman who fails to resist is effectively charmed, but with a romantic bent. The victim immediately gains another saving throw to escape the spell if injured or harmed. If the caster herself injures him, this spell is instantly broken. The seduction II spell lasts for two turns, or until broken. When the spell ends, rearming takes one to four rounds, depending on the armor worn. Notes: Restricted to witches (common) and female enchanters (uncommon). Seduction Charisma Reaction Adjustments Charisma 1 2 3 4 5 6

-7 -6 -5 -4 -3 -2

Adjustment Charmisma 13 14 15 16 17 18

Adjustment +1 +2 +3 +4 +5 +6

7 -1 8-12 0 School: Enchantment/Charm

19 20+

+7 +1/point

Name: Seduction III Level: 3 Area Of Effect: 1 male human, demihuman, or humanoid Casting Time: 3 Comp: V, S Duration: 3 turns Range: 60 yds Save: Special Description: This spell resembles seduction I and II in most respects, with a base -3 penalty to the saving throw versus paralyzation, and a duration for the charm effect of 3 turns. The caster's Reaction Check adjustment for Charisma is a penalty to the saving throw. Chaste or virtuous warriors gain a +4 bonus to their saving throws. Resistance to charm spells can negate the spell. A human or demihuman male who fails to make a saving throw versus paralyzation discards his gear and approaches the caster with romance in mind, regarding her as a beloved paramour; a male humanoid becomes a fanatical guardian and protector, instead. A male human or demihuman who fails to resist is effectively charmed, but with a romantic bent. The victim immediately gains another saving throw to escape the spell if injured or harmed. If the caster herself injures him, this spell is instantly broken. The seduction III spell lasts for three turns, or until broken. When the spell ends, rearming takes one to four rounds, depending on the armor worn. Notes: Restricted to witches (common) and female enchanters (uncommon). Seduction Charisma Reaction Adjustments Charisma Adjustment Charmisma 1 -7 13 2 -6 14 3 -5 15 4 -4 16 5 -3 17 6 -2 18 7 -1 19 8-12 0 20+ School: Enchantment/Charm

Adjustment +1 +2 +3 +4 +5 +6 +7 +1/point

Name: Seduction IV Level: 4 Area Of Effect: 1 male human, demihuman, or humanoid

Casting Time: 4 Comp: V, S Duration: 4 turns Range: 60 yds Save: Special Description: The spell resembles seduction I through III in most respects, with a base -4 penalty to the saving throw versus paralyzation, and a duration for the charm effect of 4 turns. The caster's Reaction Check adjustment for Charisma is a penalty to the saving throw. Chaste or virtuous warriors gain a +4 bonus to their saving throws. Resistance to charm spells can negate the spell. A human or demihuman male who fails to make a saving throw versus paralyzation discards his gear and approaches the caster with romance in mind, regarding her as a beloved paramour; a male humanoid becomes a fanatical guardian and protector, instead. A male human or demihuman who fails to resist is effectively charmed, but with a romantic bent. The victim immediately gains another saving throw to escape the spell if injured or harmed. If the caster herself injures him, this spell is instantly broken. The seduction IV spell lasts for four turns, or until broken. When the spell ends, rearming takes one to four rounds, depending on the armor worn. Notes: Restricted to witches (common) and female enchanters (uncommon). Seduction Charisma Reaction Adjustments Charisma Adjustment Charmisma 1 -7 13 2 -6 14 3 -5 15 4 -4 16 5 -3 17 6 -2 18 7 -1 19 8-12 0 20+ School: Enchantment/Charm

Adjustment +1 +2 +3 +4 +5 +6 +7 +1/point

Name: Seduction V Level: 5 Area Of Effect: 1 male human, demihuman, or humanoid Casting Time: 5 Comp: V, S Duration: 5 turns Range: 60 yds Save: Special Description:

This spell resembles seduction I through IV in most respects, with a base -5 penalty to the saving throw versus paralyzation, and a duration for the charm effect of 5 turns. The caster's Reaction Check adjustment for Charisma is a penalty to the saving throw. Chaste or virtuous warriors gain a +4 bonus to their saving throws. Resistance to charm spells can negate the spell. A human or demihuman male who fails to make a saving throw versus paralyzation discards his gear and approaches the caster with romance in mind, regarding her as a beloved paramour; a male humanoid becomes a fanatical guardian and protector, instead. A male human or demihuman who fails to resist is effectively charmed, but with a romantic bent. The victim immediately gains another saving throw to escape the spell if injured or harmed. If the caster herself injures him, this spell is instantly broken. The seduction V spell lasts for five turns, or until broken. When the spell ends, rearming takes one to four rounds, depending on the armor worn. Notes: Restricted to witches (common) and female enchanters (uncommon). Seduction Charisma Reaction Adjustments Charisma Adjustment Charmisma 1 -7 13 2 -6 14 3 -5 15 4 -4 16 5 -3 17 6 -2 18 7 -1 19 8-12 0 20+ School: Enchantment/Charm

Adjustment +1 +2 +3 +4 +5 +6 +7 +1/point

Name: Seduction VI Level: 6 Area Of Effect: 1 male human, demihuman, or humanoid Casting Time: 6 Comp: V, S Duration: 6 turns Range: 60 yds Save: Special Description: This spell resembles seduction I through IV in most respects, with a base -6 penalty to the saving throw versus paralyzation, and a duration for the charm effect of 6 turns. The witch's Reaction Check adjustment for Charisma is a penalty to the saving throw. Chaste or virtuous warriors gain a +4 bonus to their saving throws. Resistance to charm spells can negate the spell.

A human or demihuman male who fails to make a saving throw versus paralyzation discards his gear and approaches the witch with romance in mind, regarding her as a beloved paramour; a male humanoid becomes a fanatical guardian and protector, instead. A male human or demihuman who fails to resist is effectively charmed, but with a romantic bent. The victim immediately gains another saving throw to escape the spell if injured or harmed. If the witch herself injures him, this spell is instantly broken. The seduction VI spell lasts for six turns, or until broken. When the spell ends, rearming takes one to four rounds, depending on the armor worn. Notes: Restricted to witches (common) and female enchanters (uncommon). Seduction Charisma Reaction Adjustments Charisma Adjustment Charmisma 1 -7 13 2 -6 14 3 -5 15 4 -4 16 5 -3 17 6 -2 18 7 -1 19 8-12 0 20+ School: Enchantment/Charm

Adjustment +1 +2 +3 +4 +5 +6 +7 +1/point

Name: Seduction VII Level: 7 Area Of Effect: 1 male human, demihumans, or humanoid Casting Time: 7 Comp: V, S Duration: 7 turns Range: 60 yds Save: Special Description: This spell resembles seduction I through VI in most respects, except that the subject suffers a -7 penalty to his saving throw, and the duration of the charm effect is 7 turns. The caster's Reaction Check adjustment for Charisma is a penalty to the saving throw. Chaste or virtuous warriors gain a +4 bonus to their saving throws. Resistance to charm spells can negate the spell. A human or demihuman male who fails to make a saving throw versus paralyzation discards his gear and approaches the caster with romance in mind, regarding her as a beloved paramour; a male humanoid becomes a fanatical guardian and protector, instead. A male human or demihuman who fails to resist is effectively charmed, but with a romantic bent. The victim immediately gains

another saving throw to escape the spell if injured or harmed. If the caster herself injures him, this spell is instantly broken. The seduction VII spell lasts for seven turns, or until broken. When the spell ends, rearming takes one to four rounds, depending on the armor worn. Notes: Restricted to witches (common) and female enchanters (uncommon). Seduction Charisma Reaction Adjustments Charisma Adjustment Charmisma 1 -7 13 2 -6 14 3 -5 15 4 -4 16 5 -3 17 6 -2 18 7 -1 19 8-12 0 20+ School: Enchantment/Charm

Adjustment +1 +2 +3 +4 +5 +6 +7 +1/point

Name: Seduction VIII Level: 8 Area Of Effect: 1 male human, demihuman or humanoid Casting Time: 8 Comp: V, S Duration: 8 turns Range: 60 yds Save: Special Description: This spell resembles seduction I through VII in most respects, with a -8 penalty to the saving throw, and a duration for the charm effect of 8 turns. The caster's Reaction Check adjustment for Charisma is a penalty to the saving throw. Chaste or virtuous warriors gain a +4 bonus to their saving throws. Resistance to charm spells can negate the spell. A human or demihuman male who fails to make a saving throw versus paralyzation discards his gear and approaches the caster with romance in mind, regarding her as a beloved paramour; a male humanoid becomes a fanatical guardian and protector, instead. A male human or demihuman who fails to resist is effectively charmed, but with a romantic bent. The victim immediately gains another saving throw to escape the spell if injured or harmed. If the caster herself injures him, this spell is instantly broken. The seduction VIII spell lasts for eight turns, or until broken. When the spell ends, rearming takes one to four rounds, depending on the armor worn. Notes: Restricted to witches (common) and female enchanters (uncommon).

Seduction Charisma Reaction Adjustments Charisma Adjustment Charmisma 1 -7 13 2 -6 14 3 -5 15 4 -4 16 5 -3 17 6 -2 18 7 -1 19 8-12 0 20+ School: Enchantment/Charm

Adjustment +1 +2 +3 +4 +5 +6 +7 +1/point

Name: See Hidden Doors Level: 3 Area Of Effect: 1 wall less than 50 ft long Casting Time: 1 rd Comp: V, M Duration: 1 rd Range: 40 ft Save: None Description: This spell allows the caster to note secret or concealed doors within the area of effect. The surface of one wall up to 50 feet long can be scanned. The material component is a polished glass lens through which the caster peers. Notes: Restricted to savants, common. (Updated from Dragon Magazine.) School: Greater Divination Type2: Lesser Divination Name: See Through Other Eyes Level: 2 Area Of Effect: 1 creature/probe Casting Time: 2 Comp: V, S Duration: 1 rd/level Range: 90 yds Save: None Description: By means of this spell, a wizard can look through the eyes of any living creature within range. If the wizard knows a specific creature or person is within range, the spell can be made to take effect upon that specific creature. Otherwise, the wizard will find himself looking through the eyes of any creature within range, determined randomly.

The creature thus affected experiences nothing to indicate that a spell is acting upon it, and remains in control of its own actions. (In other words, the wizard cannot force the subject to look at something.) Looking through another's eyes gives the wizard all of the visual capabilities of that creature (for example, infravision). Magic that prevents location or scrying prevents the operation of this spell. For example, the spell will not create a link with a creature wearing an amulet of proof against location and detection. Notes: Very rare spell. (Updated from Polyhedron Newszine.) School: Greater Divination Type2: Lesser Divination Name: Seek Level: 9 Area Of Effect: 1 item, place or creature Casting Time: 1 turn Comp: V, S Duration: Special Range: Special Save: None Description: By casting seek, a spellcaster gains the ability to determine the location of any single item, place, or creature, and visualize all major aspects of its immediate surroundings (within 50 feet). She learns in what part of the world the thing being sought exists; the closer she is to the thing sought, the more definite her general idea of its location and the more details she can learn (see table). Distance 250 mi. 2,500 mi. 25,000 mi. Extraplanar

Location Building/Site 1 turn Town/Landform Region 1 rd. Plane Glimpse

Viewing Time 5 rds.

For example, if a spellcaster seeks an ancient spellbook hidden in a forgotten tower 800 miles away, she receives an impression of the nearest town or major landform (mountain, lake, etc.), and can examine the book and its surroundings for up to five rounds. If the book is actually 3,000 miles away, she gains only a one-round glimpse and an impression of the country or kingdom in which it lies. If the spellcaster is not personally familiar with the thing sought, the results are one step worse than normal. Spells or items that defeat scrying or detection are effective against seek and may confuse or block the results. The material component is a small lens of precious crystal, worth at least 500 gp. Notes: Common for witches, optionally uncommon for diviners; otherwise, barred.

Optional: A witch who uses the seek spell to locate a thing protected against scrying can penetrate the protection, if she holds some physical object closely related to it; for example, a lock of hair from an individual, a poinch of dirt from a location, a scabbard that held a weapon, etc. Breeching such protections ages the witch 1 to 5 years, depending on the strength of the protective magic. The witch knows the exact cost and can abandon the spell if desired. Artifacts and relics can be located, but these always age the caster. As payment for her services, the witch might require a magical item or a sum of 10,000-40,000 gp (50% chance for either). School: Greater Divination Type2: Lesser Divination Name: Seek Teleporter Level: 6 Area Of Effect: 90-ft radius Casting Time: 1 Comp: V, S Duration: Instantaneous Range: 0 Save: None Description: By means of this spell, the wizard can discern the exact destination of another individual who used teleport, dimension door, or shadow walk within the last turn and possibly follow. The caster must decide whether to simply learn the quarry's destination or to actually follow him during the casting process - before anything else is known. The caster must be within 90 feet of the place from which the other individual vanished. A) Divination. This tells the wizard exactly where the traveler went in relation to the point of departure (for example, 838 feet directly south), but not conditions at that spot. B) Follow. This option instantly transports the wizard (and possibly allies) to the traveler's destination exactly like a Teleport spell, except that the original traveler's knowledge of the destination location is used. Notes: Common in the Mystara setting; otherwise, very rare. Within the Mystara setting this spell is commonly known as "Seek the Traveler". School: Greater Divination Type2: Lesser Divination Name: Seeking Level: 2 Area Of Effect: 1 missile/3 levels (5 maximum) Casting Time: 2

Comp: V, S Duration: 1 turn Range: Touch Save: None Description: The seeking spell takes the normal laws of momentum and gravity, and then twists them slightly in a way favorable to the caster. The caster can ensorcel a number of normal, nonenchanted missiles no larger than a javelin. One missile for each three levels of experience can be prepared with this dweomer, to a maximum of five missiles at 15th level. The caster can use the enchanted missiles or give them to his companions. When shot or hurled, the missiles unerringly seek the target, hitting nothing else. The target must be within the weapon's normal range when fired. The missiles can follow the target around objects or corners if the target was visible when the missile was fired, but cannot pass through solid obstructions. For example, if the target creature closes a door, the missile slams into the door with great force and cannot be removed until the spell wears off. The missile will follow the target beyond the weapon's normal range, as long as the opponent uses only ordinary methods of escape. If some means of instantaneous transport is used (teleport, blink, etc.), the missile no longer homes in on its target. It falls to the ground, useless. Notes: Common for the elves of Evermeet in the Forgotten Realms setting, uncommon for other elves. This spell is guarded jealously. School: Enchantment/Charm Type2: Invocation/Evocation Name: Seizure Level: 6 Area Of Effect: Creature touched Casting Time: 6 Comp: V, S, M Duration: Special Range: Touch Save: Special Description: Like the lapse spell, this spell can be cast upon a trigger object, which then delivers the spell's potential to the first creature that touches it. Saving throws for the seizure follow the same pattern as for a lapse: repeated saving throws until a failure occurs. In case of a seizure, a saving throw is rolled at the start of every round of melee combat in which the victim is involved. Note that the mental attack adjustment for Wisdom affects this saving throw. The creature does not know that a seizure is pending, though a detect charm will reveal the spell's aura.

The effects of a seizure upon the recipient cause him to collapse in fits, thrashing wildly about while making choking noises and strangled cnes. The body quivers and contorts. This lasts for 1d4+1 rounds, ending in one round of the victim being stiff in a state of rigor, followed by 1d4+1 rounds of unconsciousness. The victim is virtually helpless for 3d6 rounds after regaining consciousness, and is unable to fight or engage in spellcasting or strenuous activity. Thereafter, the victim can react normally, though with a -2 on saving throws, attacks, and defense for 5d4 rounds more (with a 10% chance of spell failure when casting any spell during that time). While thrashing about, the victim takes 1d4 points of damage per round unless restrained. The victim strikes aimlessly at his restrainers with all limbs, inflicting no damage except to those with AC 9 or AC 10 (50% chance of 1 point of damage per round). In the one round of rigor, the victim must save versus death magic at +2 or choke, dying 1-3 rounds later, useless someone is nearby who can prevent the choking with simple aid. The final result of a seizure is a temporary loss of 1-4 points of Strength and Constitution, which are recovered at a rate of 1 point each per day (no system shock roll is required). The caster can also cast this spell by touching the recipient, in which case there is no material component. The recipient then gets one saving throw versus the spell, and either has an immediate seizure (failed saving throw) or the spell is wasted (successful saving throw). Notes: Very rare spell. Known to be in the Cyclopedia Phantastica Vol. III. (Updated from Dragon Magazine.) School: Enchantment/Charm Type2: Illusion/Phantasm Name: Sending (Hishna) Level: 4 Area Of Effect: 1 creature Casting Time: 3 turns Comp: V, S, M Duration: Special Range: 25 mi./level Save: Special Description: The sending spell can be used to convey the powers of hishna a great distance away. Its most common employment is to send a message directly to another individual. The latter receives it telepathically whether awake or asleep, though the receiver cannot ask questions of the sender. A sending can also be used to augment another spell of hishna, though this requires two casters. The first, and more experienced, must cast the spell of sending. The second then casts the other spell, which can be directed to whatever location the sender directs. The material component of the spell is the leg bone of a vulture.

Notes: Restricted to practitioners of hishna magic (the Maztica setting); common. School: Invocation/Evocation Name: Sense Treason Level: 6 Area Of Effect: The caster Casting Time: 5 rds Comp: S Duration: Instantaneous Range: Special Save: None Description: With this spell, a shinobi spellcaster can determine that the clan has been deliberately betrayed. The DM determines what constitutes such betrayal, but the spell normally reacts when a clan member has deliberately taken an action that puts his own welfare above the clan's. However, the spellcaster cannot determine the identity of the betrayer or reveal details of that betrayal. The spell has no range, so the traitor could be anyone in the clan. The spell does not react to exiles, outcasts, or clan members the spellcaster believes to be dead. This is a spell used most often by shinobi mage advisors to clan leaders. Though it is necessary to know about such betrayals to protect the clan, this spell can be as much a curse as it is a blessing, because it makes the clan lord and his advisors paranoid. Notes: Restricted to ninja spellcasters and those trained by them; common. School: Greater Divination Type2: Lesser Divination Name: Serrel's Confining Sphere Level: 6 Area Of Effect: 10-ft radius sphere Casting Time: 1 rd Comp: V, S, M Duration: 1 turn/level Range: 60 yds Save: Special Description: When this spell is cast, it creates a magical, transparent sphere of force around the item or creatures specified by the caster. Half the sphere is above the ground, the other half below. The sphere can be used to entrap a creature or to protect something. If the sphere is cast upon an unwilling creature, a successful saving throw versus spell allows the creature to escape the area of effect; no other condition allows a saving throw against this spell.

The sphere is immobile, and no solids, liquids, or magicallycreated gases can pass into or out of it. In addition, spells cannot be cast into or out of Serrel's confining sphere, nor do spell areas of effect penetrate the barrier. The sphere is immune to dispel magic and disintegrate spells. However, the sphere can be destroyed before the expiration of the spell by any of the following means: · A properly worded limited wish or wish · A rod of cancellation · A cube of force, set against all things, that is triggered inside the sphere · A weapon of +4 enchantment or better that inflicts 50 or more points of physical damage on the sphere in a single round · A sphere of annihilation. The material components are a small quartz sphere and a lump of earth. Notes: Very rare spell. (Updated from Polyhedron Newszine). School: Alteration Type2: Invocation/Evocation Name: Serrel's Guardian Level: 3 Area Of Effect: 60-f. radius Casting Time: 1 turn Comp: V, S, M Duration: 6 hrs + 1d4 hrs Range: 0 Save: None Description: This spell brings forth a quasi-real fighter. The guardian does not perform actions such as retrieving objects, sounding alarms, opening doors or chests and the like; it engages only in combat. The guardian makes no sound when it moves and cannot speak. The guardian can be commanded by the caster, but cannot be given standing orders exceeding 25 words. If ordered to move out of the spell's area of effect, the guardian is instantly dispelled as it passes beyond the area affected by the spell. The guardian is invulnerable to all spells except dispel magic, dismissal, disintegrate, limited wish, wish and the like. These spells destroy the manifestation. The guardian is impervious to missiles and to fire-based attacks. The guardian remains in existence for 7 to 10 hours or until dispelled or brought to 0 hit points. The material components are a small silver statue of a fighter and a ball of cotton. The guardian's appearance will match that of the statue. Notes: Very rare spell. (Updated from Polyhedron Newszine). Serrel's Guardian: AC 8; MV 6; HD 4; hp 22; #AT 1; THAC0 17; Dmg 1d6. School: Conjuration/Summoning

Name: Serrel's Major Enchantment Level: 5 Area Of Effect: 1 item Casting Time: 5 Comp: V, S, M Duration: 1 turn + 1 rd/level Range: Touch Save: None Description: This spell is the same as Serrel's minor enchantment except that it grants a +2 bonus and works on any item a character can hold, including weapons (which receive both an attack bonus and a damage bonus). The spell can increase the bonus of an existing magical item, but only to a combined bonus of +3 or less. The material components are powdered silver and powdered gemstones valued at 200 gp or more, which are sprinkled over the item while the spell is cast. Notes: Very rare spell. (Updated from Polyhedron Newszine.) School: Enchantment/Charm Name: Serrel's Minor Enchantment Level: 3 Area Of Effect: 1 item Casting Time: 1 turn Comp: V, S, M Duration: 1 turn + 1 rd/level Range: Touch Save: None Description: When a wizard casts this spell upon a normal item, a +1 protective bonus is temporarily bestowed. This spell only affects armor, shields, cloaks, and other objects worn by an individual. For example, a cloak would gain a +1 protection. This spell can be cast upon a permanently enchanted item. The spell increases the item's bonus by +1, but only if the combined bonus is +3 or less. The material components are powdered silver and a cracked gem valued at 100 gp or more. Notes: Very rare spell. (Updated from Polyhedron Newszine.) School: Enchantment/Charm Name: Servant Horde Level: 5 Area Of Effect: 60-ft radius Casting Time: 5 Comp: V, S, M Duration: 6 turns + 2 turns/level Range: 0 Save: None

Description: With this spell, the spellcaster creates a number of invisible servants similar to the Unseen Servant spell. The number of servants that can be created is equal to 2d6, plus 1 per level. These servants have all the limitations of the unseen servant except that they can be used for common laboring tasks as well, provided they are carefully directed by the spellcaster. They could serve at a banquet, help dig earthworks, row a ship, act as porters, or assist in a farmer's fields. A 9th-level caster creates a servant horde that lasts four hours. The material component is a small stick crossbar to which many lengths of knotted thread are attached. Notes: Common in oriental settings; otherwise, very rare. School: Conjuration/Summoning Name: Sever Lifeline Level: 9 Area Of Effect: The caster Casting Time: 1 turn Comp: V, S, M Duration: Instantaneous Range: 0 Save: None Description: This spell permanently detaches the caster from his lifeline. This negates the rule concerning doubling lifelines, and that's all most casters know. The material components are a small silver knife enchanted to store a tether, and diamond dust worth 10,000 gp, sprinkled across the blade. This spell is cast on Temporal Prime, and the knife is used to physically sever the chronomancer's lifeline at the point it turns into the insubstantial silver mist trail. Notes: Restricted to chronomancers, common. More information on chronomancer spells are given in the Wizard's Spell Compendium, Book 4. Name: Shadow Blink Level: 3 Area Of Effect: The caster Casting Time: 3 Comp: V, S Duration: 1 rd/level maximum Range: 0 Save: None Description: This spell is a limited form of teleportation that allows the caster to instantaneously blink from shadow to shadow. The shadows must be within 60 yards of each other, and must be large enough to allow a thief the size of the caster to hide in shadows. The caster

arrives in exactly the spot desired. The caster can blink to another shadowed area he can see within range, or that he knows by direct and recent knowledge is present. The caster can blink with up to 250 pounds of encumbrance. If the desired destination is occupied by a solid object, if no shadow exists at the intended destination, or if the weight limit is exceeded, the attempted blink fails and is wasted. Shadow blinking is strenuous; the caster can take no other action in the same round after arriving at a destination. The caster can make one blink per three levels of experience; thus, a 6th- to 8th-level caster can make two blinks, a 9th- to 11thlevel caster can make three, and so on. Only one blink can be taken per round; all must occur within one round per caster level or be wasted. Notes: Uncommon for illusionists and shadow mages; otherwise, very rare. (Updated from Polyhedron Newszine.) School: Alteration Type3: Illusion/Phantasm Shadow Burst Level: 2 Area Of Effect: 1 creature Casting Time: 2 Comp: V, S Duration: Instantaneous Range: 5 yds/level Save: Special Description: This spell creates a burst of gray, shadowy force that leaps from the caster directly toward a target creature. If the creature is within range, visible and in a direct line from the caster as casting is completed, then it hits; if not, then the burst is wasted. (Another creature blundering into the spell's path might suffer the spell's effects instead; the burst vanishes after it strikes a living creature.) Any living creature struck by a shadow burst must make a successful saving throw versus spell. Success means the creature takes only 1d4 points of damage. Failure means the creature suffers 1d6 points of damage, plus 1 point per level of the caster; further, until the end of the round after the burst hits, the creature is wracked by pain, suffering a -1 penalty to attack rolls, Armor Class, saving throws, and ability checks. Notes: Uncommon for shadow mages and necromancers; otherwise, very rare. (Updated from Dragon Magazine.) School: Necromancy Type2: Shadow Name: Shadow Cloak Level: 3 Area Of Effect: The caster Casting Time: 3

Comp: V, S, M Duration: 1 turn\level Range: 0 Save: None Description: This spell creates a shadowy, insubstantial mantle around the caster, allowing him to become effectively invisible upon stepping into an area of shadows large enough to contain his body. The caster reappears briefly upon making an attack or casting a spell, but can fade back into the shadows by concentrating undisturbed for one round. The shadow cloak is instantly dispelled by natural sunlight or light equal in intensity to a sunburst or sunray. Its material component is a square of black silk. Notes: Uncommon for illusionists and shadow mages; otherwise, very rare. (Updated from Polyhedron Newszine.) School: Illusion/Phantasm Type2: Shadow Name: Shadow Dance Level: 4 Area Of Effect: Creature touched Casting Time: 4 Comp: V, S, M Duration: 1 rd/level Range: Touch Save: None Description: This spell transforms the caster or a touched recipient creature and all worn or carried material into a translucent, insubstantial state, resembling the creature known as a shadow. Like a shadow, this form is 90% undetectable in all but the brightest sunlight, except to an observer who knows of its presence and watches it continuously. While affected by the spell, the recipient's movements are silent, and he can pass through any crack or opening. Though an intangible creature cannot cast spells requiring material components or launch physical attacks, the state can be ended instantly by the recipient's silent act of will. The user of a shadow dance is protected at all times by an effect identical to a feather fall spell, and is immune to all undead or magical energy draining attacks. This immunity includes the strength drain of shadows, lifeforce attacks (such as the chill touch of a lich or a wizard employing the spell of the same name), and the level draining of more powerful undead. Shadow dance users cannot fly, but can dive downward, trusting to the feather fall property of the spell for protection. They can also climb empty air in a rhythmic manner that resembles some dances. This upward movement is equal to a levitation spell (an upward movement rate of 2, no horizontal movement, weight limit of 100 lbs. per level of experience of the caster).

The material component of this spell is a cobweb or eyelash that has been touched at some time by moonlight. Notes: Restricted to the Seven Sisters, their apprentices, and select Harpers; uncommon. School: Alteration Type2: Necromancy Shadow Form (Ninja) Level: 5 Area Of Effect: Creates 1 shadow-form Casting Time: 5 rds Comp: S Duration: 1 hr or until struck Range: Unlimited Save: None Description: With this spell, the ninja creates a transparent duplicate of himself. The duplicate, or shadow-form, appears adjacent to the spellcaster. It wears all the clothing and carries all the equipment that were in the ninja's possession when he cast the spell, leaving him unclothed and unarmed; the clothing and equipment are not transparent. For the duration of the spell, the ninja controls the shadowform's actions and sees through its eyes. It is an extension of him and possesses all of his physical and mental skills but not his magical abilities. (In other words, it moves, sounds, and fights just as he does but cannot cast spells.) The ninja sees through both sets of eyes at once. When the shadow-form is waiting or resting, the ninja can take actions on his own, but he cannot make both his real body and his shadow-form act at the same time. If the shadow-form is hit in combat or struck with a dispel magic spell, it disappears - leaving behind all the clothing and equipment it was carrying. Also left behind is a handful of leaves inside the clothes, all that remains of the insubstantial body. Spellcasting ninja use this spell to perform short-term assignments. The shadow-form can be sent off to attack someone, to deliver a message, to scout a dangerous area, or to undertake any sort of action in which the ninja cannot afford to be caught. Usually the spellcaster dresses in a ninja nightsuit before casting this spell, so that it is not readily obvious that the form within the clothing is transparent. When the shadow-form wears a nightsuit and moves around in the dark, it is difficult to see that it is not a physical being. Notes: Restricted to ninja spellcasters and those trained by them; common. School: Illusion/Phantasm Name: Shadow Head Level: 5 Area Of Effect: Special

Casting Time: 5 Comp: V, S, M Duration: 1 rd/level Range: 90 ft Save: None Description: When this spell is memorized, it is woven around any alreadymemorized spell of 1st through 4th level (typically a combat spell). The two spells combine, becoming a single 5th-level spell in the caster's mind, and freeing up the mind-space occupied by the lesser spell. When this spell is cast, it creates a spectral head: a humanlike, disembodied, floating head that appears to be composed of translucent shadow. The head can be the size of the caster's own or larger, to a maximum height of the caster's entire body. The head moves and speaks as the caster wills. Controlling it and maintaining its existence does not prevent the caster from casting other spells. A shadow head typically gives a guiding or warning message. The caster can speak through its mouth as long as the head is within range, though spell incantations or magical item words of activation uttered by the head do not work. The head can be empowered to speak when certain triggering conditions are met, in the same way as a magic mouth spell. The predetermined message can be up to 50 words long, can be delivered in any language the caster knows, and can be spoken in any voice the caster can mimic. A shadow head has no solid existence and can do nothing but speak (though it may threaten or mislead). If any attack, magical or physical, passes through it, then the spell it was combined with (typically fireball or lightning bolt) is instantly launched from the head at the source of the attack. The head then vanishes. The material components of this spell are a scrap of cobweb that a shadow has once fallen across and a bit of tongue from any creature. Notes: Rare in the Forgotten Realms setting; virtually unknown elsewhere. School: Invocation/Evocation Type2: Shadow Name: Shadow Play Level: 5 Area Of Effect: 30-ft cube Casting Time: 1 turn Comp: V, S Duration: 1 hr + 1 turn/level maximum Range: 10 yds Save: None Description: By placing a candle in the center of a room and casting this spell, the wizard causes an event to be replayed. Shadows

projected by the candle transform into the outlines of the room's previous occupants. The shadows reenact what transpired between those individuals during the past hour or more, depending on the level of the caster. Although no sound is involved, the caster may discern what took place by watching the shadows. Voices can be added by casting a shadow speak spell. This spell does not replay the actions of undead creatures, and it will not function in a room larger than 30 feet by 30 feet. The spell's duration is one hour, plus 1 turn per level of the caster above 5th. Once the starting point is selected, projections from further in the past are not shown. The material component is the candle, which is consumed by the completion of the spell. Prematurely extinguishing the candle ends the spell. Notes: Rare for illusionists; otherwise, very rare. (Updated from Polyhedron Newszine.) School: Illusion/Phantasm Type4: Shadow Type3: Greater Divination Type2: Lesser Divination Name: Shadow Scry Level: 1 Area Of Effect: Special Casting Time: 1 Comp: V Duration: 1 turn + 1 rd/level Range: Special Save: None Description: By casting this spell, a dragon can use a shadow within its lair as a form of scrying device. The shadow chosen as the spell focus must be in the dragon's line of sight, no more than 10 yards distant. Once the spell is cast, the dragon can contact another shadow within its lair and see out of it as if the dragon was actually standing within that shadow, regardless of the shadow's size or shape or the boundaries of the dragon's lair. The dragon can see everything within sight from the contacted shadow- including the passage of invisible creatures - the dragon's normal visual capabilities function normally through the shadow scry spell. Shadows outside the lair cannot be reached. (The DM must use common sense when deciding the extent of the dragon's lair. For example, while a dragon may claim an entire forest as its territory - and may well control such a large amount of terrain - its lair should be regarded as the area where the dragon sleeps, keeps its treasure, and generally feels most comfortable and powerful.) As long as the spell remains in effect, the dragon can switch shadows to inspect different areas, or view the same area from separate shadows to gain a different vantage point. However, only

one shadow can be contacted at a time. The spell does not allow the dragon to cast other spells through the link between shadows; it allows vision only. Switching from one contacted shadow to another requires a round and the mental command of the casting dragon; the shadow used as the shadow scry focus does not change. While complete concentration is not required for this spell, a small amount of attention is needed. If the dragon casts another spell, moves more than 10 yards away from the focus shadow, or no longer wishes to use the spell, the spell immediately ends. Like normal scrying magic, shadow scry is revealed by a detect scrying spell. The contacted shadow radiates a faint dweomer, and, once detected, such spells as dispel magic or screen can be used against it (the former spell negates the shadow scry if cast successfully). Detection- and location-obscuring magic impedes the spell's effectiveness just as it impedes all other divination magic. Eliminating shadows with bright light or utter darkness prevents the spell from working in the illuminated or darkened area, but the dragon caster could still view these areas from a shadow just outside such effects. Notes: Restricted to dragons. Uncommon for shadow dragons; otherwise, very rare. (Updated from Dragon Magazine.) School: Greater Divination Type2: Lesser Divination Name: Shadow Speak Level: 6 Area Of Effect: 30-ft cube Casting Time: 3 Comp: V, S Duration: 1 hr + 1 turn/level Range: 10 yds Save: None Description: This spell only works in conjunction with the shadow play spell. Through this enchantment, the shadows speak, repeating the words the room's previous occupants said, in the language they were originally spoken. A comprehend languages spell will be needed if the wizard does not understand the original dialog. The duration is one hour, plus one turn per level of the caster above 5th. Notes: Rare for illusionists; otherwise, very rare. (Updated from Polyhedron Newszine.) School: Illusion/Phantasm Type4: Shadow Type3: Greater Divination Type2: Lesser Divination Name: Shadow Summoning

Level: 4 Area Of Effect: 10-ft cube Casting Time: 4 Comp: V, S, M Duration: 2d8 rds Range: 10 yds Save: None Description: This spell is similar to the 5th-level spell summon shadow, with two important differences. First, the shadows appear 1d8 rounds after the spell is cast instead of at once. Second, 1d6+1 shadows appear--the actual number varies from casting to casting, and is not related to the caster's level. The shadows are under the control of the spellcaster and attack his enemies on command. They appear within a 10-foot radius when summoned, but can move freely thereafter. The shadows remain until slain, turned, or the spell's duration expires. Shadows are described in the Monstrous Manual Tome. The material component is a crushed black opal, worth at least 50 gp. Notes: Very rare spell; found only in the most complete necromantic libraries. School: Conjuration/Summoning Type2: Necromancy Name: Shadow Veil Level: 6 Area Of Effect: 10 creatures/level Casting Time: 2 turns Comp: V, S, M Duration: Special (1 hr/level maximum) Range: 10 yds Save: None Description: This spell draws a cloak of darkness over 10 man-sized creatures per level of the caster, allowing them to move silently and invisibly to both normal sight and infravision. The spell lasts until sunlight strikes the affected creatures or 1 hour per level of the caster has elapsed, whichever comes first. Jann frequently use this spell to marshall their hosts before dawn, so that the rising sun reveals their ranks drawn up before their enemy, where moments ago was only empty desert. The material components include a black opal worth at least 500 gp, a panther's paw, and a black owl's feather. Notes: Uncommon for jann; otherwise, very rare. Most often found in an Arabian setting. School: Illusion/Phantasm Name: Shadowshield

Level: 4 Area Of Effect: Creature touched Casting Time: 4 Comp: V, S, M Duration: Special Range: Touch Save: Neg. Description: This spell enables a wizard to make a creature more likely to survive an attack by imbuing the creature with a phantom shadow of itself. This phantom possesses half the creature's normal hit points. When the creature struck by an attack, there is a 60% chance that the phantom absorbs all the damage. The shadowshield is ineffective against psionic or magical attacks that affect the mind. The phantom makes saving throws just as the affected creature. If reduced to 0 or fewer hit points, the shield is dispelled and cannot be received again until one day has passed for each point of damage the phantom has taken. A creature attempting to use this spell more than three times per year must make a successful Constitution check or lose one point of Constitution. The recipient's shadow must be visible at the time the spell is cast or the spell fails. Notes: Uncommon for shadow mages; otherwise, very rare spell from the Forgotten Realms setting. School: Alteration Type2: Shadow Name: Shadowsteal Level: 6 Area Of Effect: 1 being Casting Time: 6 Comp: V, S, M Duration: Special Range: 0 Save: None Description: This spell can be triggered at its casting or long after the casting by uttering a command word or by the fulfillment of certain conditions set during the casting (as a magic mouth spell). It affects the caster or a willing recipient touched by the caster during casting. Once the spell is activated, it lasts for one hour per level of its caster or until the special conditions defined below occur. When the shadowsteal is activated, the protected being acquires a shapeshifting, shadowy appearance that conceals its identity and even its race. The continually altering shape emits everchanging heat and cold that foils even infravision. All opponents relying on sight attack the protected being at a -3 penalty to their attack rolls.

