Analyse Traps (Divination)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segs
Duration: 1 rounds/level Saving Throw: n/a
Area of Effect: 6" radius of caster

Explanation/Description: This spell gives information on one trap effect and connected triggering condition per round, if either the effect or trigger areas are outside the area of effect, the spell will return "something in that direction". This spell is analysing the design intent of the trap, so will ignore internal workings, but will give fairly specific details of both magical and mechanical traps (and indicate whether the trigger and effect are magical or mechanical in nature).

e.g " disintegrate everything in this 10' cube whne that stone depressed" (mag/mech) or " shoot ten arrows at anyone passing this spot" (Mech/Mag) "glyph of Fire damage (Mag/Mag)" "that 10' sq is a pit trap" (Mech/Mech). It while not determine exact spell or casters level, but rather works on the area and nature of the effect and trigger. The material component is a miniature set of thieves tools (worth 10gp).

Arakins Auger (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 hour/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is a variant of Transmute Rock To Mud, which enables the creating of pipes, holes, grooves etc. The caster must prepare a metal plate one side of which is covered with teeth (like a file) of the desired cross-section which may be up to 1 sq ft in area, to the back of which is attched a turning handle, which does not necessarily rotate the plate when turned. Note that the plate does not need to rotate during this spell and so severely asymmetric crosssections can be used. The spell then causes this plate to tunnel through rock at 3 x casters level feet per minute, leaving a fine slurry behind it. The direction of tunneling can be changed at will. Note that the use of long metal bars or chains to extend the handle is perfectly permissable. The caster must remain in contact with the auger at all times, or the spell is broken, though the auger can be moved from site to site during the spells operation. Note that while the auger will require propulsion, the amount of force required while not normally exceed that required to lift 20lb. The material component for this spell are the auger plate etc, which are not used up, and a slurry of jewellers rouge and diamond dust.

Artists Aid (Illusion/Phantasm)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: Permanent Saving Throw: None
Area of Effect: 3 sq ft/level

Explanation/Description: Cast upon a flat surface, this spell provides an artist's sketchpad. This allows the caster to display images he sees or visualises. These images can be maintained without concentration, edited, moved, enlarged, copied, recoloured, stretched, reshaped etc as desired. This illusion is no more likely to deceive onlookers than a painting or photo would be. The material component is a dab of each colour of paint for the pallette to be used (normally black, white, red, yellow, green and blue).

Association (Divination)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Instant Saving Throw: Neg
Area of Effect: 2 objects

Explanation/Description: With this spell the caster can tell if one object was ever part of another one, or if both were part of some other object (eg both buttons are from same coat). If either object is sentient and unwilling it gets a ST (the caster has an INTx5% chance of noticing that this has occurred). The caster can tell when they were seperated to within a time unit (so if seperated less than a day ago within an hour, if less than a millenium within a century). If either item has become part of something else in the meantime (eg a gem has been reset etc) the caster has a 5 x (INT + level)/ (number of changes)) percent chance of still being able to spot the connection. If the objects were never part of the one object, but were closely tied (eg sword and matched dagger, made as pair, or bullet and gun) the caster has a 5 x (INT+level) percent chance of spotting this, dividedby a factor based on weakness of connection. eg arrow fired from bow, factor of 2 +1 per time the arrow or bow has been fired since, ink and inkwell factor of 5. wine and bottle factor of 4, but wine and glass factor of 20 (since neither was very unique to other). The caster cannot detect anything if his chance is less than 5%. The caster can improve this factor by placing the two objects together in the correct positioning/orientation. The material component is a two piece jigsaw puzzle which is burnt, and the ash sprinkled on the two objects.

Aura Coagulator (Abjuration)
Level: 5 Components: V, S
Range: 0 Casting Time: 1 round
Duration: 4 rounds/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: The caster’ s aura is reinforced, effectively adding 10 to her level when attempting to force Wizard Locks and the like. Unfortunately, the caters aura also becomes glutinous and reluctant to move — the caster can move freely, but her aura stays behind. This feels very peculiar and unpleasant, and gives the caster a —4 penalty on her saves and —10 levels Vs Wizard Locks etc until her aura catches up. The aura will catch up, it is just very slow (1/2" movement).

Why yes, I did fumble my spell research, why do you ask?

Bigbees Interposing Sting (Evocation)
Level: 5 Components: V, S, M
Range: 1"/level Casting Time: 6 segs
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell acts as Bigbys Interposing Hand save that it only affects half the weight at each level of effect, but also inflicts D6 damage/round on creatures trying to force past it (once for creatures above 1000lb). The material component is half a bee.