The shadowy being can move, cast spells if a spellcaster, and fight normally. There is no real alteration of its body or any worn or carried items. The protected being sees and speaks normally, and this spell empowers it to dimension door once (as the 4th-level wizard spell) any time while the spell continues, but using this ends the shadowsteal instantly. A shadowsteal spell waiting to take effect is negated by the death of the being it is cast on or by a successful dispel magic spell. It is unaffected by other magic. In ancient times, this spell was a favorite of wizards seeking to slay foes and escape without being recognized. The Seven have used it to fight Zhentarim and Red Wizards of Thay without revealing their identities. The material component is a smokey topaz worth at least 600 gp that has been exposed to a full eclipse. Notes: Restricted to the Seven Sisters, their apprentices, and select Harpers; rare. School: Alteration Type2: Illusion/Phantasm Name: Shadowstrike Level: 4 Area Of Effect: 1 attack Casting Time: 4 Comp: V, S Duration: 1 attack Range: 0 Save: None Description: This spell is used by wizards to attack a creature through its shadow. The spell is cast by the wizard, who then thrusts a dagger into the shadow of his opponent. Target shadows are AC 10. If the shadow is hit, the creature takes damage just as if stabbed with the dagger, plus 1 point of damage per level of the caster. The shadow must be attacked as soon as the spell is cast; otherwise, the spell loses power and becomes ineffective. A steady shadow requires a strong, relatively stationary light source. Torchlight or a swinging lantern will not provide light enough to form a shadow that can be affected by this spell, though a large bonfire would. The light source may shine from any direction as long as the target's shadow is cast toward the attacking wizard. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation Name: Shaefpaete's Shadowy Distinction Level: 4 Area Of Effect: 50 cu yds Casting Time: 5

Comp: V Duration: 1 rd/level Range: 10 yds Save: None Description: The spell mimics the Cerilian halfling ability to see into the Shadow World and to distinguish, in a particular location, the thickness of the veil that separates that realm from the real world. The spell does not confer the Cerilian halflings' ability to detect evil, detect undead, detect magic, shadow walk, or dimension door. A wizard who uses this spell has a 5%, plus 1% per caster level, chance of finding a hidden portal to the Shadow World (an area where no veil exists). These are dangerous places, since denizens of the Shadow World can use such portals to cross over to the real world. While under the effect of this spell, the caster can also make such crossings. A wizard in the Shadow World can use this spell to find portals back to Cerilia. Of course, since time and space in the Shadow World are reputed to be different from on Cerilia, the caster may find himself somewhere or somewhen other than the place or time he left. This spell is rumored to have been developed by a wizard of the Zweilund Islands, a small domain in the Krakennauricht. Whether the Shadow World (source of the Azrai and many undead) can be accessed from worlds other than Cerilia is currently unknown. Notes: Common or uncommon in Cerilia, the Birthright setting; virtually unknown elsewhere. School: Shadow Type3: Greater Divination Type2: Lesser Divination Name: Shandaril's Tracer Level: 5 Area Of Effect: 1 object up to 1 cu ft Casting Time: 5 Comp: V, S, M Duration: Permanent Range: 0 Save: None Description: By means of this spell, the caster places an invisible rune on a single, nonliving, solid object (typically a chest, book, wand, or gem). The tracer is permanent unless dispelled or destroyed (when the object it guards is destroyed). The caster becomes aware of either occurrence immediately. Whenever the wizard concentrates on the protected object, the spell reveals the direction and distance from the caster of the object - even if it is on another plane - and also whether the object is being handled or used by another creature or creatures. This precise fix

on the location of the object provides the caster with a focus for teleportation or sending other creatures to the traced object. Creatures coming into contact with the object are only hazily revealed to the caster of the tracer The caster can learn of each its alignment, race, and the presence or absence or magical ability but not a creature's name, description, or level. Various magical means can reveal the presence of a tracer, but the caster is always aware of these being used, and can act accordingly to prevent himself from being traced in turn, if desired. Notes: Rare or very rare spell from the Forgotten Realms. Known to be in Shandaril's Workbook. School: Geometry Type3: Greater Divination Type2: Lesser Divination Sharpen Level: 1 Area Of Effect: 2 weapons/level Casting Time: 3 Comp: V, S Duration: 1 rd/level Range: Touch Save: None Description: An enterprising wizard who lived near a castle gate came up with this spell. It sharpens and straightens edges in weapons, clearing the normal dents and nicks out. The edges will have a normal sharpness, not conferring any bonus to damage or attack rolls. Blunt weapons are not affected by this spell, though piercing weapons are. Hedge wizards have been known to cast this spell for city guardsmen at a discount especially before inspection, just in case the wizard needs a hand later. Notes: Uncommon for hedge wizards and artificers; otherwise, very rare. (Updated from Dragon Magazine.) School: Alteration Type2: Artifice Name: Sharptooth Level: 1 Area Of Effect: The caster Casting Time: 1 Comp: V Duration: 1 rd/level Range: 0 Save: None Description: This simple spell is a favorite among dragons who enjoy sinking their teeth into combat. The spell alters the dragon's fangs, making

them harder and sharper. In melee, this adds +1 per age category to each damage roll on any successful bite attack, for as long as the spell lasts. Dragons also employ sharptooth when gnawing apart a tasty but tough meal, such as ores, armored dwarves, or knights in plate armor. Notes: Restricted to dragons; uncommon. (Updated from Dragon Magazine.) School: Alteration Name: Shatterhull Level: 4 Area Of Effect: 10-ft diameter circle Casting Time: 4 Comp: V, S Duration: Instantaneous Range: Touch Save: Special Description: The shatterhull spell weakens a wooden structure that's immersed in water. Usually, it is cast upon a ship's hull. The spell weakens the hull within the area of effect, creating multiple leaks that can cause the entire area to give way. A seaworthiness check determines whether the ship is holed. If the check fails, the ship starts to sink immediately. Even if the check succeeds, the small leaks must be plugged or sealed; otherwise, a seaworthiness check must be made The target need not be a ship, however. For example, shatterhull can be aimed at a wooden door in a flooded dungeon. In that case, the spell forces an immediate saving throw versus crushing blow or the target is destroyed. The material component of this spell is a thin glass needle, which is placed against the targeted surface. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation Name: Shayn's Infallible Identification Level: 4 Area Of Effect: Special Casting Time: 4 Comp: V, S, M Duration: 1 year Range: Touch Save: None Description: With this spell, the caster creates a link between an object and its owner. A line of magical force, visible only to the caster, connects the object to one part of its owner's body, usually the head or heart. The line winks out if the object is taken more than three

feet from the owner, but automatically reappears when the object comes within range, provided the spell's duration hasn't expired. The line can be seen with detect magic, detect invisibility, true seeing, or a robe of eyes. The material component is a long piece of thread coated with glue at both ends. Notes: Uncommon or rare in the Forgotten Realms setting; otherwise, very rare. School: Alteration Name: Shield of Winds Level: 5 Area Of Effect: 30-ft x 30-ft vertical barrier, 2 ft thick Casting Time: 5 Comp: V, S Duration: 1 rd/level Range: 10 yds/level Save: None Description: This spell creates a windy barrier that can be felt but not seen. The spell summons up breezes, draws them into thin "threads," then weaves them into a tapestry of chaotic, whistling gusts. The result is a wall that is nearly impenetrable. No herd of beasts can batter through it; no titan can break it apart. Once created, the shield cannot be moved. Magical and nonmagical creatures cannot penetrate the shield of winds. Nor can nonmagical weapons. Gas clouds and whirlwinds are stopped, too, whether magical or natural in origin. Movable objects made of force cannot pass through, nor can prismatic spell effects and the like. Some assaults do penetrate the shield, however. Purely magical weapons can pass through, provided they have no solid, tangible form. For example, magic missiles can penetrate the wall, but an existing arrow enchanted with the flame arrow spell, or a spear +2, cannot. The following can also penetrate the wall: divination spells, magics such as charm, illusion spells such as phantasmal force, energy attacks, as well as sound and sound-based attacks. Dispel magic can bring the wall down, while an antimagic shell temporarily negates that part of the wall in its area. The caster himself can destroy it instantly at will. He doesn't have to concentrate upon the wall to maintain it. In fact, the caster can die, leave the area, or undertake other spellcasting without affecting the shield in the slightest. A shield of winds has no material component other than sufficient air to create the wall. The spell can't function underwater or in other places with a paucity of air. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation

Name: Ship Invisibility Level: 4 Area Of Effect: Ship touched Casting Time: 2 rds Comp: V, S, M Duration: 24 hrs Range: Touch Save: None Description: By means of this spell, a wizard can cause the ship he is aboard to become invisible, along with all its equipment and all creatures aboard. While the spell is in effect, creatures aboard ship can see and hear each other and the ship itself, but creatures not aboard can see and hear nothing. A clever watcher, however, may notice the ship's wake, any disruption of water by its oars, if any, or other clues. People or objects that fall overboard, or otherwise leave the ship become visible; anybody or anything coming aboard becomes invisible. The spell is negated when anyone on board ship engages in any attack against anyone or anything beyond the ship. Traveling at ramming speed for more than two rounds will also terminate the spell. This spell is treasured among wizards who adventure on the Sea of Fallen Stars, and knowledge of its casting is closely guarded. The material components of the spell are a splinter from the deck of the ship to be made invisible and the tentacle of a jellyfish. Notes: Rare in the Sea of Fallen Stars region of the Forgotten Realms setting; otherwise, very rare. (Updated from Dungeon Magazine.) School: Illusion/Phantasm Name: Ship of Fools Level: 6 Area Of Effect: 1 vessel Casting Time: 6 Comp: V, S, M Duration: 1 turn/level Range: 100 yds + 10 yds/level Save: Neg. Description: This is a specialized version of the 5th-level wizard spell feeblemind. Instead of reducing a wizard to idiocy, the ship of fools deprives a ship's crew of all knowledge of the sea. The captain shouts gibberish orders, the crew pulls on the wrong lines, the charts become "unreadable," and the navigator tipsy. Any rowers present lack coordination, as the drum-beater conducts new experiments in freeform percussion. As a result, the sailors perform like ordinary landlubbers. The seamanship, navigation, and any other proficiencies that might aid

in shiphandling are negated. The speed of a rowed vessel is cut in half, and the vessel has a 20% chance of changing direction each round-30 degrees right or left, determined randomly. The speed of a sailing vessel is reduced by a third, while the chance of a sudden change of tack increases to 40% per round. The spell affects one vessel, which may be the vessel upon which the caster is standing. The ship's captain is allowed a saving throw versus spell. If he fails, he and his entire crew are under the effect of the ship of fools. If the captain succeeds, the ship is unaffected (good leadership outweighs foolish magics). Passengers, slaves, and other members who are not crew make individual saving throws. Player characters are always allowed individual saving throws. However, if a PC captain fails his saving throw, the entire crew is affected, excluding PCs. who get their own saving throws. If a captain under the effect of this spell is knocked unconscious, tied up, or otherwise "released" from command, his replacement (a new, temporary captain) must make a new saving throw - whether he's an NPC or a PC. With this second saving throw, a previously unaffected individual may become "foolish." This spell usually helps a wizard at sea evade pursuers (who become bumbling fools) or to set up an opponent's ship for assault. The disability of the crew applies only to their seamanship; they can fight, cast spells, and otherwise act normally. The ship of fools spell requires as a focus a ring, taken from the body of someone who lived a good life and died happy (this is reusable). Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. Spelljammer® Notes: On a spelljamming ship, the helm operator instead of the captain makes the saving throw for the crew. The general effect of the spell is to make the crew "green" (untrained), with all of the appropriate modifiers. School: Enchantment/Charm Name: Shipshock Level: 5 Area Of Effect: 1 ship Casting Time: 5 Comp: V, S, M Duration: 1d6 turns + 1 turn/level Range: Touch Save: ½ or Neg. Description: This spell acts as a security device, protecting ships from underwater attacks. (It can protect other submerged wooden or reed structures, too.) Once cast, shipshock does nothing until the vessel is touched by a living underwater creature with Intelligence

above "animal." Most fish don't qualify, so don't accidentally discharge the spell. When the spell is triggered, the ship releases a bright blast of electrical energy, inflicting 1d6 points of damage per level of the caster, to a maximum of 15d6. The individual who touched the ship (and caused the blast) makes a saving throw versus spell; success indicates that only half damage is incurred. In addition, all creatures in the water within 100 feet of the discharge must make a saving throw versus spell. Success means they suffer no damage; failure means they suffer half. The blast does not harm those who are out of the water, including any aboard the ship, nor does it harm the ship itself. Shipshock carries only one charge. If the blast is not triggered before the duration of the spell elapses, it fades away harmlessly. The material component of this spell is a small silver rod, which is pushed into the protected ship's keel like a nail. The rod is consumed if the blast is triggered, but not if the charge merely fades. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation Name: Shock Level: 4 Area Of Effect: 60-ft radius Casting Time: 4 Comp: V, S, M Duration: Instantaneous Range: 0 Save: ½ Description: This spell invokes a rapidly expanding sphere of electrical energy that expands outward from the caster, inflicting 4d8 points of damage upon all creatures within the area of effect (except the caster). A saving throw versus spell is allowed for half damage. Both friend and foe alike are injured by shock, so the spell is usually saved for a time when the caster is surrounded by enemies. For item saving throws, shock is considered an electrical attack (not lightning). The energy does not penetrate solid barriers, except that it will be conducted through metal to affect any creature in contact with the metal surface. The material component is a copper piece and a strip of zinc. Notes: Restricted to witches; uncommon. School: Invocation/Evocation Name: Shock Shield Level: 5 Area Of Effect: 5-ft radius of creature touched

Casting Time: 1 Comp: V, S, M Duration: 2 rds/level Range: Touch Save: Neg. Description: When this spell is cast, an invisible field of magical energy surrounds the protected creature. Every other creature within the area attempting to make a melee attack against the protected creature suffers 1d6 points of damage each round an attack is made, with no saving throw against the shield allowed. The shock shield has no effect on those making missile or ranged spell attacks; only creatures closing for hand-to-hand combat suffer the effects of the shield. Creatures attempting to strike, grapple, pummel, bite, claw, overbear, punch, push, or likewise attack the caster are affected; including those delivering spell attacks by touch. Those in the area but not attacking the protected creature suffer no harm. The material component is a small bronze disk, cupped in the caster's palm as the spell is spoken. Notes: Very rare spell. Optionally, may be uncommon in savage settings. Known to be in Prismal's Pocket Library, Vol. IV. School: Invocation/Evocation Name: Shoondal's Seeking Level: 5 Area Of Effect: The caster Casting Time: 5 Comp: V, S, M Duration: 9 rds Range: 40 ft Save: None Description: This spell empowers the caster to see all locks, keys, and fastenings within 40 feet. All such devices glow a bright gold. They are visible to the caster's gaze even through concealing frescoes, wood overlays, clothing, tapestries, and other materials up to the density of a 3-inch thickness of solid stone. Even magical disguises overlying a lock, key, or fastening do not conceal it from Shoondal's seeking. If any of the revealed devices are enchanted, their auras seem rubyred to the caster, not golden. If there are mechanical traps or alarms linked to revealed devices, the devices glow blue. If both mechanical traps and magic are linked to the same item, the magical glow takes precedence, unfortunately concealing any hint of the mechanical link. The spell does not show which locks and keys go together. The material component of this spell is a key from any source, which is consumed in the casting. It need not be one familiar to the

caster, or even a real key. A piece of metal shaped like a key the caster has seen will suffice. Notes: Rare or very rare in the Forgotten Realms setting; virtually unknown elsewhere. School: Greater Divination Type2: Lesser Divination Shroud of Flame Level: 5 Area Of Effect: 1 creature, size L or smaller Casting Time: 5 Comp: V, S, M Duration: 1 rd/level Range: 10 yds Save: Neg. Description: Also called the trollkiller spell, casting this spell causes a single creature to burst into flames. A successful saving throw versus spell negates the spell's effect entirely. Failure, however, means the creature takes 2d6 points of damage per round from the fire. Each round thereafter, the creature is allowed another saving throw versus spell. As soon as one of these saving throws succeeds, the flames die out, inflicting no damage that round. While immolated, all flammable objects on the target are burned (magical items receive saving throws versus fire). If flammable oil is on the character, it is ignited by the flames and inflicts additional damage. The shroud of flame shoots off gouts of fire as it burns. All those within 10 feet of the burning creature take 1d4 points of damage from the flame. Flammable objects near the flame will ignite and bum as well. Items such as rings of fire resistance and spells such as the priest's protection from fire protect both the target creature and those around it from the fire damage of the spell. They do not negate the immolation and possible burning of flammable items, however. Complete immersion in water ends the spell. The material components of this spell are a pinch of saltpeter, a small piece of phosphorus, and a small scrap of lace cloth or spider web. Notes: Uncommon spell from the Forgotten Realms setting. Known to be in The Spellbook of Daimos and Daltim's Tome of Fire. School: Invocation/Evocation Type2: Elemental Fire Name: Sidhelien Bow Level: 1 Area Of Effect: 1 bow Casting Time: 1 Comp: V, S, M Duration: Special (3 rds + 1 rd/level)

Range: Touch Save: None Description: When a wizard casts this spell upon a nonmagical short bow, long bow, or crossbow, the weapon gains a +1 attack bonus. The spell takes effect when the first shot is fired and then lasts for three rounds, plus one round per level of the caster. The first shot must be fired within 24 hours of casting or the enchantment is lost. The bow's bonus alone does not enable archers to hit creatures that can be attacked only by magical weapons; magical arrows are needed as well. When this spell is cast by a Sidhelien wizard, the target bow may be magical or nonmagical, and gains a +1 bonus to attacks and damage. Multiple spells can be cast upon a single bow to extend the duration of the enchantment. Doing so does not create additional attack bonuses or extend the 24-hour limit. The reverse of this spell, decrepit bow, makes a nonmagical bow suffer a -1 attack penalty. When cast by a Sidhelien wizard, a decrepit bow enchantment causes -1 penalties to attack and damage rolls. The material component for both versions is a thread from a silkworm. Notes: Common on Cerilia, the Birthright setting; virtually unknown elsewhere. School: Enchantment/Charm Name: Sidhelien Mien Level: 6 Area Of Effect: 1 creature/2 levels Casting Time: 6 Comp: V, S Duration: 2 turns/level Range: 10 yds Save: Special Description: By casting this spell, the wizard bestows certain qualities natural to Sidhelien upon a creature not of elf descent. The recipient gains 90% resistance to sleep and charm spells, and is unaffected by aging attacks and normal diseases. The recipient also gains partial camouflage in a woodland setting; when standing still or moving slowly, he has a 30% chance of remaining undetected. An individual moving faster than a normal walking pace is still 15% likely to remain unseen. Though the recipient gains elven abilities, his appearance does not change. Nor does he gain other elven qualities not listed above. The number of individuals a wizard can affect with this spell depends on his level; a 9th-level caster can affect four individuals, a 10th-level caster can affect five, and so on.

The reverse of this spell, Sidhelien discord, adds a -3 penalty to the target individual's saving throws versus charm and sleep spells, and prevents him from moving unseen in woodland settings. An individual who takes special precautions, such as lying still in underbrush, can hide in woods normally. When moving, however, any observers are 15% more likely to spot him. Sidhelien mien has no effect when cast on elves; its reverse, however, does. Elves gain a normal saving throw against the Sidhelien discord version of the spell. Notes: Common on Cerilia, the Birthright setting; virtually unknown elsewhere. School: Enchantment/Charm Name: Sighing Chain Level: 5 Area Of Effect: 1 creature Casting Time: 5 Comp: V, S, M Duration: 1 rd/level Range: 5 yds/level Save: None Description: This spell brings into being a shimmering silver-blue chain of force that coils snakelike around a single chosen target creature. The spell's name comes from the loud, continuous sighing sound the chain makes as it loops and writhes around the creature. The chain surrounds the creature automatically. Its movements do not require the caster's continued attention; the caster is free to work other magic or even leave the scene. The creature within the sighing chain is not prevented from moving about or performing desired actions, but the chain imposes a -2 penalty on the creature's attacks, damage rolls, and saving throws; adversely affects ability checks and movement rate by 2; and increases the casting time of any spell cast by a spellcasting enchained creature by 2. Creatures trying to pull at the chain suffer 2d4 points of bludgeoning damage per tug, and such attempts are always futile. Foes of the creature trying to strike at it past or through the chain suffer a -2 penalty to attack rolls, but are otherwise unaffected by the chain. Aside from waiting for its disappearance at the expiration of the spell, the chain can be gotten rid of by dispel magic, by destroying it, or by the death of the creature. If the chained creature dies and the spell has not expired, the caster can direct the chain to move to another creature, coiling and writhing at MV 9. To enchain this subsequent creature requires a successful attack roll at the caster's THAC0, and directing the chain consumes the spellcaster's action for that round. This is the only way a Sighing Chain can change

creatures. If the chain is not directed to a new creature in the round following the death of the first, it dissipates. To destroy a sighing chain, it must be dealt 21 points of damage. It is only AC 6, but the nature of the magic causes all damage done to it by any spell or being, not just the chained creature, to be visited point-for-point on the chained creature. Thus, the creature must suffer 21 points of damage to be free of a sighing chain that is "killed." The material component of this spell is a length of at least three joined links of chain of the finest steel or of any pure metal. Notes: Rare in the Forgotten Realms setting; virtually unknown elsewhere. School: Invocation/Evocation Type2: Force Name: Signature Sigil Level: 2 Area Of Effect: 1 square foot Casting Time: 2 rds Comp: V, S Duration: Permanent Range: Touch Save: None Description: This spell allows the caster to magically inscribe a sign, signature, or picture onto any inanimate material. Unlike the 1stlevel spell wizard mark, the signature sigil cannot be made invisible; it always glows. The signature sigil has two additional functions, which rely on special command words designated by the caster when the sigil is cast. A) Flare. The sigil is commanded to flare brightly, making it clearly visible up to 100 yards away for a round. B) Explode. The sigil is commanded to explode, inflicting 2d6 points of damage upon all creatures within 5 feet (save versus spell for half damage). A detonated sigil is destroyed, leaving a charred and blackened area. The commands function if the speaker is within 100 feet of the sigil. Once command words are designated, anyone can trigger the effect, not just the caster. The caster can change the command words any time by simply touching the sigil and speaking the new words. From that point forward, the new command words are functional. This process can be repeated as often as desired. A Signature Sigil can be removed by a successful dispel magic spell. The signature sigil was created by one of the League's wizards purely by accident, when he attempted to create an improved version of the wizard mark spell. Notes: Common for spellcasters from Taladas in the Dragonlance setting; otherwise, very rare.

School: Alteration Type2: Geometry Name: Silence, 15' Radius Level: 2 Area Of Effect: 15-ft sphere Casting Time: 5 Comp: V, S Duration: 2 rds/level Range: 60 yds Save: None Description: Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: conversation is impossible, spells with verbal components cannot be cast, and no noise issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of the experience of the caster. If the spell is centered on a creature, the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw versus spell. If successful, the spell effect is centered about one foot behind the position of the creature at the instant of casting (the effect does not move with the creature in this case). This spell provides a defense against soundbased attacks, such as harpy singing, a horn of blasting, etc. Notes: Restricted to bards; rare. School: Alteration Name: Silent Alarm Level: 5 Area Of Effect: 1 object Casting Time: 5 rds Comp: V, S, M Duration: Special Range: 5 yds/level Save: None Description: Combining elements of the spells magic mouth, message, and ESP this spell creates a magical alarm around the affected object. This spell is often keyed to alert the owner of the establishment or the guardian of the site if his property or charge is disturbed. When a specified event occurs, the dweomer is triggered. For example, the event might be the approach of an unauthorized person, an attempt to open a chest without the key, or the casting of a spell within 10 feet of the object. When triggered, a prestated telepathic message is immediately sent to a person specified at the time of casting - up to 25 words. The message is strong enough to wake the person from a deep sleep and is repeated twice, but does not cross planar boundaries.

The wizard must have the person to be alerted and any individuals that are to be specifically authorized (or excluded) at hand; if these persons cannot be physically present, a lock of hair or similar personal effect suffices. The silent alarm remains in place until triggered or dispelled. The material component is a button, and a strand of hair from each person involved in the spell. Notes: Rare spell. School: Alteration Name: Silverblade Level: 1 Area Of Effect: 1 weapon Casting Time: 3 Comp: V, M Duration: 4 rounds + 1 round/level Range: None Save: Touch Description: This spell invests any metallic, non-magical weapon with the ability to strike lycanthropes as if it were made of silver. No actual physical change occurs. That is, one could not cast Silverblade on a bone dagger and then pass it off as a silver dagger to an unsuspecting buyer. Neither does the spell confer any attack or damage bonus. Rather, the spell simply mimics the aura of silver, thus allowing the weapon to damage lycanthropes. Weapons under the effect of a Silverblade spell are not affected by a Resist Silver spell, so lycanthropes under such an enchantment feel the full effects of a Silverblade. The material component for this spell is one silver piece, which is consumed during casting.

Simulate Skill Level: 8 Area Of Effect: The caster Casting Time: 1 rd Comp: V, S, M Duration: 1d10+10 hrs Range: 0 Save: None Description: After casting this spell, the caster is able to use any weapon or nonweapon proficiency that a dead person possessed in life. The person cannot be more than twelve hours dead, and the lich must have witnessed him using the proficiency in order to know that it exists. The person is not deprived of the simulated ability, so a

resurrected warrior whose skill with arms has been imitated will still have them. The material components of this spell are a magnet and a piece of reflective glass. Notes: Uncommon for liches and other undead spellcasters in the Ravenloft setting; very rare elsewhere. This spell can be researched only on the Demiplane of Dread. School: Necromancy Name: Sinister Cantrip Level: 2 Area Of Effect: Special Casting Time: 2 Comp: V, S Duration: 1 hr/level Range: 10 yds/level Save: Special Description: While most cantrips do not cause any particular distress or harm to the subject, the sinister cantrip is a much more powerful spell that can create horrifying and startling effects. Gruesome apparitions such as insects crawling out of foodstuffs, a sensation of bugs burrowing into the victim's flesh, flesh rotting from the victim's hands or face, blood streaming out of canteens, horrifying shrieks and moans, and unearthly chills or starts of terror, all can be induced by means of the sinister cantrip. Generally, these dire illusions and frights can cause one of the following effects at a time, as the caster directs: · The victim suffers a -1 penalty to attack rolls or Armor Class or saving throws as long as the caster concentrates, with no saving throw allowed; · The victim recoils in horror for 1 round or drops a carried object unless a saving throw versus spell is made; · An NPC or low-level monster must make a morale check; · A spellcaster's concentration broken if he fails a saving throw versus spell. Notes: Uncommon for liches and undead spellcasters in the Ravenloft setting and for evil spellcasters. Name: Sinister Surroundings Level: 5 Area Of Effect: 1 mile radius/level Casting Time: 2 rds Comp: V, S Duration: 1 month/level Range: 0 Save: None Description:

This spell does not change the look of the affected area as would a hallucinatory terrain spell. Rather, it creates a grim and dismal feel around the caster's lair. In the Ravenloft setting, nonevil characters suffer a -1 penalty to fear and horror checks in the area of effect. Notes: Uncommon for liches and undead spellcasters in the Ravenloft setting and for evil spellcasters. School: Necromancy Name: Sinuous Horrors Level: 4 Area Of Effect: The caster Casting Time: 1 Comp: S Duration: 1d6+4 rds Range: 0 Save: Special Description: This spell transforms each of the wizard's arms into a writhing, hissing serpent that can strike at any opponent within reach. Each snakelike tentacle can attack once per round as a monster with as many Hit Dice as the wizard has levels of experience. The snakes each inflict 1d3 points of damage with their fangs, and there is a 3% chance per level of the spellcaster that the serpents are poisonous to humanoid creatures. Anyone bitten by a venomous snake must make a saving throw versus poison at -2 or go into violent convulsions for a number of rounds equal to the caster's level. A convulsing creature suffers 1 point of damage per round and is incapable of any action. The wizard cannot cast this spell while holding any object or while wearing anything on his hands (such as rings or gloves). Similarly, the wizard cannot grasp anything while transformed, nor can he cast spells with somatic components. A snake charm can pacify the tentacles for 1d4+1 rounds if the wizard fails a saving throw versus spell. Note that the sinuous horrors cannot be compelled to attack their host, and that they remain in effect until the expiration of the spell, regardless of the wizard's desire. Notes: Very rare spell, known mostly to necromancers. Optionally, may be uncommon for wizards from savage settings. Known to be in the Cryptichronos, aka Book of Horrors (Updated from Dragon Magazine.) School: Alteration Name: Skeletal Bride Level: 6 Area Of Effect: Special Casting Time: 6 Comp: V, S, M Duration: 1 turn + 1 turn/level

Range: 10 yds/level Save: None Description: This spell creates a skeletal form of the same height and proportions as the caster. The form has a smooth, flesh-hued, featureless globe for a head with whatever type and length of hair the caster wills, but the rest of the body is always skeletal. This skeletal form is not undead and cannot be turned or influenced by spells acting specifically on undead. It moves with the same gait and mannerisms as the caster, but only moves at the caster's mental urging. It collapses into dust, ending the spell, if it ever passes out of spell range. The caster can dress the skeletal bride in clothing to make it appear to be herself or a companion, and can control its actions from afar, so long as the caster and the bride remain within range of each other. Skeletal brides often take ambushes or stealthy night attacks meant for their casters, or dupe others into thinking the caster has friends to aid her. Inventive Harpers have used this spell to create diversions (by making other folk think they see an intruder or known rival), to guide folk in places where the Harper cannot safely go, and to fool foes into thinking they have killed the Harper. The most common use of the spell is simple to scare folk. Female Harpers often use this spell to scare away overamorous men on the road, who are usually startled indeed to find that under a bride's clothing are only bones! Skeletal brides can carry or support a total weight of only 20 lbs. or less, such as clothes and a light weapon. Overloading them causes them to collapse into dust. They are AC 7 and can withstand 19 points of damage before collapsing, though single attacks dealing more than 10 points of damage at a time crush or sever individual limbs, the head, etc. This sort of damage does not end the spell or impair the functioning of what is left of the skeletal form, although the loss of a leg may slow its mobility. (The animating magic can hold a bride that is carrying or wearing 10 pounds or less of material upright) Skeletal brides cannot speak, but, magic mouth ventriloquism, and similar spells can be cast on one to make it appear to speak. The material component of this spell is a human bone. Notes: Restricted to the Seven Sisters, their apprentices, and Harpers; rare. School: Necromancy Name: Skeletal Hand Level: 3 Area Of Effect: The caster Casting Time: 3 Comp: V, S, M Duration: 2 rds/level Range: 30 yds + 5 yds/level

Save: None Description: Like the 2nd-level spell spectral hand, this spell causes a semicorporeal, bony hand shaped from the caster's life force to materialize within the spell's range. The hand moves as the caster directs. It can convey touch-delivered attack spells of 4th level or less, striking as the caster, but with a +4 bonus to hit. At the caster's option, the skeletal hand may instead make a physical attack, inflicting 1d10 points of damage with a successful hit. The caster may use the skeletal hand in either fashion from round to round, or simply allow the hand to hover in place while she performs other activities. The hand receives flank or rear attack bonuses if the caster is in a position to do so. The skeletal hand is vulnerable to attack. Only weapons of +1 or better magical enchantment can strike it, as if it had AC -4. Any damage ends the spell and inflicts 1d4 points of damage upon the caster. In addition, a priest of good alignment can keep the hand at bay with a successful turning attempt as if against an undead creature of 5 Hit Dice. The material component is a splinter of bone from the hand of a ghast. Notes: Restricted to necromancers and undead spellcasters, rare. Living necromancers can research this spell only on the Demiplane of Dread. School: Necromancy Name: Skeletal Hands Level: 2 Area Of Effect: Special Casting Time: 1 rd Comp: V, S, M Duration: 4 rds/level Range: 10 ft + 10 ft/3 levels Save: None Description: By casting this spell, a wizard brings into existence a pair of bony hands that levitate in midair and move as directed by the caster, who uses verbal commands and somatic gestures to guide them. The hands can perform only simple grasping, lifting, and carrying activities. They cannot perform complex movements, such as somatic spell components, or movements that require great dexterity, such as picking locks. The hands can open unlocked doors, drawers, chests, or turn pages in a spellbook. They can carry up to 5 pounds each; together, they can carry an object of up to 20 pounds. They can move anywhere within their range (if the caster is 3rd level, this is 20 feet; 6th level, 30 feet; and so on). Each hand can make a clawing attack every round, using the wizard's THAC0, and inflicting 1d3 points of damage with a

successful hit. The hands can wield weapons within their weight limits. When using weapons, the skeletal hands attack at half the caster's level, with applicable penalties for nonproficiency. Handheld melee weapons inflict half damage (round up), because the hands cannot generate the proper forces that the weapons need to inflict normal damage. The hands can fire a loaded crossbow and inflict normal damage, however, because the crossbow provides the necessary force to propel the bolt. All other missile weapons are reduced to one-quarter range and half normal damage (round up). The hands can be physically attacked (each has AC 5, hit points 4, and MV 6). The spell requires the complete skeletal hands of any human, demihuman, or humanoid. These can be reused if not damaged or destroyed in combat. Notes: Restricted to necromancers; uncommon. School: Invocation/Evocation Type2: Necromancy Name: Skull Watch Level: 3 Area Of Effect: 20-ft x 90-ft area Casting Time: 3 Comp: V, S, M Duration: 1 turn + 1 turn/level Range: Touch Save: None Description: This spell requires the complete skull (including jaw) of an intelligent humanoid creature. Once the spell is cast, the skull is set in midair facing a particular direction. The skull will then hang there in midair. The eye sockets of the skull define a path 20 feet wide by 90 feet long. Physical boundaries such as walls do limit that path. Any living creature that enters the area of this path within the limitations of the spell activates the skull watch. The skull emits a piercing shriek that can be heard up to a quarter- mile away. In addition, the wizard who cast the skull watch is immediately aware that something has tripped the spell. Silence spells and similar magics can stop the audible shriek but the wizard becomes aware of the event regardless of location as long as the wizard is alive conscious and on the same plane. The skull can be moved from its position without activating it as long as the individual does not step within the path. The skull can be destroyed. The skull has 1 hit point per level of the caster and an AC of 7. The skull makes no other attacks. The caster is not made aware if the skull is destroyed without the spell being triggered.

A wizard who has multiple skull watches operating is unable to discern which has been tripped as the scream and mental awareness are similar for all skulls created by this spell. After being triggered, the floating skull sinks slowly to the ground and can be reused at a later time. Notes: Uncommon spell from the Forgotten Realms setting. Known to be in the tome, Tidings of Conflict and Woe. School: Necromancy Name: Skulltrap Level: 3 Area Of Effect: 1 skull Casting Time: 4 Comp: V, S, M Duration: Special Range: Touch Save: ½ Description: This ward can be placed on any nonliving skull or the skull of an undead skeleton. The skulltrap remains dormant until the skull is touched by living matter or is struck and damaged by nonliving matter (for instance, it's struck in combat or falls to the floor). Assume a normal skull is AC 8 and has 2 hit points. This simple warding does not discriminate; it can be triggered just as easily by the wizard who cast the spell as by a curious rat brushing up against it. When the skulltrap discharges, the skull flashes briefly with red or violet light and violently explodes, releasing a blast of energy drawn from the Negative Material Plane. The burst of negative energy inflicts 2d4 points of damage plus 1d4 points of damage for every level of the caster. All living creatures within 10 feet of the skull are allowed a saving throw versus breath weapon to suffer only half damage from the blast. Because the trap is so easily triggered, the skull is often placed in its final resting place before the spell is cast upon it. The trapped skull can be moved without triggering the trap, but must be moved very slowly and without contact with living matter. Gloves or other thin materials used to cover the flesh of a living being are not enough to prevent the skulltrap from being discharged. The material component is a pinch of dust from the physical remains of a corporeal undead being with strong ties to the Negative Material Plane, such as a wight or vampire. Notes: Restricted to necromancers; uncommon. School: Invocation/Evocation Type2: Necromancy Name: Skycastle Level: 9 Area Of Effect: 1 castle

Casting Time: 1 turn Comp: V, S, M Duration: Permanent Range: Touch Save: None Description: Casting this spell on a castle or other building gives the structure the ability to fly, controlled by the caster's mental command. Although relatively slow (movement rate 3) and clumsy (maneuverability class E), the skycastle has a tremendous carrying capacity and can travel even when the caster is asleep, as it can maintain a particular course and speed unattended. Siege engines and the like affect the skycastle normally, but do not negate the dweomer until the skycastle has been breached on all four sides. A successful dispel magic removes the spell, however. In both cases, the dweomer is so large and diffuse that it does not end immediately. When negated, the spell takes time to drain, according to the following schedule: on round 1 the skycastle stops in midflight; on rounds 2-5 it sinks earthward at 10 feet per round; rounds 6-9 it drops earthward at 100 feet per round; and from round 10 on it plummets earthward. Plummeting more than 200 feet destroys the skycastle and kills everyone within. If in doubt, assess falling damage against the inhabitants normally, with saving throws versus death magic for those in danger of death from massive damage, as per the DMG. Deliberately dropping the skycastle on a soft target such as a cottage or a living creature crushes the target, with damage adjudicated by the DM. Dropping it on a hard target damages both structures equally. To cast the spell, the wizard must have an absolutely clear mental image of the skycastle - equal to that gained by overseeing its construction or walking every inch of it for at least one month. Reading a map or blueprints is not sufficient. The material component of this spell is a beautifully appointed couch or sofa (1,000 gp minimum), which must be occupied by the caster for the entire turn. A new couch must be purchased for each casting. Notes: Very rare spell. (Updated from Dragon Magazine.) School: Alteration Type2: Artifice Name: Skyhook Level: 2 Area Of Effect: Creates 1 hook Casting Time: 2 Comp: V, S, M Duration: 3 turns + 1 turn/level Range: 60 yds Save: None

Description: With this spell, the wizard creates a solid hook of force invisible to all but the caster, at a desired location. The hook need not be attached to anything, and is usually created in midair over a pit or chasm. Once cast, it remains immobile. Creatures can hang on to it, ropes can be tied to or hooked over it, and so on. It supports up to 30 tons of weight. If the weight limit is exceeded, the skyhook instantly vanishes. Otherwise, it lasts until the spell expires, fading into invisibility two rounds before its end as a warning of its impending expiration. It is too small to be stood upon (for example, to climb further, or cast spells or fire missile weapons from), but its hook is large enough to permit thick cables and many grasping hands to find purchase. A skyhook, once created, cannot move. Ropes and other things secured to it appear to creatures other than the caster to be tied to nothing. The skyhook is solid enough to harm creatures flying into it or striking it but cannot itself be physically harmed. A skyhook saves versus a dispel magic cast against it as if it were the caster, with a +4 bonus. It saves as the caster (no bonus) against a disintegrate spell, and can be destroyed readily by a properlydirected limited wish or more powerful spell of this type. The caster of a skyhook can will it out of existence instantly. The material component is a miniature metal fishhook. Notes: Uncommon spell from the Forgotten Realms setting. Known to be in Shandaril's Workbook. It is also known to drow, dwarves, and some human miners in that setting. School: Invocation/Evocation Type2: Force Name: Skywrite Level: 3 Area Of Effect: Special Casting Time: Special Comp: V, S, M Duration: Special Range: Sight Save: None Description: A less subtle version of the message spell, skywrite creates words in thin cloud formations above a point chosen by the caster. One word per caster level can be created; the words are spelled out one letter at a time at the rate of ten letters per round. The spell must be cast in daylight so that the white cloud letters can be seen; it does not work against a cloudy sky. The letters appear about 100 feet above the ground and are each 10 feet tall. Everyone below the skywritten message can see what it says; this could be an entire city. Of course, the caster has no control over the actions of those seeing the message, so judicious choice of words is recommended. "Attack enemy's right

flank" probably is not a wise message, nor is "Treasure below statue in town square", unless the caster wants to mislead an enemy or wreak havoc. While the spell is active, the clouds remain in place, despite strong or even magical winds. They are harmless and insubstantial. When the spell's duration expires, the clouds begin to filter away on the wind, slowly dissipating to nothing. The spell requires chalk and a slate, upon which the message is written. If the caster is interrupted in his writing, whatever portion of the message was written appears in the sky. "Attack us at your peril" would be an entirely different message if interrupted after the second word. Notes: Rare spell from the Forgotten Realms setting. Known to be in Myrl's Text. School: Alteration Type3: Geometry Type2: Elemental Air Name: Sleep of Horror Level: 3 Area Of Effect: 1 person Casting Time: 7 Comp: V, S, M Duration: Special Range: 30 yds Save: Neg. Description: The victim of this spell is wracked with nightmares while asleep, completely disrupting any restful effects such as recovering spells, hit points, or psionic strength points (PSPs). A sleep spell negates the sleep of horror, as does a successful saving throw versus spell. Certain special warding magics may prevent the spell from taking effect altogether. In the Ravenloft setting, the victim has a recurring nightmare each night for 1d10 nights, and must make a horror check each night. The material component of this spell is a pinch of black sand. Notes: Uncommon for liches and evil spellcasters in the Ravenloet setting, and for Dream mages; otherwise, very rare. This spell can be researched only on the Demiplane of Dread. School: Necromancy Name: Sleepless Curse Level: 5 Area Of Effect: 1 creature Casting Time: 5 Comp: V, S, M Duration: 1 day/level Range: 10 yds/level

Save: Neg. Description: When this dire enchantment is cast, the wizard curses a single creature to endure restless and sleepless nights. For the duration of the spell, the subject cannot sleep. Furthermore, the creature is immune to all spells that cause sleep, and not even a dispel magic can relieve this condition. However, a remove curse by a caster of level equal to or higher than the wizard lifts the enchantment, as does any wish spell. The wizard can cancel the spell at any time. For each sleepless night, the creature loses one hit point, as well as one point from each ability score (if not rated, roll 3d6 for the creature). When any score reaches zero, the creature dies of exhaustion and delirium. Once the spell ends, the creature recovers ability score points and hit points at the rate of 1 hit point per hour for each hour of sleep after the first eight. Note that this spell also affects creatures that do not actually sleep, but have extended periods of reduced activity. The material components for this spell are a dried petal of a blue lotus flower and a small, burning brazier, into which the petal is dropped. Notes: Common for Dream mages; otherwise, very rare. (Updated from Dragon Magazine.) School: Enchantment/Charm Name: Sleepwalking Level: 4 Area Of Effect: 1 sleeping creature Casting Time: 1 turn Comp: V, S, M Duration: 1 turn/level Range: 10 yds/level Save: Neg. Description: This spell works only on a sleeping creature. If the sleeper is already dreaming (that is, affected by a slumber spell or similar enchantment, or at the DM's option), then the subject's saving throw suffers a penalty. When sleepwalking is cast, the caster plants a powerful suggestion in the subject's unconscious, which compels the dreamer to rise without waking and perform simple commands from the caster. These commands can be no more elaborate than those allowed by a suggestion spell. Should the spell run its entire course uninterrupted, the subject has no conscious memory of his actions. Commands that the subject physically harm himself immediately negate the spell. Commanding the subject to violate his alignment immediately allows a new saving throw at a +1 to +3 bonus, depending on the severity of the alignment violation. For instance, commanding a sleepwalking ranger to commit murder would allow a new saving throw at +3. But commanding that same ranger to

borrow his friend's book without asking permission might grant only a +1 bonus. The material components for this spell are a crushed petal of a blue lotus flower and a drop of honey or a bit of honeycomb. Notes: Common for Dream mages; otherwise, very rare. (Updated from Dragon Magazine.) School: Enchantment/Charm Name: Slingstar Level: 1 Area Of Effect: 1 or more sling stones Casting Time: 6 Comp: V, S, M Duration: 1 rd/level Range: 0 Save: Special Description: This variant of the magic missile spell changes sling stones or bullets into magic missiles. A wizard temporarily charges his sling with magical energy, and the change occurs as the stone is readied and discharged. The physical missile is consumed, and the target is hit for 1d6 points of damage, plus 1 point per level, to a maximum of +10. If the wizard does not have a weapon proficiency in sling, the target receives a saving throw versus spell to negate the missile hit; if the wizard has sling proficiency, the hit is automatic. For every three levels, a caster can create another missile (at 3rd, 6th, and 9th level). Only one stone can be changed and fired per round (for example, a 10th-level wizard can create four slingstars within 10 rounds). The spell creates a maximum of 4 missiles at 10th level. Slingstars are affected by all items that affect magic missiles, except that they can penetrate a Shield spell. The material component for this spell is a small stone or sling bullet to be consumed by the spell for each missile. The movement of a sling is its somatic component. Notes: Known to Danilo Thann, Gemidan, Laeral, and the WatchWizard Corps of Waterdeep in the Forgotten Realms setting; uncommon. (Updated from original version.) School: Alteration Type3: Invocation/Evocation Type2: Artifice Name: Slow Metabolism Level: 1 Area Of Effect: 1 creature Casting Time: 1 rd Comp: V, S, M Duration: Special Range: Touch Save: Neg.

Description: When placed upon a creature, this spell can drastically increase the length of time required between meals. The recipient only requires food and drink once every 12 hours per the chronomancer's level, up to 7 days. Also, if the creature has been poisoned, this spell slows the onset by one hour per caster level (assuming the full effect of the poison has not already taken place). A cure still must be found. The material component is a small wafer that consumed by the recipient. No saving throw is required. The reverse of this spell, speed metabolism, requires an attack roll. It quickly weakens a creature from lack of food and water If a saving throw versus death magic is failed, reduce the target's Constitution and Strength by 1 point for every two levels of the chronomancer (minimum of 1), until the victim eats. This does not kill the creature unless the loss of the Hit Dice modifier drops it below 0 hit points. The material component for the reverse is a piece of spoiled food that is hurled at the target. Notes: Restricted to chronomancers; common. Name: Slow Mutation Level: 5 Area Of Effect: 1 creature Casting Time: 2 rds Comp: V, S, M Duration: Special Range: Touch Save: Neg. Description: This curse wreaks a permanent physical change upon the affected creature, according to strictures laid down by the caster. The spell is cast on an object, such as the end of a staff, where it glows red with the power of its dweomer. Any creature that touches or is touched by the dweomer discharges the effect. A saving throw versus polymorph is required to avoid the slow mutation. Once triggered, the complete change occurs in 3d6 stages. The physical effects of the spell vary according to the description given by the caster as the verbal component of the spell. This has two aspects. The first is a condition required to trigger the change (for example, contact with a certain substance, performance of a certain action, etc.) The second aspect is the slow change of the creature's form into that set by the caster during the casting. For example, the creature might turn more into a troll each time it turns invisible; or a person might become increasingly translucent when he pets a cat. The spell can be eliminated by a successful dispel magic spell while still on the object. Once a creature is affected, only a remove curse can stop the process, allowing a polymorph other, limited

wish, or wish cast for this purpose to return the creature to its original form. Once the spell is discharged or dispelled, the object that carried it is again normal in every way. The material component of this spell is a piece of whatever the caster wishes his subject to become (for example, a kenku feather to turn him into a kenku, or a drop from a potion of invisibility to turn him invisible). Notes: Very rare spell. (Updated from Imagine Magazine.) School: Alteration Slowspell, 10' Radius Level: 4 Area Of Effect: 10-ft radius Casting Time: 4 Comp: V, S, M Duration: Special Range: 0 Save: None Description: This spell is much the same as slowspell, except that it creates either a 10-foot radius globe of protection centered on and mobile with the caster, or a stationary globe with a maximum radius of 10 feet per level of the caster. The slowspell, 10' radius affects all spell effects originating in or cast into that area from any source, including touch-delivered spells and those of the caster. The affected magic is delayed one to three rounds, depending on the level of the wizard casting the slowspell. The spell might, at the DM's option, give an additional saving throw bonus of up to +2 if the slowing makes the effect easier to dodge. The caster can choose during casting to shorten the delay to as little as one round. The delay can't be lengthened beyond three rounds by any known means. · 8th level or less 1 round maximum · 9th to 12th level 2 rounds maximum · 13th level or more 3 rounds maximum The material component is a faceted gemstone (which is consumed in the casting). Notes: Very rare in the Forgotten Realms setting; virtually unknown elsewhere. (Updated from Dragon Magazine.) School: Alteration Name: Slumber Level: 3 Area Of Effect: Special Casting Time: 3 Comp: V, S, M Duration: 1 hr/level Range: 10 yds/level

Save: None Description: This spell is a more potent version of the 1st-level wizard spell sleep. While it affects only one creature, its range and duration are both greater, and it can affect creatures of more than four Hit Dice. Those creatures with 4 Hit Dice or level more than the caster are immune to this spell. Not only does this spell place its subject in deep, unbreakable slumber (unlike the common Sleep spell), but also it stimulates the sleeper's subconscious, causing him to dream. The caster must use other methods to influence these dreams. A successful saving throw versus spell negates this enchantment. The saving throw is reduced by a -1 penalty for every four levels of the caster. Creatures resistant to sleep spells suffer a -20% penalty to their resistance. Slapping or wounding a slumbering creature does not awaken it, nor does loud noise or any other normal means of waking a sleeper. Casting a successful dispel magic is the most common way to awaken a slumbering creature. The material component for this spell is a pinch of sand from the eyes of a hibernating bear, or the crushed petal of a blue lotus flower. The latter component is so potent that the subject's saving throw suffers a -2 penalty. Notes: Common for Dream mages; otherwise, very rare. (Updated from Dragon Magazine.) School: Enchantment/Charm Name: Slumber (Old Empire) Level: 4 Area Of Effect: 50-ft cube (see below) Casting Time: 4 Comp: V, S, M Duration: 5 rds/level Range: 60 yds Save: None Description: When a wizard casts a slumber spell, he causes a comatose sleep to come upon one or more creatures (other than undead and certain other creatures with immunity to sleep effects). All creatures to be affected must be within 50 feet of each other. The number of creatures affected is a function of Hit Dice or levels. This spell affects 4d10 Hit Dice (or levels) of monsters. Monsters from other planes of existence and monsters with more than 7 Hit Dice are unaffected. The center of the spell is determined by the spellcaster. Creatures with the least Hit Dice in the area of effect are affected first; creatures that would be only partially affected are not affected at all. The material component is a pinch of dust.

Notes: Rare spell. As a Forgotten Realms Old Empire spell, initial exposure requires a mentor or a read Southern magic spell. School: Enchantment/Charm Smelting Level: 2 Area Of Effect: Up to 2,000 lbs of ore Casting Time: 3 turns Comp: V, S Duration: Special Range: 0 Save: None Description: This spell refines the poorest ore into ingots of pure metal. The ore is refined by the casting of the spell. Only metal of the proper type can be extracted from a pile of ore, and the better the quality of ore, the better the results. High- grade ore releases 1 lb. of metal for 10 lbs. of ore; low-grade ore releases only 1 lb. metal for 100 or even 1,000 lbs. of ore. This spell does not affect gems or semiprecious stones, and fails when cast on stone that contains no metal. Interrupting the casting stops the process at that point, but even a dispel magic spell will not return refined ingots to their original ore. The reversed form of this spell, hide normal metal, takes ingots or even worked metal and makes it part of the nearby earth again, thus magically hiding it from sight. Dispelling the reversed form restores the metal to its original condition. The reversed form cannot affect enchanted metals or any creature. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Alteration Name: Smoke Screen Level: 2 Area Of Effect: 10-ft/level radius Casting Time: 2 Comp: V, S, M Duration: 2 rds/level Range: 80 yds Save: ½ Description: This spell creates a large sphere of thick, black smoke. The smoke always floats 2 feet above the ground, and creatures below the cloud can breathe normally. Otherwise, creatures in the area of effect take 1d4+1 points of damage per round from smoke inhalation; half damage is taken if a saving throw versus spell is successful.

It is not possible to see into or through the area affected by a smoke screen, and visibility within this area is reduced to 2 feet. The reduced visibility makes combat difficult; attack rolls are made at a -3 penalty. A gust of wind spell extends the cloud along its full length, preventing the damage effect and reducing the duration to no more than 1d4 rounds. The material component of this spell is a pinch of soot. Notes: Rare for conjurers and fire mages; otherwise, very rare. Known to be in the Fire-Eye Scrolls. (Updated from Dragon Magazine.) School: Conjuration/Summoning Type2: Elemental Fire Name: Smoke Shape Level: 2 Area Of Effect: 1 cu ft/level Casting Time: 1 rd Comp: V, S Duration: 1 rd/level Range: Touch Save: None Description: This spell allows the spellcaster to shape and mold masses of smoke, mist, or fog into any form he desires. A misty warrior can be made, or thick smoke can be fashioned into a solid-looking wall. The shape still has all the properties of smoke or fog, but retains its form under all conditions until the spell's duration is over. Further, upon finishing the form, the spellcaster can give it a gentle push, propelling it in one direction at the rate of 30 feet per round. The fineness of detail permitted by the spell is not great, but is sufficient to fool onlookers at a distance. At the end of the spell's duration, the form dissipates quickly. The spell requires no material component, but a source of mist or smoke must be present for the spellcaster to work upon- early morning fog, a large smoky fire, or other source. Notes: Common in oriental settings; otherwise, very rare. School: Alteration Name: Smoky Form Level: 2 Area Of Effect: Creature touched Casting Time: 1 rd Comp: V, S, M Duration: 1 turn/level Range: Touch Save: None Description: This spell changes the spellcaster and all he carries, or any creature touched by him, into a cloudy mass of smoke. Unwilling

creatures are allowed a saving throw versus spell to avoid the effect. The mass has roughly the same shape and appearance of the original creature, but possesses the insubstantial properties of smoke. While in this form, the creature cannot be hurt by weapons of +2 or less enchantment, and can easily disappear into a mass of smoke or fog. Spells cannot be cast while in smoky form, nor can the creature take part in combat. The spell does not alter the dimensions of the creature; it cannot slip through cracks or other small openings. However, the creature has the weight of smoke. Thus, a spellcaster in smoky form could step off the top of a castle wall and gently drift to the ground without suffering damage. A creature in smoky form is particularly susceptible to winds. Light breezes push the smoky form about, while strong breezes can easily sweep the creature away. A gust of wind spell inflicts 2d10 points of damage on the character. Wind breath causes twice the normal amount of damage to a creature in smoky form, and divine wind destroys the creature utterly. The material component for this spell is a stick of burning incense. Notes: Common in oriental settings; otherwise, very rare. School: Alteration Name: Snake Charm Level: 1 Area Of Effect: 1 snake/level Casting Time: 1 rd Comp: V, S, M Duration: 1 day/level Range: 10 yds/level Save: None Description: This spell allows the caster to charm one or more snakes within range. The caster does not have to see the snakes; if present, they approach him when the spell is cast. The charmed snakes will perform guardian functions for the caster, or can be sent to attack another individual - if the caster has a clear idea of that individual's appearance and whereabouts. The snakes will tenaciously continue their task for the duration of the spell. The material component for the spell is the tail of a rattlesnake, which is rattled while the spell is cast. Notes: Restricted to practitioners of hishna magic (the Maztica setting); common. School: Enchantment/Charm Name: Snapping Teeth Level: 3 Area Of Effect: 1 creature or object

Casting Time: 3 Comp: V, S, M Duration: 1 turn/level Range: Touch Save: None Description: By means of this spell, the caster causes a set of teeth to appear on a person or object; the teeth appear in the exact location touched by the caster. The snapping teeth are contained in a mouth-like orifice about 6 inches in diameter and are can snap at those within 1 foot. A) Cast on a Creature. A person or creature with the snapping teeth can cause them to snap at will, effectively giving him an extra attack per round. A normal attack roll is made, and a successful hit inflicts 1d4 points of damage. The creature attacked must be within range of the teeth and normal facing considerations apply (for instance, snapping teeth in the back of a person's head can only attack those who are behind the person). B) Cast on an Object. The spell can be placed on a nonliving object, such as a tree or a door. In such cases, the teeth are invisible until they attack. The teeth attack any creature that comes within 1 foot of the object, attacking as a 4 HD monster. A successful hit inflicts 1d4 points of damage. These attacks are automatic and are not controlled by the caster. Most attacks cannot be directed against the snapping teeth, but a dispel magic spell causes them to vanish. The material component for this spell is a tooth from any carnivorous animal, such as a wolf, shark, or serpent. Notes: Uncommon spell. School: Alteration Type3: Conjuration/Summoning Type2: Artifice Name: Snilloc's Major Missile Level: 5 Area Of Effect: 1 creature Casting Time: 5 Comp: V, S Duration: Instantaneous Range: 60 yds + 10 yds/level Save: None Description: Snilloc's major missile functions in most ways as the 1st- level wizard spell, magic missile, save for increased damage and limitation to a single missile. The major missile inflicts 1d4+1 points of damage upon a single creature, much as does a magic missile. The caster gains an additional 1d4+1 damage for every two levels thereafter, to a maximum of 15d4+15. Snilloc's major missile

cannot be split between multiple targets. It is affected by all spells that negate or affect the magic missile spell. Notes: Rare or very rare spell from the Forgotten Realms setting. Known to be in The Collected Wisdom of Snilloc. School: Invocation/Evocation Type2: Force Snilloc's Snowball Swarm Level: 2 Area Of Effect: 30-ft radius Casting Time: 2 Comp: V, S, M Duration: Instantaneous Range: 10 yas/level Save: ½ Description: By means of this spell the caster causes a flurry of magical snowballs to erupt from a point within his range. The snowballs fly in all directions, hitting everything in the area of effect, including the caster, and causing 1d3 points of damage per level of the caster, to a maximum of 8d3. Against fire-using and fire-dwelling creatures, the spell inflicts 1d6 points of damage per level of the caster (again to a maximum of 8 dice of damage). Unlike the higher-level fireball, the snowball swarm is completely contained within its area of effect. Obstructions and low ceilings do not cause the cloud of snowballs to deform - they just hit the walls and splatter. These snowballs are considered normal missiles when determining the effects of protection spells. All targets are considered AC 10 against the snowballs, however; only Dexterity modifiers apply. This spell is much less powerful than the fireball spell, but useful where the dimensions of the area of effect are unknown or against fire-using or fire-dwelling creatures. The material component of this spell is a chunk of ice or a single pearl. Notes: Uncommon or rare spell from the Forgotten Realms setting. Known to be in The Collected Wisdom of Snilloc. School: Invocation/Evocation Song of Battle Level: 8 Area Of Effect: Special Casting Time: 8 Comp: V, S, M Duration: Special Range: 10 yds/level Save: None Description:

This spell is an ancient chant that is used to encourage armies in battle. All allies of the caster within range of the spell are filled with bravery and fighting spirit. The spell lasts one turn per level of the caster. During this time, no one who heard it need check morale, regardless of cause. Fear spells, dragons, and similar creatures have absolutely no effect on those under the power of this spell. The spell requires the caster to play a harp or lute. Notes: Restricted to elves able to use High Magic; common. Name: Soothe the Beast Level: 1 Area Of Effect: 1 animal Casting Time: 1 rd Comp: V, S Duration: Instantaneous Range: Touch Save: None Description: Soothe the beast affects only domesticated animals or those already friendly toward the caster, of common, giant, or minimal variety. Once cast, the spell makes the animal feel content, well fed, calm, and ready for sleep. These feelings overcome any adversity due to food shortage, inhospitable climate or environment, frightening situations, and so on. However, while the creature may feel well fed, this spell does not replace the need for food. Even under this enchantment, an animal is subject to starvation and its physical effects. Soothe the Beast only allows the animal to remain blissfully unaware of the condition. Notes: Common in the Mystara setting; otherwise, uncommon for Nature mages, song mages, and bards, and very rare for others. School: Enchantment/Charm Type2: Song Name: Sorcerous Scribe Level: 1 Area Of Effect: Special Casting Time: 1 Comp: V, S Duration: 1 turn + 1 rd/level Range: 10 ft Save: None Description: Casting sorcerous scribe conjures a magical quill to write down anything the caster says for the duration of the spell (as long as the wizard stays within range). The quill transcribes in the language the caster is speaking and fails if no written form of the language exists. The quill only records actual words; these are in no way imbued with any magical power. Only the magical writing quill is created; the wizard must provide parchment (or other writing material) and ink.

Notes: Common in the Mystara setting; otherwise, very rare. School: Conjuration/Summoning Type2: Geometry Soul Freedom Level: 9 Area Of Effect: 1 evil creature Casting Time: 4 Comp: V, S Duration: Special Range: 1 yd/level Save: Neg. Description: This spell can be used against any creature of evil alignment. The subject of the enchantment must successfully save versus spell at -6 or be instantly converted to good alignment. The subject must again successfully save versus spell at -6 once a month for one year, then once a year for 10 years, or return to its original alignment. After 10 years, the realignment is permanent. Notes: Restricted to elves able to cast High Magic; common. Name: Soul Shift Level: 9 Area Of Effect: Special Casting Time: 9 Comp: V, S, M Duration: 1 turn/level Range: 10 mi. Save: Special Description: This extremely powerful spell will transfer the lifeforce of the wizard from his own body into a previously prepared corpse. This corpse must be within the area of effect of the spell and be unmarred by disease, wounds, or injury. At any time during this spell's duration, the wizard can choose to abandon his body and travel into the corpse. The wizard's true body remains alive, but in a zombielike state. When the wizard's lifeforce reaches its new home, the wizard must immediately roll for resurrection survival, failure means death. If successful, the new body is restored as it was before death, except for the loss of 1 point of Constitution. The wizard retains the knowledge of all of the spells he knew before to the transfer. This transfer is one-way; the wizard cannot return to his old body. The material component for this spell is a crushed ruby of at least 1,000 gp value. Notes: Very rare spell. As a Forgotten Realms Old Empire spell, initial exposure requires a mentor or a read Southern magic spell. School: Necromancy

Name: Sound Bubble Level: 1 Area Of Effect: Special Casting Time: 1 Comp: V, S, M Duration: 10 rds + 1 rd/level Range: 0 Save: None Description: When this spell is cast, an invisible bubble springs into existence. This can be centered on and mobile with the caster or can be cast on an area. The mobile bubble has a radius of 10 feet, while the area bubble has a radius of 5 feet per caster level. The bubble has only one effect: sound can't pass through it. Thus sound generated within the bubble can't be heard by those on the outside and vice versa. Bards often use this spell to enhance the quality and effect of their performances. It is useful when a bard wishes to use one of his talents in a dungeon or other limited setting in which noise is sure to draw unwanted attention. Besides its entertainment functions, sound bubble is also useful in many situations in which silence is used. The material component of the spell is a blown egg shell or a soap bubble. Notes: Restricted to bards; uncommon. School: Abjuration Type2: Invocation/Evocation Name: Spark Burst Level: 4 Area Of Effect: 20-ft radius Casting Time: 4 Comp: V, S, M Duration: Instantaneous Range: 20 yds + 10 yds / level Save: ½ Description: This spell agitates the matter of phlogiston or atmosphere in a chosen location, releasing electrical energy. The spell can work through a crystal sphere portal or across void wildspace to other atmospheres, but has no effect on a void. In atmosphere, this spell damages all beings in the affected area equal to 1 point per caster level, and may detonate explosive or flammable substances touched by its sparks. In phlogiston, the sparks ignite all flammables in the area of effect (with possible additional damage), and ignite the phlogiston. All beings in the area suffer 1d4 points of damage per caster level. For every 10 dice of

damage of a spark burst, 1 hull point of damage is dealt to any ship in, or partially in, the area of effect. In the flow, this spell does not endanger the caster, because the electrical energy does not emanate from him, occurring only at a distance. The material components are a piece of flint and a chunk of ferrous metal, of any size. Notes: Uncommon for spellcasters from a spelljamming culture; otherwise, very rare. School: Invocation/Evocation Name: Spark Shower Level: 2 Area Of Effect: 10-ft. wide x 20-ft. long cone Casting Time: 2 Comp: V, S, M Duration: Instantaneous Range: 0 Save: None Description: This spell creates a cloud of sizzling purple sparks, originating from the caster's hands and spreading outward in a cone 20 feet long and 10 feet wide at the far end. All creatures in the area of effect take 4d4 points of electrical damage if in contact with metal (that is, wearing metal armor or holding metal weapons) or 2d4 points otherwise. The material components are a piece of flint and a piece of iron, which are struck together when casting the spell. Notes: Uncommon spell. (Updated from Polyhedron Newszine.) School: Invocation/Evocation Name: Spawn Heritage Level: 2 Area Of Effect: 10-ft radius Casting Time: 2 Comp: V, S, M Duration: 1 rd/level Range: 30 ft Save: None Description: On Athas, the elves of the coast traffic in spell components and mystic powders. Tentacles of the silt spawn are used for both; however, different types of silt spawn are needed for different spells and powders. This spell reveals the type of silt horror the spawn will become. The spell requires a bit of dried hide from an adult silt horror. The spell will only reveal if the silt spawn is of the same type as this bit of dried flesh. The more types of dried silt horror hide the caster is holding, the more types of silt spawn can be identified.

Although the silt spawn is a delicacy among the giants of the Silt Sea, the tentacles are not, being hard and rubbery with a bitter flavor. The giants trade the tentacles to the elves. Notes: Common among the elves on the coast of the Silt Sea of Athas (the Dark Sun setting); otherwise, rare in that setting and virtually unknown elsewhere. School: Greater Divination Type2: Lesser Divination Name: Speak in Tongues Level: 2 Area Of Effect: 1 individual Casting Time: 2 Comp: V, S, M Duration: 2 turns + 1 turn/level Range: 5 yds/level Save: None Description: The spell enables a witch to understand the language of any one intelligent entity and communicate with that entity in that language. Only one language is understood and spoken for each casting of the spell, but up to three languages can be understood at once, with three separate castings. It does not change the predisposition of any creature. Notes: Restricted to witches; uncommon. (Updated from Dragon Magazine.) School: Alteration Name: Speak with Dead Level: 2 Area Of Effect: 1 creature Casting Time: 1 turn Comp: V, S, M Duration: 1 rd/level Range: Touch Save: Special Description: Much like the 3rd-level priest spell, this spell enables the necromancer to ask questions of a dead creature. The necromancer can ask at a rate of one question per round to a maximum of seven questions (see table). A portion of the creature's remains must be touched by the necromancer and questions must be posed in language known to the dead creature. The length of time the creature has been dead is a factor. The spell does not function under water. The dead tend to give extremely brief and limited answers, often cryptic, and to take questions literally. Furthermore, their knowledge is often limited to what they knew in life.

At the DM's option, the casting of this spell on a given creature might be restricted to once per week. The material component is a pinch of unconsecrated graveyard dirt. Some portion of the creature's remains are required. Notes: Restricted to necromancers (common) and, optionally, diviners (uncommon). Caster's Maximum Time Level Time Dead Questioned Questions To 7th 1 week 1 round 2 7-8 1 month 3 rounds 3 9-12 1 year 1 turn 4 13-15 10 years 2 turns 5 16-20 100 years 3 turns 6 21st-up 1,000 years 6 turns 7

Number of

Option: In some campaigns, the DM may allow other wizards research speak with dead as a 4th-level spell (the 2nd-level version is not available to them). The spell details remain the same. School: Necromancy Name: Spearflight Level: 1 Area Of Effect: 3 spearthrowers/level Casting Time: 1d6 rds Comp: V, S, M Duration: 3 turns/level Range: 30 yds Save: None Description: This spell benefits spearmen by doubling their range and adding +1 to each die of damage inflicted by their missiles. It works on spearmen casting spears or javelins by hand, or those using a device (such as an atlatl) to hurl the weapon with greater force. The material component is a tiny piece of hawk's beak. Notes: Restricted to practitioners of pluma magic (the Maztica setting); common. School: Alteration Name: Special Effects Level: 4 Area Of Effect: Special Casting Time: 1 rd Comp: V, S, M Duration: Permanent Range: 10 yds Save: None Description:

This spell allows the caster to create a physical effect of a visual, auditory, olfactory, gustatory, or tactile nature. The effect must be nonharmful, but can take almost any form: lightning-like traces on a wall, haunting music, a stone floor that feels spongy, a sweet sensation on the tongue, or a room that smells like a pine forest. The spell can affect one object or an area up to 10 x 10 x 10 feet in size. If cast at a living being, the creature gets a saving throw versus spell, with success indicating the spell has no effect. Unlike an illusion, the effect is real and permanent until successfully dispelled. The material component of this spell is some representation of the desired effect: a picture; a sample of an odor, taste, or feel; or something that creates the desired sound. Notes: Uncommon for transmuters and artificers; otherwise, rare. This spell is most often found in wizard strongholds. School: Alteration Type2: Artifice Name: Spectral Ears Level: 1 Area Of Effect: The caster Casting Time: 1 Comp: V, S, M Duration: 1 turn/level Range: 10 yds/level Save: None Description: By casting this spell, a wizard establishes an auditory link between himself and a skeleton or zombie within the spell's range. This link allows the caster to hear any sounds that occur within the vicinity of the undead being. The wizard can hear exactly as if he were standing where the undead creature is standing (a wizard/thief can use the thiefly "hear noise" ability, too). The spell also allows the caster to order the undead creature via the link. Such commands are limited to four words ("turn left," "walk forward two steps," and so on). If the undead creature moves beyond the spell's range, then the spell ends immediately. The material component for this spell is a mummified ear. Notes: Uncommon for necromancers; otherwise, very rare. (Updated from Dragon Magazine.) School: Alteration Type2: Necromancy Name: Spectral Eyes Level: 2 Area Of Effect: The caster Casting Time: 2 Comp: V, S, M Duration: 1 turn/level

Range: 10 yds/level Save: None Description: This spell establishes a visual link between the caster and a skeleton or zombie within the spell's range. The spell lets the caster see what the undead creature sees as if looking through the creature's eyes. The spell also allows the wizard to order the undead creature (each command up to four words long). If the creature moves beyond the spell's range, then the spell ends immediately. If the caster has infravision, he sees what the creature sees with infravision as well. The material component of this spell is a carefully preserved eye. Notes: Uncommon for necromancers; otherwise, very rare. (Updated from Dragon Magazine.) School: Alteration Type2: Necromancy Name: Spectral Guard Level: 7 Area Of Effect: 20-ft-radius sphere Casting Time: 1 rd Comp: V, S, M Duration: Special Range: 60 yds Save: None Description: This spell creates an invisible guardian at a specific, immovable location. The spectral guard waits, undetectable by normal, nonmagical means, until dispelled or until specific conditions, stated in the spellcasting, are met. Such conditions are typically the unlocking of a certain door or chest, a creature who is not the caster entering a certain area or touching specific objects, and so on. When the conditions are fulfilled, the spectral guard will appear as a wraith-like, swirling, flying being, with a tapering, legless form and distinct limbs necessary for wielding of the weapon. The wraith- like weapon will be a duplicate of the material component weapon consumed in the casting, and will do normal weapon damage. It is noncorporeal, able to pass through solid barriers, shields, and so on. It can strike ethereal and gaseous creatures, and creatures normally hit only by +2 or better magical weapons. Victims struck feel a chill as the spectral blade strikes. The spectral guard strikes twice per round, is AC 0, strikes as the caster would, has hit points equal to the caster's at the time of casting and, if not dispelled by being slain, fights for one round per level of the caster. Dispel Magic is ineffective against a spectral guard. The guard flies at a rate of 24 per round, is Maneuverability Class A, and is utterly silent. It cannot be charmed, turned, repelled, blinded, or duped by illusions. Further, it detects living

creatures unerringly within 5 feet. Once activated, a spectral guard can be dispelled at will by its caster. In this case, another spell is needed to replace the guard. The physical appearance (features, height, etc.) of spectral guards can be fashioned by the caster during casting, to resemble a specific real person or beings of a particular build, race, age, and/or sex. The caster requires a spare weapon, a bone, a drop of blood, and the eye of any creature, which may be dried or preserved (all are consumed during the casting). Notes: Very rare spell from the Forgotten Realms setting. Known to be in The Collected Wisdom of Snilloc. Spectral Guard: AC 0; MV Fl 24(B); HD As caster; THAC0 As caster; #AT 2; Dmg by weapon; SA Hits creatures vulnerable to +2 weapons or less; SD immune to Charm, Blinding, Confusion, repulsion, turning, and illusion/phantasms; SW Ignores undead; AL N; SZ M; ML Nil. School: Invocation/Evocation Type2: Necromancy Name: Spectral Voice Level: 1 Area Of Effect: The caster Casting Time: 1 Comp: V, S, M Duration: 1 turn/level Range: 10 yds/level Save: None Description: This spell is similar to the 1st-level spell ventriloquism in that it allows the caster to throw his voice. However, the caster's voice issues only from the mouth of a specified zombie or a skeleton. The voice coming from the undead creature will not sound like the caster's voice, but like a scratchy, raspy whisper. For the duration of this spell, the caster is unable to cast any spells requiring verbal components. The caster can end the spell at will. The material component for this spell is a preserved tongue. Notes: Restricted to necromancers; common. School: Alteration Type2: Necromancy Name: Spectral Wings Level: 4 Area Of Effect: Creates wings, 26-ft. span Casting Time: 4 Comp: V, S, M Duration: 1 turn/level Range: Touch Save: None

Description: This spell creates a misty, gray, largely intangible flying steed. The spectral wings appear as a set of gray, ghostly wings, 12 feet long, with a wingspan of 26 feet. The mount is visible to others but seems foglike and insubstantial. Those riding on the spectral wings feel it as a solid object. The wings are a magical force under the mental control of the caster. This force is not a living thing; it cannot be slain or affected by normal weapons but can be dispelled normally. The caster must remain in contact with the wings in order to control them. If the caster is taken out of contact with the wings or is slain or rendered unconscious, the wings will perform the last order they received. The spectral wings are utterly silent and have maneuverability class B and a speed of 15. They can pass through solid objects, but that ability is not passed along to the individuals and equipment that the wings carry. The wings can carry up to 100 lbs. per level of the caster. If overloaded, the additional weight falls through the wings. The wings provide a solid base for spellcasting and missile fire. The caster can engage in other actions while riding the wings, but the wings will continue to move according to their last orders if this is the case. The material component of this spell is a wing bone from any type of flying creature. The wings resemble the wings of that particular creature. Notes: Very rare spell from the Forgotten Realms setting. Known to be in The Collected Wisdom of Snilloc. School: Invocation/Evocation Type3: Necromancy Type2: Shadow Name: Speed Level: 2 Area Of Effect: Person touched Casting Time: 2 Comp: V, S, M Duration: 1 hr + 1 turn/level Range: Touch Save: None Description: This spell allows a person (cf. charm person) run at twice normal running rate with no fatigue. The speed gained also makes the person harder to hit (2 bonus to Armor Class), but it does not permit any additional attacks per round. In addition, the spell ends if the runner stops running for more than one round. The spell requires a pair of specially constructed shoes, which must fit the person perfectly (minimum 100 gp value). The shoes are reusable but are rendered useless by any rips or tears; a new pair must then be made. Notes: Very rare spell. (Updated from Dragon Magazine.)

School: Alteration Type2: Artifice Name: Speedmount Level: 2 Area Of Effect: 1 mount Casting Time: 4 Comp: V, S, M Duration: 1 turn/level Range: Touch Save: None Description: Speedmount affects one horse or other land-based riding animal. When this spell is cast, the creature's ground movement is doubled for a number of turns equal to the caster's level. The material component is a horseshoe. Notes: Restricted to elves; uncommon. School: Alteration Name: Spell Drain Level: 7 Area Of Effect: 1 spellcasting creature Casting Time: 1 Comp: V, S Duration: 1 hr/level Range: Touch Save: None Description: This spell allows the caster to drain and utilize the memory of a spell possessed by a spell-using creature. The caster, if aware of the spells known by the target, may declare the spell drained; otherwise, the most recently memorized of the target creature's highest-level spells is drained. The caster cannot regain the 7thlevel spell slot until the stolen spell is cast or the memory is lost. Material components are also necessary if the spell normally requires them; the savant knows what components are required, if any. Notes: Restricted to savants; uncommon. Stealspell may be an imperfect copy of this spell. (Updated from Dragon Magazine.) School: Alteration Name: Spell Engine Level: 8 Area Of Effect: 10-ft radius/level Casting Time: 1 turn Comp: V, S, M Duration: Special Range: 0 Save: None

Description: In casting this spell, the wizard calls into being the spell engine, a great wheel that absorbs magical energy - in particular, cast spells. When initially cast, the engine is unactivated and remains invisible in the location where the wizard cast it. Once a spell is cast in the area of effect around the engine, the spell engine activates. A great intangible wheel 12 feet in diameter and 2 feet thick shimmers into existence. Magical energies used in the area of effect causes the great wheel to turn, shining with a glowing white light from the energy present. Once activated, the spell engine will not deactivate; rather, it eventually slows from lack of spell energy and becomes ghostly and translucent. When activated, the spell engine absorbs all spell energy cast in the area of effect, reaching through solid objects to do so. Wizard and priest spells, spell-like abilities of monsters and individuals, and magical items with castable charges will not function in this area. Their energy is sucked into the wheel, which glows brighter and spins faster with every addition. Unlike spelltrap, the spell engine cannot be overloaded. An engine can be destroyed by direct contact with a magical item (excluding potions and scrolls but including artifacts and unique magical items). The engine explodes on contact with such an item, inflicting 1 d20 points of damage on everyone within 10 feet and 1 d8 points on everyone between 10 and 20 feet away from the wheel itself. The magical item is destroyed along with the Spell Engine in the explosion. Artifacts and unique items (such as special purpose swords) are not destroyed, but they (and their wielders) are bodily moved to another plane or dimension. Getting home from there is the wielder's problem. A dispel magic spell does not destroy a spell engine, as its energy is sucked up by the engine. Symbols, glyphs, and abjuration magics already in place at the time the Spell Engine is activated are not absorbed, though new spells of that variety cast in the area are. A disintegrate spell causes the engine to explode as if it contacted a magical item. A detect magic spell reveals the presence of an unactivated spell engine, as does the ability to detect invisibility, though neither activates the engine if cast before entering its area of effect or if they are natural abilities. An operating spell engine has one beneficial sidelight-if a spellcaster studies or prays in its light, the amount of time required to learn or receive spells is halved. The required amount of rest is not reduced, only the time needed to memorize spells. Other than the powers listed above, the spell engine does not affect living beings. Individuals with magical items do not affect an unactivated spell engine. Only the casting of a spell in the area of effect calls an existing spell engine into being.