Black Bolt (Evocation)
Level: 5 Components: V, S, M
Range: 1"/level Casting Time: 5 segs
Duration: Instant Saving Throw: 1/2
Area of Effect: 1" x 6" bolt

Explanation/Description: This spell produces a bolt of negative material energy. All those struck by it must save versus spell or lose two levels (one if save). Those that die from this arise as shadows under the control of the catser when next it is night (ie instantly at night). The levels otherwise return at the rate of 1 per week. The spell component are some black volcanic sand, onto which is poured some wine poisoned with black lotus (cost 100GP).

Bladesharp IV (Evocation)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1 weapon

Explanation/Description: This spell covers a bladed weapon in a glowing field of positive energy, which inflicts four points of damage per hit on an opponent. Due to its focussing effect on the edge of the blade, it also gives the wielder +4 to hit. Note that while this damage can strike a creature only hit by magic, it does not enable any weapon or Strength bonus damage to do so. The material component is a small whetstone.

Bludgeon IV (Evocation)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 2 round/level Saving Throw: None
Area of Effect: 1 weapon

Explanation/Description: This spell acts in all repects as Bladesharp IV, save in that it can only be cast on blunt weapons. The material component is a lump of lead.

Body Sculpture (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 6 hour
Duration: Permanent Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: As Polymorph Other but cannot change mass by more than +50%/-25%. Cannot completely change body form (no more than 1 extra pair of limbs/1 extra head etc). Need not be to known form or anything that exists. Target must make a system shock roll or die. SS rolls will be worse than standard if major changes are made depending on how much the mage has researched etc the physiology of the new and old forms. These reductions work by reducing % chance of survival by some proportion (or give "doesnt work properly percentage")(eg nice wings cant fly for toffee). There is no risk of mind loss. Can give new powers etc. The dispellability fades like polymorph. It is possible that some changed creatures might breed true. The material components are a lump of clay and a fluid ounce of the targets blood (which are consumed), and a sharp set of surgeons tools worth 1000 GP which aren't.

Call Lightning (Evocation)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 turn/level Saving Throw: 12
Area of Effect: 36" radius

Explanation/Description: As the druid spell of the same name.

Chimerise Plant (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Instant Saving Throw: Neg
Area of Effect: 1 plant

Explanation/Description: This spell is cast upon a plant which has had parts of other plants grafted onto it successfully. It attempts to turn it into a true-breeding creature. The plant gets a ST. If this is unsuccessful it must make a System shock roll to survive, and a system shock roll for each graft involved (possibly with modifiers for compatibility or otherwise of graft). An unsuccessful SS roll will cause the corresponding graft to become incompatible, and one of the plants grafted together will die. Whatevre the result of the roll there is a 2-5% per level chance (depending on similarity) that each graft (whether compatible or not) will become true breeding. Repeated catsings of this spell merely require anotehr system shock for survival. The material component is a blood-and bone meal made from a chimera.

Claircommunicate (Divination)
Level: 5 Components: V, S, M
Range: Special Casting Time: 4 segs
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell gives the effect of having used Clairvoyance, Clairaudience, Clairvisibility and Clairaudibility on the desired location. The material components are those required for all spells. The material components are two silver horns, a pinch of pineal gland and a mirror.

Clairdetect (Divination)

duration: 1 rnd / level cast: 5 seg ST: none

area: special range: special comp: V, S, M

As Clairvoyance but instead of effecting the visual sense this spell is stacked with a detection spell, which is already in operation to enable it to operate as if from the desired location. This spell can be used in conjunction with an established scrying link (eg from Clairvoyance or a crystal ball) to detect things at the scryed point (even if this is on a different plane). It can also be used by itself if the detection spell only registers a unique object/place, in which case it can only detect objects etc on the same plane. Note that in this case all the spell will do is create a scrying link to the object and register on the detection spell. The material component is a spherical crystal bowl (with lid) worth 1000 GP (which is not used up)and the components required for the other spell which are placed in it and used up or not depending on the other spell.

Cloth of Water (Alteration)

Level: 5
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 hour
Duration: One task Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is similar to Cloth of Gold, and allows non-magical liquids to be spun and worked. Tools prepared for cloth of gold can be used for this spell without problems. The material component is a crystal needle.

Concealed Treasure (Abjuration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: Cast upon an object or group of objects hidden together in some way, it prevents any creature within 12" of INT above animal, except the spell caster, from finding, noticing, or detecting them, and ensures that he can do so. this effect is similar to psionic invisibility. It can be overcome by successful magic resistance, or by Mind Blank, Mind Bar, or similar mind-protecting magic. The spell lasts until the objects are moved, or it is dispelled. It does not prevent the objects being moved accidentally if they are not well hidden. One casting of the spell will effect objects of up to 250 GP total value per level of the caster. Single objects worth more than this may not be treated by repeated applications. The material component is a map, which is burnt during the casting of the spell, showing how to find the treasure from a nearby landmark, and a flame source with which to light it.

Cone of Fire (Evocation)

duration: instant cast: 5 seg ST: 12

area: 120° cone 1"/level long range: 0 comp: V, S, M

As Cone of Cold but does fire damage. The material component is a cone made from phosphorus.

Coordinate Clairvoyance (Divination)

Level: 5
Level: 5 Components: V, S, M
Range: Special Casting Time: 5 segs
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is identical to Clairvoyance, save in that the locale viewed is defined by its coordinates relative to the mages position at the time of casting, rather than by visualisation of the desired location. The material components are a pinch of pineal gland, a T-square and a compass.

Countermagic IV (Abjuration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1 creature/object

Explanation/Description: This spell acts as a pre-cast dispel magic on any spell targetted on the target. The dispel is cast at the spellcasters level with a base 175% - 25 x level of incoming spell chance of success. If it succeeds in dispelling the incoming spell by a margin of 25% or greater this spell remains in operation, otherwise it stops. The material component is a pinch of a powder made by drying a beholder's central eye.

Create Drinkable Wine (Evocation)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: Instant Saving Throw: None
Area of Effect: 1 bottle of wine

Explanation/Description: This spell createa a non-magical double of a bottle of non-magical alcoholic beverage. the spell has two material components. The first is the bottle of alcoholic beverage, which is not used up, the second is a similar bottle filled with grape juice (or other similarly appropriate liquid) into which powdered gemstones of an appropriate colour have been mixed. The gems must be worth at least as much as the alcoholic beverage to be duplicated (to provide sufficient valu). The gemstones and liquid are used up and replaced in the second bottle by the duplicate liquid. Note that the maximum value of a bottle of wine which can be duplicated is (casters level -8) x1000 GP.

Crossplanar Clairaudibility (Divination)
Level: 5 Components: V, S, M
Range: Special Casting Time: 1 turn
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell enables the mage to use a variant of Clairaudibility which can operate crossplanar. Those spells which can be used in conjunction with a crystal ball will also combine with this spell. However, while the base chances of scrying success are the same as for a crystal ball, there is a bonus of 25% +5% per level of the caster above the minimum needed to cast the spell. The material component is a silver horn worth at least 100GP, which is used up.

Crossplanar Clairaudience (Divination)
Level: 5 Components: V, S, M
Range: Special Casting Time: 1 turn
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell enables the mage to use a variant of Clairaudiance which can operate crossplanar. Those spells which can be used in conjunction with a crystal ball will also combine with this spell. However, while the base chances of scrying success are the same as for a crystal ball, there is a bonus of 25% +5% per level of the caster above the minimum needed to cast the spell. The material component is a silver horn worth at least 100GP, which is used up.

Crossplanar Clairvisibility (Divination)
Level: 5 Components: V, S, M
Range: Special Casting Time: 1 turn
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This variant of Crossplanar Clairvoyance, instead of allowing the caster to view a location, projects an image of the caster at the visualised location. This image is obviously not real, being slightly translucent. The caster can also transmit images of objects he can see within 1" of him. Note that however, the light intensity produced can never be so great as to cause damage, and that if the caster is on a world where scrying objects causes the same effects as viewing them, while the images of eg Symbols can be projected, the object in question will automatically effect the spellcaster first, with no saving throw. The material component is a miniature crystal ball worth 100 GP, which is used up and a suitable viewing surface, which is not.

Crossplanar Clairvoyance (Divination)
Level: 5 Components: V, S, M
Range: Special Casting Time: 1 turn
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell enables the mage to use a variant of Clairvoyance which can operate crossplanar. Those spells which can be used in conjunction with a crystal ball will also combine with this spell. However, while the base chances of scrying success are the same as for a crystal ball, there is a bonus of 25% +5% per level of the caster above the minimum needed to cast the spell. The material component is a miniature crystal ball worth 100 GP, which is used up and a suitable viewing surface, which is not.

Cure 2d8 (Necromancy)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: Instant Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell cures 5D8 HP of damage. The material component is a bandage.

Dancing Sword II (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 1 rnd/3 level Saving Throw: None
Area of Effect: 1 sword

Explanation/Description: When this spell is cast on a sword which contains a spirit it enables it to dance for 1 round per 3 levels of caster (round to nearest). It fights as a fighter of level (EGO/2) up to a maximum of casters level. It gets no strength bonus. It has a 12" flight move, unless it has a better means of motion built in. The material components are some honing oil and a hawk's feather.

Detect Change (Divination)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segs
Duration: 1 round/level Saving Throw: None
Area of Effect: 6" (8") radius

Explanation/Description: This spell emits an 8" radius mass detector (which registers all non-nondetectioned objects in the area). This resets every segment and any change is noted. It alerts to any instant change in the inner 6" radius region. ( a band width of mass and/or volume is selectable). It is set off by objects moving at more than 60". If the caster moves at more than 20" all he gets is static, and if he teleports etc, he gets a segments blip. The material component is apiece of a teleporting creature.