The material components of this spell are a disc of polished marble, shell, or bone, a tear from the caster, and a gem worth at least 1,000 gp. Notes: Very rare spell from the Forgotten Realms setting. Known to be in Sabirine's Specular. School: Abjuration Type3: Alteration Type2: Force Name: Spell Fangs Level: 4 Area Of Effect: Special Casting Time: 4 Comp: V, S, M Duration: 1 rd/level Range: 15 yds Save: None Description: This spell is a more powerful version of the toothed tentacle spell. It creates a shadowy, insubstantial "tentacle" or flexible, retractile arm extending from the phaerimrn out to the limits of spell range. This weightless arm ends in a cluster of 1d6+2 long-toothed, snapping mouths (round roll up, to an even number; that is, there are 2, 4, 6, or 8 mouths). These are solid and very real, and exist to bite, slash, and savage opponents. They can be attacked by up to three creatures at once, but can strike at more than one target only if the beings are grouped around the cluster of mouths to engage them (to the maximum of three). The mouths bite for 2d6 points of damage each, every round, are AC 5, and have 14 hit points each. Every time a mouth is "killed," it fades away, taking another mouth with it; if this leaves no mouths, the spell is ended. Damage done by the mouths is gained by the phaerimm, healing any existing damage first. Hit points gained in excess of the phaerimm's maximum are retained for two turns before fading away; any damage suffered during this time is subtracted from them first. Only the mouths and their cluster of eel-like "necks" can be attacked; the shadowy tentacle cannot be hit or harmed (except by application of a dispel magic, which ends the spell instantly). The tentacle can be passed through freely, and even be intersected by solid barriers and objects, without harm to the phaeriimn or the spell (though the phaerimm must be able to see foes to use the mouths against them). The phaerimm must concentrate on directing the tentacle; if it is killed, loses consciousness, or undertakes the study or casting of another spell, the tentacle fades away and the spell ends. "Phantom" hit points already gained through use of this spell are not

lost immediately when the spell ends--they fade only through time, or are used up by damage. The material components of the spell are a hair and at least three teeth, which can be from any creatures (and need not be from the same corpse or species). Notes: Restricted to phaerimm; common. School: Invocation/Evocation Name: Spell Immunity Level: 5 Area Of Effect: Creature touched Casting Time: 1 rd Comp: V, S, M Duration: 1 turn/level Range: Touch Save: None Description: By means of this spell, the wizard renders a creature touched immune to the effects of a specific spell of 4th level or less. It protects against the spell in all its forms, including the spell-like effect of magical items and the innate spell-like abilities of creatures. It does not protect against breath weapons or gaze attacks of any type. The caster must have directly experienced the effect of the spell specified. For example, a caster who has been attacked by fireball at some time can use spell immunity to provide protection from a fireball. The spell fails if cast on a creature already magically protected by a potion, protective spell, ring, or other device. Finally, only a particular spell can be protected against, not a certain sphere of spells or a group of spells that are similar in effect; thus, a creature given immunity to the lightning bolt spell is still vulnerable to a shocking grasp spell. The material component for spell immunity is the same as that for the spell to be protected against. Notes: Uncommon spell (ToM). School: Abjuration Name: Spell Invulnerability Level: 9 Area Of Effect: 1 person Casting Time: 1 turn Comp: V, S Duration: 1 rd/level Range: Touch Save: None Description:

The recipient of this spell is rendered completely immune to one spell, spell-like effect, or magical item. The spell, spell effect, or item is specified at the time of casting. When describing a particular spell or spell effect, a full description is necessary. Invulnerability to a light spell, for example, is not sufficient, since the spell can be either a wizard spell or a priest's spell. A correct casting would be to ward against the "1stlevel wizard spell, light." Such protection is complete for the recipient-it is as if the spell or item does not exist for the protected individual. A character rendered invulnerable to the wall of iron spell can walk through an iron wall, if it was created by the spell. Invulnerability to a particular spell provides no protection from related or lesser versions of that spell, nonmagical equivalents, and spell-like abilities that duplicate the spell. These affect the protected character normally. Against spell-like abilities, spell invulnerability provides complete protection from one spell-like ability used by one type or species of creature. Invulnerability to a beholder's cause serious wounds eye provides no protection from the beholder's other eyes, from the cause serious wounds eye of a spectator, or from any other form of cause serious wounds. Against a magical item, the spell protects from all attacks by that item and all identical items. Invulnerability to a long sword +1 makes the character invulnerable to all such swords (they pass through him harmlessly). A short sword +1 or a long sword +1, +4 versus reptiles affects the spell's recipient normally. Invulnerability to a magical item protects only against effects that work directly on the recipient. Invulnerability to a potion of berserker rage protects a character who drinks it, but provides no protection from the attacks of someone else who drank it. Scroll spells are considered magical spells rather than items; thus, immunity to the 1st-level wizard spell light extends to that spell cast from a scroll. This spell provides no protection against artifacts, relics, and unique magical items (the blade of inverness, for example, of which only one exists). Further, the spell does not give general protection against living things, magical creatures (such as golems), extradimensional and extraplanar beings, or nonmagical items. Only one spell invulnerability can be cast on an individual at one time. The spell cannot be cast on the dead, on an item, or a location. The spell invulnerability is considered by abjurers to be one of their masterpieces. It is believed that the spell was developed as a reply to the transmuters' Spellstrike spell. Notes: Very rare spell from the Forgotten Realms setting. Known to be in Caddelyn's Workbook. School: Abjuration Name: Spell Mirror Level: 6

Area Of Effect: Special Casting Time: 6 Comp: V, S, M Duration: Special Range: 20 ft/level Save: Special Description: This spell is cast on a reflective surface, storing a spell to be released upon intruders when activated. For one turn after a spell mirror is cast, the first spell of 4th level or less or magical item discharge directed at the mirror is absorbed and stored. When the activation conditions are met, the stored magic springs forth with its normal effect and area. Specific targeting directions and range are set by the caster when the spell mirror is cast. Any saving throws associated with the stored spell are allowed. The stored spell is activated when the mirror is looked into by those specified in the casting of the spell mirror, or when the mirror is destroyed. Typical specifications are: "any orc shaman," "Eldaerus the Mage of Neverwinter," "a priest of any evil faith," or even "any mage who is not me or Aldagh or Shonter." The material components of this spell are the mirror and a handful of dust from any powdered object that was once magical. The mirror surface is not damaged by the spell process, even when the stored spell erupts. Notes: Rare in the Forgotten Realms setting; virtually unknown elsewhere. School: Alteration Type2: Artifice Name: Spell Reflection Level: 6 Area Of Effect: Creature touched Casting Time: 3 Comp: V, S Duration: 6 rds Range: Touch Save: None Description: An invisible aura comes into being around the protected creature, and protects him or her as does a ring of spell turning, turning all magics back upon the caster, except the following, which are not reflected: · Area-effect spells 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 on. Spells cannot be cast by the protected being, but the spellcaster can end the protection instantly if she so wills. (This must be a

deliberate act; it does not occur if the incantatrix turns her attention to another matter or is rendered unconscious.) The material component for this spell is a small glass or metal mirror, held by the recipient (which may be the incantatrix herself or another creature she touches) and consumed during the casting. Notes: Uncommon for incantatrixes; otherwise, very rare. (Updated from Dragon Magazine.) School: Abjuration Type2: Alteration Name: Spell Sense Level: 3 Area Of Effect: 25-ft radius Casting Time: 3 Comp: V, S Duration: 1 rd/level Range: 25-ft radius Save: None Description: A wizard who casts spell sense instantly becomes aware of all spells as they are being cast in a 25-foot radius around him, as well as the nature of the magic: the general effect of a spell being cast, level of the spell, whether its power originated from a magical item, etc. The wizard can tell when another spellcaster in the area of effect begins casting a spell, possibly allowing him to react before the new spell takes effect. This detection is possible only if the other spellcaster is inside the 25-foot radius, regardless of where the spell will take effect. Spell sense does not inform the caster of magic that took effect before its casting. Notes: Common in the Mystara setting; virtually unknown elsewhere. School: Greater Divination Type2: Lesser Divination Name: Spell Shield Level: 5 Area Of Effect: Creature touched Casting Time: 5 Comp: V, S, M Duration: 2 rds/level Range: Touch Save: None Description: By casting this spell upon herself or another creature that she touches, the caster confers strong protection against certain spells and magical attack forms. The protection gives a saving throw bonus as follows:

-7 -5 -3 -1

versus beguiling, charm, suggestion versus command, domination, fear, hold, scare versus geas, quest versus confusion, feeblemind, antipathy/sympathy The material component is a diamond of any size, which disappears, with a flash of white light, during casting. Notes: Uncommon for incantatrixes and abjurers; otherwise, rare. School: Abjuration Name: Spellcaster Level: 8 Area Of Effect: 1 object Casting Time: 1 turn Comp: V, S, M Duration: Permanent Range: Touch Save: None Description: Using this spell, a wizard imbues a stationary object with the ability to store, then later repeatedly cast, another spell. After the object has been enchanted, a spell is cast into it. Thereafter, the item will cast the second spell, with normal effects centering on or originating from the item, at intervals of 1-10 rounds. The interval is determined when the item is enchanted; it can't be changed. Any spell up to 3rd level, except dispel magic, can be used as the repeating spell. A successful dispel magic can affect either the spellcaster spell or the repeating spell; elimination of either renders the item useless. Moving the item also breaks the enchantment. The object to be enchanted must be of the finest quality, with a cost above 10,000 gp. Gems and statues are common receptacles. Notes: Uncommon for enchanters; otherwise, very rare. Items enchanted with this spell are often found in strongholds. School: Enchantment/Charm Name: Spelldoor Level: 8 Area Of Effect: Special Casting Time: 1 rd Comp: V, S, M Duration: Instantaneous Range: 0 Save: None Description: A very powerful variation on the 5th-level teleport spell, spelldoor transports a spell's effect. The caster's next spell is instantly conveyed to the location specified during spelldoor's casting. The spelldoor functions only on spells that have a range

(not 0 or touch), and conveys them only to a point to which the caster has been. The transported spell's effect unfolds normally at its point of arrival. For example, a wizard can send a Fireball to an enemy's fortress or a detect magic spell to a spot to which the wizard will later teleport. Spelldoor does not modify a spell's effect - only its range. Further, the wizard must transport the entire effect - a chain lightning spell would not affect two targets within range of the caster and then travel through a spelldoor. This method of transport has the same chance to send a spell exactly where the caster desires as a normal teleport spell's chance of success. The material component is a bronze ring exactly 1 inch in diameter. Notes: Common in the Mystara setting; virtually unknown elsewhere. Probability of Teleporting: Destination is: High Very familiar 01-02 Studied carefully Seen casually 01-08 Viewed once 01-16 School: Alteration Type2: Dimension

Target 03-99 01-04 09-96 17-92

On Low 00 05-98 99-00 97-00 93-00

Name: Spellstorm Level: 9 Area Of Effect: 70-ft sphere Casting Time: 9 Comp: V, S Duration: 1 rd/level Range: 0 Save: None Description: When cast, this spell takes effect in a sphere centered on and mobile with the caster. It causes every normal physical weapon that comes within its area of effect to activate, tearing free of scabbards, bindings, hiding places, and chests to fly about at MV 15 (A), attacking the nearest living thing once per round with the caster's THAC0. For the purposes of this spell, normal physical weapons are all unenchanted objects that were made or carried thence with an intent to do harm to other living beings, or have been so used in the past. While the spellstorm is in effect, unenchanted weapons cannot harm the caster - not even missile weapons launched from outside the area of effect. The spellstorm turns these weapons aside. The

caster can ignore them, cast other spells, sleep, or stroll unconcernedly. This spell is often used by the Seven Sisters to wreak havoc in a hostile castle, army encampment, or on a battlefield. Some use it to defend themselves by preparing a reception room in their towers hung with many weapons, and use the spell there. Notes: Restricted to the Seven Sisters, their apprentices, and select Harpers; very rare. School: Alteration Name: Spellstrike Level: 9 Area Of Effect: Special Casting Time: 1 Comp: V Duration: Instantaneous Range: 10 yds/level Save: None Description: This extremely powerful spell represents the height of the transmuters' craft; it permits the caster to negate the effect of a spell cast in either the previous round or the round that the spellstrike is cast. The caster of the spellstrike does not need to know the type of spell or magic cast the previous round, only some part of its effect. The spellstrike can be used against only one particular spell per casting. Spellstrike does not cause a spell to be reflected, turned, trapped, or sent elsewhere. The spell merely ceases to exist, retroactively, though it is still lost to the original caster. Even spelllike abilities are affected by this spell, though magical items and artifacts are not. Permanency is affected by spellstrike, though contingency, limited wish, and wish are not. Notes: Very rare spell from the Forgotten Realms setting. Known to be in the tome, Unique Mageries. School: Alteration Name: Spelltouch Level: 4 Area Of Effect: One item Casting Time: 4 Comp: V, S, M Duration: Special Range: Touch Save: None Description: This spell, cast on a nonliving item (of less weight and volume than the caster), allows any spell of 3rd level or less cast on it in the following round to be stored and remain dormant until the item

touches a target creature. The caster of the spelltouch can specify what race and sex, or type (undead, summoned, living, avian, etc.) of creature will trigger or be affected by the second spell. The second spell (which need not be known to or be castable by the caster of the spelltouch) is unleashed by contact between the item and the triggering creature. Any saving throws allowed by the stored spell are resolved normally. For example, a gem set into a throne could unleash a fireball spell when triggered by the touch of a guard. ("A living human male" or "female" can be specified, but not "a wizard" or "the king.") During casting, the caster can designate a single type of being as immune to the spell. An immune being will not trigger the stored spell and, if in the unleashed spell's area of effect, receives a +4 bonus to any saving throw the unleashed spell allows. An item can bear only one spelltouch effect or equivalent. The material components of this spell are a pinch of powdered gemstone (of 200 gp value per level of the stored spell) and a pinch of the ash left by any fire created or augmented by a spell, combined with a drop of water and touched to the item during the casting. The components of the stored spell are also required. The item must be purified and magically prepared for the casting, a process that requires a full week per level of the stored spell. Notes: Uncommon for incantatrixes; otherwise, very rare. Option: The DM may require spelltouch effects to be renewed at least monthly or fade away. This and similar effects should not replace the standard magical item fabrication procedures. School: Enchantment/Charm Name: Spelltrap Level: 7 Area Of Effect: Special Casting Time: 1 turn Comp: V, S, M Duration: 1 rd/level Range: Special Save: None Description: Casting this spell creates a visible silvery oval that hangs over the head of the caster. This oval can absorb spell attacks cast directly upon the wizard and discharge them randomly at a later time, within the duration of the spell. Any spell cast directly on the spellcaster is automatically sucked into the spelltrap. This includes spells that never miss (such as magic missiles) and those requiring the caster's touch, but not areaeffect spells (such as fireball). The wizard using the spelltrap does not know what spells have been absorbed, other than obvious clues (again such as magic missiles slicing toward him or an enemy wizard shouting power word-kill!).

Spell-like abilities are absorbed by the spelltrap, if they can be rated against existing wizard or priest spells. If they cannot be rated against a wizard spell of a particular level, then the spell-like effect takes effect on the wizard using the spelltrap as if the spelltrap did not exist. If in doubt, such spells can be absorbed, but count as 9th-level spells for purposes of overloading. Spells cast by the wizard on himself are not sucked up by the spelltrap. The spelltrap can absorb a number of spell levels equal to twice the caster's experience level. A 17th-level wizard can have 34 spell levels absorbed by his spelltrap, with a 1st-level spell counting as one spell level, a 3rd-level spell counting as three spell levels, etc. If the spelltrap is overloaded, it explodes immediately, inflicting 6d4 points of damage upon everyone within 20 feet and stunning the survivors for two rounds (a saving throw versus spell does not negate the blast damage, but does negate the stun). As long as a spell is within the spelltrap, the wizard can fire off a random spell lodged within it by pointing at a target and summoning the magical energy. The caster cannot know which spells are within the spelltrap or, if multiple spells are currently trapped, which spell will be fired. When a spell is released from the trap, roll randomly among the spells currently trapped to determine which one is released. The spell then takes effect as if cast by its original caster, but against the target selected by the spelltrap's caster. If the spell is inapplicable or the target is beyond the range of the spell, the spell is wasted. The target must be within 10 yards per level of the caster in any event for the trapped spell to fire. Spells that require "touch" to be effective can be fired up to a range of 10 yards per level in this fashion. The spelltrap can be fired in this fashion once per round. If physically attacked with hand-held weapons, the spelltrap fires immediately against the attacker. Finally, the spelitrap fires if a dispel magic is cast upon it. These other firings can take place in addition to the one discharge per round permitted to the caster; if attacked from multiple directions, it will respond multiple times in the same round. The spelltrap itself is immune to hand-held and missile weapons. It will not respond if hit with missile weapons. The spelltrap winks out of existence without discharging remaining spell energies at the end of its duration. It ceases to exist if the wizard is feebleminded, slain, or rendered unconscious. The spelltrap remains with the caster who uses magic to change location or even move to another plane. This spell, it has been suggested, was created by a wizard who disliked other wizards, since the common tactic for battling it (once it is recognized) is to overload the spelitrap with beneficial spells. The material components are a diamond fragment worth at least 2,000 gp and a moonstone, both of which are lost in the casting. Notes: Very rare spell from the Forgotten Realms setting. Known to be in the tome, Unique Mageries.

School: Abjuration Name: Spelltrap (Paramander) Level: 4 Area Of Effect: Special Casting Time: 4 Comp: V, S Duration: Special Range: Special Save: None Description: The Paramander's spelltrap allows a second spell to be set as a trap, delaying its effects until triggered. When the caster casts a spelltrap on a small immobile object such as a book or a weapon, another spell can be cast into the object. The spelltrap will fade in 5 rounds if another spell is not placed in it. If the item is moved or probed in any way before a second spell is placed inside, the spelltrap vanishes. When the item is moved or probed (by detect magic, or similar effect), the second spell takes effect, just as if the spelltrap caster had cast it. A successful dispel magic spell is 75% likely to erase only the second spell, leaving the spelltrap empty (and fading) and ready to receive another spell; otherwise, dispel magic will eliminate the spelltrap, releasing the effects of the second spell and exploding the item on which it was placed, causing 2d6 points of damage to all within a 20-foot radius. Only the following spells can be placed in a spelltrap: light (on the same item as the spelltrap), message* audible glamer, magic mouth, scare, fireball*, gust of wind*, lightning bolt*, confusion, fear, polymorph other*, conjure elemental, azure flame, guards and wards, slow mutation (dweomer placed on same item as the spelltrap). Spells marked with an asterisk are released from the spelltrap in a random direction. Only the use of a gem of seeing can detect a spelltrap. Notes: Restricted to paramanders (a rare type of paladin-mage); common. School: Alteration Name: Spendelarde's Chaser Level: 4 Area Of Effect: 1 creature Casting Time: 4 Comp: V, S, M Duration: Special Range: Touch Save: None Description: This spell was created originally to facilitate mental recovery from brewery research expeditions (in other words, as a hangover

cure). However, it was discovered to have a beneficial side effect in regard to protection against injected, ingested, and contact poisons. Cast upon an individual, it negates the adverse effect of drugs (including alcohol) on the system, restoring the individual to mental coherence and relieving hangovers or other ill effects. Real damage (to body or to mind) is not healed by this spell - it only aids the body to purge the chemicals within. The chaser won't affect insanity or magically-induced effects. If the individual was poisoned, the spell allows a second saving throw versus poison, even if one was not allowed initially. The spell can be cast as a preventive measure, and if so, its protection lasts for one turn per level of the caster. If the individual is poisoned while under the effect of the chaser, the individual is permitted a +4 modifier to the saving throw versus poison (or an unadjusted saving throw if one is not normally allowed). The material component of this spell is a drop of holy water. Notes: Rare or very rare spell from the Forgotten Realms setting. Known to be in The Wizards Workbook. School: Necromancy Type2: Alchemy Name: Sphere of Eyes Level: 4 Area Of Effect: 60-ft radius Casting Time: 4 Comp: V, S, M Duration: 1 rd/level Range: 70 ft Save: None Description: This spell enables a caster to create a sphere of radiance in which thousands of glistening, glowing eyeballs float, darting and swarming in random directions. Once cast, the sphere of eyes is immobile, and its radiance is at all times equivalent to a silvery-blue faerie fire spell. The eyes are intangible, and do not react to their surroundings. Any illusion or magical invisibility that comes into contact with a sphere of eyes is instantly and permanently negated. Beings who actually have changed their shapes by use of magic or a natural ability are seen with a clear, bright silvery-blue "ghost" image of their other form superimposed upon their current one. This spell also negates operating forget, misdirection, obscurement, nondetection, and undetectable alignment magics, and allows feebleminded creatures an immediate new saving throw to escape the condition. The material component of this spell is an eyeball (from any source). Notes: Very rare spell. (Updated from Dragon Magazine.) School: Invocation/Evocation

Type3: Greater Divination Type2: Lesser Divination Name: Sphere of Wonder Level: 9 Area Of Effect: 90-ft diameter sphere Casting Time: 9 Comp: V, S Duration: 1 rd/level Range: 10 ft/level Save: None Description: This spell calls into being a stationary sphere of magical radiance equal in effect to a light spell, in which no spells or magical item discharges can take effect (or persist, if already in effect) except those of a type silently chosen by the caster during spellcasting. For example, the caster could choose to allow only spells involving fire to function, or only electrical discharge magics (such as lightning bolt). The prohibition cannot be narrowed down to allowing only a particular spell (for example, to allow fireball but not flaming sphere is not possible), but there is no way for beings other than the sphere- caster to tell what spell type works except by trial and error. Spells of the wrong type cast into the sphere from outside are negated at the point where they touch the sphere. The magic has no effect on beings or items once they leave the sphere. A rod of cancellation brings the sphere down instantly. Notes: Very rare in the Forgotten Realms setting; virtually unknown elsewhere. School: Alteration Type2: Invocation/Evocation Name: Spider Gout Level: 2 Area Of Effect: 1 creature Casting Time: 2 Comp: V, S, M Duration: Instantaneous Range: 10 yds Save: ½ Description: This spell creates a magical glob of spider venom in the neogi's mouth, which it can spit at any single target within range. The neogi can hold the venom for a number of rounds equal to half its level. If held longer, the neogi suffers the damage detailed below, with no saving throw. The venom can be spit up to 10 yards. The neogi must make a successful attack roll to strike the target (no range penalties apply). Failure means the venom glob missed, causing it to dissolve

harmlessly. Creatures struck must save versus poison or suffer 2d4 points of damage plus 1 hit point per level of the caster (to a maximum of 2d4+10 points of damage at 10th level). A successful saving throw means only half damage is taken. The material component is the neogi's own poisonous saliva. Notes: Restricted to neogi; common. School: Conjuration/Summoning Name: Spider Leap Level: 4 Area Of Effect: The caster Casting Time: 1 Comp: V Duration: Instantaneous Range: 0 Save: None Description: This specialized variant of the dimension door spell allows the caster to transfer himself to the present location of a previously seen or touched arachnid of any sort (including spiders, scorpions, ticks, pedipalps, and so on). The spell is wasted and does nothing if no arachnid is within 30 feet per experience level of the caster. If the desired arachnid (on which the caster concentrates) is beyond this range, but another arachnid is within reach, the caster is taken to the other arachnid, even if unwilling (if several arachnids are within range, determine the one arrived at randomly). This special form of teleportation bypasses physical obstacles, but can't pass through water or magical barriers. If the caster would arrive in a spot occupied by a solid object, the caster is simply shifted in a random direction to a nearby open space, but is confused for 1d2 rounds. A caster who arrives without a solid surface under his feet (for example, the spider is on a wall, and the caster arrives in midair), suffers falling damage unless further magic is employed. The spell does not confer any protection against, influence over, or friendship with the arachnid focus. The caster requires 1 round to recover from the use of this spell (unless confused as noted above). The caster can bring all worn or carried items, up to a weight limit of 500 pounds of nonliving matter, or 250 pounds of living matter. If the weight limit is exceeded, the spell flickers for 1 round, during which the caster must shed excess items to cause the spell to work at the end of the round. During this time, the caster remains at his initial location, vulnerable to attack. Failure to shed sufficient weight in time causes the spell to be wasted. Notes: Common for drow; otherwise, rare. School: Alteration Name: Spider Shape Level: 4

Area Of Effect: Creature touched Casting Time: 4 Comp: V, S Duration: 4d4 rds + 2 rds/level Range: Touch Save: Neg. Description: This spell allows the caster to confer a specialized arachnid form (such as any of the spiders found in the Monstrous Compendium Tome). An unwilling subject receives a saving throw versus spell with a +2 bonus. If the saving throw is successful, the spell is broken, and the victim avoids its effects. Beings newly assuming spider form require 1 to 2 rounds (determine randomly, by odd/even die roll) to become aware of their newly gained abilities, and to leam how to make the arachnid body respond. During this time, they are motionless and vulnerable. The spell recipient commands all the normal abilities of the spider form. This extends (even if a real spider of the same sort doesn't have these powers) to the ability to spider climb (as the 1stlevel spell) and the power to move along or through natural or magical webs without being slowed down or becoming stuck. The being in spider shape can also leap if a real spider of the same form usually can, and bite for the same damage. Poison effects are not gained. Web-spinning abilities aren't gained, but even if a real spider of the same form can't spin webs, a being in spider shape can cast one web spell (as the 2nd-level wizard spell, but with no material component required). Unless the form chosen is too small, a being in spider shape can also carry burdens of up to 600 pounds, including riders, without being torn off walls or ceilings by the weight. The change to spider shape neither heals existing damage nor causes harm; any armor worn is hurled away by the spell. The recipient is trapped in spider form until touched by the caster, or until the spell expires; the caster can resume his own form at will, ending the spell. A slain being automatically reverts to his normal form. No system shock rolls are required for transformation to or from spider shape, and beings in spider shape are highly resistant (+4 to all saving throws) to hostile polymorph spells and magical effects. Notes: Uncommon for drow; otherwise, very rare. School: Alteration Spidercloak Armor Level: 5 Area Of Effect: The caster Casting Time: 5 Comp: V, S, M Duration: 4 rds + 1 rd/level Range: 0

Save: None Description: This spell surrounds the caster with a floating swirling, shadowy network of nonsticky webs (of irregular "scraps" of force) and magical shadows. This magical, partially-solid barrier helps to deflect both physical and magical attacks, improving the Armor Class of even a stationary, pinioned, or attacked-from-behind caster by +3, plus 1 or 2 points more (odd or even roll; check each round, as it fluctuates). Spidercloak armor also gives a variable aid to saving throws, of either nothing (odd roll) or +1 (even roll; check each round), and its benefits are cumulative with those of other protective spells or items. The armor also conceals the caster's alignment aura, and any magical auras carried on his or her person, from magical scrutiny. The material component of this spell is a bit of spiderweb, or a living spider (crushed during casting). Notes: Common for drow; otherwise, rare. Optionally, may be uncommon for shadow mages. School: Conjuration/Summoning Spirit Form Level: 5 Area Of Effect: 1 creature Casting Time: 5 Comp: V, S, M Duration: 4 turns + 1d8 turns Range: Touch Save: None Description: This spell confers upon the creature the ability to shift its body into a noncorporeal spirit form. In this form, the creature is of translucent and ghostly appearance, and can pass easily through walls, doors, or even solid ground at its normal movement rate. The creature can walk right through hillsides or castle walls; however, it is deaf and blind while inside solid objects, so any lengthy journeys through solid matter are a matter of hit-and-miss. While the creature does not gain the power of flight, it can scale or descend any cliff at its normal movement rate, or will itself to ascend or descend up to 10 feet per round inside solid matter. In spirit form, the creature ignores normal weapon or missile attacks, including physical hazards such as falling blocks of stone or pit traps. Magical weapons inflict half damage on the noncorporeal creature, and offensive spells are 30% effective (half this if a saving throw is made). The creature becomes vulnerable to spells that affect enchanted and noncorporeal beings. The noncorporeal creature inflicts no damage on corporeal creatures--unless armed with a magical weapon, in which cast it inflicts half normal damage

with no Strength bonus. A spell-using creature can cast only 1stand 2nd-level spells against corporeal foes. The spirit form allows the creature to engage other noncorporeal creatures as if both were completely real and tangible to each other, so is useful in battling shadows, spectres, wraiths, ghosts, or phasing monsters. The creature can shift back and forth from corporeal to noncorporeal state for the entire spell duration, but it takes one full round to accomplish each transition. The material component is a pinch of dirt from a ghost's grave. Notes: Restricted to witches; uncommon. School: Alteration Name: Spirit Self Level: 5 Area Of Effect: 240-ft radius Casting Time: 3 Comp: V, S, M Duration: 3d4 rds Range: 0 Save: None Description: This spell allows the spellcaster to send his spirit outside his body while maintaining some semblance of life in the physical body. When the spell is cast, the spellcaster's spirit invisibly separates itself from the body and is free to move around. The body does not fall into a trance, but assumes a type of half-awake state. The spellcaster (in spirit form) can instruct the body to take simple actions such as walk, converse, or eat while he does other things in spirit form. The body behaves as if in a daze. The spirit form of the spellcaster retains the ability to cast spells, although doing so instantly forces the return of the spirit form to the body. The spirit form is considered to be a spirit for the purposes of protection from spirits and other spells. Damage taken by the body or the spirit is subtracted from the hit points of the spellcaster. If the body is destroyed, the spellcaster is slain. If the body is moved beyond the range of the spell, the spellcaster is unable to return to it. A spirit form that does not return to the body before the end of the spell's duration is trapped outside the body. The spellcaster's body falls into a catatonic state while the spirit must wander aimlessly. With the expiration of the spell, the character loses the ability to cast spells while in spirit form. The spirit can be returned to the body through the means of a restore spirit spell. The material component for this spell is a small mandala. Notes: Common in oriental settings; otherwise, very rare. School: Alteration Name: Spirit Servant

Level: 1 Area Of Effect: 30-ft radius Casting Time: 1 Comp: V, S, M Duration: 6 turns + 1 turn/level Range: 0 Save: None Description: Spirit servant works like the 1st-level spell unseen servant in all respects except one--the force it creates looks like a brightly glowing mass of energy. This energy changes shape as need be: It might extend tendrils to open doors or lift objects, for instance. While casting, the wizard can dictate the servant's color and, to some extent, can even make it to take on a certain general shape or outline: humanoid, angelic, frightening, etc. The material components are a brightly colored piece of yarn and a bit of wood. Notes: Common in the Mystara setting; otherwise, very rare. School: Conjuration/Summoning Name: Spiritwrack Level: 6 Area Of Effect: Special Casting Time: Special Comp: V, M Duration: Special Range: 10 ft + 10 ft/level Save: Special Description: A spiritwrack spell is a strong protection and punishment spell against the powerful creatures of the nether planes, but to employ the magic the spellcaster must know the name of the creature on whom it is to be cast. Prior to actually uttering this spell, the wizard must prepare an illuminated sheet of vellum, carefully inscribing the spell and the creature's name. He must use special inks made from powdered rubies and the ichor of a slain tanar'ri, then ornament the vellum with gold leaf This preparation requires 8 to 32 (1d4x8) hours and costs 6,000 gp for all supplies. If the outer-planar creature is present, the caster can then begin the actual incantation. During each round of reading, the target has a 25% cumulative chance to concede to the caster's will without any other inducements. When the caster begins reading the document, the target creature is rendered immobile unless it makes its magic resistance roll. Even if this succeeds, the monster is discomfited and 90% likely to retreat to its own plane if it can. Regardless of the result, the target is powerless to attack the wizard while he reads the spell.

Reading the first part continues for 1 round, with the target's discomfiture increasing. During the second round, the creature loses 1 hit point per Hit Die it possesses (for example, a 9-Hit Die tanar'ri loses 9 hit points). At the end of this round, the target is in extreme pain. The third and final round reduces the creature's remaining hit points by 50%, causes excruciating pain, and exiles the creature to its home plane--there to remain imprisoned and in torment for the number of years equal to the level of the wizard. Creatures subjected to the complete spell become the sworn foes of these wizards, a fact few spellcasters care to deal with. Most wizards are far more likely to create the document and use it as a threat to force a creature into submission rather than actually complete the spell itself. Notes: Uncommon spell. School: Abjuration Type2: Invocation/Evocation Name: Spoil Holy Water Level: 1 Area Of Effect: 40-ft cube Casting Time: 1 Comp: V, S Duration: Instantaneous Range: 10 yds/level Save: Special Description: This baneful dweomer affects holy water in the area of effect. All holy water containers in the area of effect are checked, the holy water in a container is spoiled (rendered harmless to evil creatures and unusable as a material component) on a roll of 10 or less on 1d20. A holy water font or basin and its contents are unaffected unless the spell is focused only on the font or basin alone and delivered by touch. It gives its water +1 to +5 bonus to the roll depending on its material (copper, silver, electrum, gold, or platinum). If the holy water is spoiled, the font is rendered useless until it can be purified and reconsecrated. Unholy water is not affected by this spell. Enchantment/Charm Stairway Level: 2 Area Of Effect: Creates 1 stairway Casting Time: 2 Comp: V, S, M Duration: 1 turn + 1 turn/level Range: 10 yds Save: None Description:

This spell creates a shimmering, transparent 10-foot-wide stairway that ascends or descends up to 10 feet per level of the caster. The stairway can be narrower than 10 feet, but not wider. Additionally, the caster can opt to have the stairway steep or gradual; the stairs can be no steeper than 60 degrees and no more gentle than 30 degrees. The stairway can support 400 pounds, plus an additional 10 pounds per caster level. The stairway vanishes if its weight limit is exceeded. Otherwise, the stairway lasts for one turn, plus one turn per level of the caster, unless dispelled. The material components are a quartz crystal, powdered silver, and powdered talc. Notes: Very rare spell. (Updated from Polyhedron Newszine.) School: Invocation/Evocation Stealth Level: 2 Area Of Effect: 1 creature Casting Time: 2 Comp: V, S, M Duration: 1 turn/level Range: Touch Save: None Description: This spell mutes sounds made by a creature's equipment or movement, giving an 80% chance to move silently regardless of equipment carried, terrain, or other factors. It does not hinder normal communication or spellcasting in any way. It provides no protection against alarms or noisy traps triggered by the affected creature. (For this purpose, a "nightingale floor" is considered a trap). The chance for silent movement is not cumulative with other magic, natural abilities, or special devices; only the highest chance applies. Thus, the spell is useless to a thief with a 90% chance for silent movement, or to an individual wearing boots of elvenkind. The material component is a small piece of soft leather. Notes: Rare spell. (Updated from Polyhedron Newszine.) School: Alteration Type2: Shadow Name: Stealweb Level: 5 Area Of Effect: Special Casting Time: 5 Comp: V, S, M Duration: 1 activation/level Range: 0 Save: ½ Description:

This spell is cast on an archway, portal, door-frame, window, or other solidly defined opening - though this can be as crude as the space between two standing stones or boulders. Like a magic mouth spell, it waits, radiating only a faint dweomer until its specific trigger conditions are met, and then lashing out. (Its usual trigger condition is "when any nongood-aligned wizard passes through.") A bright web of glowing white force-lines appears, washes over the affected victim (a creature passing through the opening), and then vanishes. The creature suffers 4d4 points of damage from a blast of raw spell energy (save versus spell for half damage). However, a creature affected by a stealweb is forever immune to that particular stealweb, nor does the web activate at the being's repeat passage, though its conditions are otherwise unchanged. A stealweb activates whenever its conditions are met, and activates once per level of its caster. It is destroyed by destruction of its opening or by a successful dispel magic spell. The caster of a stealweb cannot be harmed by her own spell, even if she meets the conditions for its activation as stated during casting. The material components are a piece of phosphorous, a flint, and a scrap of cobweb. The name of this spell comes from an earlier variant (now lost) from ancient Netheril that stole spells from the minds of those who activated it. The current spell is most often used to protect wizards' strongholds. Notes: Rare in the Forgotten Realms setting; virtually unknown elsewhere. School: Alteration Type2: Invocation/Evocation Steam Breath Level: 3 Area Of Effect: 30-ft long x 20-ft wide cone Casting Time: 1 rd Comp: V, S, M Duration: Instantaneous Range: 0 Save: ½ Description: The spellcaster expels a powerful breath of super-heated steam that billows forth from the caster's mouth, instantly filling a cone 30 feet long and 20 feet wide at the far end with scalding clouds of mist. The steam inflicts 1d6 points of damage per level of the caster, to a maximum of 10d6. A saving throw versus breath weapon is allowed for half damage. Creatures from the Elemental Plane of Water take half damage (save for none). Creatures from the

Elemental Plane of Fire take one additional point of damage for every die of damage. Further, normal fires in the area of effect are extinguished and magical fires are 50% likely to be extinguished, although those that can be rekindled are not permanently affected. The steam clouds dissipate instantly once the spell is cast. The material component for this spell is a glowing piece of charcoal doused with water. Notes: Common in oriental settings; otherwise, very rare. School: Invocation/Evocation Stench of Death Level: 3 Area Of Effect: 50-ft radius Casting Time: 1 rd Comp: V, S, M Duration: 1 hr Range: 30 yds Save: Neg. Description: This spell allows the caster to fill the area of effect with a smell so foul as to cause complete disorientation among those caught within it. A successful saving throw versus paralyzation allows a creature to remain within the stench, unaffected. Those who fail their rolls are overcome by the smell, double over, and remain unable to cast spells or fight. However, they can flee the area of effect. Once outside of the stench, an affected creature requires a round of breathing fresh air before resuming normal activities. As the effect is strictly magical, no wind will blow it away, but it can be dispelled. The material component of this spell is a rotted body organ. Notes: Common in oriental settings; otherwise, very rare. School: Necromancy Name: Still Water Level: 2 Area Of Effect: 100 sq ft/level Casting Time: 1 rd Comp: V, S, M Duration: 5 rds/level Range: 10 yds/level Save: Special Description: This spell allows the spellcaster to calm even the most turbulent waters except those of tsunami force, rendering them placid and still for the duration of the spell. Upon casting the spell, all water in the area of effect becomes calm and settled stormy oceans become smooth, raging rapids subside, flood waters flow calmly.

The spell changes the rate of flow of the water and the force with which it moves to a gentle flow. Thus, the whirlpools and turbulence of rapids become a gentle stream easily negotiated. The spell does not alter the amount of water passing through the area, only the force it carries. If cast on a water elemental or other creature from the Elemental Plane of Water (or a creature of watery substance), the creature is allowed a saving throw versus spell. If the save is successful, the spell has no effect. If the saving throw is failed, the creature becomes incapable of directly hostile actions, although it can still cause harm indirectly. If such a becalmed creature is attacked, the spell effect is instantly negated. The material component for this spell is a tiny flask of whale oil. The reverse of this spell, Turbulence, increases the choppiness of water. Still water becomes white-capped and choppy, white-capped waves become strong waves capable of capsizing canoes and small boats. Stormy ocean water becomes huge mounting waves capable of swamping small ships. If it is cast on water elementals or similar creatures, they become hostile and belligerent. The material component required is a small ornamental fan. Notes: Common in oriental settings; otherwise, very rare. School: Alteration Name: Stone Barrier Level: 6 Area Of Effect: Special Casting Time: 6 Comp: S Duration: 13 rds Range: 30 yds Save: Special Description: Upon casting this spell, the caster creates a wall of flying stones that whirls around a fixed point. The plane of rotation of the wall can be horizontal, vertical, or in between. Any creature attempting to pass this barrier takes 8d8 points of damage, plus 1 point for each Hit Die the caster possesses. Creatures in the area of the barrier when it is created are allowed a saving throw versus spell; if successful, the stones are avoided, no damage is taken by the creature, and it escapes the area of the barrier by the shortest possible route. The wall lasts 13 rounds. The caster can make the wall as small as 5 feet square to as large as 60 feet square. This spell is 5% likely to be known by a galeb duhr for each 500 years of age over a base age of 2,000 years Notes: Restricted to galeb duhr; rare. (Updated from Dragon Magazine.) School: Invocation/Evocation

Stone Hull Level: 3 Area Of Effect: 1 vessel up to 150 ft long Casting Time: 3 Comp: V, S, M Duration: 1 turn + 1 turn/level Range: 10 yds + 10 yds/level Save: None Description: The stone hull spell reinforces a ship's hull with a magical aura, helping it withstand monster attacks, hidden shoals and reefs, and ramming attacks by other ships. It also counters the effects of spells such as warp wood and turn wood, but not fire. The seaworthiness of the craft under these conditions improves by 20% (see Table 77 in Chapter 14 of the DMG). The ship gains no improvement for situations other than those listed. For example, in storms or on extended voyages, the ship has its original seaworthiness. However, the moment stone hull is cast, the ship's base movement per hour is halved, before any other modifiers are applied. The same is true of its emergency movement. In addition, the protected hull radiates a dweomer of alteration magic. The caster can dispel stone hull at will, if within range of the ship. The material component of this spell is a bit of pumice (a volcanic rock light enough to float on water). The pumice is consumed in the casting of the spell. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Alteration Stoneflight Level: 1 Area Of Effect: 3 slingers/level Casting Time: 1-6 rds Comp: V, S, M Duration: 3 turns/level Range: 30 yds Save: None Description: This spell benefits slingers, allowing them to cast their missiles to double normal range, and to inflict an extra hit point of damage per hit. Three slingers per caster level, up to a maximum of 30 slingers can be affected. The material component is a tiny ball of dried bird guano. Notes: Restricted to practitioners of pluma magic (the Maztica setting); common. School: Alteration

Name: Stoneiron Level: 3 Area Of Effect: Weapon(s) touched Casting Time: 1 Comp: V, S, M Duration: 5 rds/level Range: Touch Save: None Description: This weaker version of the enchanted weapon spell causes stone weapons (flint, obsidian, etc.) to attack and damage as common steel weapons, eliminating all penalties and chances of breakage. One large or two small weapons are affected by a single casting. Missiles affected by this spell lose its effect as soon as the missile strikes its target. The only way to make the spell permanent is to use enchant an item and permanency spells as well; repeated castings do not improve the weapon's abilities any further. The material component is a small chunk of stone, of the same type as the weapon to be enchanted. Notes: Uncommon for spellcasters from the Dark Sun setting, rare for Savage mages; otherwise, very rare. (Updated from Dragon Magazine.) School: Enchantment/Charm

Name: Strahd's Baneful Attractor Level: 2 Area Of Effect: 1 creature, 15-ft radius Casting Time: 2 Comp: V, S, M Duration: 2 rds/level Range: 60 yds Save: Neg. Description: This spell is the reverse of Hornung's baneful deflector. Of course, the vampire Count chose to name it after himself rather than credit the upstart Hornung. It can be cast upon any creature within 60 yards. A successful saving throw versus spell negates the spell's effect. Otherwise, the spell forms a hemispherical shell identical in form to the shell of Hornung's baneful deflector Instead of deflecting spells directed at the target, however, it attracts them. Any spell targeted at an individual within 15 feet of a creature afflicted by Strahd's baneful attractor are redirected to the afflicted creature. Area-effect and touch spells are not affected. If the redirection causes the spell to exceed its range, then it travels the full distance and fizzles out at the edge of its range. The material component is a few bits of broken glass.