 

Detect Curse (Divination)
Level: 5 Components: V, S, M
Range: 1"/level Casting Time: 5 segs
Duration: 2 round/level Saving Throw: None
Area of Effect: 1 object/creature

Explanation/Description: This spell enables the caster to detect curses on an object/creature. This spell will detect curses caused by Curse spells, most standard cursed items and similar spells/effects. It will not detect dooms, divine curses (unless the god wants everyone to know), side effects or the more subtle curses - for example a sword -2 which forces its wielder always to use it will be spotted, while a sword with a charm style enchantment so its wielder likes it and thinks it is better than it is will not be spotted. This spell will penetrate the standard anti-detection defences of cursed items, but not NON12DETECTION or similar. This spell is designed to spot straightforward 'trap' items, It will not spot an item which will curse someone under specific circumstances, (such as many altars) since there is no curse present. The caster can analyse one curse per 10 rounds, getting a rough feel for its import.

Detect Inherent Transitions (Divination)
Level: 5 Components: V, S, M
Range: 6" Casting Time: 5 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1 " cube per level

Explanation/Description: This spell displays the inherent transitions and alternate states of objects within the area of effect, which consists of casters level contiguous 1" cubes. These, appear Visibly and Noticeably (as translucent ghostly images superimposed on reality), and with cause always preceding effect (NB if the caster can see or sense through solid objects he will be able to see those portions of images which overlap with such materials). The caster may choose to suppress all bar his level motions. He can replay these motions, and choose the speed at which they run, during the spell durations. NOTE The transitions and alternate states are best described as those which were designed into the object, whether magical or mechanical in nature. ie the fragmentation of the skin of a grenade, but not its explosion pattern. This spell would show a constructed rockfall starting to topple, then blur into static, as the detail passed beyond design, and ignore a potential natural rockfall altogether. This spell is used to ascertain how traps are set off and what they do, spot secret doors (and their opening mechanisms), analyse machinery etc,. It does not spot shapechangers. The material component is a whisker from a cat (the state of whose health is currently unknown to the mage).

Detect Portal (Divination)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Concentration Saving Throw: None
Area of Effect: 1 plane

Explanation/Description: When cast the caster learns the locations and perceives the signatures of all portals/gates/nexi on the plane (will not detect a portal concealed by both ethereal and normal shielding or similar). The location is certain to within 10% of distance from caster. This spell can be cast through a crystal ball/Magic Mirror. If the mage concentrates on analysing the signature of a given portal (note these are instantly distinguishable) he can gain information as follows:

after 1 round whether to Alternate prime, Elemental, or outer plane

after 1 turn location to within 10% of distance (if this is > 12 mile

each subsequent turn reduces error by a factor of 2 down to

a minimum of 12 mile, or 1% of distance if greater).

after 6 turns which alternate prime or elemental, clues as to

Outer (can recognise known planes)

Dispel Magic Thoroughly (Abjuration)
Level: 5 Components: V, S
Range: 12" Casting Time: 5 segs
Duration: 1 round/level Saving Throw: None
Area of Effect: 3" cube

Explanation/Description: This spell lets off 1 Dispel Magic per round against the same target for casters level rounds.

Dispel Magic II (Abjuration)
Level: 5 Components: V, S
Range: 12" Casting Time: 5 segs
Duration: Instant Saving Throw: None
Area of Effect: 4" cube

Explanation/Description: This spell acts as a Dispel Magic, save in the targetting, which enables it to be cast in the following ways. On everything in a 40 ft cube, or on up to casters level creatures/objects in a 40' cube, or on up to casters level designated spells in a 40' cube, or 1 spell at + 4 levels of effect. Note that for purposes of permanencied spells, it is still the casters actual level which is relevant.

Dispel Technology (Abjuration)
Level: 5 Components: V, S, M
Range: 1"/level Casting Time: 5 segs
Duration: Instant Saving Throw: Special
Area of Effect: 3" cube

Explanation/Description: This spell was based on Dispel Magic and the assumption that technology has, in some sense, the same relation to the flow of elemental forces as magic has to the positive- negative material flow. It therefore works by 'violently shaking' this balance. This will have no effect on those creatures / objects which have both magical and technological existance (eg humans, fires) but will disrupt many technological devices by eg vastly increasing the rates of reactions, causing currents to reverse, charges to cease to exist etc, changing the decay rates of radioactive materials, changing the compressability of liquids/gases. Most worlds have a "technological threshold". It will tend to effect objects above/ near that but not simpler ones. The chance of dispelling is mages level x 5%, modified by the resilience/ simplicity of the item and other fudge factors ( the effect of this spell quite obviously varies from plane to plane and device to device ). The material components are a stone, some sea water, falme and breath.

Divinator V (Divination)
Level: 5 Components: V, S
Range: Touch Casting Time: 5 segs
Duration: Special Saving Throw: n/a
Area of Effect: 1 spellcaster

Explanation/Description: This spell enables the target spellcaster to cast any divination spell of fifth level that he has in mind at the time, in the subsequent round, without using it up. It will not normally work on a world where spells are chosen at time of casting. Note that the divination spell will go off at the lower of the spellcasting levels concerned.

Dryclean (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: Instant Saving Throw: None
Area of Effect: 1 object

Explanation/Description: This spell cleans one inanimate object thoroughly. It can remove magical dusts, glues etc., remove the rock left when a Rock To Mud is dispelled and the (now muddy) carpet is in the area of effect or cope with other extremely difficult cases. It also restores faded colours and removes stains, including accidentally bleached portions. The material component is a small sponge soaked in alcohol.

ELANA’ S COLLAPSE SPELL Alt L5

Components: V, S, M Range: 1"/level Casting Time: Special Duration: Instantaneous Saving Throw: Special Area of Effect: Special

Explanation/Description: This spell is related to Shatter and Structural Failure: it weakens the joints of composite structures (e.g., furniture, wagons, houses, and castles), doing hit point or structural damage as appropriate to the target.

The casting time depends on the damage to be done: with the base casting time of 1 round, the spell does five hit points of damage per level of caster, or half a structural point per level of caster, as appropriate to the target. If the caster has inspected the structure (including from the inside, if it has one) for at least 5 rounds, and spends a turn casting the spell, the damage is doubled.

This spell won’ t affect living creatures, welded structures or things made out of a single piece of material. Objects with a largest dimension that is larger than (5%caster’ s level) feet are also immune. There is a saving throw for half damage, against crushing blow, for magical objects, but not for mundane ones.

The material component of the spell is a tool suitable for damaging the target, which is used up.

Elric's Acid Rain (Evocation)
Level: 5 Components: V, S, M
Range: 15" Casting Time: 5 segs
Duration: 10 rnd + 1 rnd/l Saving Throw: 12
Area of Effect: Special

Explanation/Description: This spell calls into existence a 20' x 10' x 10' high purple and green roiling cloud, which rains fuming Nitric Acid doing 2D6/rnd. It will not be shifted by less than 30 mph winds. If the cloud is hit by a lightning bolt, it will explode for a 6D6 fireball and cease raining for D4 rounds (but then start up again). The material component is a miniature umbrella, full of holes.

Enchant Focus Item (Item Enchantment)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 60 hr/CF
Duration: Special Saving Throw: None
Area of Effect: 1 object

Explanation/Description: This spell enchants an object as a focus item for a particular spell. A focus item works as follows: The item is enchanted with a particular spell, which determines the CF. The user then casts any spell of the same level and class into it and the item absorbs that spell and casts the one with which it was enchanted, at the lower of the levels of the user and creator. The user has as much control as with a limited item. Note that focus items cannot be powered by other items.

Enchant Library Book (Item Enchantment)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 2 weeks
Duration: Special Saving Throw: n/a
Area of Effect: 1 book

Explanation/Description: With this spell a mage can create a magical tome such as those found in the great library. He can put in as much information as he likes, subject to the constraint of not taking any time off (ie must spend 8 hours a day on it). The book will expand to take notes, but no major additions may be made. The books so created contain more information than they appear to have pages, always display the section you are hunting for (in terms of a bit of the book, not "information on....") are self cleaning and have most other properties of magical books. The enchantment costs 2000 gp + a binding appropriate to level and type of spell (cf item creation).

Enhanced Web (Evocation)
Level: 5 Components: V, S, M
Range: 12"/level Casting Time: 1 seg
Duration: 1 turn/level Saving Throw: Special
Area of Effect: Special

Explanation/Description: This spell produces a web of sticky strands in a volume of up to 8 cubic inches which can be free standing. It must be at least 1" thick. Any creature in or touching the webs is stuck fast. The webs are non-flammable and will not suffocate those caught in them. Lemon juice will dissolve them and a creature covered in lemon juice will be able to move relatively freely through the strands. Creatures with under 19 strength will be unable to move, those with 19 or greater strength will be able to move at 1' a round. (Note that great mass equates to great strength in this case and gargantua will be able to ignore the webs). A creature which saves against this spell can move 1' per inch of movement towards the edge of the web before being caught. The saving throw is made at -2. The material component is a small string bag.

Expert System Modify (Divination)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 day Saving Throw: NONE
Area of Effect: Caster

Explanation/Description: This spell allows modification of an already existing expert system (see Expert System Create) to create a new one. The material component is some writing materials

Floating Block (Alteration)
Level: 5 Components: V, S
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: n/a
Area of Effect: 10 cu ft/level

Explanation/Description: Cast on a block of material (normally blocking a portal). It allows the block to be moved merely by touching it, moving as if it were massless and smoothly sliding. This is possible on the fulfillment of some simple condition (particular person, or password etc). The spell will not be fooled by L1-3 illusions, or Polymorph Self, but more powerful magics can deceive it. The block can be moved upto 1" from the portal. NB as one cu ft of rock weighs 100-150 lbs and one cu ft of iron weighs 450 lb such portals are typically fartoo heavy for Knock spells or bend bars rolls. A particular block may only have one Floating Block cast on it. Subsequent ones will not effect it.