Notes: Common in the Ravenloft setting; very rare elsewhere. This spell can be researched only on the Demiplane of Dread. School: Invocation/Evocation Name: Strahd's Frightful Joining Level: 7 Area Of Effect: Creature touched Casting Time: 7 Comp: V, S Duration: 2 rds/level Range: Touch Save: Neg. and special Description: This spell is the reverse of Bloodstone's frightful joining. The original spell enables the caster to merge his mind with the body of an undead creature. This spell enables an undead creature, such as a vampire or lich, to merge its mind with the body of a living person. Since Strand Von Zarovich is a vampire, this variation is much more useful to him than Bloodstone's original spell. The target of the spell must be a living, intelligent humanoid. A target creature that is not a human or demihuman (such as a goblin, ogre, or werewolf) receives a +2 bonus to its saving throw. If the saving throw versus spell succeeds, the undead wizard is forced back into its original body. No system shock roll is necessary. If the target creature's saving throw fails, the undead wizard joins its mind to the creature's body. While in the creature's body, the caster can use all of the creature's special abilities except memorized spells. Meanwhile, the wizard's undead body remains lifeless and is vulnerable to attack. Once in the body, the wizard can travel any distance, so long as the wizard remains in the same domain as his or her true body. Once in the body, the undead caster fills the target creature's mind with ghastly thoughts. At the beginning of each hour during the joining, the target creature must roll a madness check. Failure means that the undead caster's mind overcomes that of its victim. No further checks are necessary and the undead wizard can remain in control of its mortal victim effortlessly for the duration of the spell. A successful madness check means that the undead wizard must make a successful saving throw versus death magic to remain in the body. A successful saving throw means the mental battle goes on. Failure means the undead wizard's mind is cast from the body and the victim regains control. However, a creature that successfully ejects the undead wizard from its body must still roll a horror check. One interesting side effect of Strahd's frightful joining is that while in the mortal body, the caster can do things that he cannot do in his own undead body. For example, a vampiric caster can walk in the sunlight and see his reflection in a minor. For Strahd, this spell can have very potent ramifications. Of course, the victim is likely to

be a raving lunatic when the darklord is through with him, but Strahd cares little about that. Notes: Common in the Ravenloft setting; very rare elsewhere. This spell can be researched only on the Demiplane of Dread. School: Necromancy Name: Strahd's Malefic Meld Level: 5 Area Of Effect: Creatures touched Casting Time: 5 Comp: V, S, M Duration: Permanent Range: Touch Save: None Description: This spell enables the necromancer to create an undead, golemlike monster composed of up to three dead bodies. These parts can be from any selection of dead animals, humanoids, or monsters, as long as they span no more than two size categories. For example, a dog and an elf could be melded since one is size S and the other size M. However, a house cat and an elf could not be melded since the cat is size T, more than one size category different from the elf. Similarly, a dog, an elf and an ogre could not be melded since they are sizes S, M, and L, respectively. None of the creatures melded together can have more than 5 Hit Dice. The advantage of the meld is that the caster can use various attributes from whichever of the original creatures used them best, though the monster will always have animal Intelligence. Most attributes are associated with a particular piece of the creature's body, which must be used in the meld. At least one attribute must be taken from each creature in the meld. The created monster will always loyally serve its creator. The created monster inherits four attributes from the original creatures: Hit Dice, Armor Class, movement rate, and attacks. The monster's Hit Dice determines its THAC0, saving throws, and resistance to turning undead attempts. The caster cam derive the monster's movement rates from multiple creatures, so long as only one movement rate per creature per medium is selected: running, swimming, flying, burrowing, etc. The caster must choose the number of attacks per round from a single creature, but can give the creation attack forms from any or all of the creatures in the meld. The creature can have more attack forms that it has attacks per round. Of course, the appropriate body part for the attack form must exist in the meld. Most physical attacks can be retained, including poison, paralysis, web spinning, and breath weapons. Magical or mental powers do not survive the transition into undeath. This includes gaze attacks, spellcasting, magic resistance, immunity to nonmagical weapons, spell-like abilities, a lycanthrope's

cursed bite, etc. However, for each creature in the meld that has a magical or mental power, the undead creation gets one special undead power. These powers are cumulative and granted in order. · +1 or better magical weapon needed to hit; · Life energy drain (1 level) by touch; and · 10% magic resistance. The caster must assign the level drain to a single attack form, such as the claws of a claw/claw/bite sequence. Notice that only a meld of three creatures that all had magical or mental powers creates a monster with magic resistance. Among player character classes, only spellcasters and psionicists qualify as having special powers for this purpose. Other classes that can cast spells at higher levels, such as ranger or bard, do not qualify. One of Strahd's favorite melds is a werewolf, a large spider, and a gargoyle. This foul creature uses the gargoyle's flying movement and the spider's ground movement. (Although a werewolf is faster than the spider, he can only pick the legs of one of them, and. therefore cannot have web movement if he uses the lycanthrope's legs.) The Hit Dice are drawn from the werewolf, which has 4+3 Hit Dice. The Armor Class of 5 is taken from the gargoyle, as is the number of attacks (4). The creature gets the werewolf's bite and the spider's poison and web- spinning ability. Because both the gargoyle and the werewolf had magical abilities, the melded creature has the first two undead abilities: +1 or better magical weapon needed to hit and a life- level-draining horn attack. Visually, the abomination has a spider's legs, a werewolf's body and head, and a gargoyle's wings and arms. In the summary below, its attacks are claw/claw/bite/horn. The material component for this spell is a pinch powdered doppleganger bone. Casting this spell is cause for a Ravenloft powers check. Notes: Common in the Ravenloft setting; very rare elsewhere. This spell can be researched only on the Demiplane of Dread. Werewolf/Spider/Gargoyle Meld: AL CE; AC 5; MV 6, Fl 15(C), Wb 15; THAC0 15; #AT 4; Dmg 1d3/1d3/2d4/1d4; SA poison bite, webs, level drain horn; SD +1 or better magical weapon to hit; SZ M; ML special; XP 3,000. School: Necromancy Name: Strengthen Water Creature Level: 4 Area Of Effect: 1 creature + 1 creature/level Casting Time: 4 Comp: V, S, M Duration: 1d4 rds + 1 rd/level Range: 10 yds/level Save: Neg. Description:

This spell physically enhances creatures that live in or breathe while in water, as well as those from the Elemental Plane of Water. Examples include water weirds, water elementals, sea monoliths, fish, ocean-going mammals such as whales and dolphins, and native ocean races including locathah and sahuagin. The spell has no effect on beings that breathe underwater by artificial or magical means. Nor does it affect those who merely use water-based spells, including wizards and priests. Because most effects of this spell are beneficial, many recipients waive their saving throw. All recipients gain a +1 bonus to attack and damage rolls. If the damage inflicted by a creature is measured by a number of dice, then +1 is added to each die before any other modification is made. Nonoffensive statistics are boosted, too. Creatures from the Elemental Plane of Water immediately gain 1 hit point per Hit Die. Any damage suffered by these creatures is subtracted from the bonus hit points first. In addition, creatures that ordinarily need water to survive can survive without it for the duration of this spell. When the spell ends, however, their need for water immediately returns. A thin, bluish sheen coats the bodies of all recipients, radiating strong alteration magic. Otherwise, no visual change occurs. The reverse of this spell is weaken water creature. Instead of a +1 bonus to attack and damage rolls, targets suffer a -1 penalty. Creatures from the Elemental Plane of Water lose 1 hit point from each Hit Die they have, reduced immediately. The same bluish sheen coats the recipients, radiating a strong aura of alteration magic. A successful saving throw negates the effects of this spell. The material component of both spells is a glass of water. The caster throws it toward the target creatures to provide Strength, and pours it on the ground to cause weakness. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Alteration Name: Summon Cats Level: 2 Area Of Effect: 30 ft radius Casting Time: 2 Comp: V, S, M Duration: Instantaneous Range: Special Save: None Description: This spell teleports the two largest cats within 20 miles to fight for the caster. Normal, giant-sized, and magical cats can be affected, but not feline crossbreeds (for example, an elven cat might appear, but a manticore would not). Only living cats are affected, and the caster has no control over what cats appear.

The cats protect or fight for the wizard for up to one round per caster level. They are not controlled by the wizard, but generally cooperate (though cooperation may not extend to the caster's allies). At the end of the duration, the cats either leave or cease to cooperate. If slain, they are dead. The material component is a cat's whisker, freely given. Notes: Known to the wizard Delsenora, of the Ciystalmist Mountains in the World of Greyhawk setting. (Updated from Polyhedron Newszine.) School: Conjuration/Summoning Name: Summon Cosmic Storm Level: 9 Area Of Effect: Special Casting Time: 9 Comp: V, S, M Duration: Special Range: Special Save: None Description: This spell calls into existence that strange phenomenon known as the "cosmic storm." Some sages theorize that the cosmic storm is actually one end of a "wormhole" in space, and anything sucked in at one end is ejected through the other somewhere (or even somewhen) else. It can only be cast in wildspace, more than 100 miles from the nearest planet-sized object. The storm appears in 1-10 turns, at a distance of 1-20 hexes (500 ft./hex) from the spellcaster's current position, in a random direction. Once it has been summoned, the storm cannot be controlled by the caster or by anyone else. Each turn, the storm moves 1-6 hexes in a random direction. At the beginning of each turn, before they make their own movement, all ships within 20 hexes of the storm are moved 4 hexes directly toward it. This movement does not change the ships' headings. Any ship that manages to move more than 20 hexes away from the storm is free of its influence. Any ship that enters the same hex as the storm has been engulfed by it. The cosmic storm is a gateway to other parts of the spacetime continuum; any ship absorbed by the storm can be deposited anywhere in the universe. The storm remains in existence until the distance between it and the spellcaster exceeds 20 hexes, or until the spellcaster is absorbed by the storm. The material components for the spell are a piece of lodestone and a piece of mithral, both of which are consumed in the casting. Notes: Common for spellcasters from a spelljamming culture; otherwise, very rare. School: Invocation/Evocation

Name: Summon Darsson Level: 5 Area Of Effect: Darsson (only) Casting Time: 5 Comp: V, S, M Duration: Special Range: 10 yds Save: Neg. Description: When summon Darsson is cast, it opens a line of communication with that mage, waking him if need be (though the spell is ineffective if cast when Darsson is unconcscious). An image of Darsson's head appears before the person who cast the spell; Darsson can see, hear, and speak through the image. Spells cannot be cast through the image in either direction. The image provides enough information for psionic contact to work, but normal range modifiers still apply; Darsson is not considered to be within line-of-sight, even though his image is. If the caster is one of Darsson's friends or utters a code word known to Darsson and identifying the caster as a friend of a friend, Darsson forgoes the saving throw he would normally receive against the spell and allows himself to be summoned by the caster. If Darsson does not know the caster of the spell and no code is mentioned, the caster has a short time (up to 10 seconds) to explain himself or herself. If the caster is slow, Darsson prompts the person to explain the reason for casting the spell. If the explanation is reasonable, or if a good reward is offered, or if for some other reason Darsson feels he should go to the caster's aid, he foregoes the saving throw. In certain cases, he might go simply to see how the caster came into possession of the spell and to mete out punishment if such is deserved. If Darsson does not wish to be summoned for any reason, he receives a saving throw vs. spell. Since he is a 16th-level mage, he needs roll only a 6 or better on 1d20 to succeed (possibly altered by items in his possession). If Darsson fails his saving throw, or if he willingly forgoes his saving throw, he instantly arrives within 10 yards of the caster of the spell. He has some choice about where he arrives and, having seen the scene through his image, chooses a place that appears advantageous for him. If he is not on friendly terms with the caster of the spell, Darsson can choose to arrive in a place that gives him a distinct advantage. Darsson arrives wtih whatever equipment and clothing he has on at the time, as well as whatever he can grab in the few seconds between notification and transportation. This has on occasion led to some embarrassing situations, such as the time a friend summoned Darsson from a bath to help him against a mind flayer. Fortunately, Darsson is never too far from his magical items, and he is never without spells.

If he is summoned into a dire situation, Darsson should be able to defend himself. If frivolously or maliciously summoned by someone with no right to use the spell, Darsson is more than capable of causing enough damage to inspire more politeness in the future - if the offender lives. This rather unusual spell was created by Darsson to allow his friends to summon him, presumably in times of great need. Few wizards would do such a thing because it impinges upon their time, and because it is potentially dangerous - partly because an astute study of the spell will reveal the wizard's true name, possibly giving another great power over the wizard. Still, because of the many upheavals in his life, Darsson cares deeply for his friends and created this spell so that he might be able to help them in times of need. He has placed the spell on scrolls for a select few, and it is recorded in Darsson's Notes as well as a few of Darsson's other spellbooks and notebooks. Since Darsson has many friends who are not wizards, he created the summon Darsson spell so that it can be placed onto a scroll that can be activated by non-mages. If summon Darsson is placed on a scroll by a wizard of casting it (such as Darsson himself, as is usually the case), it can be activated by any person capable of reading. Notes: Very rare spell from the Forgotten Realms setting. Known to be in Darsson's Notes. Darsson Spellmaker: AC 5; MV 12; W 16; hp 41; THAC0 15; # AT 1; Dmg by weapon; SA spells' AL N; S 10, D 15, C 16, I 18, W 16, Ch 11. Weapons: Dagger, sling, staff. Magic: Cloak of protection +5, ring of magic detection, ring of fire resistance, wand of fire, wand of paralyzation, and possibly other magic. A quiet researcher in his late 40s, Darsson has blue eyes and black hair graying at his temples. Instead of robes, he wears a dark cloak, white shirt, black vest, gray trousers. He prefers enchantments, rarely uses necromancy, and never uses illusions. He despises most Halruan things and people. School: Conjuration/Summoning Name: Summon Deadly Smog Level: 5 Area Of Effect: Summons one creature Casting Time: 3 turns Comp: V, S Duration: Instantaneous Range: 10 ft/level Save: None Description: This spell summons one creature known as a "deadly smog" from the Negative Material Plane. The caster can cause the creature to appear at any location within the specified spell range.

The deadly smog then is trapped within the Prime Material Plane until it is killed, gated back by some other force, or forced back by powerful wizards. This spell drains the caster of one-half his total hit points; the spell cannot be cast again until rest sufficient to restore all hit points lost has been completed; potions and spells do not suffice in this case. Notes: Very rare spell. Deadly Smog: AC 0; MV 9; HD 10+; THAC0 10; #AT Special; Dmg 1d6; SD +1 or better weaons to hit, takes magical bonus damage only; SW if frozen can be shattered and damaged by normal weapons; AL N; Int 1; SZ L; ML 16; XP 2,000. Appearing as a noncorporeal 10-foot cloud of mist with a slight musty smell, the creature can exude up to 50 tentacles to a distance of 15 feet in search of warm-blooded prey. Regardless of the number of tentalces attacking, up to four per individual, a creature struck takes only 1d6 points of damage. For every 6 points of damage it inflicts, the smog gains 1 hit point permanently. For every 8 points gained, it gains a Hit Die (though THAC0 does not change). Attacks that displace or destroy fog will affect this creature as well. The creature drifts at ground level. School: Conjuration/Summoning Name: Summon Equine Beings Level: 2 Area Of Effect: Special Casting Time: Special Comp: V, S, M Duration: Special Range: 100 yds/level Save: Neg. Description: This spell summons horses or horselike beings to the caster's location. The caster begins the incantation and continues uninterrupted until an equine creature appears or three turns have elapsed. Naturally, this spell doesn't work indoors or in underground settings. The caster's chance of success depends on the type of equine being summoned and current location. The table can be used if the local equine population is unknown. The caster can call three times, attempting to summon a different type of creature each time. Each call requires one full turn. Once a call is successful, no more equines can be called without another casting of the spell. The DM may modify the chance of success based on his assessment of the area and whether or not the creature in question is likely to be within the spell's range. A single known individual equine can be summoned at double range, but if so, it will be the only equine affected. The creatures summoned by the spell are allowed a saving throw versus spell to avoid the summons. Wild equines save at a -5

penalty; domestic horses, ponies, etc. save at a -4 penalty; war horses, pegasi, and other trained steeds save at a -1; and unicorns and paladins' war horses save with no modifier. Any equine beings summoned are favorably disposed to the caster and give whatever aid they are capable of. However, if the caster or members of his party are evil, the summoned equines are allowed another saving throw versus spell when they approach within 10 yards, this time with a +4 bonus. The equines immediately seek to escape if they succeed in this second saving throw. Summoned mules, riding and draft horses, or ponies are not willing to fight for the caster, although they will carry him and his friends as requested. Other equines (including war horses) fight on the caster's behalf as long as the enemy is evil and not overpoweringly strong. The caster's influence lasts until the equines complete one distinct task or mission for him, but no longer than one day per two levels of experience in any event. The material component is a small cube of sugar. Notes: Restricted to those of gypsy blood; rare. (Updated from Dragon Magazine.) Equine Summoning Table Creature Chance of Success in . . . Called Plains/Hills Forest Coastal 4d4 ponies 30%* 25% 35% 4d4 Mules 35% 30% 25% 4d4 Horses 40%* 20% 30% 4d2 Centaurs 20% 30% 10% 1d4 Pegasi 10% 30% 10% 1d4 Hippogriffs 30%** 10% 10% 1d4 Hippocampi 30% 1d2 Unicorns*** 10% 30% 10% * In mountains, use half of plains' chance ** In mountains only, otherwise 5% *** Come to a female spellcaster only. School: Conjuration/Summoning Name: Summon Fetish Spirit Level: 1 Area Of Effect: Special Casting Time: 5 Comp: V, M Duration: Special Range: Touch Save: None Description: The casting of this spell awakens a spirit of the caster's totem animal that which has been bound into a special item (called a fetish). The spirit then transforms a skeleton or model of the totem animal into a body it can use. The construct then tries to cany out

one task required by the wizard, so long as it can finish the task before the next sunset or sunrise (whichever comes first). The physical construct has the abilities of an animal of its type, with Hit Dice according to the time the wizard spent constructing it (see below). After at least one round of bickering, the spirit tries fairly to fulfill the task's meaning (for example, "Rescue me from these enemies" or "Guide me through the forest safety"). After the spirit completes the task, it tries to escape the wizard's power. If the wizard makes a successful Charisma check (Charisma or less on 1d20), the spirit is forced back into the fetish, and the wizard can retrieve the fetish from the construct. Failure means the spirit is free and may attack the wizard or any companions, or simply escape. The spirit's physical form wreaks great damage until the next sunset or sunrise, whichever comes first. Such damage works against the wizard's interests. Then the spirit vanishes with the fetish, never to return. The first time the wizard summons the spirit, the Charisma check takes no modifier. On each subsequent summoning, the wizard incurs a -3 cumulative penalty to the Charisma check. In addition, the spirit grows more quarrelsome, hostile to the wizard, and slower to fulfill its task. The DM may impose additional penalties if the wizard summons the spirit more often than once a year. A successful dispel magic or similar spell can destroy the fetish, but as long as it remains intact, the wizard can summon another totem spirit as early as a day later. This spell requires a fetish containing a bound and sleeping spirit. Also, the wizard must build a skeleton or model of the totem animal and incorporate the fetish into it. This requires one turn per Hit Die the wizard wants the spirit futish to have, from a minimum of the caster's level plus four, to a maximum of 10 Hit Dice. Notes: Common for wizards of the Veiled Alliance in the DARK Sun setting, optionally common for Savage mages; virtually unknown elsewhere. Fetish Spirit: Use the appropriate animal statistics, with HD equal to 4 plus caster level, to a maximum of 10 HD. Unbound fetish spirits can become invisible at will to all eyes except the summoner's, but cannot attack while invisible. The spirit can be hit only by +1 or better magical weapons; normal weapons inflict no damage. Typical spirits include the great cats, bears, rats, lizards, toads, bats, and so on. School: Conjuration/Summoning Name: Summon Fiend Level: 8 Area Of Effect: Special Casting Time: 1 turn Comp: V, S, M

Duration: 1 turn/level Range: 60 yds Save: Special Description: This dangerous spell allows the wizard to summon a fiend of his choice and forces the creature to do his bidding for the duration of the spell, much like conjure elemental. Creatures that can be summoned through this spell include all varieties of baatezu, tanar'ri, yugoloth, gehreleth, plus fiendish creatures such as barghests, hordlings, and vaporighu. Unique creatures or fiends of demipower status cannot be called. The summoned creature is allowed a special saving throw to resist the summons; this is a percentage chance equal to twice the sum of its Intelligence score and its Hit Dice. If the creature succeeds in this check with a roll of less than half of its total score, it can choose to come if it wishes to, but is completely free of the caster's will and can act in any manner it pleases for the duration of the spell. Example: A wizard attempts to summon a red abishai baatezu (6+3 HD, mt 8-10). The DM sets the monster's Intelligence at 9, 50 the fiend has a 30% chance to resist the summons. If the roll comes up 01-15, the monster can either resist or answer the call, unbound by the caster's will. The conjured fiend must be always consciously controlled and directed by the wizard. It can employ any of its spells or powers at the wizard's command, with the exception of gating in others of its kind or granting wishes. If the caster's concentration is broken for some reason, the summoned fiend instantly returns to its home plane, ending the spell. While this spell is clearly useful in combat, the fiend can be commanded to perform almost any task the wizard desires. It is dangerous to allow the fiend too much latitude in interpreting its directions when possible, the creature will usually attempt to twist its instructions to produce unpleasant results. The caster can drastically increase the margin of safety in summoning a fiend by employing a protection from evil (or good) spell or by burning a special blue candle that requires 500 gp worth of rare materials. Either of these measures reduces the chance to resist the call and rebel against the caster's will by one-half, so in the example above, the abishai would only have a 15% chance to ignore the summons and a 7% chance to arrive under its own free will. If the summoned creature has an Intelligence score of Average (8-10) or better, it can claim a service from the caster in the future. The wizard must obey the creature and undertake its task, or risk being carried off to the creature's home plane as its slave. The exact nature of the task or the risk of retribution is left to the DM, but it's highly dangerous to go back on a bargain with a fiend. Employing Summon Fiend is not a good act. The material component for this spell is a chip of stone or pinch of earth from the home plane of the creature to be called.

Notes: Uncommon for evil wizards, rare for conjurers; otherwise, very rare. Seeking this knowledge is an evil act. School: Conjuration/Summoning Name: Summon Fire Dragons Level: 6 Area Of Effect: Special Casting Time: 6 Comp: V, M Duration: 1 rd/level Range: 10 yds/level Save: ½ Description: Despite its name, this spell does not summon any sort of creature. Instead, it enables the caster to create 1 to 10 fiery tongues of snaking flame, called fire dragons. These roaring, flickering presences are 6 feet in diameter and move according to the mental direction of the caster. They dissipate harmlessly if the caster is struck in combat or ceases to concentrate on them. Fire dragons flicker along the ground at 180 feet per round, and can reach up to 30 feet vertically. They cannot attack airborne targets higher than 30 feet, or targets standing in water. They otherwise strike targets as directed by the caster, with a THAC0 of 9. Each flame tongue strikes once per round, inflicting 4d6 points of damage if it hits. Any creature struck is allowed a saving throw versus spell for half damage. The material component is a strip of paper soaked with saltpeter, coal oil, and sulphur that catches fire as the spell is cast. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation Name: Summon Least Yugoloth Level: 6 Area Of Effect: 1 least yugoloth Casting Time: 2 turns Comp: V, S, M Duration: Special Range: 5 yds Save: Neg. Description: Using this spell, a wizard can summon a least yugoloth guardian to protect something of importance. The yugoloth is under the wizard's complete control, and will obey commands of its master even after the master's death. The yugoloth must stay within 90 yards of the charge or be subject to fits of searing-- ultimately lethal--pain. The most important component for the spell is the true name of the individual yugoloth to be summoned. Finding such a name is a

difficult task, and only through exacting research or dark pacts with other fell creatures can a wizard obtain a least yugoloth's name. The material component is a ruby worth at least 500 gp, which is destroyed in the casting. The reverse, banish least yugoloth, will send a least yugoloth back to its home plane. If the creatare's true name is used, the banishment is automatic. If the true name is not used, the creature receives a saving throw versus spell at a -2 penalty against the banishment. The material component for the banishment is a pinch of powdered silver mixed with holy water. Notes: Uncommon spell for evil spellcasters; otherwise, very rare. Seeking this knowledge is an evil act. Typical Least Yugoloth: AC 3: MV 9; HD 6; THAC0 15; #AT 3; Dmg 1d10/1d10/1d4; SA fire breath cone (30'x10', 3/day, 3d6 damage, save for half); SD immunities (charm, hold, sleep, polymorph, fear), 50% likely immune to one other weapon type or spell type (possible reflection or weapon breakage), 30% chance of thief abilities (move silently, hide in shadows, climb walls); Int Ave (8-10); SZ S (4'); ML Steady (12); XP 2,000. School: Conjuration/Summoning Name: Summon Modron I Level: 3 Area Of Effect: 30-ft radius Casting Time: 3 Comp: V, S, M Duration: 2 rds + 1 rd/level Range: Special Save: None Description: Within one round of casting this spell, the wizard magically conjures 2d4 monodrone modrons (extraplanar creatures from the Outer Plane called Mechanus). The modrons appear anywhere within the spell's area of effect, as desired by the wizard. They attack the spell user's opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, the modrons can, if the wizard can communicate with them and if they are physically able, perform other services. The material component of this spell is a tiny bag containing eight marbles. Notes: Known to the wizard Argramund of the Rock, whose current whereabouts are unknown. (Updated from Polyhedron Newszine.)

Monodrone Modron: AC 7; MV 6, Fl 18(D); HD 1+1; THAC0 19; #AT 1; Dmg 1d4 or by weapon; SD Immune to fear, emotions, illusions, mind-affecting magic, Positive and Negative energy (including energy drains); also save at +1 and take -1 point of damage per die from fire, cold, and acid; AL LN; SZ S; ML Fearless (20); XP 120. School: Conjuration/Summoning Name: Summon Sha'ir Level: 7 Area Of Effect: 1 sha'ir Casting Time: 7 Comp: V, S, M Duration: 1 day/level Range: 10 yds/level Save: Neg. Description: When a sha'ir has abused his gen, bound genies, or powers to create magical items, a genie sorcerer can use this spell to compel service from the sha'ir. It cannot be used on those of other classes, there must have been actual abuses, and several warning signs must be given before the spell takes effect. The genie must have a personal item of the sha'ir to cast the spell, usually obtained by intimidating the sha'ir's gen when it comes to the elemental plane in search of magic on its master's behalf. The gen will be missing for 1 to 6 hours while the genie brow-beats it into compliance. If the gen makes a morale check at -2, it remains faithful to its master. Otherwise, it agrees to the genie sorcerer's demands, and when the sha'ir next sends it off to fetch a spell, the gen takes a personal item of the sha'ir's with it to the genie. The item need not be valuable; for example, a shoe, a razor, or a comb is sufficient. The gen is again absent for 1 to 2 hours while it makes its way to the genie's location on the elemental planes. If the sorcerer genie has the required item, the spell can be cast successfully. The sha'ir is allowed a saving throw without bonuses, and with a -1 penalty for each gen he has lost, a -2 for each bound genie he has mistreated, and a -3 for each magical item he has created beyond the first, all in the last decade. If the saving throw fails, the sha'ir is whisked away to the elemental plane of the caster and must serve as if under the influence of a charm person spell for a number of weeks equal to the sorcerer's level. Notes: Restricted to genie sorcerers; common. School: Conjuration/Summoning Name: Summon Spider Level: 6 Area Of Effect: Special Casting Time: 6 Comp: V, S, M

Duration: 6 rds + 1 rd/level Range: 60 yds Save: None Description: This spell calls 1 Hit Die of spiders per level of the caster, of any type the caster desires. The spiders may have from 1+1 Hit Die to 5+5 Hit Dice each (the most common sorts of spiders are detailed in the Monstrous Compendium tome). Thus, a 12th-level caster could summon twelve 1+1 Hit Die spiders, six 2+2 HID spiders, four 3+3 Hit Die spiders, and so on. The spell brings the nearest spiders of the type closest to the caster's desire, so if multiple spiders are summoned, they may be of various types (the DM decides the type and number of spiders that answer the summoning). The arachnids appear within spell range and attack creatures indicated by the caster until the spell expires, the caster commands them to cease, or they are slain. The spiders never attack the caster, and do not check morale. If commanded to attack each other, slain in battle, or if another being attempts to usurp control of them by magical means, the summoned spiders vanish into thin air. If no opponent exists to fight, the spiders can perform other services. They obey only the caster. The material components of this spell are a bag (of any size), a small candle, taper, or lamp (not necessarily lit), and a spider leg or entire spider corpse. Notes: Known to the drow; uncommon. School: Conjuration/Summoning Name: Summon Spirit Level: 4 Area Of Effect: 1 dead human or demihuman Casting Time: 1 turn Comp: V Duration: 1 rd/level Range: 10 yds Save: Special Description: The wizard can use this spell to raise up the spirit of a dead human or demihuman, which may then answer questions put to it by those present at the summoning. Of course, the questioners must speak the same language as the dead creature. Extensive preparations are required (see below). Summoning a dead spirit is far from a certain enterprise. The base chance that a spirit will answer the summons is 50% + 1% for each experience level of the wizard casting the spell. The chance also depends on the authority of the caster in the spirit world, the length of time the subject has been dead, and the specific time of the casting (see table).

Regardless of actual penalties or bonuses, the chance of success never drops below 5% or rises above 95%. If the spell fails, the summoning may attract the attention of some other (potentially hostile) spirit or undead creature, either from the netherworld or the general vicinity of the caster. The chances of summoning a malicious undead are 5%, cumulative with every failed attempt by the same caster. The DM may roll on the table for the priest spell, summon undead. Note that this spell in no way protects the wizard or those present at the casting from the attacks of inadvertently summoned undead. If the summoning is successful, the desired spirit slowly rises from the ground before the caster. The spirit's willingness to answer questions will first determine the effectiveness of the spell. If the spirit is a different alignment than the caster or formerly had more Hit Dice than the caster's current level of experience, the shade is allowed a saving throw versus spell to resist the interrogation. If the spirit is agreeable, it can answer no more than one question for every three levels of the caster. Summoned spirits tend to be evasive and cryptic when questioned by the living. In general, their knowledge is limited to what they knew while alive. A spirit can also be called upon to answer specific questions about the near future, regarding actions undertaken before the next nightfall. Questions and predictions about future events are subject to the same conditions and limitations as the priest spell augury. This spell may also attract hostile undead (if the summoning fails). The DM might modify this spell so that it always summons a host of spirits (numbering 1-20) who must be individually questioned and placated before the desired shade arrives. The DM might increase the chances of summoning a hostile undead (even if the spell succeeds) to reflect the caster's location and the tone of the campaign. Obviously, calling a beneficial spirit near the burial mound of a wraith may bring both creatures to investigate the unusual summons. Notes: Restricted to necromancers and witches; uncommon. Optionally, rare for diviners and very rare for others. Spirit Summoning Modifiers Modifier Condition +5% Caster is a necromancer +5% Caster has spirit lore proficiency +10% Caster is a member of the Witch kit None Subject dead for up to 1 week -5% Subject dead for up to 1 month -10% Subject dead for up to 1 year -15% Subject dead for up to 10 years -20% Subject dead for up to 100 years -30% Subject dead for up to 1000 years

-50% Subject dead 1000 years+ -25% Spell cast by day None Spell cast at night +10% Spell cast at full moon +25% Cast on a holy day associated with the dead +10% Ancestor present at summoning -10% Spirit previously summoned within the same month. School: Necromancy Name: Summon Spirit (Wu Jen) Level: 9 Area Of Effect: Summons one spirit Casting Time: 1 turn Comp: V, S, M Duration: 1 turn Range: 0 Save: Neg. Description: This spell allows the wu jen to summon any type of spirit. The caster must have a particular spirit in mind when the spell is cast and the spirit is allowed a saving throw vs. spell to avoid the effect. The spirit can be the ghost of a long dead ancestor, a spirit of nature, or any greater spirit that occupies the Prime Material Plane. Once summoned, the spirit appears before the caster, remaining for one turn. It is cooperative and friendly, considering the caster to be a helpful or needy person. However, aside from appearing and remaining for one turn, it is not under any obligation to the caster. It freely answers questions, provides guidance, and assists the caster within the scope of its abilities at that moment. The DM may adjust or disallow the spirit's saving throw based on the material components used, the urgency with which the spirit might consider the matter, or campaign plot considerations. The material components for this spell are a stick of incense and an offering appropriate to the nature and power of the spirit summoned. Notes: Uncommon for other necromancers. School: Conjuration/Summoning Type2: Necromancy Name: Summon Undead Level: 1 Area Of Effect: 100-ft radius/level Casting Time: 1 turn Comp: V, S, M Duration: 1-8 turns + 1 turn/level Range: 0 Save: None Description:

The nearest 2-12 undead of Hit Dice equal to or less than the level of the caster, and within 100 feet per level of the wizard, travel to the summoner at normal pace. The summoned undead are not hostile, nor are they under the control of the summoner. They may act as they wish. Once they have reached the summoner, the undead may turn around and go back where they came from, attack anyone in their way, talk to the summoner, or perform any other action that seems reasonable to them. Unthinking undead (such as zombies and skeletons) with a purpose immediately return to their station. Wandering unthinking undead stay and wait for orders (for which the caster needs charm undead, a potion of undead control, or something similar) unless there are obvious foes besides the summoner to attack. The material component is bone dust, which is scattered to the wind during the casting. Notes: Common for necromancers of the Red Wizards of Thay, but not taught to conjurers. School: Conjuration/Summoning Type2: Necromancy Name: Summon Wind Level: 7 Area Of Effect: 1 ship Casting Time: 1 turn Comp: V, S, M Duration: Special Range: Special Save: None Description: With this spell, the wizard calls up a steady wind to fill the sails and blow a ship in the desired direction. The wind never blows harder than required for a moderate rate of travel, but is completely reliable for as long as it lasts. It is unaffected by prevailing winds. To cast this spell, the wizard must know the true name of a wind elemental, whose help he calls upon to direct the magical winds. If the same elemental has been called previously, there is a 5% cumulative chance per summoning that the elemental refuses to serve. If this happens, the elemental arrives, but is uncontrollable. Once the spell is successfully cast, the duration of the resulting wind must be determined. The wizard makes an Intelligence check. Failure means the wind blows for one hour and then dies out. Success means the wind lasts all day or until dismissed by the wizard. At the end of each day of sailing, another Intelligence check must be made. When the check fails, the wind ceases. The wizard can cast other spells while the wind blows, but once it stops it does not start again unless magically summoned once more.

The material component is a flask of air captured and sealed in a bottle on the Elemental Plane of Air. The spell takes effect when the bottle is opened and the air released. Notes: Common for Sea mages, uncommon for air mages and artificers; otherwise, very rare. (Updated from Dragon Magazine.) School: Conjuration/Summoning Type3: Artifice Type2: Elemental Air Name: Summon Wind Dragons Level: 6 Area Of Effect: Special Casting Time: 6 Comp: V, S, M Duration: 1 rd/level Range: 10 yds/level Save: ½ Description: Despite its name, this spell does not summon any sort of creature. Instead, it enables the caster to create 1 to 10 small whirlwinds or vortices, dubbed "wind dragons." These whirling, shadowy presences measure 6 feet in diameter, and move according to the mental direction of the caster. They dissipate harmlessly if the caster is struck in combat or ceases to concentrate on them. Wind dragons whirl through the air at 210 feet per round, with maneuverability class A. They strike targets as directed by the caster, with a THAC0 of 10. Each whirlwind can strike once per round, inflicting 4d4 points of damage. The target creature is allowed a saving throw versus spell; success halves the damage. The caster can direct each whirlwind against a different target, but no more than two can attack any single creature at once. Although the wind dragons cannot actually lift or move solid objects, they can rake and shake living (and undead) bodies effectively. A spellcaster struck by a whirlwind cannot cast spells the same round, though his or her fighting ability is otherwise unaffected. The material component of this spell is a cup of any sort. When casting, the wizard must blow into the cup while twirling it. The spell fails if cast in a place without air (for example, it won't work underwater). Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation Name: Summoning Wind Level: 8 Area Of Effect: Special Casting Time: 1 turn Comp: V, S

Duration: Instantaneous Range: 0 Save: None Description: This spell causes a magical wind to carry an urgent message to one or more creatures. When cast, the spellcaster can phrase any message of 25 words or less. This message can then be sent to any creature or creatures. The number of creatures that can be contacted is 10 times the level of the caster. The specific identity of each creature need not be known, but some type of common identifier must be provided. This must be more specific than the creature's race or character class. It must be some identifier of the position of the creature or creatures called. The spellcaster could send the message to the soldiers of his palace guard or to the governors of all the provinces of a single land. The message is delivered on a gentle breeze, whispering its secrets into the ears of those it is intended for. The spell does not compel the receiver to respond or act. It only informs them of the message sent. This spell is commonly used to rally troops, send warnings, or disseminate proclamations. Notes: Common in oriental settings; otherwise, very rare. School: Conjuration/Summoning Name: Sun Stone Level: 7 Area Of Effect: Special Casting Time: 7 Comp: V, S, M Duration: 2 rds Range: 5 yds/level Save: Special Description: A small stone, held in the sunlight by the caster, becomes a magical incendiary missile when this spell is cast upon it. The sun stone becomes so hot that it glows fiery red, but the caster can handle it safely. It must be thrown the same round the spell is cast or it loses its power. Like a magic missile, a sun stone must be aimed at a target that the caster can see or detect. Its range is 5 yards per experience level. The stone streaks through the air, swooping around corners as needed to follow a moving target. The stone strikes with a THAC0 of 9, and is considered a +3 magical weapon for purposes of what it can hit. The stone burns its way into whatever it strikes, setting flammable items afire. The target creature suffers 4d4 points of fire damage, with no saving throw allowed. After that, the stone retums to normal. If a stone that misses its target-that is, if its attack roll fails - it falls to the ground. Beings touching the stone in the round after casting take half damage. A successful saving throw versus spell

reduces the damage to 1 hit point (per stone). After that, the stone returns to its original state and becomes harmless. A wizard can evoke one stone for every three levels of experience. (Hence, a 15th-level wizard can cast five stones simultaneously.) Each stone has its own target--either the same individual or a different one, as desired by the caster. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation Name: Sunbolt Level: 4 Area Of Effect: 30-ft radius Casting Time: 4 Comp: V, S, M Duration: Instantaneous Range: 10 yds + 10 yds/level Save: Special Description: This spell creates a blinding discharge of sunlight energy, which strikes living targets for 1d4 points of damage per level of the caster. The target creature, and all that observe the sunbolt except the caster, must successfully save versus spell or be blinded for 2d4 rounds. The sunbolt is most effective against undead creatures. Damage against the undead is doubled, with no saving throw. Self-willed undead, such as liches, vampires, or mummies must successfully save versus death magic or be blinded for 2d4 turns. The blinding effect is not effective against mindless undead such as skeletons and zombies. The material component is a small sunstone, worth at least 25 gp. Notes: Known to the elves of Evermeet in the Forgotten Realms setting; uncommon. School: Invocation/Evocation Name: Sunburst Level: 8 Area Of Effect: 10-ft/level radius Casting Time: 4 Comp: V, S, M Duration: Instantaneous Range: 0 Save: Special Description: The sunburst spell causes a globe of radiance to explode silently from the caster's form, instantaneously reaching its limit of 10 feet per level of the caster. The sunburst has the following effects (use the greatest effect that applies).

· Most Creatures: Creatures looking at the caster and within the area of effect must successfully save versus spell or be blinded for 1d3 rounds. · Creatures With Infravision: All creatures looking at the caster and within the area of effect that use infravision must successfully save versus spell or be blinded for 2d4 rounds. · Creatures To Which Sunlight Is Harmful: All creatures in the area to which sunlight is harmful must make a saving throw versus spell. Success blinds them for 2d6 rounds; otherwise, they are blinded for ldl00 days. · Undead Creatures: Undead within the radius, including vampires, suffer 8d6 points of damage. Those making a successful saving throw versus spell take half damage. · Fungoid Life: All fungoid life within the radius takes 8d6 points of damage from the light with no saving throw. The material components of this spell are a piece of sunstone and a naked flame. Notes: Rare spell, originally from the Forgotten Realms setting. Known to be in the tome Against the Undead. School: Invocation/Evocation Name: Sunburst (4th level) Level: 4 Area Of Effect: 40-ft diameter sphere Casting Time: 4 Comp: V, S, M Duration: Instantaneous Range: 120 yds Save: Special Description: This spell creates a brilliant flash of greenish-white light with blazing golden rays. Undead within the area of effect suffer 6d6 damage with no saving throw. Other creatures in the area of effect, or those outside the flash but looking in that direction, must ake a successful saving throw vs. spell or be blinded for one full round. Creatures without eyes are immune to this effect. The sunburst also negates any darkness spell within the area of effect, if the caster of the sunburst is of equal or higher level than the creator of the darkness effect. The material component is a sunflower seed. Notes: Very rare spell. (Updated from Polyhedron Newszine.) School: Invocation/Evocation Name: Sundazzle Level: 2 Area Of Effect: 15-ft radius, 1 target/level Casting Time: 2 Comp: V, S, M Duration: Instantaneous

Range: 10 yds/level Save: Neg. Description: This spell can be cast only in full daylight, or in the presence of other magics that mimic full daylight, such as sunray or continual light. Its casting causes small, multi- colored spheres to appear and dance about, striking at the eyes of targets. The effects match those of the 2nd-level spell Blindness for 2d4 rounds. A blinded target suffers a -4 attack roll penalty, and opponents gain a +4 bonus to attack rolls against him. The caster can target one creature per experience level. All target creatures must be within a 15-foot radius area of effect. There is no bonus for using sundazzle to attack a single target rather than multiple targets. Sundazzle only affects creatures that see normally. It doesn't affect blind creatures, nor does it harm those that rely primarily on other senses or forms of detection. Against undead, sundazzle causes the itching associated with the 2nd-level spell irritation. Thus, an affected undead creature's Armor Class is worsened by 4 points and its attack rolls have a -2 penalty for 2d4 rounds. The material component of this spell is a small glob of sweet gum, which is destroyed in the process of casting. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation Name: Sunfire Level: 4 Area Of Effect: Sphere with 20-ft radius Casting Time: 4 Comp: V, S, M Duration: Instantaneous Range: 10 yds + 10 yds/level Save: ½ Description: This spell creates a deadly and explosive ball of flame, said to be harnessed from the sun. Creatures killed by the sunfire are typically burned to ash. Damage equals those of a fireball: it causes 1d6 points of damage per level of the caster, up to a maximum of 10d6. Creatures within the radius of the sphere suffer only half damage if they make a successful saving throw versus spells. Further, sunfire consumes or melts flammable items in its area of effect (items are still allowed a saving throw versus magical fire). Yet, there is one key difference between this spell and a Fireball. The wizard who casts sunfire is immune to the spell effects. So are all nonliving items that he carries or wears. The caster can even center the spell on himself and still escape harm. The material component of this spell is a ball of sticky gum.

Notes: Common for spellcasters from an Arabian setting or from the Anauroch Desert in the Forgotten Realms setting; otherwise, very rare. School: Invocation/Evocation Name: Sunflare Level: 8 Area Of Effect: 1 spelljamming vessel Casting Time: 9 Comp: V, S Duration: Instantaneous Range: 10 yds/level Save: Special Description: This spell envelops an opposing spelljamming vessel in flames that appear to erupt directly from Firefall. The effect is very brief, but devastating. The spell will damage all the ship's rigging and sails, reducing its Maneuver Class and SR by 1. Non-wooden ships do not bum as readily as other types, and will have only rigging or sails burnt by a casting of this spell, not both. External weapons will also be damaged, with a 1 in 6 chance that any such weapon is destroyed. Wooden ships may also burst into flame. On a roll of 1 or 2 on 1d6, the ship's hull and deck have caught fire and will suffer 1 Hull Point of damage per round, and will suffer the appropriate deterioration of its air quality. The spell itself causes 1d4 points of Hull Damage. Creatures within the area of effect take 5d6 points of fire damage, with a saving throw versus spell allowed for half damage. No normal or magical effects (other than wishes) will reduce the amount of fire damage. Creatures are stunned for 1 d4 rounds by the sudden combustion of the air and all flammable materials. The helmsman is allowed a saving throw for the ship and its inanimate contents. If successful, the ship will not lose its rigging or catch fire, but will still suffer 2 points of Hull Damage. This spell cannot be cast if the wizard and the target ship are farther from Firefall than the orbital paths of the Antilan flatworlds. The wizard must be standing in full sunlight to cast this spell. Notes: Known to the Sun Mages of the Astromundi Cluster and usable only in that setting. School: Conjuration/Summoning Type2: Invocation/Evocation Name: Sungate Level: 9 Area Of Effect: 1 crystal portal Casting Time: 1 month Comp: V, S, M Duration: Special Range: Touch

Save: None Description: The sungate is a powerful teleportation device used by the Sun Mages to achieve secret movement from one point in the Astromundi Cluster to another. The spell must be cast upon a crystal portal, usually in the shape of a door. The portal can be no more than 5 feet x 5 feet x 5 feet in size, and must be worth at least 5,000 gold bars. The spell takes one month of preparation to cast, and, once cast, lasts for one year for each level of the caster. Once a sungate has been created, its magic works without fail so long as it is kept in the light of the sun, Firefall. Sungates that are not illuminated by the rays of that sun do not function; the portal requires that sun's energy in conjunction with the magic of this spell to power it. Wizards can pass from one sungate to another that they are aware of, anywhere within the sphere. There is no chance for failure, the wizard always arrives at the desired portal, as long as that portal is functioning. If it is not functioning, the wizard will remain at the starting point. The wizard must be standing in full sunlight to cast this spell. Notes: Known to the Sun Mages of the Astromundi Cluster and usable only in that setting. School: Alteration Name: Sunscorch Level: 3 Area Of Effect: 1 creature Casting Time: 3 Comp: V, S Duration: Instantaneous Range: 5 yds/level Save: ½ Description: When a wizard casts this spell, an intense blast of heat emanates from his hand, forming a narrow beam that curves around obstacles and moves to follow its target, striking as unerringly as a magic missile spell. The beam bakes the target with 6d4 points of heat damage - plus an additional 2d4 if the creature is wearing armor or physically touching any metal weapon or item larger than a sword, including a shield. The sunscorch spell does not require sun, heat, or even warm surroundings to work. However, a wizard cannot cast it underwater or through water, including rain or fog. The magical heat of this spell affects living flesh only. Undead or nonliving objects are immune, even if they're highly flammable or vulnerable to sunlight. Thus, a warrior carrying a skin of goat's milk can be cooked to death while the milk remains cool and unspoiled.

Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Invocation/Evocation Name: Sunscream Level: 9 Area Of Effect: Special (astromundi cluster) Casting Time: 4 Comp: V, S, M Duration: Instantaneous Range: Special Save: None Description: This spell provides a means by which a Sun Mage near death can contact his or her peers. It creates a magical shout that can be heard by all Sun Mages within the Astromundi Cluster, and directs these mages to the one who cast the sunscream. In casting this spell, the Sun Mage permanently loses 10 hit points due to its powerful effect on the caster. The main effect of this spell is focused on sending this sound throughout the Astromundi Cluster, and thus anyone within one mile of the caster's location is affected as per the deafening effects of a shout spell. In addition, creatures within a five mile radius see a radiant, fiery image that resembles the caster's masked features expanding from the spell's point of origin. This image is immaterial and does not radiate heat, and swiftly expands into nothingness. Sun Mages rarely ignore this call, as it is only used in times of direst emergency, when a Sun Mage is about to fall. A side effect of the spell is the identification of the mage in trouble. If a mage cries wolf, it is very likely that he or she will be ignored in the future, or at the very least response to the call will be slow. The mage must be standing in full sunlight to cast this spell. Notes: Known to the Sun Mages of the Astromundi Cluster and usable only in that setting. School: Invocation/Evocation Name: Sunshield Level: 9 Area Of Effect: Self, special Casting Time: 1 day Comp: V, S, M Duration: Until triggered Range: Touch Save: ½ Description: This is the most fearsome of the defensive spells used by Sun Mages. It is cast into a specially prepared shadowstone gem of at least 1,000 gp value. This gem is worn at all times by the mage

casting the spell. At the time of the casting, the Sun Mage establishes a command word that will activate the gem's power. The first effect of the sunshield is to enhance the wearer's AC by 3 points, lowering an AC of 9 to an AC of 6, for example. This effect is permanent and always accessible, regardless of the status of the secondary effects; the wearer does not need to speak the command word to keep this power active. This gem's Armor Class bonuses can operate with both bracers of defense and rings of protection. However, after the secondary effects of the spell have been activated, the gem shatters into useless shards. The second, and by far more dangerous effect, is the sudden explosion of flame that engulfs the Sun Mage wearing the sunshield stone. These flames are extremely hot, and seem to explode from the caster, enveloping everyone within a 30-foot radius. With the exception of the Sun Mage who activated the spell, those caught in the expanding flames suffer 10d6 points of fire damage; victims can attempt a saving throw versus spell for half damage. As with all offensive sun magic spells, no natural or magical resistance to fire has any effect against the sunshield. The mage must be standing in full sunlight to cast this spell. Notes: Known to the Sun Mages of the Astromundi Cluster and usable only in that setting. School: Abjuration Type2: Invocation/Evocation Name: Sunstrike Level: 8 Area Of Effect: 1 creature or object Casting Time: 9 Comp: V, S Duration: 1 rd Range: 40 ft + 10 ft/level Save: ½ Description: The sunstrike spell is one of the Sun Mages most deadly attacks. It causes a fiery line of magical energy to shoot from the hand of the caster to a designated single target within visual range. This line is 1 foot wide and can go around corners, through windows and doors, over walls, and under or around any obstacles between the caster and the target. This spell hits any one creature the wizard desires, inflicting 8d8 points of damage (save versus spell for half). Like sunflare, normal or magical flame protection does not defend against this spell. The sunstrike causes any flammable items to burst into flame on contact (only magical items are allowed a saving throw). This spell is a favorite among Antilan Warlocks, who channel the spell through their soulblades for an additional 1d8 of damage (9d8 total). The mage must be standing in full sunlight to cast this spell.

Notes: Known to the Sun Mages of the Astromundi Cluster and usable only in that setting. School: Invocation/Evocation Name: Sunwarp Level: 4 Area Of Effect: Special Casting Time: 1 rd Comp: V, S, M Duration: 1 turn/level Range: Special Save: None Description: This complex spell multiplies an image selected by the caster until it fills the area of effect, creating an impressive illusion. For example, one camel becomes a herd. Twelve desert riders become an army. The chosen image repeats itself across a blurred, wavering field, which appears to be distorted by natural heat shimmer. The illusion is equally convincing when viewed from the rear or the front. When casting this spell, the wizard must first view the image he intends to multiply through a small quartz crystal. Next, the wizard designates one object within the image - a bridle, for example, or a warrior's dagger -as the focal point of the illusion. The wizard must have touched that item personally, though it's not part of the actual spellcasting. The focal point anchors the illusion. It is the foremost point, and the area immediately around it is the clearest image within the illusion. (The focal point is not destroyed by the casting.) When the focal point moves, the illusion follows; when the focal point halts, the illusion halts, too. For example, imagine that 10 warriors are attempting to look like a hundred (with a wizard's help). One warrior's dagger is the focal point; he rides slightly ahead of his companions. If he falls, and they keep riding, suddenly nine warriors will emerge in front of a shimmering image--an image of one man down, repeated to look like nearly a hundred men down. If, however, one of the other warriors picks up the dagger and takes the dead man's place, the illusion moves onward, more or less intact. Like a natural mirage, the sunwarp is derived from wavering heat. The spell draws warmth from the desert and sends it skyward, creating a stiff, hot breeze immediately behind the sheet. The sheet is hot enough to terrify a camel ridden through it, but it does no harm to combustibles or creatures. Moving through the sheet does not destroy it, nor does combat within it. Only dispel magic, dispel mirage, or the destruction of the focal point can bring down the illusion before it expires - unless the caster himself chooses to end it. He does not have to concentrate to maintain it. Even if he dies, the illusion survives him (until is destroyed or its duration has ended).

The material component of this spell, a small quartz crystal, is consumed by the casting. Notes: Common for spellcasters from an Arabian setting; otherwise, very rare. School: Illusion/Phantasm Type2: Invocation/Evocation Name: Superheroism Level: 5 Area Of Effect: 1 warrior Casting Time: 5 Comp: V, S, M Duration: 2 rods/level Range: Touch Save: None Description: A superior version of heroism, this spell is a carefully guarded secret of the great elven wizards. It confers a temporary increase in life energy level upon any warrior character of 13th level or lower, including 0-level men-at-arms or hirelings. The amount of the increase varies with the subject's base level: Level of Recipient 0 1st to 3rd 4th to 6th 7th to 9th 10th to 12th

Number ofEnergy Bonus Levels Bestowed Hit Points 6 5d10 5 4d10+1 4 3d10+2 3 2d10+3 2 1d10+4

The recipient of the spell gains the THAC0, number of attacks per round, and saving throws of the new, temporary level, and a number of bonus Hit Dice that add to his or her current hit point score. Any damage the warrior takes during the spell is subtracted taken from these bonus hit points first. The bonus hit points vanish at the end of the spell, and the warrior returns to his or her own true level. If the warrior is struck by energy draining attacks while the spell is in effect, bonus levels are absorbed first. The material component is a leaf from a treant. Notes: Very rare spell. (Updated from Polyhedron Newszine.) The spell is jealously protected by the elves, and a character would have to perform some great service or quest in order to gain access to it. School: Alteration Name: Suppress Blood Ability Level: 3

Area Of Effect: 1 creature Casting Time: 1 rd Comp: V, S, M Duration: 1 turn/level Range: 10 yds Save: Neg. Description: Suppress blood ability removes an individual's power to use one blood ability for the duration of the spell. The caster must know both the bloodline derivation and blood ability of the target, as well as the power of the blood ability to be suppressed (minor, major, or great) or the spell will fail. Bloodlines are somewhat resistant to tampering; therefore saving throws receive the following modifiers based on bloodline strength: tainted, -2; minor, -0; major, +2; great, +4. Multiple castings can affect multiple abilities on the same target. The material component is a small object from the victim's bloodline totem (cat whisker, snake scale, etc.) Notes: Common on Cerilia, the Birthright setting; unknown elsewhere. Birthright Totems Bloodline Totem Animal Anduiras Lion Basaia Eagle Brenna Cat Masela Dolphin Reynir Wolf Vorynn Owl Azrai Serpent School: Alteration Name: Suppress Bloodline Level: 6 Area Of Effect: 1 creature Casting Time: 5 rds Comp: V, S, M Duration: 1 turn/level Range: 50 yds Save: Neg. Description: Similar to the 3rd-level spell suppress blood ability but stronger, suppress bloodline removes an individual's power to use any of his blood abilities for the duration of the spell. The caster must know the bloodline derivation of the subject or the spell will fail. Bloodlines are somewhat resistant to tampering; therefore, the saving throw versus spell is modified based on bloodline strength: tainted, -2; minor, 0; major; +2; great, +4.

The material components are six small objects related to the bloodline's totem. Notes: Common on Cerilia, the Birthright setting; unknown elsewhere. Birthright Totems Bloodline Totem Animal Anduiras Lion Basaia Eagle Brenna Cat Masela Dolphin Reynir Wolf Vorynn Owl Azrai Serpent School: Alteration Name: Surelife Level: 8 Area Of Effect: The caster Casting Time: 1 rd Comp: V, S, M Duration: 2d4 rds Range: 0 Save: None Description: This spell allows the caster to protect himself from some sure cause of death--one that if entered or undertaken is normally guaranteed to cause the death of the caster. The event protected against can only be a natural one - not a spell or the action of another individual or creature. The caster could use the spell to protect himself from dying in a pot of boiling oil or under the crushing weight of an avalanche, but could do nothing to prevent death from the breath of a dragon or the swords of a band of samurai. The event being protected against must be specific and the spell is only effective against that event. Should the event come to pass during the duration of the spell, the caster suffers no damage from it nor does he feel any discomfort. However, the spell does nothing to protect those items carried or worn by the caster. At the expiration of the spell's duration, the event formerly protected against has full normal effects on the caster. The material component for this spell is an ointment of peach syrup and cinnabar. Notes: Common in oriental settings; otherwise, very rare. School: Alteration Name: Suric's Swift Perusal

Level: 1 Area Of Effect: The caster Casting Time: 1 rd Comp: V, S Duration: 1 hr/level Range: 0 Save: None Description: The Suric's swift perusal spell aids in library research by allowing the caster to read normal, nonmagical books at five times normal reading rate. However, the spell does not help wizards read magical tomes or memorize spells. Further, the wizard won't remember where any particular piece of information is without immediately writing down a reference to its location. It can be used in combination with comprehend language but not with read magic and similar spells. Suric's swift perusal is most often used by wizards, alchemists, and sages to find exacting knowledge of obscure subjects. Notes: Common or uncommon in the Mystara setting; otherwise very rare. School: Alteration Type2: Alchemy Name: Suspension Level: 5 Area Of Effect: 1 creature or object Casting Time: 1 rd Comp: V, S, M Duration: 1 day/level + 1d4 days Range: 20 yds/level Save: Neg. Description: This is a powerful, long lasting version of the levitate spell thought to have been brought south to Halruaa by the original Netherese. This spell is known to be one of the magics necessary to power the fabled Halruan skyships. It functions in all ways as does the levitate spell. It can be cast on the wizard's person, on an object, or upon a single creature. The weight limit, 1,000 pounds per level of the caster, is greater than that of the levitate spell. Unwilling creatures are allowed a saving throw versus spell to avoid the effects. Concentration is required only when changing height. The vertical movement rate for this spell is 12. Smashing someone into a rock ceiling at that rate causes only 1d6 points of damage, with a saving throw versus paralyzation to avoid all damage. Once the desired height is reached, the levitated object or person remains at that height for the spell duration or until the height is changed again.

The material component is a small leather loop suspended from a bent golden wire. Notes: Common in the Halruan region of the Forgotten Realms setting; otherwise, very rare. Known to be in Darsson's Notes. School: Alteration Type2: Force Name: Sustain Fire Level: 1 Area Of Effect: 5-ft radius Casting Time: 2 Comp: V, S Duration: Special Range: 5 yds/level Save: None Description: When this spell is cast on a nonmagical fire, the fire is made to consume its fuel at only one-tenth its normal rate, while giving off its full amount of light and heat; a boon in areas where firewood is scarce. A fire so affected will radiate magic is such is detected for, but is treated like a normal flame for all other purposes; it can be extinguished normally, and it does not count as a magical attack form when used against creatures that are harmed only by magical weapons. Sustain fire can be cast on any number of fires, as long as they are all entirely within the area of effect at the time of casting. Thus, a bundle of lit torches could be created and then separated for full effect. However, if one such torch is used to light another fire, the new fire has only a normal duration. Multiple sustain fire spells cast on a single object have no additional effect, and any extra fuel added to the fire after the casting will burn at the normal rate, not at the enchanted rate. If the enchanted fire is extinguished, the spell ends, no matter how much time was left to the fuel. If the fire is relit, the remaining fuel burns at its normal rate. Notes: Very rare spell. (Updated from Dragon Magazine.) School: Alteration Type2: Elemental Fire Name: Swim Level: 1 Area Of Effect: 1 creature Casting Time: 1 Comp: V, S, M Duration: 3 rds/level Range: 120 yds Save: None Description: This spell allows the spellcaster to give the recipient the ability to swim with the ease of a fish. The creature has a swimming rate

of 12, and can carry a normal load of equipment with no difficulty. A normally outfitted character cannot drown while this spell is in effect. Excessive weight still causes the character to sink and drown normally, however. The spell does not impart the ability to breathe underwater. The reverse of this spell, sink, reduces the swimming ability of the target by one class unless a successful saving throw versus spell is made. Thus, natural swimming creatures are treated as land creatures trained in swimming, those with swimming proficiency are treated as without this ability, and those without swimming proficiency sink like stones. The material component for either spell is the scale of a goldfish. Notes: Common in oriental settings; otherwise, very rare. School: Alteration Name: Sword of Darkness Level: 6 Area Of Effect: 1 creature Casting Time: 6 Comp: V, S, M Duration: 1 rd/level Range: 60 yds Save: None Description: This spell creates a jet black sword that radiates a palpable aura of evil. The sword can appear anywhere within the range of the spell. When cast, the spellcaster targets the spell on one creature. Thereafter, the sword can attack only that creature. The spellcaster must concentrate on the actions of the sword, causing it to strike as if he held it in his own hand (nonproficiency penalties do not apply). On a successful hit, the sword temporarily drains the creature hit of 1-3 levels or Hit Dice. Appropriate hit points, fighting ability, spell levels, and level powers are lost. The sword itself causes no physical damage. A creature reduced below 0 level or Hit Dice is slain. In 1-3 days, the spirit returns as a kuei (undead). Lost levels are regained 1-3 turns after the sword of darkness disappears, provided the character has not died; however, lost spells are not regained. These spells must be memorized again before they can be cast. The material component for this spell is a katana or long sword worth at least 20 gp, which is shattered against a stone. Notes: Common in oriental settings; otherwise, very rare. Kuei: AC -4; MV 18; HD 3 to 6; THAC0 17 or 15; #AT 1; Dmg 1d6, 1d8, 1d10 or 1d12; SA possession (3/day); SD Requires magical weapon to hit +1 (3 HD), +2 (4 HD), +3 (5 HD) or +4 (6 HD) immune to ESP, charm, enchantment, illusion, and water-based spells and normal cold and fire; magical cold and fire inflict half

damage; MR 10%; AL Any; SZ M (5' - 6'); ML Elite (14); XP 1,000 + 1,000/HD over 3. This noncorporeal undead uses its victim's body to complete some task left undone in life. While in control the kuei uses its own abilities, not those of the host. The possession can be broken by the death of the host, the completion of the task, or by magics able to drive out possessing spirits. The host has no memory of actions taken under the kuei's influence. School: Invocation/Evocation Type2: Necromancy Name: Sword of Deception Level: 5 Area Of Effect: 1 creature Casting Time: 5 Comp: V, S, M Duration: 1 rd/level Range: 60 yds + 10 yds/level Save: None Description: This spell creates a shimmering pale green blade anywhere the spellcaster desires within the range of the spell. This sword hovers and dances in the air, striking of its own accord if the spellcaster concentrates on it. The sword strikes as if it were wielded by a samurai of the same level as the caster and causes 1d4 points of damage. Since it is magical, it can strike any creature hit by magical weapons. In addition to the damage, each hit by the sword lowers the chances of the victim making his next saving throw by -1. This effect is cumulative up to -5. After this is reached, additional hits only cause damage. The sword can be moved from creature to creature within the duration of the spell, but only one creature can be attacked at a time. The saving throw penalty remains in effect until the creature is forced to make a saving throw in a dangerous situation. Thus, a companion of the victim could not cast a relatively harmless spell on him to cancel the effect. Remove curse, limited wish, and wish can be used to negate the effect. The material components for this spell are a miniature replica of a sword and a set of loaded dice. Notes: Common in oriental settings; otherwise, very rare. School: Invocation/Evocation Name: Swordshun Level: 4 Area Of Effect: The caster Casting Time: 4 Comp: V, S, M Duration: Special Range: 0

Save: None Description: This battle spell sees little use because the caster must deliberately wound herself with a bladed weapon to cast it. The weapon inflicts its normal damage, plus 1 point every second round thereafter, so long as it remains in the wound. A wizard typically uses this spell when attacks cannot be avoided. The caster can cast other spells while a swordshun is in effect on her, but all such magics have their casting time increased by 1. While the weapon is in the wound, however, no other bladed or piercing weapons of any sort can harm the caster. Those that do strike draw no blood and inflict no damage, and the wounds they cause close by themselves almost instantly. The caster can walk through a blade barrier unharmed while using swordshun, or stroll unhurt through a shower of arrows. The spell ends when the caster loses consciousness or the weapon is removed. Healing magic applied to the caster while the weapon used to cast the spell is in place are delayed in effect by the swordshun enchantment so that they do not work until the weapon is removed. When the weapon is removed, they take instant effect, no matter how much time has passed. The material component of this spell is the weapon, which dissipates in smoke when the spell is done. Notes: Restricted to the Seven Sisters and their apprentices; rare. School: Necromancy Baatezu Bane Evocation [Chaotic, Evil] Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. /2 levels) Target: One baatezu Duration: Instantaneous (1d4+1 rounds); see text Saving Throw: Fortitude negates Spell Resistance: Yes; see text Many weapons and spells have been crafted as a result of the Blood War. When baatezu bane is cast upon a baatezu the creature's unwholesome ichor begins to churn and seethe. The target suffers 4d6+6 points of damage and is stunned, unable to act in any way, for 1d4+1 rounds. This spell affects only baatezu, but due to its specific nature the caster gains a +6 bonus to spell penetration rolls. Created by a cambion researcher, this spell was developed specifically to harm baatezu and is given freely by the tanar'ri to any spellcaster that wishes to learn it. In fact, rumors tell of special tanar'ri strike teams that break into libraries and wizards' towers all

over the planes in order to leave this spell behind. Supposedly these tanar'ri try to plant the spell as subtly as possible so that no one knows where the spell actually came from. If anyone thinks such organization is beyond the tanar’ri, they’re badly underestimating the length they will go to wipe out their ancient enemy. Material Component: A bit of baatezu ichor, flesh, or bone worth at least 10 gp. Barmy Touch Enchantment (Compulsion) [Mind-Affecting] Level: Clr 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One humanoid creature Duration: One day/level Saving Throw: Will negates Spell Resistance: Yes A favorite tool of Bleakers who want someone to see the multiverse through the eyes of the bottom wrung of society, barmy touch inflicts a type of dementia upon the target. The effects of this spell are not normally immediately apparent, though others may notice a slight shift in the target’s demeanor. You must choose the type of insanity from the list below at the time of casting. Fugue: The target experiences memory lapses after periods of stress (such as combat). They act normally during the events themselves, but later cannot remember anything they did or what happened, leaving disturbing blank spots in their recollection. Hysteria: The target acts with extreme emotion to stressful situations, provoking outbursts of anger, frustration, and melancholia. Naturally, this often makes the situation worse and increases stress levels, prompting even stronger reaction. Paranoia: The target experiences delusions of persecution and becomes extremely suspicious of others, believing that those around them are spying on them or otherwise have ill intentions towards them. Even friends and loved ones are regarded with distrust, and the smallest incidents can cause the target to lash out. Object Fixation: The target becomes obsessed with an object in their possession of the DM’s choice. They consider it the most important thing in all of existence; they may believe it is the source of their power, a relic of immeasurable worth, or literally what’s holding the multiverse together. Any attempts to take the object from them will undoubtedly provoke extreme anger. Visions: The target is haunted by voices and images that only they can see. The nature of these visions are up to the DM, but they are normally erratic and disturbing, sometimes giving voice to the target’s subconscious thoughts while other times seeming to guide them towards some very important truth.

Material Components: The scales of a green salad worth at least 100 gp. Beckon Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Current plane Target: One creature Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No As lesser beckon except the spell reaches out to a target anywhere on the same place and lasts one hour per caster level. Furthermore, the compulsion is accompanied by a vague sense of your direction, which the target can follow to find your location, even if you move while the spell is active. The spell ends once the duration expires or the target moves to within 30 ft. of you. Material Components: A silver bell worth 10 gp and a handful of dirt from your location. Beckon, Lesser Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: No With a word and a brief motion of your hand you send a mental signal to an individual that you know. The target gets the unmistakable impression that you want them to come to you immediately. This spell does not actually force the target to find you or impart whatever reasons you have, it only makes it clear that you want them to come. Blessed Forgetfulness Enchantment [Good, Mind-Affecting] Level: Clr 4, Pal 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One living creature Duration: Permanent Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

This archon-created spell serves a high purpose: to ease scarred and injured minds. Blessed forgetfulness removes any madness suffered from contact with the howling winds of Pandemonium, the terrors of the Lower Planes, or similar painful memories. In effect, the memories are dulled and become less painful for the target to bear. It does not cure the effects of magically induced insanity or feeblemind spells, however. Material Component: A few drops of holy water. Bone Craft Necromancy Level: Sor/Wiz 6 Components: S, F Casting Time: At least 4 hours; see text Range: Touch Target: Two large or smaller corpses; see text Duration: Instantaneous Saving Throw: None Spell Resistance: No Though the Dustmen are hardly a martial order, they must often go to great lengths to defend their strongholds from thieves and darker creatures seeking the bodies and souls that come into their care. This spell was developed in order to help them create more powerful undead guards. Bone craft grafts two corpses together into one, referred to as the composite body. When animate dead is cast upon the composite body a skeleton or zombie more powerful than normal is created. If there is enough time, this procedure can be performed multiple times, adding more corpses to the composite body to create a progressively more powerful undead minion. This spell is one of the faction’s most guarded secrets and is only taught to its dedicated members; anyone that leaves the Dustmen is expected to destroy any copies of it they may possess. This spell improves the animated creature in several ways. Its total number of Hit Dice is equal to the highest of the two base creature’s Hit Dice plus half of the second’s (rounded up) plus 1. Furthermore, after combining three corpses of the same size a composite body one size larger is produced with the increased natural armor and natural attack damage appropriate to its size. Thus, grafting three medium corpses with 1 HD each and using animate dead upon it would create a large skeleton or zombie with 5 HD, and grafting three large corpses with 5 HD each would create one huge skeleton or zombie with 13 HD. The two corpses that are to be fused together do not have to be the same size; a medium corpse could be added to a large composite body and its size would only increase once enough medium corpses had been added to it. The composite body automatically possesses all weapon proficiencies, feats, and subtypes that the base bodies would have once animate dead was cast upon it. You may also choose to give it any natural attacks of the base creatures, such as claw or bite

attacks. More importantly, every use of bone craft allows you to grant the composite body two abilities from the list below. This is the true utility behind this spell, for with the proper grafting and stitching the undead creature created can threaten even skilled warriors. These abilities are cumulative over multiple castings; using bone craft to add a third corpse to composite body would allow you to add two more abilities in addition to whatever it possessed. Additional Feat: The body gains a feat of your choosing that it meets the prerequisites for. It cannot take any feats which require class abilities, Intelligence, or anything else inappropriate at the DM’s discretion. Extra Attack: By adding an extra arm, maw, or tail the creature may make an extra secondary attack each round. It suffers penalties to its secondary attacks as normal, which can be reduced by the Multiattack feat. Improved Movement: By adding an extra leg you increase the creature’s base speed by 5 and grant it a +2 bonus to Jump checks and to resist tripping. Special Abilities: With the DM’s permission you may invent unusual abilities of your own. For instance, a zombie may be able to fire its hand at a target as a projectile, or a huge skeleton may be able to grapple medium or smaller creatures and trap them within its hallow chest. The DM may decide that such special abilities constitute two or more choices in terms of this spell. Bone craft can only be used to combine a number equal to the caster’s Intelligence modifier into one composite body. Each use requires four hours of surgery plus an additional two for each time the spell has been used on the bodies before. For instance, grafting four skeletons together would require four hours for the first two, six to add the third, and eight to add the last. Celestial Refuge Abjuration [Chaotic, Good] Level: Clr 3 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level Saving Throw: None Spell Resistance: No There is likely nothing more that the eladrin despise than seeing a free spirit shackled and chained. By evoking their protection through celestial refuge, you can gain some aid in escaping capture from anyone pursuing you with hostile intention. This spell is only useful among crowds, however, for it draws the attention of nearby nonlawful creatures and implores them to defend your freedom. While it does not cause them to fight on your behalf or do what you say, people nearby are likely to challenge any pursuers and create

obstacles for them, particularly if the pursuers have bad reputations. Celestial refuge even draws on the sympathy of evil individuals, who see an opportunity to disguise their own ill deeds while striking at those who might be just as oppressive to them someday. Material Component: The tear of an eladrin worth at least 20 gp. Chain of Command Divination [Lawful] Level: Clr 6 Range: Current plane Target: 1 creature under your authority/level Duration: 10 minutes/level (D) As lesser chain of command, except you can establish links with a number of creatures under your authority equal to your caster level. Each creature included in the link can speak to all the others, though you may choose to limit who can talk through the connection. If anyone other than you breaks the link everyone else connected may continue speaking. Chain of Command, Lesser Divination [Lawful] Level: Clr 4 Components: V, S, DF Casting Time: 1 full round Range: Current plane Target: One creature under your authority; see text Duration: 1 minute/level (D) Saving Throw: Will save negates (harmless) Spell Resistance: No The Harmonium face the daunting task of maintaining a strict hierarchy as their organization spreads across the planes. This spell was designed to help alleviate the burden of maintaining communication between different bases across vast distances and relies heavily on their conception of status and authority. Lesser chain of command allows you to establish a telepathic link to anyone you know within an organization you belong to and who is ranked below you, so long as they are on the same plane as you. This mental channel is two-way and allows the creatures to communicate regardless of language. Both individuals can break the link at any point, and if either moves onto a different plane the connection ends. You can only contact individuals who recognize your authority over them, though their personal opinions of you do not matter. Naturally this spell cannot be used by those within loosely organized groups such as the Free League or the Xaositects, and even the unofficial status granted by the Transcendent Order is not enough. On the other hand, most religious organizations are structured enough to use this spell.

Chains of Water Transmutation [Water] Level: Drd 4 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One large or smaller size creature Duration: 1 round/level; see text Saving Throw: Reflex negates Spell Resistance: Yes This spell animates a source of water nearby into forming strong bonds that wrap around the target, grappling and pinning them. The target can free themselves by with a successful grapple check against your base attack. The spell ends and the water falls to the ground if the creature avoids being caught or breaks from the chains. Focus: There must be at least a tub’s worth of water within range of this spell. Communal Strength Abjuration [Good] Level: Clr 4, Pal 4 Components: V, DF Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature/3 levels; see text Duration: Concentration, up to 10 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No While it may be the duty of heroes to protect the weak, together even the meekest can prove their mettle against those that threaten them. By casting this spell upon willing individuals, you bestow a greater form of the spell shield other upon another person within range. The subject gains a deflection bonus to AC and a resistance bonus on saves equal to the number of volunteers, not counting the caster or the recipient. Furthermore, half of the damage taken by the recipient is absorbed and spread equally among the volunteers as nonlethal damage. For example, a 9th level cleric casting communal strength can bring three individuals together and bestow their strength on a fifth individual, granting them a +3 deflection bonus to AC and +3 resistance bonus on saves. If the recipient took 20 points of damage, 10 points of that damage would be split as nonlethal between the three volunteers at 4, 3, and 3 points. For the duration of the spell the caster and the volunteer can take no other actions and must be in a suitable position such as linking hands or kneeling down together and praying. While they must remain within range of one another, though the recipient of

the effect may move up to a mile from the group before the spell is ended. As soon as a volunteer takes as much nonlethal damage as their current hit points they fall unconscious, weakening the effect but not ending the spell. Cubehopper Conjuration (Creation) Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft. /2 levels) Area: Two cubes in the same layer of Acheron Duration: 1 hour/level (D); see text Saving Throw: None The cubehopper spell opens a temporary gate between 5 to 50 feet in diameter connecting any two cubes in the same layer of Acheron, providing quick and safe transportation for small raiding parties. The gate lasts until a number of creatures equal to the caster's level have passed through or until its duration expires. Leaders of Acheron's orc and goblin armies are notorious for using this spell to escape routs and massacres. Material Component: A chip of iron from each of the cubes connected by the gate. Curious Courier Conjuration (Creation) Level: Drd 2, Rng 2, Sor/Wiz 2 Components: S, M Casting Time: 1 minutes or longer; see text Range: Touch Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No Correspondence can be incredibly difficult on the planes, and though many courier services exist they are often stationed in the largest cities, leaving smaller towns and villages with little reliable contact with the rest of the multiverse. This simple spell creates a small personalized flying creature capable of delivering a prepared message nearly anywhere on the planes to someone you have met. This creature is a tiny chimerical beast unique to the caster based on their personality and other characteristics, enabling the distinguished eye to recognize the author of any curious courier delivered a second time. The chimera is always capable of flying and possesses a limited plane-shifting ability that allows it to cross into coterminous planes, assuming nothing prevents planar travel. Thus it could move from one of the Outer Planes to the Astral and from there to the Prime Material Plane or any of the other Outer Planes, or continue through the Prime Material Plane to the Ethereal

and Inner Planes. The creature has an innate sense for the location of the recipient provided they are not disguised by magic and will eventually reach them assuming they are not in an area warded against interplanar travel and the creature is not intercepted by someone who knows to be looking for such a messager. The caster does not know the state of the curious courier once the chimera departs and it may take several weeks before the recipient receives the message depending on their location, making this spell slower than traditional couriers. The exact time is equal to 4d4 days plus an additional 1d2 weeks for every planeshift necessary to reach the target. Once the message has been delivered the carrier simply evaporates. The casting time depends on how long a message you wish to write, but it is always at least 1 minute. Material Component: A blank sheet of parchment which the message is written on during casting; thus this spell cannot be used to deliver existing documents or other objects. Curst Word Abjuration Level: Clr 9 Components: V, S, DF, XP Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature; see text Duration: Permanent Saving Throw: Will negates; see text Spell Resistance: Yes Your admonishment banishes one creature to the prison-plane of Carceri. The target is instantly transported to a random location on Carceri and is barred from leaving through use of spells or portals, which only result in them being teleported elsewhere on Carceri. Nothing short of freedom, miracle, mordenkainen’s disjunction, or wish cast in the presence of the affected creature can break the enchantment. Should the creature find some other means of escaping the prison plane the spell ends, but even the River Styx only seems to allow those affected by this spell to escape on occasion. You can only target a creature with fewer HD than you with curst word. If the target has committed an act of betrayal that you know of it receives a -4 penalty to its save. XP Cost: 50 XP per target's HD. Dead Life Necromancy [Death, Evil] Level: Clr 8 Components: V, S, M, XP Casting Time: 1 action Range: Touch

Target: One humanoid creature. Duration: Instantaneous Saving Throw: Fortitude partial and Will partial; see text Spell Resistance: Yes Despite any illusions to the contrary, the Deaders know that this multiverse is but a shadow of true life, and that everyone here is already dead. Only individuals that believe this philosophy may use dead life, for it removes any pretense of life from the targeted creature, bringing body and soul one step closer to True Death. The Dustmen rarely use this spell, for their respect of Death cautions against such tampering, but many among the faction also hope to have it used upon them in the belief that it will bring them closer to enlightenment and Truth. The effects are determined by which saving throws the target fails. If they fail the Fortitude save, their body is transformed into something similar to undead creatures such as vampires. They grow cold and pallid, their sense of touch and taste are dulled, and their emotions wan to the point of being passionless and stoic. Their body no longer requires rest or sustenance, neither of which provides any of the pleasure they once did, and they neither grow nor heal naturally, meaning their body can become riddled with bare patches of skin and open wounds. Only negative energy provides the means to heal damage, but positive energy now has the opposite effect. The target becomes immune to morale effects, sleep effects, fatigue, exhaustion, ability drain, and energy drain, but gains none of the other advantages possessed by true undead. If the target fails the Will save, their soul is altered such that they can truly be considered one of the undead. They can be turned or rebuked as normal, they are affected by spells that target the undead, and upon dying their soul is destroyed and cannot be restored by raise dead or reincarnate. Furthermore, the target’s alignment moves one step closer to evil. The only way to undo the effects of dead life is through miracle, wish, or some other extraordinary means. Material Component: A vial of blood that has been placed upon an altar within an unhallowed region for at least a week. The blood is smeared upon the caster’s hand before touching the target (the caster has no risk of using this spell upon themselves unless desired). XP Cost: 1000 XP. Debunk Divination Level: Clr 4 Components: V, S, M Casting Time: 1 minute Range: Close (25 ft. + 5 ft. /2 levels) Target: One creature representing a religion; (see text) Duration: 1 hour (D)

Saving Throw: Will negates Spell Resistance: No One of many tools wielded by the Athar against the gods, debunk directs you to evidence that a religious figure is a charlatan or has ulterior motives. This effect manifests as a pulling toward some object on the same plane that is damaging to the target’s reputation, such as evidence that the local priest is using community money to pay for their gambling addiction, or something that suggests the disease cured by a wandering cleric was actually brought with him. This spell does not do all the work for you, it’s up to you to use the evidence found and convince any detractors, but it generally provides the first step to bringing down any servant of the gods in the eyes of their supporters. This spell does not by any means determine guilt, for its possible to be directed towards seemingly incriminating evidence even when the target is truly innocent of any wrong doing. The fact that debunk can lead someone to damaging evidence whether the target is guilty or not is a sore point for some Athar, but the majority opinion remains that so long as it turns people against the gods, such moral qualms are a small price to pay. Material Component: A religious symbol of the target’s professed faith given to the caster by the target, which is then broken into four pieces during the spell. Detect Spell Alteration Divination Level: Brd 2, Clr 2, Drd 2, Rgr 2, Wiz/Sor 2 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You; see text Duration: Instantaneous Saving Throw: None Spell Resistance: No You can determine the local spell alterations on a single spell that you have memorized. It will not tell you the full criteria for the alteration, only the effects on the spell in question. For instance, when using detect spell alteration on a memorized fireball while on the Plane of Fire it will not inform you all fire spells are enhanced throughout the entire plane, only how the fireball spell itself is affected. It will provide full information on the alteration of that spell, however, so that if an extra component is needed you know what the component is and if the spell will only operate during certain times of the day you know when those times are. Material Component: A magnifying glass worth 100 gp. Dream Conduit Illusion (Phantasm) [Mind-Affecting] Level: Clr 8, Sor/Wiz 8