Fly 24" (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 1 trn/l + 1D6 trns Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell is identical to Fly save that the base flight speed is 24". The material component is a feather from a bird that can fly at 24".

Foresee Offspring (Divination)
Level: 5 Components: V, S
Range: 0 Casting Time: 1 round
Duration: 1 turn Saving Throw: None
Area of Effect: 2 creatures

Explanation/Description: This spell enables the caster to visualise his levl of random potential offspring of a particular pair of creatures or plants. If the creatures are not naturally cross-fertile, he will discover this fact. He will get about as much information as he could by examining the offspring for 1 turn, doing simple tests. If one or both creatures are immature, one or two Spot Potentials are equired as well.

Form of Shadow (Evocation)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 hour/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell turns the recipient and all they carry into the form of a shade for the duration of the spell. The recipient retains HP, THAC0, damage etc subject to DM twists. They can survive in all environments a shade could. This is esssentially a variant Polymorph Self spell to aid exploration of the negative material planes. Note that the recipient will be unable to enter a P. F. E 10' unless a paladin.

Freeze Conditions (Alteration)
Level: 5 Components: V, S, M
Range: 1"/level Casting Time: 5 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 spell

Explanation/Description: This spell is cast on another spell that has trigger conditions, such as Magic Mouth. For the duration of the Freeze Conditions the target spell will not notice if its conditions are met or broken. Thus the Magic Mouthwill not trigger if a person comes within range, or the trigger item is removed, or whatever may be appropriate.

When Freeze Conditionsexpires, the target spell does not become aware of the changes that took place while freeze conditions was in effect. It will become aware of the current state, though, triggering or not as appropriate.

Full Telepathy (Divination)
Level: 5 Components: V, S, M
Range: 12" Casting Time: 5 segs
Duration: 1 round/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell allows a full mindmeld between the caster and the target, with language being unlikely to be a problem. The material component is two identical copper or iron coins.

Fumble Monster (Enchantment/Charm)
Level: 5 Components: V, S, M
Range: 1"/level Casting Time: 5 segs
Duration: 1 round/level Saving Throw: 12
Area of Effect: 1 creature

Explanation/Description: This spell is identical to Fumble in all respects, save in that it works on monsters (Like Fumble). The only difference is that this certainly works on axe-wielding sabre-toothed tomatoes and Fumble possibly does'nt. The material component is apiece of butter.

Giant Animal (Alteration) Reversible
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Instant Saving Throw: Neg
Area of Effect: 1 animal

Explanation/Description: Cast on an animal (non giant natural creature of INT low or below with no magical powers), this spell turns it into a true breeding giant (or dwarf) version of the same. This spell does not change the current size of the animal, though if it is still growing it will affect its future development. Note that normal sized creatures will have difficulty bearing giant progeny.. The creatures HD can be increased (or if reversed decreased) by 1 HD /2 levels to a maximum HD of casters level, minimum of 1 HP. Damage done by attacks varies roughly in proportion to size, move rates may vary slightly, andarmour class varies, being better for larger or very small creatures. All changes other than in HD are at DMs discretion. This spell is not dispellable on creature or offspring, as it alters its true form. The material component is some nourishing food or in reversed form crystallised fruit or pork scratchings (which must be eaten by the creature). If the creature fails a system shock roll, it will die in a day or two.

Gilgalan's Spell Enabler V (Evocation)
Level: 5 Components: V, S
Range: Touch Casting Time: 5 segs
Duration: Special Saving Throw: None
Area of Effect: 1 spellcaster

Explanation/Description: This spell enables the target spellcaster to cast a No Effect V in the subsequent round without any effect on those spells he has in mind at the time.

Glance IV (Evocation)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1 creature/object

Explanation/Description: This spell covers the creature/object in a glowing field of positive energy, which deflects weapons. It gives +4 AC vs. all attack forms. The material component is a polished piece of turtleshell.

Glean (Evocation)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1"/level radius

Explanation/Description: This spell creates 6 x casters level unseen servantlets (1 HP can lift 3 lb), which will pick fruit/glean grain etc within 1"/level of caster (who can move around). They will bring the fruit etc to the caster and can be told to put it in nearby baskets. They can only be used to collect fruit, nuts, grain etc and can only be given very simple orders as to which fruit to pick (eg all fruit, strawberries, wheat, ripe apples, now pick pears, green plums etc). They have virtually no initiative and the discernement of the average ten-year old who has been fruit-picking for a couple of days. The material component is a handful of straws.