Components: V, F Casting Time: 1 minute Range: Unlimited Target: One living creature; see text Duration: (D) See text Saving Throw: Yes; see text Spell Resistance: Yes; see text Powerful spellcasters realize the potential the Region of Dreams has as a conduit to minds throughout the multiverse. Most living creatures access it when they sleep, thus those capable of moving through different dreamscapes can interact with others across impossible distances. This spell enables you to enter the dreamscape of an individual by naming them and holding an item personal to them. Upon casting dream conduit you enter a trance as your mind projects into the Plane of Dreams and waits for the target to go to sleep. Once in the target's dreamscape you can speak and interact with them normally, take part in their dream, or try to influence the dreamscape yourself. See the psionic power dream watch for more information on influencing another’s dream. While nothing you do can physically harm the target, you can affect them with nondamaging spells of 4th level or lower provided the spell targets a single creature and is not from the schools of Conjuration, Evocation, or Transmutation. The target receives a saving throw as normal and immediately realizes what is going on, though as part of their dreamscape you can attempt to disguise your identity. If they fail their save the spell affects them normally, though it does not activate until they wake up. While the target is unable to respond in kind they are free to force themselves awake at any point, which also ends the spell. If the target is awake when dream conduit is cast you can choose to wake up (ending the spell) or remain in the trance until they go to sleep. You are unaware of your own surroundings or of the activities around you while in the trance. While physically defenseless, any sort of disturbance, such as a loud noise or being targeted by a spell, breaks you from the trance and ends the spell. The duration of this spell is however long it is before the target goes to sleep and then wakes up. Creatures who don’t sleep or dream, or are somehow isolated from the Plane of Dreams, cannot be targeted by this spell. Focus: An item of value to the target, such as a family heirloom, or something from their body, such as a sample of their hair or blood. Dimensional Tether Abjuration Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels)

Target: One willing creature Duration: 1 hour/level (D) Saving Throw: No Spell Resistance: No This spell creates a shimmering green thread around the waist of the target, trailing back several feet before disappearing. The spell keeps its target tethered to whatever plane they happen to be on, providing the same effects as dimensional anchor. In addition, should the affected creature walk through a naturally occurring portal the thread tautens and the creature may not go more than 5 feet past the portal's exit. However, the tether allows the target to backtrack through such a portal, even if it normally goes only one direction, providing an excellent means of determining a portal’s destination with reduced risk. As it works only on willing targets, dimensional tether may be dismissed by either the caster or the subject. Material Components: A few strands of climber's rope. Earth Thrust Transmutation [Earth] Level: Drd 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. /2 levels) Target: One creature or two creatures no more than 5 ft. apart Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: No By placing your hands upon the ground you call upon the earth to erupt at the feet of your target, sending pillars of stone rushing forth and throwing them into the air. The targets take 5d4 bludgeoning damage and if they fail the Reflex save they are thrown 20 feet from you and land prone on the ground. This spell cannot target any creature more than 15 feet off the ground. If an obstacle prevents the completion of the target’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent breaks in the space adjacent to the obstacle (assuming it does not break). Ecstatic Decay Transmutation Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One corporeal creature or object Duration: 1 round/2 levels (D) Saving Throw: Fortitude partial (object) and Will partial Spell Resistance: Yes This spell rapidly decomposes a creature’s body while overwhelming

them with exquisite pleasure unlike anything else in the multiverse. If the target fails their Fortitude saving throw they are affected by a slow disintegration process, taking 1d6 points of damage per round (maximum 10 rounds). A target reduced to 0 or fewer hit points by this damage is entirely disintegrated, leaving behind only a trace of fine dust. Objects, constructs, and undead take 2d6 damage per round instead, but are immune to the secondary effect described below. Having failed their Fortitude save, if the target then fails a Will save the decay is accompanied by feelings of immense pleasure that stuns the creature for the duration of the spell as it writhes in ecstasy. Many a Doomguard spellcaster has become addicted to this sensation, and the spell is frequently traded between the Doomguard and the Society of Sensation. Ecstatic decay does not affect objects constructed entirely of force, such as a wall of force, unless they have specified HP scores. It also fails to affect magical effects such as a globe of invulnerability or an antimagic field. Material Component: A pinch of dust from the remains of a disintegrated creature. Exalt Evocation [See text] Level: Clr 7, Drd 7 Components: V, S, M, DF Casting Time: 8 hours Range: Touch Area: Up to 10 ft./level radius emanating from the touched point Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell taps into the energy of a plane and draws it to the surface as a well of power. There is no initial physical change, but exalted sites tend to morph and grow over time as the plane’s energy collects in the region. Such domains are highly sought after and often fought over, for they provide several valuable effects to those who share traits with the plane. First, spells and spell-like effects that share an alignment or energy trait with the plane gain a +2 bonus to their DC and are cast at +2 caster level. Furthermore, all attacks are considered aligned based on the plane for purposes of bypassing damage reduction. For example, within an exalted site in Ysgard all attacks would be considered chaotic and good against creatures vulnerable to those alignments, while chaotic and good spells would gain a +2 bonus to their DC and be cast at +2 caster level. Secondly, you may decide to intensify any of the plane’s special features within the exalted site. This makes effects such as the impassioning nature of Arborea or the winds of Pandemonium ever stronger, and adds a +4 bonus to the DCs of any saves to

resist the effects. You can also create permanent localized magical or weather effects appropriate to the region. For instance, you could summon a violent blizzard that never abates on the frozen wasteland of Jotunheim in Ysgard, while on Acheron you could make the area seem an ideal battleground, drawing armies to a hotspot of war for no reason other than it amplifies the plane’s violent characteristics. Players are encouraged to come up with their own implementations, though each exalted site should only have one enhanced feature and shouldn’t provide more than a minor bonus, if any. Finally, creatures that linger in the area gradually take on the philosophy of the plane, temporarily moving one alignment step closer to that of the plane every hour until they leave the exalted site. Individuals may begin to act out personality characteristics attributed to the plane within minutes; an exalted site on Carceri should make people paranoid and treacherous, while one on Arcadia may cause people to seek perfection and harmony in everything they do. The exact effects are up to the DM and should be roleplayed. This spell can only be cast on the Inner and Outer Planes. You may shape the boundaries of the affected area as you please, limiting it to a single structure or shaping it to fill a lake or cave, etc. When you use exalt it has the type of the current plane’s alignment. Miracle, mordenkainen’s disjunction, wish, and the psionic power neutralize area (see below) are the only means to destroy an exalted site. Material Components: Herbs, oils, and gems from the plane worth at least 5,000 gp. Extradimensional Awareness Divination Level: Clr 2, Drd 3, Rgr 2, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft. /level) Target: A circle centered on you with a radius of 100 ft. +10 ft. /level Duration: 1 hour/level Saving Throw: None Spell Resistance: No You sense the use of spells using the transitive planes for travel in the area. You sense the use of the spells whether you can use them or not and may identify them with a successful Spellcraft check as if you were witnessing the effect. Specified spells include those mentioned in Table 5-1: Spells Affected by Dimensional Relations and possible others determined by your DM. Faction Press Illusion (Phantasm)

Level: Brd 2, Clr 2, Sor/Wiz 2 Components: S, M Casting Time: 1 minute or longer; see text Range: Touch Target: A piece of parchment Duration: Permanent Saving Throw: None Spell Resistance: No Designed by members of the Free League to facilitate communication between their members without drawing the attention of the Harmonium and later stolen by the Revolutionary League, faction press disguises a message so only members of a determined faction can read it. Such messages are often posted in blatantly public places such as along building walls or wherever they’re likely to blend in with other city advertisements. This spell involves you writing two messages on the parchment: one for the intended readers, and another that everyone else sees. If successfully dispelled by dispel magic, the secret message disappears leaving only the one intended for the general public. A true seeing spell reveals the hidden message, however. The casting time depends on how long a message you wish to write, but it is always at least 1 minute. Material Component: A blank sheet of parchment which the message is written on during casting; thus this spell cannot be used to deliver existing documents or other objects. Find Planar Paths Divination Level: Brd 4, Drd 4, Rgr 2 Components: S Casting Time: 1 minute Range: Personal Target: You Duration: Instantaneous You can direction and distance to any planar paths or borders leading to coterminous planes as well as planar paths or portals leading to adjacent layers of the current plane within 1 mile per caster level. You gain a general sense of the plane or layer they lead to, but this spell does not provide information on traps, portal keys, or other impediments. Genesis, Ethereal Conjuration (Creation) Level: Sor/Wiz 9 Components: V, S, XP Casting Time: 1 week (8 hours/day) Range: 180 ft.; (see text) Effect: A demiplane coterminous with the Ethereal Plane, centered on your location

Duration: Instantaneous Saving Throw: None Spell Resistance: No Ethereal genesis creates a finite demiplane within the Ethereal Plane. At first the demiplane plane grows in radius at a rate of 1 foot per day to an initial maximum of 180 feet as it quickly draws substance from the surrounding ethereal vapors. Once your demiplane is created, you can travel directly to it using plane shift, some other spell, or a permanent link that you arrange for separately. You determine the environment within the demiplane when you first cast ethereal genesis, reflecting most any desire you can visualize. You determine factors such as atmosphere, water, temperature, and the general shape of the terrain. This spell cannot create life of any kind, nor can it create construction such as buildings, roads, or dungeons. Likewise, you cannot create a demiplane out of valuable or rare material, such as silver or uranium. You can’t manipulate the time trait on your demiplane; such power is beyond a spell even of this level. Beyond these restraints, what you are capable of when creating your demiplane is up to the DM. Once your demiplane reaches 180 feet in radius, you can cast this spell again to gradually add another 180 feet of radius to it, and so on. XP Cost: 1,000 XP. Gift of a Second Chance Necromancy [Good] Level: Clr 4, Drd 4, Pal 4 Components: V, S, M Casting Time: 1 minute Range: Touch Target: Dead creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The Sons of Mercy believe that even the most vile individuals possess a spark of good within them, it has merely be buried by the pain and suffering that has lead them to the path of evil. It is a shame then that so many evildoers must be killed, their souls sent to the Lower Planes where they will become tools for the true faces of evil. This spell is one solution; if cast upon a creature within three rounds of their death their soul is not reborn on its rightful plane as a petitioner or exemplar, but instead is later reborn as a mortal with another chance. Of course, the target may turn out just as dastardly as before, and gift of a second chance operates just as well on a virtuous person. The Sons of Mercy dismiss the idea of this spell being used against good individuals as unlikely, however, and freely teach it to others in hopes that they can stem the tide of evil souls

making their way to the Lower Planes. Whether such tampering will provoke retribution from the fiends or the gods themselves remains to be seen. This spell cannot be used on Outsiders or petitioners. Material Components: A clear crystal worth at least 100 gp. Hagan’s Supervising Eyes Conjuration (Creation) Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. /2 levels) Target: One creature or area/2 levels, no two of which can be more than 30 ft. apart; see text Duration: 1 hour/level Saving Throw: None Spell Resistance: No Designed by a Fated businessman who suspected his employees were slacking off once he had gone home for the evening, hagan’s supervising eyes creates several floating orbs about half a foot large that will observe targets of your choosing and come alert you to any unauthorized activity. Each “eye” must be assigned to watch an individual or area and given instructions no longer than a few sentences describing what you want them to alert you of. The constructs will follow your orders to the letter and are of different colors so you can differentiate them, but have they possess little intelligence or interpretative ability. Furthermore, they have only mundane visual and auditory capabilities, so they are able to see if a door opens or if a targeted creature speaks but cannot detect magic or see into coexistent planes. When one of your instructed conditions is met the construct instinctively flies to your location, alerting you to what happened by projecting a short recording of what occurred into your mind. The eyes will automatically flee to you if attacked, though they are incredibly fragile and shatter upon taking any damage. Howl of Pandemonium Conjuration Level: Brd 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 round Range: 0 ft. Area: 30-ft.-radius emanation centered on you or a cone-shaped emanation 60 ft. long Duration: Concentration, up to 1 round/level; see text Saving Throw: Will partial; see text Spell Resistance: Yes This spell enables you to channel the screaming winds of Pandemonium through your body and out through a numbing howl that incapacitates anyone nearby. The scream can either be focused

into a 60 ft. cone or let out in a 30-ft.-radius; all creatures in the area are automatically deafened by the sound and suffer a -2 circumstance penalty to attack rolls and saving throws while within the area. Verbal communication is impossible and all sound-based effects are negated by the winds, including abilities such as a banshee’s wail or spells such as sound burst. The spell also mimics the effects of a gust of wind, though the winds are not as strong and a creature of any size can move towards you by making a successful Will save. You cannot move or take any other actions while maintaining the spell. In addition to the above affects, creatures with Hit Dice less than the caster's must make a successful Will save or be affected by a confusion spell. Creatures of 2 Hit Dice or less who fail their save are driven into a catatonic state that lasts for 2d6 hours. The effects suffered from the spell linger after the winds cease, lasting a number of additional rounds equal to the rounds the creature was within the spell’s area. Petitioners and other creatures native to Pandemonium are unaffected by this spell. Though howl of Pandemonium was initially developed by Cabalists, it quickly found its way into the spell books of mages elsewhere. As befits their philosophy, the Bleakers simply didn't care who learned the spell. Material Component: A pebble from Pandemonium, which must be consumed by the caster. Impassion Enchantment (Compulsion) [Mind-Affecting] Level: Brd 1, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 min./level (D) Saving Throw: Will negates; see text. Spell Resistance: Yes Attributed to the elves of Arborea, impassion instills in the target an emotion of your choice, such as anger, sadness, or love, and rouses it to a fiery level. You cannot choose how the emotion manifests or how it is directed, though if attempting to invoke an emotion opposite of what the target is currently feeling they receive a +2 bonus to the Will save to resist. This does not bestow any mechanical effects, but the target is likely to act rashly or make a scene, and players should role-play the affects. Many Sensates use impassion to help others act on feelings they normally do not exhibit, while Xaositects simply like to shake things up. Inspire Obedience Enchantment (Charm) [Lawful, Mind-Affecting] Level: Clr 3, Pal 3

Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level Saving Throw: Will negates; see text Spell Resistance: Yes This spell causes you to be viewed as an exemplar of law, instilling fear and respect in all humanoid creatures that see you and fail a Will save. Anyone in your vicinity will be weary of even considering criminal activity, let alone starting trouble. Inspire obedience does not allow you to control nearby creatures, but affected creatures are inclined to obey you if only to avoid trouble and extra attention. Anyone who wishes to conduct some sort of illegal activity in your presence or directly challenge your authority must win an opposed Charisma check. Attacking an affected creature does not end the effect, but they are able to defend themselves and fight back normally. Kiss of the Succubus Enchantment (Charm) [Mind-Affecting] Level: Brd 3 Components: S Casting Time: 1 standard action Range: Touch Target: One humanoid creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes With one kiss this spell causes the target to become obsessed with you. Their thoughts increasingly stray to you, making it difficult for them to focus on anything else for more than a few minutes. The kiss must be administered in a seductive manner, and cannot be done so during any sort of combat. Once affected the target reacts to you as if under the effects of charm person, and after the first hour they begin to feel as if you are whispering in their ear wherever they go. This is in fact true, as you gain the ability to speak to them and hear their response to you no matter how far apart you are. While you do not gain any of their sensory information you can verbally guide them to do as you like, assuming you can convince them. The downside of this effect is the target feels so strongly about you that they may act unpredictable at times, particular if they believe you are being threatened or if by being excessively helpful they can earn your further favor. Light of the Soul Divination Level: Clr 3, Pal 2 Components: V

Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No Only individuals who share the Sons of Mercy’s belief that all souls have a spark of good in them may cast this spell. Light of the soul enables the caster to actually see a soft luminance given off by the souls of creatures, even their own. The strength of the light depends on the morality of the individual, and thus may be used as a vague gauge of the virtue of those within sight, with the typical person of good alignment casting a light that provides illumination 5 ft. around them and evil individuals possessing only small flickers. This light can be seen through darkness spells of equal or lower level, though any spell or effect that conceals a person’s alignment causes them to be portrayed as someone of neutral alignment. At the DM’s option the light given off by extraordinary pure individuals may actually be blinding to users of this spell. Mental Cell Illusion (Phantasm) [Mind-Affecting] Level: Clr 5, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. /2 levels) Target: One living creature Duration: 1 hour/level (D); see text Saving Throw: Will negates Spell Resistance: Yes Many of the confused and deranged individuals tended to by the Bleak Cabal are a danger to themselves and to others. When the madhouses are full or the Bleakers don’t have it in them to sufficiently restrain someone, mental cell is used to ensure the target remains relatively harmless until something more permanent can be arranged. Targets that fail their Will save find themselves trapped where they are, in an area approximately 30 ft. wide. No matter what direction they move or exit they take, the target finds themselves back where they started within a few seconds. This is normally used to restrict an individual within to room, but it may be used outdoors as well. Of course, this effect is entirely within the target’s mind and nothing stops someone from leading them from the area, which ends the effect. Likewise, the target can still see and interact with individuals around them, even participate in combat so long as it does not require leaving the area designed by the mental cell. Material Component: Nail clippings from a madman. Mind of the Hunted

Divination Level: Rgr 2 Components: S, M Casting Time: 1 round Range: Personal Target: You Duration: Instantaneous By tasting a sample of a creature’s blood you can gain a glimpse of their thoughts when the blood was shed. This can provide a variety of information such as who the creature was fighting, where they may be have been heading, or some other priority they had on mind. The Sodkillers use mind of the hunted frequently to ascertain where one of their bounties could be hiding or to discover some indirect way of striking at them. Material Component: A small sample of the creature’s blood no older than a week. Moment of Travesty Transmutation [Evil] Level: Clr 9 Components: V, S; see text Casting Time: 1 round Range: Close (25 ft. + 5 ft. /2 levels) Area: Creatures in a 5 ft./level radius Duration: Instantaneous Saving Throw: Will negates and Will halves; see text Spell Resistance: No One of the cruelest weapons known, moment of travesty was designed by members of the Doomguard who recognized destruction not only as a physical force, but saw its effect in moments in time and space where tragedy strikes and lives are shattered. This spell creates a pocket in time where everyone in range, including the caster, is sealed off from the multiverse and trapped in a single agonizing moment that stretches on for eternity. The spell can only be cast within a minute of a suitable dramatic event, such as when a beloved friend dies, an individual is stripped of all their worldly possessions, or someone is betrayed by an intimate companion. If the pain is not suitably great, or the individuals suffering all make successful Will saves, the spell fails. Characters that make a successful Will save are not caught in the moment of travesty and anyone who is apathetic or actually happy about what happened gain a +4 bonus to the save. Those that fail the save seem to disappear and cannot act for all intents and purposes. Though anyone who enters the area afterwards is unaffected and cannot see or interact with those who are, a feeling of uneasiness and great sadness pervades the locale. Use of detect magic reveals the lingering aura of the spell, but like imprisonment most divinations spells cannot locate those in the time pocket and

freedom is the only method of freeing them (though the caster does not need to know the individuals affected and everyone is released). Even upon being freed those affected suffer 3d6 points of temporary ability damage to their Intelligence, Wisdom, and Charisma as the agony of the moment catches up with them, though a successful Will save halves this damage. Mournful Mutter Transmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 minute/level (D); see text Target: 1 creature Saving Throw: Will negates Spell Resistance: Yes Mournful mutter is only effective if cast upon a creature in the Ethereal Plane. This spell causes the vague memories of mourning spirits that have passed through the mists to haunt the target, surrounding him with barely audible murmuring. The mutterings are not normally coherent, but the target, as well as anyone within a one foot of them, can easily sense overwhelming sadness, loss, and pain in the voices. The sound seems to come from the ethereal vapors of the plane, and as soon as the target leaves the Ethereal Plane the spell ends. Although not overtly harmful, the murmuring never ceases and instead continues to distract the target. Targets of mournful mutter incur a -2 circumstance penalty to all actions while the muttering continues. Material Component: A coffin nail and a mourner’s cowl. Move Fire and Magma Transmutation [Earth, Fire] Level: Drd 5, Sor/Wiz 5 Components: V, S, M Duration: See text This spell functions like move earth, except it pushes fire and magma to a nearby location. Normally the element must be moved in natural patterns – the flame or molten rock can't be moved up into the air, but must flow along surfaces. On the Elemental Plane of Fire or the Paraelemental Plane of Magma, however, the element can be moved in any direction the caster desires. If the fire moves to an area of nonflammable material – such as sand, silt, and so on – it extinguishes naturally, while shifting either substance into a sufficiently sized body of water effectively eliminates them. Neither fire nor magma will fill the emptied area until the spell expires; thus a spellcaster can use move fire and magma to create a safe zone in a hazardous environment. The affected area remains

free of fire and magma for at least 10 times the casting time of the spell. Once the duration ends the fire or magma moves back into the area if it would naturally do so. Material Components: Several small chunks of coal and a small bag of wet sand. Obfuscate Abjuration Level: Clr 8, Sor/Wiz 7 Components: V, S, M Casting Time: 1 hour Range: Touch Area: Up to 10-ft. radius/level emanating from the touched point Duration: 1 week/level Saving Throw: None Spell Resistance: No This spell shields an area and anything within it from divination effects of your choosing, effectively granting the effects of nondetection and obscure object while also countering spells such as find traps, find the path, and speak with dead. Furthermore, events that transpired twenty-four hours before obfuscate was cast and for its entire duration are similarly blocked and cannot be learned about by spells such as commune, contact other plane, or the psionic power destiny’s trail (see below). Anyone attempting to use such spells or powers must make a successful caster level check (1d20 + caster level) against a DC of 15 + your caster level for them to succeed. Obfuscate does not interfere with divination effects that predict the future, such as augury, divination, or moment of prescience. It also does not stop someone of learning about an obfuscated location indirectly. For instance, a caster could use contact other plane to discover where a group of adventurers is headed even if their destination was under the effects of obfuscate, but as soon as they were within this spell’s radius no further information could be gained. You may choose to exempt certain spells from this protection for convenience or in order to avoid undue attention. Thus, you could choose to allow detect spells to function normally while still negating scrying attempts. You may also manipulate the shape and size of the spell’s area up to the maximum radius determined by your caster level in order to ensure certain areas are undetected. Discern location does not instantly bypass obfuscate, but grants a +4 bonus to the caster level check. Material Components: Seven incensed candles worth 50 gp each which are lit around a diagram representing the target area drawn on the ground in dirt or with chalk or ink. The melting wax of the candles is poured along the diagram’s outline and then the candles are blown out one by one.

*Planar Union Divination Level: Clr 8, Drd 8 Components: V, S, XP Casting Time: 1 hour; see text Range: Personal Target: You Duration: Concentration; see text Perhaps the only forces more knowledgeable and powerful than the gods are the very planes upon which they dwell. This spell merges mind and soul with the current plane in order to seek secrets or enlightenment, though at great risk. At its most basic level, planar union allows you to learn what the plane (and the forces it represents) desires or how it perceives a situation, speak with echoes of petitioners and exemplar that have merged with the plane, or get a sense of what’s happening at almost any location on the plane. Every insight or question you seek beyond the first requires an extra hour of concentration, but you do not need to pay any additional experience cost (see below). Though everyone experiences this connection differently, in many ways it is like asking questions of a hurricane, and any response often does not come so much as words but as impressions and symbols that speak of things much grander and which could easily overwhelm the most stalwart mind. On the other hand, unlike when consulting exemplars and deities there is virtually no chance that answers you receive are tailored to some ulterior end and a plane knows virtually anything related to its domains. It should be kept in mind, however, that such absolute forces do not perceive the affairs of finite creatures as we do, and that moralty and ethics may very well be considered objective when from a mortal perspective they are anything but. While you can learn much by skimming the surface as it were, true insight and enlightenment is found deeper, where even the planes begin to touch something bigger. There may be nothing that cannot be discovered by those willing to risk the journey, whether of past or future, mortal or god, practical or philosophical. You can ask virtually any question and expect an answer, though not necessarily in terms you comprehend and what you do glean is still filtered through the perspective of the forces comprising the plane. This requires the same amount of time, but delving so deeply into such primordial forces is not without its consequences. Caster’s returning from such a sojourn may loss some of their sanity, develop strange illnesses, or even experience changes in alignment or beliefs. Particularly valuable or dangerous questions may result in the caster disappearing for days or weeks only to reappear in different parts of the plane later, not necessarily remembering all that transpired. A few may even fall into a stasis for short periods, unable to be roused prematurely by anything but the most powerful magic.

The exact effects are up to the DM and should be appropriate to the information the caster seeks; this spell serves as a doorway to truths otherwise unattainable but is by no means the easy route. For example, legend has it that one priest of great power sought the origins of the multiverse itself through use of planar union, only to fall into a death-like coma from which he has not awoken in five centuries. Still, an order has been developed over maintaining vigilance over his torpid form in anticipation of the day he rises with the answer to his question. XP Cost: 500 XP. Plague-Mort Affliction Necromancy [Evil] Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 minute Range: Touch Target: One zombie Duration: Instantaneous Saving Throw: See text Spell Resistance: No You infect the rotting meat of a zombie with a special type of disease said to ravage the carrion of the Abyss’ former gate-town. The zombie's belly swells and a sickening stench surrounds the creature, accompanied by traces of yellow gas that can be seen dragging on the ground behind it. Any creature that enters the zombie's threatened area must make a Fortitude save every round against the spell's DC or contract the zombie plague disease detailed below. A creature in a grapple with the zombie takes a -6 circumstance penalty on their saving throw. When the zombie is destroyed an explosion of contagious gas bursts forth from its belly, instantly covering a radius spread equal to twice the zombie's reach. Every creature within the cloud immediately takes 1d4+1 points of Constitution damage and contracts the zombie plague disease; a Fortitude save halves the Constitution damage and negates the infection. The plague cloud remains in the area for 1d4+1 minutes before dispersing and provides a small area of concealment. A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses it in 1 round. Zombie plague disease: - Infection method: inhaled, Fort save DC is equal to that of the plague-mort spell. - Incubation period: 1 day. - Damage: 1d4+1 temporary Constitution damage. Material Components: A mummy's kidney and a dose of black adder venom worth at least 120 gp. Protomatter Infusion

Transmutation Level: Sor/Wiz 3 Components: V, S, M Casting Time: 3 rounds Range: Personal Target: You Duration: 10 minutes/level Saving Throw: None Spell Resistance: No It is well known by those who spend much time in the Ethereal Plane that the protomatter that infuses the plane can serve as an enhancement to illusory spells. This technique consumes a small amount of stable protomatter in order to increase the realism of Illusion spells you cast, adding a +2 to the DC of any nondamaging Illusion spell for the duration of the effect. Material Component: Half a square foot of ethereal protomatter. Repudiating Gaze Illusion (Shadow) Level: Sor/Wiz 3 Components: V, F Casting Time: 1 round Range: Personal Target: You Duration: 1 round/level Saving Throw: Will partial Spell Resistance: No Drawing on the half-truths and dark secrets of the Shadow Plane, this spell transforms your eyes into black orbs that exude some unquantifiable quality which causes all who look into your eyes to question their faith and beliefs. This ability must be used as a gaze attack against a single creature; if the target meets your gaze they are automatically shaken. Furthermore, if they do not make a successful Will save the darkness seeps into their soul and makes it difficult for them to call on the resolve necessary to perform acts of faith. Any time the affected creature attempts to cast divine spells, turn undead, or use Faction-Dependent feats they must make a successful Wisdom check at DC 10 to avoid a momentary lapse in faith. Failure means the target must take another action that round, though they do not lose use of a spell or ability. Those who have felt the chilling effects of this spell often blame its design upon the Bleak Cabal. This is not the case, however, for even the Bleakers espouse that there is value in acts of charity, while this spell inflicts upon its victims the suspicion that there is nothing worth believing at all. Disavowing gaze does not affect Outsiders or other similar creatures at the DM’s discretion. The effects end once the spell expires.

Focus: Every use of this spell requires you to offer a secret of some value to you to the shadows by speaking it aloud in a clear voice. Whether anyone hears you is not important, but it cannot be spoken in a region affected by silence or anything similar. Seal Portal, Lesser Abjuration Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One intraplanar portal Duration: 10 minutes/level Saving Throw: None Spell Resistance: No This spell functions like seal portal, except that you can only temporarily shut down a portal and it must be one that links two points on the same plane and layer. A sealed gate displays the seal of the mage who cast the spell. If the caster has no personal sigil, their face is displayed instead. Material Component: A bar of steel worth 25 gp. Notes on Using Seal Portal It is important to remember that in Sigil, the Lady of Pain's will over portals is absolute. No portal can be warded against Her wishes. In addition, it's worth pointing out that while seal portal can affect the portals of the gate-towns, Mount Olympus, and Yggdrasil, such a seal probably isn’t worth the caster’s time and effort. It is virtually assured that the rulers of the gate-towns retain spellcasters who can cast remove such barriers given time, and the portals of the Great Road are too widely used to remain shut for very long. As for Mount Olympus and Yggdrasil, those planar pathways are sacred to the Olympians and the Asgardians respectively, and no sane mage wants to tempt divine wrath by closing off the gods' portals. Spirit Guard Conjuration (Summoning) Level: Clr 5, Sor/Wiz 5 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: An object or area no larger than a single room Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: No Popular among the Dustmen, though by no means limited to them, spirit guard summons the spirit of a dead subject and binds it to a specified object or location no larger than a single room, effectively

making them a ghost with the targeted point as its haunt. The spirit is magically charged with protecting its haunt but is otherwise free to do as it pleases, though it cannot attack the caster or anyone else the caster specifies and is incapable of traveling more than a few feet from that which it is bound to. Initially, most conjured ghosts are both very confused and angry, and it’s up to you to explain the situation as they see fit. The level and capabilities of the summoned ghost depend on the body used, though spirit guard cannot be used to bind a spirit of greater character level than the caster and if the spirit makes a successful Will save it cannot be called at all. Upon performing the spell you decide whether the ghost may move on to its next life after a predetermined length of duration of time or when a condition is met. Dispel magic cannot negate the effect but break enchantment cast upon the haunted object severs the ghost’s tie to it, freeing it to do as it pleases for a short time before passing on. Likewise, destroying the haunt permanently forces the spirit beyond. Material Components: This spell must be cast over a largely intact body that has been dead no longer than a day unless spells such as gentle repose have been used. An opal worth 20 gp per HD of the creature is placed within its chest during the spell and then ground to dust over the targeted object. The body falls to dust whether the spell succeeds or fails. Supremacy of the Passions Enchantment (Compulsion) [Chaotic, Mind-Affecting] Level: Brd 3, Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Creatures in a 40 ft. radius spread Duration: 1 hour Saving Throw: Will partial; see text Spell Resistance: Yes Creatures caught within range of supremacy of the passions find their inhibitions and restraint weakening to the point that they have difficulty controlling themselves and are inclined to act on every impulse. For the duration of the spell any time one of the targets is put in a situation where they can do something that would make them feel good but they wouldn’t normally do because of that pesky conscience or other circumstances, they must make a successful Will save to prevent themselves from doing it anyways. A passerby may throw rocks at a Harmonium patrol, or a diplomat might say what they really think, consequences be damned, and so on. The exact results vary depending on the nature of the affected creature, though even the most honorable and kind person feels their most petty and base feelings rising to the surface.

*Suppression Fire Evocation [Force] Level: Sor/Wiz 9 Components: V, S, M Casting Time: 1 minute Range: Long (400 ft. + 40 ft./level) Area: 20-ft./level-radius Duration: 1 minute/level Saving Throw: Reflex half Spell Resistance: No Many primes would both marvel at and be horrified by the assortment of weapons developed on the battlefields of Acheron. Suppression fire is based on more powerful war machines, but its function is the same; within a few seconds of being cast powerful balls of energy begin bombarding the targeted area, making it incredibly dangerous for anyone unfortunate enough to be hit by the fiery rain. Anything within the targeted area has a 25% chance each round of being caught in a blast radius and suffering 4d4 points of force damage with a Reflex save for half damage unless they have 100% cover (and even then, any protective structure may be destroyed). This often results in heavy damage to structures, though fortified buildings will normally survive with pockets of damage. This spell can only be cast in open terrain with a real sky (thus it cannot be used indoors, underground, or in Sigil). Material Components: 500 gp of alchemist’s fire, smokesticks, and thunderstone Talking Door Transmutation Level: Sor/Wiz 4 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: One door Duration: Permanent Saving Throw: None Spell Resistance: No Favored by wizards that require some intelligent yet disposable guard, talking door transforms a normal door into a sentient construct, face and all. The awakened construct has some limited ability to move, including opening the door or holding it shut and manipulating locks. Thus it is quite capable of keeping intruders out, even those skilled in picking locks or using magic, though it can still be broken through. Upon creation you choose a password that the construct responds to; it must obey the commands of whoever says the password, at least for a little while, and it is incapable of speaking the word and thus giving it to others. On the other hand, treating the talking door cruelly or being too strict with it is likely to

encourage it to strike back any way it can, and nothing prevents it from helping uninvited guests from guessing the password. Knock and dispel magic have no effect on the talking door, however break enchantment and greater dispel magic can destroy the effect. The threat of oblivion is sometimes enough to convince a talking door to help intruders, or to at least delay them until their master returns. Material Component: A lock of good quality or better. Tanar'ri Tribulation Evocation [Evil, Lawful] Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One tanar'ri Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes In response to baatezu bane, the denizens of Baator crafted a spell that targets their hated foes the tanar'ri. Unlike their Abyssal counterparts, however, the baatezu carefully protect this spell from falling into the hands of other spellcasters, supposedly afraid that the tanar’ri will be able to develop a resistance given the chance to study it. Tanar'ri tribulation can be cast upon a tanar'ri of any rank – even Abyssal Lords. By drawing forth the raw chaotic power from within the tanar’ri the spell ravages its body as well as its senses. The target suffers 3d8+8 points of damage plus one random disability determined by a 1d6 roll: 1. The tanar'ri's eyes are damaged and the creature is permanently blinded. 2. The tanar’ri is continuously racked with pain, giving it a –2 penalty to attack and damage rolls for 1d4 hours. 3. The tanar'ri's ears are destroyed, inflicting an additional 1d8 points of damage and rendering it permanently deaf. 4. The tanar’ri suffers an additional 2d8 points of damage and one of the creature's limbs withers and becomes useless. 5. The magic inflicts an additional 2d8 points of damage and the fiend cannot use any innate spell-like abilites for 1d10 rounds. 6. Roll twice, disregarding rolls of 6. This spell affects only tanar'ri, but due to its specific nature the caster gains a +6 bonus to spell penetration rolls. Material Component: A bit of tanar'ri flesh, bone, or blood priced at 1 gp or more. Touch of the Styx Enchantment [Evil, Mind-Affecting] Level: Clr 4

Components: V, S (see text) Casting Time: 1 standard action Range: Touch Target: One living creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Touch of the Styx causes the subject to lose all memory of the last 24 hours unless a successful Will save is made. There is no way to restore this memory except by relearning what occurred from the accounts of others or through spells such as winged memory. In addition to the verbal and somatic components, this spell requires that the caster have touched the true waters of the Styx sometime in their life. Transmute Element to Paraelement Transmutation [See text] Level: Drd 6 Component: V, S Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: One 5-ft. cube/2 levels Duration: Permanent; see text Saving Throw: See text Spell Resistance: No This spell transforms all nonmagical quantities of one of the four basic elements (air, earth, fire, water) in the area into one of its two paraelement compounds with the following effects: Smoke: Transformed from air or fire. This creates a finite cloud of smoke that eventually dissipates. Anyone who breathes in the smoke must make a Fortitude save against the spell’s DC or suffer the effects of smoke inhalation. Ice: Transformed from air or water. Creatures at the edge of the targeted area can make a Reflex save to avoid being immobilized within the solid ice, but those closer to the center are automatically caught. Anyone immobilized can break free with a successful Strength check against the spell’s DC. If the resulting ice takes 20 points of damage it shatters. It will melt over time if heat is applied to it. Ooze: Transformed from earth or water. This creates a patch of slimy muck which is equivalent to a deep bog for purposes of movement, cover, and penalties to skill checks. Creatures at the edge of the targeted area can make a Reflex save to avoid sinking into the mire. Magma: Transformed from earth or fire. This creates a pool of sluggish lava which deals 2d6 points of damage per round of exposure or 5d6 points of damage per round someone is immersed in the lava. An additional 1d6 points of damage is incurred for three

rounds after exposure. Creatures at the edge of the targeted area can make a Reflex save to move onto safe ground. Unless otherwise stated the resultant paraelement remains until a successful dispel magic spell restores its substance – but not necessarily its form. This spell has the element traits of the paraelement’s components. For example, transmute element to paralement is an earth and water spell when used to transform water into ooze. True Speech Illusion (Phantasm) [Mind-Affecting] Level: Brd 3, Sor/Wiz 4 Components: V, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour Saving Throw: None Spell Resistance: No This spell was developed by an unknown member of the Society of Sensation decades ago and has since gradually spread throughout the faction as the ideal form of communication when discussing past experiences (or just about anything else). Once cast, your words carry with them the sum of your sensual experiences about the topic, causing those who hear you to feel and know the memory as well as you do. Talking about the expedition you made to the jungles of the Beastlands fills the minds’ of listeners with an image of the scene, its smells and sounds, even the humidity of the air. The sensations conveyed reflect your feelings about the subject, not how the listener would feel in the situation, though they may certainly have their own reactions to the experience. Thus, describing a rare and delicious fruit conveys to your audience its smell, texture, and what it tasted like to you. Recalling a bloody battle field brings the memory to life in their mind, perhaps as a coldly calculated act of conquest or a moment of anguish and repulsion. The impression is so vivid that a few seconds describing the scene is enough to familiarize the listener as if they had been there, which can be useful for spells such as teleport. Vile Temptation Enchantment (Compulsion) [Evil, Mind-Affecting] Level: Clr 5, Sor/Wiz 6 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 10 min./level Saving Throw: Will negates Spell Resistance: Yes

Vile temptation temporarily removes all conscience or restraint from the target; they act on their most basic instincts and desires without thought of morality or consequences. During this time they are highly suggestible, but also unpredictable. While this spell is most commonly used to seduce those of good alignment with the joys and freedom of evil, the effects are much more profound on those who are already evil, as they have darker desires to begin with. It does not work against Outsiders. Players should role-play the effects of this spell while keeping in mind that even feelings of friendship and companionship are dulled. On the other hand, individuals of lawful alignment are bound to be more civil and surreptitious in seeking their dark desires than those of chaotic alignment, and people are bound to do what will satisfy their urges the fastest rather than just blindly make trouble for themselves. Volund’s Confounding Problem Enchantment (Compulsion) [Lawful, Mind-Affecting] Level: Sor/Wiz 4 Components: V, M Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes Supposedly one of the Fraternity of Order’s foremost mathematicians developed this spell because he required assistance in solving a theoretical equation that was too complex for even his brilliant mind. The purpose of the spell was to utilize his students’ minds to perform a portion of the computations required. Unfortunately the effort failed, as the targets of the spell were not able to keep up with their own thoughts and forgot the progress made once the duration expired regardless. Though Volund himself was content to file away the effort as a complete waste, others within the faction saw more practical applications. Volund’s Confounding Problem forces the mind of the affected creature to become obsessed with an incredibly complex series of mathematical computations. This results in the target being distracted, unable to focus for any length of time. Though it does not prevent them from acting in dangerous situations, such as combat, it does make the use of magic and psionics difficult. Any time the affected creature attempts to cast a spell or manifest a power they must make a successful Concentration check (DC 10 + spell/power level). Furthermore, the target suffers a -10 circumstance penalty to Concentration and a -5 circumstance penalty to skills involving Intelligence, Wisdom, or Charisma. Material Component: A sheet of paper containing the beginning notes of the problem Volund was attempting to solve.

Vrock's Screech Evocation [Evil, Sonic] Level: Brd 3, Sor/Wiz 3 Casting Time: 1 standard action Components: V, M Range: 0 ft. Area: 30-ft.-radius spread Duration: Concentration, up to 1 round/2 levels Saving Throw: Fortitude partial; see text Spell Resistance: Yes This Abyssal spell mimics the power of the true tanar'ri for which it is named and takes it to cruel new heights. Upon casting the spell the caster begins to cry out a high-pitched screech that sends nearby creatures grasping at their head as their ears begin to rupture. Creatures within the area of effect must succeed on a Fortitude save every round or be deafened and stunned for one round. The intense pain as the targets ears begin to burst and bleed also inflicts 2d6 nonlethal damage each round; the target takes half damage if they succeed on the Fortitude save. The caster is unable to perform any action that requires speech while maintaining this spell. This spell does not work against tanar’ri. Material Component: A single vrock feather priced at 1 gp. Wastequake Evocation [Earth] Level: Sor/Wiz 9 Components: V, S, M Casting Time: 20 minutes Range: ¼ mile Area: 50-ft./level-radius spread Duration: 3 rounds Saving Throw: Reflex partial; see text Spell Resistance: No Designed to work only on the Grey Waste, the wastequake spell is the province of powerful mages who have turned their skills to the Blood War. It is not clear who invented the spell first and it does not truly matter; both the baatezu and the tanar’ri now use it to devastate legions of lesser fiends. Similar to the earthquake spell, wastequake sends shocks through the ground and opens fissures to devour all those unfortunate enough to be within its range. The wastequake lasts for three rounds. During the first round, the ground begins to ripple; any creatures standing on the surface must make a Reflex save or be knocked off their feet. Casting spells requires a Concentration check (DC 20 + spell level) while the effect persists. During the second round the shocks worsen, automatically knocking everyone to the ground as gapping wounds tear through the soil of the Waste. All creatures within range must make another Reflex save (DC 16) or be pitched into the chasms. Any creature

that failed the Reflex save on the first round suffers a -4 penalty to their saving throw in the second round. To make matters worse, pressurized yellowish gas begins shooting out of the cracks in the ground giving anything beyond 10 feet total concealment. During the third round the rifts close and the quakes cease, though the gas persists until dissipating at the beginning of the next round. Any creature that fell into the chasm suffers 15d6 points of bludgeoning damage and is buried beneath the surface at a depth 10 feet per caster level. Those that survive must make their own escape from the bowels of the Grey Waste. Wastequake is specifically designed not to damage fortifications or other permanent structures, although it consumes tents and impromptu huts, and any vehicles less than 10 feet long likely fall into the chasms. Thus, fiendish spellcasters have little to fear when using this spell within their own territory. After all, what’s the loss of several dozen lesser fiends so long as the stronghold stands? Material Component: A handful of soil from the Grey Waste that the caster shakes in one hand while casting the spell. Weight of Entropy Transmutation Level: Brd 4, Clr 4, Drd 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One solid object Duration: Instantaneous Saving Throw: None Spell Resistance: No The Doomguard know that everything is just waiting to fall apart; weight of entropy just moves the process along. This spell finds a weak point in a nonmagical object and corrodes it further. Locks become brittle, blades shatter when used, even ceilings collapse under the pressure. You must merely point at the target and the spell deals 1d10 points of damage per caster level (maximum 10d10) to it. Any unattended nonliving matter of 5 cubic feet or smaller can be targeted; thus the spell affects only part of larger objects or structures and cannot be used on constructs or objects being carried by another person. Though the targeted object does not simply explode or fall apart on its own, virtually any applied force is enough to destroy it, and in the case of objects that serve as support (such as a roof or wagon wheels) gravity can be enough. Whispering Runes Illusion (Figment) Level: Brd 1, Sor/Wiz 1 Components: S, M Casting Time: 1 minute

Range: Touch Target: One parchment Duration: Permanent Saving Throw: None Spell Resistance: No Developed by the Athar as a simple means to spread their philosophy, especially among those who cannot read, this spell creates a talking pamphlet capable of reading its contents to whoever holds the enchanted parchment up. The caster may program it to speak any of the languages that they know, and the whispering runes automatically chooses an appropriate language for the person holding the parchment. Material Component: The caster must burn a feather or bit of fur from an animal capable of speech and sprinkle the ashes on the parchment to be enchanted. Winds of Death Necromancy [Air, Fear, Mind-Affecting] Level: Clr 8, Drd 8 Components: V, S, F Casting Time: 1 standard action Range: 60 ft. Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range Duration: 1 round Saving Throw: Fortitude partial; Will partial Spell Resistance: Yes You draw upon the winds of the Negative Energy Plane to create a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. Any creature in its path must make a Fortitude save or suffer 2d6 points of temporary Strength damage, and a Will save or become panicked for 2d6 minutes. In all other aspects, this spell resembles a gust of wind spell. Winds of death can be made permanent using a permanency spell (required caster level: 15th; XP Cost: 3,500). Focus: Skull of a noble djinni. Winged Memory Abjuration [Good] Level: Clr 4, Pal 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Another curative spell designed by the archons of Mount Celestia, winged memory negates the effects of modify memory and touch of

the Styx as well as restores the memories of any creature affected by the rivers Lethe or Styx. Alternatively, this spell can be used to help the target recall something forgotten or buried in their memory, even moments going as far back as their birth. Material Component: A few drops of holy water on the recipient of this spell. Salwin's Journey of the Torch Transmutation [Teleport] Level: Sor/Wiz 5 Components: V, M Casting Time: 1 action Range: Personal Target: You Duration: Instantaneous This spell allows the caster to step into an ordinary fire and emerge from a similar fire some distance away. The range of this spell is unlimited, but both fires must be burning at the time the spell is cast, and they must lie on the same dimensional plane. The caster must be familiar with the destination location or the spell will automatically fail. If the intended target fire has been extinguished, the caster will instead emerge from a different fire. This fire will be the closest sufficiently large flame to the target location. If this is the starting fire then he will remain in the original location. The caster has no control over this alternate destination and may end up inside a common fireplace or at the heart of a forest fire. However, under no circumstances will he emerge into solid material. This spell will provide complete protection from fire and heat for a single round. This allows the caster to quickly step into the fire and become enshrouded in the flames, then step out of the destination fire at the end of the journey. He can transport his own weight plus the maximum amount he can physically carry and still move, as limited by his strength. Material Component: A fire, which must be at least 2' in diameter for a medium-sized creature. The fire must be increased in proportion to the size of the caster. Scholarly Perusal Divination Level: Brd 2, Clr 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 action Range: Personal Target: You

Duration: 1 round/level (D) Upon completing this spell the caster is able to rapidly absorb written information from a book or other written documents. He can read both sides of five full sheets of parchment per round. The information will remain vividly in his memory for a full week, and can be reviewed at will. Thereafter the memory of the written information will gradually fade in the normal manner. If more than one scholarly perusal spell is cast in the course of a week the caster must make a Wisdom check against DC 15 or be stunned for 2d6 minutes. If the check is failed he will also immediately lose all memory of the written information he has absorbed during the previous casting of this spell. Arcane Material Component: An oak leaf. Scribe of Ages Universal Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S, M, DF Casting Time: 1 action Range: Touch Effect: Single sheet of parchment Duration: 1 minute/level Saving Throw: None Spell Resistance: No When this spell is complete the caster can transfer his vocalizations into text on a single clean sheet of parchment. The text is written in an elegant calligraphic style and is completely free of errors of either spelling or punctuation. While the spell is in effect the writing can be re-arranged at the will of the caster. Once the spell duration has expired, however, the writing becomes permanent. It is not uncommon for important documents created by this spell to be embellished later with ornate borders and illustrations. Priests will often leave blank areas on the parchment for this purpose. The writing marks left by the scribe of ages spell are completely immune to the arcane erase spell. Nor can they be physically wiped away or spoiled by water or other solvents. They will not fade if exposed to sunlight or other sources of ultraviolet radiation. Arcane Material Component: A quill from a pelican and a bottle of rare ink worth 10gp. Sea Fins Transmutation

Level: Rgr 1, Sor/Wiz 1 Components: V, S, M, DF Casting Time: 1 action Range: Touch Effect: Six finned missiles Duration: 1 hour/level Saving Throw: None Spell Resistance: No The caster can use this spell to magically transform a number of finned projectiles so they can be fired unhindered through water. When the spell is complete the fins of the projectiles grow in size, becoming slick and rubbery like the tail of a fish. When the missiles are launched, the fins wiggle rapidly back and forth, pushing the projectile swiftly toward the target. As a result these missiles can strike underwater targets with a range multiple half that on land. Up to six small finned missiles can be effected by this spell with each casting - the number that can readily be held in one hand. The spell lasts for a maximum of one hour/level, and during that time the missiles are completely protected from the effects of being soaked in water. The types of missiles that can be effected by this spell include arrows, bolts, and darts. Material Component: A drop of fish oil. Secret Confidence Abjuration Level: Clr 1, Pal 1 Components: V, S, DF Casting Time: 1 action Range: Touch Effect: Creature touched Duration: See text Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell will protect the target against involuntarily or unknowingly revealing a specific piece of information. However he is not prevented from revealing this information should he voluntarily choose to do so. This protected information must have been revealed to the target prior to the casting of this spell. The information is warded against all attempts to extract it by mind reading abilities. In addition the knowledge can not be accidentally revealed through drunkenness, fever, or other conditions. The target is forewarned about any attempts to determine the information through trickery. His will to retain the knowledge can not be broken through torment or threats.

This spell expires when the target shares the information with another individual. The spell can also be negated when the caster speaks a trigger phrase specified when the spell was cast. Sense Fate Divination Level: Clr 2 Components: V, S, DF Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level Upon casting this spell the caster is able to subconsciously discern the flow of fate in the surrounding vicinity. This allows him to instinctively adjust his actions slightly to match the changing circumstances. As a result, his initiative is improved by +3 and any Reflex saving throws receive a +2 bonus. Serpent Garden Conjuration (Summoning) Level: Clr 7, Drd 7 Components: V, S, DF Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Area: 15-ft. radius circle Duration: 30 minutes/level (D) Saving Throw: None Spell Resistance: No This spell allows the caster to summon several large-size viper snakes to restlessly patrol just outside the perimeter of a 15-ft. radius circle. One snake is summoned for every two levels of experience of the caster. These snakes will attack any intruder they can perceive that approach within 10 ft. of the exterior of the perimeter, with the exception of the caster. If a snake is slain then it will immediately vanish. Shade Eyes Abjuration Level: Brd 0, Clr 0, Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Touch Duration: 10 minutes/level Area: Creature touched Saving Throw: None Spell Resistance: No

When this spell is cast a band of silken darkness forms across the eyes of the target, protecting him from the dazzling effects of bright light. His vision will otherwise be unaffected, although the glare from reflecting surfaces will be reduced to a much more comfortable level. This spell provides complete protection against the dazzling effects of any light-based spells. It also eliminates any penalties due to fighting in bright lighting. Shadow Spy Divination Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: One shadow Duration: 1 minute/level Saving Throw: None Spell Resistance: No The caster can employ any shadow that is visible and within range of this spell to serve as a spy for the caster. Once the spell is complete, the caster can both see and hear anything witnessed by that shadow, even if the shadow belongs to a moving creature or target. When no light source is present to cast the shadow, such as after dusk, this spell will cease to function. The spell is also negated if an additional light source lines up to completely eliminate the shadow. Material Component: Powdered charcoal. Shape Waves Transmutation Level: Clr 4, Drd 4, Rgr 4 Components: V, S, DF Casting Time: 1 full round Range: 10 yards/level Area: 10-ft.-radius circle/level Duration: See text (D) Saving Throw: None Spell Resistance: No Upon completing this spell the caster is able to form water into simple shapes within the spell area. This shape can be maintained for as long as the caster concentrates, plus one round per level thereafter. Once concentration is lost it can be re-established as long as the spell is still in effect.

There must be at least ten times as much water present in the spell area as is needed to form the water shape. The shaped water can attain a maximum height of two feet for every ten feet across. The water will constantly churn in an effort to maintain the shape and it will immediately collapse when the spell duration elapses. This churning of the water will slow ships or swimming creatures in the spell area. The amount of reduction is proportional to the maximum ship or creature dimension versus the radius of the spell. Thus a 50-ft. ship in a 100-ft. radius circle of churning water will move at half the normal rate. The master of a ship must also make a Profession (seamanship) skill roll, or his ship will founder and make no progress at all. If targeted upon a creature from the elemental plane of water, the shape waves spell will function identically to a hold monster spell. A successful Willpower saving throw will negate the effect of this hold. Shield Bubbles Abjuration Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell will create several shimmering bubbles of magical force that float about under the command of the caster. One bubble can be created for each level of the caster. For each such bubble, the caster must designate a single target. That bubble will then maneuver to remain between the target and the caster, quickly countering every action the target makes. Each such bubble will completely and unfailingly absorb any single ranged attack between the caster and the target, including spells that require a ranged touch attack. Once the attack has been absorbed, the bubble will then pop out of existence, dropping the missile to the ground. Absorbed spell energy is merely negated. At the start of each round the caster can designate new targets for the remaining bubbles, and they will maneuver to block this new opponent. More than one bubble can be directed against a single opponent, making a series of obstacles that will block repeated ranged attacks.

The bubbles will otherwise have no effect, and will not block movement or pose an obstacle of any sort. (Although an unknowledgeable foe may approach such bubbles warily.) Any melee attacks directed against these bubbles will merely pass through the surface. Material Component: A drop of bathing oil. Silvery Lance Evocation Level: Pal 3 Components: V, S, DF Casting Time: 1 action Range: Personal Target: You Duration: 3 rounds/level Saving Throw: None Spell Resistance: No When this spell is complete the caster calls into being a lance of silvery light. This lance can take the form of a light or heavy lance, but the type must be chosen when the spell is cast. The silver lance functions in all respects as a normal weapon, and gains a +1 bonus to the attack roll. If the target of an attack by this weapon is opposite the caster in at least one alignment aspect, then the lance gains a +3hp damage bonus. Thus if the wielder is good in alignment and the target is evil, the weapon will inflict an additional 3hp of damage. Sizzling Web Evocation [Fire] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Same as a net Target: One creature Duration: 1 round/level Saving Throw: Fortitude half Spell Resistance: No Like a circular fishing net made with strands of fire, this spell entangles the target and continues to burn until he escapes or is released. Upon releasing this spell, the caster hurls a tangle of brightly burning threads toward the target. On a successful ranged attack using the net exotic weapon proficiency, this tangle unfurls and expands to envelop the target.

The web will completely immobilize the target, and begin inflicting 2d6hp of fire damage per round. Breaking free of the web requires a successful Strength check roll against DC 11 + the caster's level. Anybody grasping the web in an attempt to unwrap the victim suffers 1d6hp of fire damage per round. The flames have no effect on the caster. Material Component: A length of hemp that has been soaked in lamp oil then carefully wound into a small, tight ball. Smoky Fireball Evocation [Fire] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: 25-foot-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This elvish variant of the fireball spell will create an explosion of hot gas and smoke that singes anybody caught in the spell area. It also creates a dense cloud of choking smoke that obstructs vision and inhibits combat. The smoky explosion causes 2d6hp of damage for every three levels of the caster, up to a maximum of 8d6hp. Creatures caught within the spell area that make a Reflex saving throw will suffer only half the normal damage. Those that fail their saving throw take full damage and must make an additional Fortitude saving throw or be nauseated by the choking smoke for 1d3 rounds. Since the spell was created to reduce the incendiary effects of the flames, any items receive a +2 bonus their saving throw. Items that would normally burst into flames when exposed to fire will not be ignited by this spell if they successfully save. The volume of dense smoke created by this spell limits visibility to less than a foot. This smoke will rise and dissipate within a round unless it is inside a sealed area. Material Component: A piece of wet firewood. Smooth Scars Transmutation Level: Clr 4 Components: V, S, F, DF Casting Time: 1 minute

Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell will remove any scars from the flesh, restoring the skin to its natural healthy tone. In the process this spell will heal 1d3hp of superficial damage and remove any charisma modification resulting from a prior wound. This spell will also clear away small growths, pock marks, port-stain marks, and weathered skin. Focus: An untarnished silvered hand mirror. Solar Intensity Evocation [Light, Heat] Level: Clr 4, Drd 4 Components: V, S, DF Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Area: 20' ft. square/level Duration: 1 hour/level Saving Throw: Reflex half Spell Resistance: Yes When cast in full daylight, this spell will cause the heat of the sun to focus intensely upon specific targets within the spell area. Any targeted beings in the spell area will be the focus of a significant portion of the cumulative light and heat. These targets are automatically dazzled by the focused light, suffering a -1 penalty to any attack rolls. They will also start to feel uncomfortably hot. A maximum of one creature per level of the caster can be effected by this spell with targets selected at will by the caster once each round. On the first round a creature is targeted, it will begin to suffer from the increasingly intense heat. This heat will cause 1hp of damage on the second round a creature is targeted, 2hp on the third round, 3hp on the fourth, and up to a maximum of 4hp per round thereafter. Targeted creatures that make a Reflex saving throw will only suffer half damage from the heat. Due to the focusing of all the sunlight on a few targets, the remainder of the spell area will appear gloomy and shadowed, as if a dark cloud had covered the sun. The air temperature in the spell area will become somewhat chilly, but not uncomfortably so. Spider Web Conjuration (Creation)

Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effects: Webs in a 20-ft.-radius spread Duration: 5 minutes/level Saving Throw: Reflex negates Spell Resistance: Yes This improved version of the web spell covers the strands of the web with many hundreds of small spiders of various sizes and types. Any strenuous movements within the web will immediately attract the attention of these spiders and they will swarm all over the target, biting and stinging repeatedly. For every round of normal movement through the web, each creature suffers 1hp of bite damage and the effects of the spider venom. The spider toxin deals 1d2hp per round of temporary Strength damage immediately and another 1d3 of temporary Strength damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level.) Material Component: A spider web cocoon containing live spider eggs. Strife Enchantment (Compulsion) Level: Clr 5 Components: V, S, DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: See text Duration: 1 rounds/level Saving Throw: Will negates Spell Resistance: Yes This spell can be used to spread strife and discord among your enemies. The target is a single creature that must make a Willpower saving throw or it begins to act in a hostile and aggressive manner toward his nearest ally. This ally in turn must make a Willpower saving throw with a +1 bonus or he in turn must make a reaction roll with the same modifiers versus his nearest unaffected ally. The strife propagates in this manner, with each additional target receiving a cumulative +1 bonus to their Willpower saving throw. A successful saving throw will prevent the further spread of the strife, as will a lack of additional targets. Summon Guide Conjuration (Summoning)

Level: Clr 4, Drd 4, Pal 4, Rgr 4 Components: V, S, M, DF Casting Time: 1 action Range: 10 yards Target: One creature Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No This spell will summon an intelligent entity that is familiar with the local region and general properties of the current plane. This being can serve as a guide for the caster and his companions. The guide is the best available local candidate that failed its Will saving throw. To be successful this spell requires a successful summoning check. The summoning check is 1d20 + caster's level (maximum +12) against the DC for the region. In a sparsely populated area the DC is 15. This drops to a DC of 10 in a rural settled area and 5 within a day's march of a town or city. The DC will be increased by +5 each time this spell is cast during the same week-long period by the caster. The guide will initially be favorably disposed to perform this function, at least if his risk appears minimal. He can only understand the native languages of the region, and it is up to the caster and his companions to establish a means of communication. A suitable inducement will also be required to gain the faithful services of this individual. Depending on the local conditions, the required inducement may take the form of a payment, an exchange of services, or even a threat of bodily harm. It is not uncommon for the same guide to be summoned with repeated castings of this spell at the same region of the plane. However, a guide that has been ill treated or bargained with in bad faith will not appear on future castings of this spell. The guide can be dismissed by a word from the caster, but will otherwise remain with the party for the duration of the spell unless he becomes inclined to depart. If the guide is slain his corpse will remain at the location it fell until the spell duration expires. Note that if the deceased guide had any friends or relatives they may be inclined to extract revenge should they discover the reason for the fatality. Material Component: A string of beads and a good quality knife. Sun Lights Evocation Level: Clr 2

Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature/level Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: Yes Upon casting this spell a cluster of intensely glowing balls of sunlight fly from the fingertips of the caster to wash over the targets. Each target that fails a Reflex saving throw will be dazzled for 1d4 rounds. The visual acuity of a dazzled victim is greatly diminished and he is only able to perceive vague areas of light and shadow. If this spell is cast against any targets vulnerable to sunlight, they will suffer the same effect as if they were exposed to the sun for a full round. The spell must be prayed for in daylight. Syrupy Liquid Transmutation Level: Clr 3, Drd 3, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: 30-foot-radius spread Duration: 2 rounds/level Saving Throw: None With this spell, the caster is able to greatly increase the viscosity of a body of liquid, slowing the movement of any objects through the fluid. The thick liquid has no effect upon the caster, but all others swim and move at half their normal rate. If there are strong currents in the spell area, these will disperse the spell within 2d4 rounds. Arcane Material Component: A drop of tree sap. Tale of the Flame Divination Level: Clr 1, Drd 1, Rgr 1 Components: V, S Casting Time: 1 action Range: 60 ft. Area: Quarter circle emanating from you to the extreme of the range Duration: Concentration, up to 1 minute/level (D) Saving Throw: None Spell Resistance: No

Upon completing this spell, the caster is able to gain certain information from a fire or its remains. This knowledge includes how and when it was started, for how long it burned, the types of wood and other material used for fuel, whether anything was heated in the fire, and the frequency of fuel additions. At least a handful of the ashes must be available in order to get sufficient information about the fire. No information will be received about who started or maintained the fire, other that what can be deduced from the information above. Talos' Bounding Box Abjuration Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: One 10-ft. cube/level (S) in a box shape Duration: 2 rounds/level Saving Throw: None Spell Resistance: No The caster designates a box-shaped volume as the target of this spell. Upon completion of the spell, the sides of the box will glow with a transparent, coruscating pattern of violet and pink magical energies occasionally gleaming with bright blue sparks. The interior surfaces of this box will powerfully constrain newly manifested magical effects. As a result the magic will only take effect where it intersects with the box volume. For each spell that is targeted inside the box, a bounding check is made to determine if the spell area is constrained to the bounding box volume. A bounding check is 1d20 +1 per caster level (maximum +10) against a DC of 6 + the spells caster level. If the check is successful, then the spell can not expand beyond the sides of the box. If a spell has an effect instead of a target location, then it is constrained only if it initially intersects some portion of the bounding box. In certain cases this may result in the spell being ineffective or negated, in which case a dispel magic check must also be made as per the dispel magic spell. Spells that manifest outside the box and then advance through the volume, such as a cloudkill spell, are unaffected by the Talos bounding box spell. This spell can be used to test new spells or to create a warded training area for apprentice wizards. At 9th level a bounding box can be made permanent by means of the permanency spell at a cost of

1,500 XP. Typically this is done on the exterior of a specially built chamber whose walls will further constrain the magical outbursts. Material Component: A hollow lead cube. Talos' Folded Box Transmutation Level: Sor/Wiz 8 Components: V, S, XP Casting Time: 1 minute Range: Touch Target: See text Duration: Permanent Saving Throw: None Spell Resistance: No With this spell the wizard can create a permanent extra-dimensional space to form a room. This chamber does not exist in normal space and so occupies no volume. The chamber must be box-shaped, with a maximum volume of a 10-ft. cube per level of the caster. The box space is created by outlining the first entrance while casting the spell, and the box can have up to six different entrances with one on each face of the box. Each such entrance must be fully supported along all edges with solid material, and that entry will collapse if any of the supporting material is removed. Each entrance acts like a normal passage between two areas, so any and all physical objects and environmental effects can freely pass through the openings. The entrances can be any size or shape, limited by the size of the box size. However all entrances must lie within 20 ft./level of each other on the exterior. For the first hour after creating a folded box, the caster can modify its properties by changing the shape and adding, moving, or removing entrances. He almost has complete control over the properties of the interior, and can vary any of its environmental properties to match that of any dimensional plane. Thus the box could match the properties of the fire elemental plane, for example. Once the hour has passed, however, the box becomes completely fixed and immutable. Nothing short of a wish spell or the destruction of all entrances will destroy the box. If a box is completely destroyed then all of its contents are immediately deposited onto the astral plane. XP Cost: 1,000 XP. Talos' Private Box Evocation [Force]

Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Touch Area: 10 ft. cube Duration: 1 hour/level Saving Throw: None Spell Resistance: No This spell will place the caster within a cube-shaped box made out of magical fields of force. The sides of the box must not intersect a solid material when created or the spell will fail. The box will have exactly one entrance of arbitrary dimensions, which glows faintly when viewed from the interior. The caster can always open the box door, as can one individual/level he has designated at the time the spell was cast. Opening the door is the only means to enter the box. If at any time the box is left completely empty of occupants, then the spell will immediately expire. The silvery exterior of the box will reflect any light and is completely opaque. Any attempts to scry or otherwise magically or psionically observe the interior of the box will fail, giving only the appearance of a black, empty void. The only external marking is a personal sigil that the wizard can place on the door. The box is magically anchored in space and so can not be moved. It is immune to damage of all kinds, and is totally unaffected by most spells. The box sides will prevent entry to ethereal creatures and will block access by magical spells such as teleport and dimension door. The box is only vulnerable to any effects that can destroy a wall of force. Note that when the door is closed the box is completely sealed from the outside air. The inner walls are completely black, save for the glow about the door. Air within the box is magically purified and will allow up to one person per level of the caster to stay inside the box without turning the air stale. The temperature will also stay comfortable as long as the number of people inside does not exceed the limit. Starting a fire within the box, however, will consume a significant portion of the air and will turn the interior uncomfortably warm. Material Component: A thin sheet of silver that is at least 3 in. by 3 in. Tangleberry Conjuration (Creation) Level: Drd 2, Rgr 2

Components: V, S, M, DF Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Target: Three creatures Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: Yes When this spell is cast, the priest can hurl 2-in. long Tangleberry seeds at up to three different targets. Each target must have a solid physical form and be at least small in size or the web will have no effect. The seeds will rapidly grow and expand into a tangled, thorny growth. If a Reflex saving throw is failed this growth will trap the target in a web of tough and fibrous branches. The needle thorns will grow out several inches, inflicting an initial total of 1d8hp of piercing damage to the victim. Until freed the victim is helpless in this web. Each round a victim can attempt to escape from the Tangleberry web, but doing so requires a strength check against DC 15 + the caster's level. If the entangled victim aids in this attempt to escape, he will suffer an additional 1d4hp of damage from the penetrating thorns. Material Component: Three live Tangleberry seeds. The Tangleberries will sprout small, three-pronged leaves and clusters of unpleasant tasting dark green berries. This plant is uncommon and exists only in temperate deciduous forests. Trace Teleport Dvination Level: Brd 4, Clr 4, Sor/Wiz 5 Components: V, S, M Casting Time: 1 minute Range: Personal Duration: Instantaneous Area: Close (25 ft. + 5 ft.level) radius sphere Saving Throw: None Spell Resistance: No This spell will allow the caster to detect the use of a teleporting spell or magic item within the spell area during the past day. This spell can automatically detect either the starting point or the destination, if they lie within the spell area. The spell also gives the caster a chance to determine both the source and destination of the teleporting being. The caster can find

the distance and direction to the teleport site, and the direction in which the teleport occurred. Determining this information requires a check roll, consisting of 1d20 + the caster's level (maximum +10) against a DC 10 +1 per hour of time that has passed since the teleport occurred. Material Component: A handful of finely powdered chalk that must be blown from the palm in a circle. Transplant Organ Transmutation Level: Sor/Wiz 9 Components: V, S, F Casting Time: 1 minute Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fort negates Spell Resistance: Yes When the internal organs of a caster eventually begin to fail due to age, he can use the following spell to transfer fresh new organs from a suitable donor to his own body. This donor must be from a similar species as the caster or the organs will fail within a short time. If the transplant is successful, the spell will adapt the organs sufficiently so that the body of the caster does not reject it. The organ transplant will extend the life of the caster by a further 1d4 years, although it will not alleviate any age-related deterioration of the mind. Of course, this transplant will most likely prove fatal to the donor, so a suitable sacrificial being must be obtained prior to casting this spell. If the donor does not have duplicate organs in its body, this spell will result in the ultimate death of the subject creature. This specialized spell is considered so onerous that most guilds forbid its copying or teaching. It is an extremely rare magic ritual known only to a few isolated Vivimancers. Focus: The blade of a chirurgeon. Trojan Horse Illusion (Figment) Level: Sor/Wiz 3 Components: V, S, M Casting Time: One minute Range: Touch Target: One scroll of parchment Duration: Special

Saving Throw: Will disbelief Spell Resistance: No A false trigger spell is overlaid on an arcane scroll, creating a trap for the unwary reader. In order to cast this spell the scroll must have a properly inscribed arcane spell that has a range of touch or personal. Upon casting this spell you expend any one arcane spell you currently have memorized. This spell will now completely conceal the runes of the original spell with the appropriate new runes, just as if you had inscribed it on the parchment. The particular effects of the hidden spell must be specified while this spell is being cast. When the illusory spell is read from the scroll, the hidden spell is automatically triggered in its place. The hidden spell functions exactly as specified when the trojan horse spell was cast. If conditions do not allow the hidden spell to function as specified, it is immediately dismissed. Once triggered, both the illusory runes and the hidden spell vanish. Material Component: A scroll with an inscribed spell and a drop of lemon juice. True Home Transmutation [Teleportation] Level: Clr 8, Sor/Wiz 8 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes When this spell is cast, the inner psyche of the target is deeply probed in order to determine the location of the "True Home" of the being. This "True Home" is a place that calls to the deepest desire of the creature for a residence, and may not actually coincide with his current dwelling place. When the probe is completed, the target is effected by a teleport without error spell, with the addition of interplanar travel. The target is immediately sent to the site identified, regardless of the distance, plane, or duration involved. Once the being arrives at the "True Home" he will feel a strong, disjointed sensation with his immediate past, as if the target has merely awoken from a long, very detailed dream. Unless some experience draws the target back to reality, this sensation will grow stronger with time until the being feels like he has always lived in this place. The target will blend seamlessly into his new

environment and will dismiss any casual queries about his past whereabouts. However, a chance meeting with a friend from his past or news from the outside world will snap him out of this state should he make a successful Willpower saving throw. For most extraplanar beings, true home will merely function like the dismissal spell. Material Components: A piece of homemade quilt and handful of ashes from a family hearth. Ultratalk Transmutation Level: Brd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Personal Target: You Duration: 1 minute/level (D) This spell allows the caster to hear and converse at the ultrasonic level. This can be useful when listening for creatures using sonar, or when several spell casters need to converse in privacy. When the spell caster speaks, normal humans will hear nothing beyond a slight high-pitched whining sound. While this spell is in effect, however, the caster will be unable to hold a conversation in the normal hearing range. Unclean One Transmutation Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 hour Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes The caster can use an animated framework, such as a skeleton or golem, and graft on a living sheath that will give the being the appearance of a true life form for all intents and purposes. This covering must be provided with nutrients and water, however, or it will wither and drop from the body. The being can no longer be detected as an undead, and can not be turned or rebuked by a cleric. The outer sheath of flesh gives a +1 natural armor bonus, but reduces Dexterity by one. The flesh will add a 1hp per caster's level of added protection to the creature, but

will not increase the HD total. This flesh can be wounded and will bleed, but this will have no effect on the sheathed being. Once the flesh has absorbed its hit point rating in damage it will slough off and any further damage is applied directly to the underlying creature. Material Components: A large pot or tank full of primordial life forms, such as pond scum, mold, or fungi. This living soup must then be gradually heated until the material is separated into its basic components. Undead Artisan Necromancy Level: Clr 4, Sor/Wiz 6 Components: V, S, M, DF Casting Time: 1 minute Range: Touch Target: One undead Duration: 1 hour/level Saving Throw: None Spell Resistance: No This spell will only function on any undead being animated by the animate dead spell. The target of this spell will recover some of its original memories and abilities. It receives a single craft or profession skill it had while still alive, as selected by the caster. It is also given a temporary intelligence equal to half the caster's level. Thus it can be given more complicated instructions and even be assigned simple missions. This undead also resists turn attempts as undead with double the number of hit dice. Material Component: A tool that belonged to the undead while it was alive. Utter Identity Divination Level: Clr 9 Components: V, S, M, F Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: See text Spell Resistance: Yes This spell gives the caster a reasonable chance of determining the identity of a single being beyond all reasonable doubt. Each round the caster can ask one question concerning the identity of the target. If the creature fails a Will check, the answer to that question

will be correctly revealed to the caster. If the Will check is successful, then the question can not be asked again or even rephrased until the next time this spell is cast. The types of information that can be determined with this spell include any names and aliases used by the target, identities of family members, the race or species, where and when the target was born, its alignment, and specific long-term activities it has undertaken in the past. The spell can also be used to determine if the identity of the creature has been altered by magical or other means. These alterations include reincarnations, changes in alignment, reversals in gender, alterations due to wish or limited wish spells, transformations to different species, cloning, and the erasure or revision of memories. What the spell can not be used to determine is the true name of a beast. It is not necessary for the target to know the answers to the questions asked by the caster, as they are answered magically. Material Components: Selected rare materials and ingredients worth a total of 400gp, burned in a blessed chalice upon an altar of the characters deity. Focus: Blessed chalice worth 1,500gp. Vanity Image Illusion (Figment) Level: Brd 2, Sor/Wiz 2 Components: V, S, F, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 10 minutes Saving Throw: None Spell Resistance: No When the spell is completed, the caster draws a duplicate illusory image of any creature within range out of a mirrored surface. As long as concentration is maintained the caster can cause this image to move and act at his whims anywhere within a 100-ft. radius. Once the concentration ends, however, this image immediately winks out of existence. If the image moves beyond the line of sight of the caster, the spell is immediately broken. Focus: Any unbroken mirror surface at least 1 square foot in area. Wall of Garbage Conjuration (Creation) Level: Clr 3

Components: V, S, DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Deep pile of garbage 10 ft. thick whose area is up to 10-ft. square/level. Duration: Instantaneous Saving Throw: None Spell Resistance: No Trash arrives from every direction, accumulating into a huge pile of disgusting garbage. This barrier can be readily penetrated and cleared at the rate of 5 ft. per round, but passers-by are certainly not going to be impressed with your activities. The pile is flammable, but will burn with a slow, smoldering flame that emits thick clouds of smoke lasting for 2d4 hours. Cultist priests who worship the reviled god of rot are the primarily users of this spell. Wall of Lightning Evocation [Lightning] Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: 10 yards/level Area: 20-ft.-sq./level Duration: 1 minute/level Saving Throw: Reflex half Spell Resistance: Yes Upon casting this spell, a straight wall of sparking electrical discharges appears between the floor and the ceiling. The vertical wall is 20-foot square per level of the caster, with the width greater than the height. Two solid surfaces must exist across either the entire length or the full height of the wall. The multiple bolts of electricity constantly snap and twist between these two parallel surfaces. The lightning will inflict 3d6hp +1hp per level of the caster upon any creature attempting to pass through it. A successful Reflex saving throw will reduce this damage to half but this throw must be made each time a target passes through the wall. (See the lightning bolt spell description for other damage effects.) Material Component: A copper sphere, which is rubbed by a cloth. Ward Possessions Abjuration Level: Clr 2, Pal 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 full round

Range: Touch Target: One creature Duration: 2 hours + 1 hour/level (D) Saving Throw: None Spell Resistance: No This spell covers all of the possessions worn or carried by the target with a faintly shimmering blue aura. This aura will give a +4 bonus to any item saving throws versus damage caused by weapons or energy attacks. It also renders the items completely immune to damage from acid or rust. Equipment protected by this spell will not wear or grow dull through repeated use. This protection does not extend to the items or equipment worn by another being. Thus it does not protect a saddle on which the target is riding. Nor does this spell protect objects that the target is helping to carry. The items must be entirely supported by the spell target. Arcane Material Component: A piece of amber, or a drop of oil and some powdered resin. Water Sight Transmutation Level: Clr 3, Drd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 10 minutes/level By means of this spell, the caster is able to see clearly through all forms of water including snow or ice. The visibility will be as if the water did not exist, although it does not compensate for any reduction in lighting. Thus this spell is typically only effective out to a range of 500 feet in clear water, 20 feet through glacial ice, and 5 feet through snow. The water will still be visible to the caster, but will appear as a faint, ghostly material. Material Component: A piece of clear glass. Weaken Poison Transmutaton Level: Clr 3, Drd 2, Pal 3, Rgr 2 Components: V, S, DF Casting Time: 1 action Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless) By means of this spell, the caster attempts to weaken the effects of any active toxins in the body of the targets. To have any effect this spell must be cast in the minute prior to the secondary damage taking effect. The target can make an additional Fortitude saving throw against any toxin in his system. If this bonus roll is successful, the secondary damage of a poison is avoided. This spell will also function against alcohol and other chemicals that negatively effect the health of the body or abilities of the mind. However it has no effect on magical potions. Wheel of Pax Enchantment (Compulsion) Level: Brd 4, Clr 4, Pal 4 Components: V, S, M/DF Casting Time: 1 action Range: Touch Area: See text Duration: 10 minutes/level Saving Throw: See negates Spell Resistance: Yes Upon casting this spell a large glowing white wheel of spiritual energy appears in the air above the head of the caster and slowly begins to turn. The wheel has a single spoke for every two levels of the caster and they connect to a glowing hub in the center. The wheel radiates a powerful feeling of peace and contentment within the spell area. Any beings that come within 40 ft. of the wheel must make a Willpower saving or be incapable of performing hostile or aggressive behavior towards another. This includes spoken threats, angry gestures, violent acts, or offensive spells. In addition, any being that attempts to physically, magically, or psionically injure or control any being within 40 ft. of the wheel will be attacked by a bolt of divine serenity. This bolt uses the ranged attack bonus of the caster and has a range increment of 40 ft. Creatures struck by a bolt must make a Willpower saving throw versus spells or be paralyzed for 2d6 rounds. The wheel can emit one such bolt for every spoke. However if the maximum number of allowed bolts is emitted during any one round, then the spell is immediately negated. If the caster moves more than 20 ft. from the wheel, or performs a hostile or aggressive act, then the spell is immediately cancelled.

Arcane Material Component: All parts of a broken weapon or missile. Wicked Blow Transmutation Level: Clr 4, Pal 4, Rgr 4 Components: V, S, DF Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell allows the caster to deal a particularly nasty wound to an opponent. This wound will automatically cause the critical damage for the weapon, or reduce the total hit points of the target to exactly half the current remaining amount, whichever is least harmful. A successful attack with a weapon is required to inflict this wound. Once the wound has been inflicted the spell ends. For example a successful attack with a battle-axe will automatically inflict a x3 critical result. But if the total damage is more than half the remaining hit points, the target is instead reduced to half the current hit point total. Wood Shape Transmutation Level: Clr 2, Drd 2, Rgr 2 Components: V, S, DF Casting Time: 1 full round Range: Touch Effect: 1-ft. cube of wood/level Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes With this spell, the caster is able to make minor, deliberate changes to the shape of any piece of wood. Thus a stave or arrow can be straightened out, the legs of a chair or table evened out, a peephole can be made in an ordinary door, or the door can be reshaped to allow an opening. If the spell area is sufficient, this spell can also alter the shape of a tree. The tree can be permanently shaped to form a small hut, a lower trunk free of branches, a regular or unusual shape, or even a large nest for a Roc or other large flying creature. Intelligent trees can make a Fortitude saving throw to avoid the effects of this spell.

The shaping will tend to bend along the natural grain of the wood, so any breaks across the grain will require a failed saving throw. Otherwise no openings larger than a tenth the width of the piece of wood can be created. The artistry of the changes made to the wood is determined by a carpentry skill check. Woodland Sight Divination Level: Drd 1, Rgr 1 Components: V, S, DF Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level This spell will allow the caster to see clearly through the densest forest and scrubs. Any leaves and small branches blocking the view will become almost completely transparent to sight, and only rocks, trees, and other hard structures will block his vision. Note that an unblocked view to a target does not necessarily allow a clear shot using a ranged weapon or spell.