Grandmothers Footsteps (Divination)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 turn/level Saving Throw: None
Area of Effect: Special

Explanation/Description: The caster sprinkles an area with a fine powder of sapphire (worth 1 sp/square foot). He can then use this to "view" any period up to 1 month per level ago. The dust will reveal any foot prints/ impressions made on any surface of wood, stone or similar "static" material (this will not work on eg cloth, water) in the area covered. These will appear at a one to one correspondence to real time, though the mage can jump forward/rewind any amount of time at will, taking a round to do so (no marks will appear in this time). These footprints will be essentially perfect on stone/hardword, dodgy on baked earth/ rotten wood/ grass covered ground. The mage can cover upto 25 sq ft per round with the dust during the initial casting time, which can later be extended during the spell, though in that case he can only extend it contiguous with the existing area at a movement rate of up to 5'/rnd, forming a 5' wide path (note that the minimum expense per round of extension is 25SP

Greenhouse (Abjuration)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 5' radius sphere

Explanation/Description: This spell is cast on a plant, and produces an area of optimal climate for that plant, whcih is fixed in space. This spell works much better indoors, and is dispelled by windspeeds of > casters level MPH. It cannot produce excessive climates. The spell ceases to work if the plant dies or is removed from the area of effect. Indoors it can produce the desired temeprature, humidity etc, outdoors it can only effect temeperature by 1 degree F per level and humidity by 2% per level. Material component is a large glass bottle which is used up.

Holding (Alteration)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segs
Duration: 1 turn / level Saving Throw: None
Area of Effect: One container

Explanation/Description: Cast upon a container of volume up to 1 cubic foot per 2 levels of the caster, it produces an attached area of extra-dimensional space, like that in a Bag of Holding. This has a weight limit, as chosen, of up to 200lb per level the caster is above eighth. It has a volume limit of 30 cu ft for each 200lb of weight limit. It has a fixed weight (added to that of container regardless of itscontents) of 8lb for each 200lb of weight limit. The material component is the cheek pouch of a bullfrog.

Ice Tomb (Evocation)
Level: 5 Components: V, S, M
Range: 12"/L Casting Time: 5 segs
Duration: Instant Saving Throw: 12
Area of Effect: 1 creature

Explanation/Description: This spell effects 1 creature of height =< (level-3) feet tall. It does level (D4+1) cold damage (ST 12). If the target fails its save then it is entombed in a block of ice. It takes D6 cold damage per round and suffocates in Con rounds. The tomb can be broken from the outside, by taking 2*level hits (excess effects target). It otherwise lasts until it melts.

Improved Materialise (Alteration)
Level: 5 Components: V, S
Range: Touch Casting Time: 1 turn
Duration: 1 hour/level Saving Throw: n/a
Area of Effect: 1 spell casting being

Explanation/Description: This spell is an improvement of Materialise. It does not take effect until it is mentally activated by the caster or recipient, subsequent to the spell being cast. It then has the same effects as the basic spell, lasting for one turn. This spell is compatible with (IMPROVED) VOCALISE / SOMATICISE, with the restriction that only one spell affecting any component of spell casting may be in effect or awaiting activation simultaneously on a subject. The material component is

Invulnerability II (Abjuration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: The creature effected can only be hit by +1 or better weapons. The material component is some hide from a creture only hit by +1 weaponry.

Ironhand IV (Evocation)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1 natural weapon

Explanation/Description: This spell acts as Bladesharp IV, save in that it is cast on a single natural weapon (e.g. mouth, hand, hoof, foot...). The material component is a nailfile.

Know Position (Divination)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segs
Duration: Instant Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell enables the caster to know his present position in any desired frame of reference (eg meters N/E/down from the dungeon entrance, latitude/longitude/altitude etc). The accuracy is one part in 10 to the power of (level/2) of the distances involved in the answer. The caster must understand the frame of reference. The material component is a pair of dividers.

Kstra'ah's Roar (Evocation)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segs
Duration: 1 segment/level Saving Throw: 12
Area of Effect: Special

Explanation/Description: This spell is only effective if the caster is capable of producing very loud roars (Kstra'ahh is a gold dragon). Roars produced by illusionary means, such as Audible Glamour, or using polymorph spells, which do not give the attack modes of the creature turned into, such as Polymorph Self, are not effective. This spell magically focuses and amplifies these roars so as to do damage. In each two whole segments of the duration of the effect in which they are not using their mouth for other things (speaking, spellcasting, bite attacks etc.) the caster can choose to raor. All creatures in a cone 1/4 " per level long by 1" base take 2D6 damage and are deafened for 1D4 rounds, a successful ST vs. breath weapons will halve each of these. At the refereees option, this cone may bounce of flat sound reflecting surfaces; creatures struck more than once do not take extra damage, but save at -2. All creatures within 1" of the cone (including the caster) must save at +2 or be deafened for 1 round. If the caster fails the save by rolling a 1, he is deafened until cured with Cure Deafness, Heal or similar magics and takes 2D6 damage. The material component is a miniature metal horn with a handle on the side.

Kstra'ahh's Thundershield (Evocation, Abjuration)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segs
Duration: 2 rnd + 1 round/l Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell acts as a Fireshield, save in that the flames are violet shot through with blue sparks, and the attacker takes the damage they inflicted in fire damage and the same amount in Lightning damage. The combination counts as thunder damage for Arduin Creatures. The spell also retaliates for non-damage doing touch range attacks (e.g. level drains/blasts) from creatures particularly vulnerable to thnmder, doing D10/D10 for each attack. Cold based attacks on the caster are saved against at +1 and either half or quarter damage will be sustained. Fire and lightning attacks are saved against normally, but if the caster fails their ST, he will take double damage. The material component is a bit of phosporus and a live lightning bug, or the bodie sof four dead ones.

Kstra'ah's Wall of Thunder (Evocation)
Level: 5 Components: V, S, M
Range: 6" Casting Time: 5 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell brings forth a blazing, Flickering curtain of violet magical fire shot through with blue sparks. This inflicts 1D6 + (1 HP per 2 levels of caster) fire damage and the same of lightning to any creatures passing through it. Creatures standing within 1" of the outer surface of the wall take D4 normal fire damage and 1D4 normal spark damage per round, while those within 2" take one point of each form of normal damage. Arduin Creatures treat the damage from this spell as thunder damage and creatures particularly vulnerable to thunder take an extra 50% of the damage. The wall lasts for as long as the caster concentrates on maintaining it, or for 1 round per level in the event that they do not wish to concentrate on it. The wall can be a sheet up to 2" square per level of caster, or a ring of radius 1" plus 1/4"/level height 2" centred on the caster, or a sphere of radius 1" +1/10 " per level centred on the caster. The first shape is stationary, while the other two move with the caster. The material component is phosporus and powdered meteor iron. Most D. M. rulings applied to Wall of Fire will also apply to this spell.

Lengthen II (Alteration)
Level: 5 Components: V
Range: Special Casting Time: 5 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell extends the range of a spell cast in the next round. The spell to be cast must be designated when this spell is cast. This spell increases the range of first to fourth level spells by 50%. It cannot be dispelled seperately.

Lightning Shield (Evocation, Alteration)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segs
Duration: 2 rnd + 1/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell acts as Fire Shield save that the two versions are as follows:

1) The flames are white-blue or violet and do lightning damage. The mage saves at +2 vs. acid and takes 12 damage or none if he makes his save. The mage takes double damage if he fails his save vs. lightning. The material component is a dead thunderfly.

2) The flames are black or green and do acid damage. The mage saves at +2 vs. lightning and takes 12 damage or noneif he makes his save. The mage takes double damage if he fails his save vs. an acid based attack (includes chlorine breath). The material component is a hornet.

Lightshield (Evocation, Abjuration)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segs
Duration: 2 rnd + 1 round/l Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell acts as a Fireshield, save in that the flames are white, and the attacker takes the double the damage they inflicted in positive material energy damage. The spell also retaliates for touch range attacks from negative energy creaturesder, doing D10/D10 for each attack. Negative energy attacks on the caster are saved against at +2 and either half or no damage will be sustained, the caster gets a ST of 19 vs. level drains/blasts if he normally has no ST. Positive energy attacksare saved against normally, but if the caster fails his ST, he will take double damage. The material component is a firefly..

Link (Divination, Alteration)
Level: 5 Components: V, S, M
Range: 1"/level Casting Time: 5 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 2 objects

Explanation/Description: This spell is cast on two similar inanimate objects of up to 10 lbs/level weight each. For the duration of the spell anything, including movement, that happens to the controlling object also happens to the other. Note that neither object can be in the possession of another being at the time of casting. The material component is a short length of fine chain.

Liquefy Stone (Alteration)
Level: 5 Components: V, S, M
Range: 1"/level Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 2" cube/level

Explanation/Description: This spell alters the consistency of rock( or earth, sand, glass, pottery, gems etc) as desired by the spell caster between solid and a fairly viscous liquid. The material component is a piece of glass heated to the correct consistency during the spellcasting. The spell takes effect gradually over the secoind half of the casting time. While relatively detailed work can be done with this spell, the affected area must be such as to fit within casters level of contiguous 20ft cubes, all within spell range. The effect is permanent until dispelled and a single dispel targetted on this spell will solidify the entire area at once. Note that the liquid state is dense and not miscible with most other substances, so trapped air, water, humus etc will float to the surface if it is thin enough. Creatures caught in the area will float well and may swim (ponderously) if the liquid is not too viscous. Liquid stone can be moved with Move Earth. When the spell is dispelled the stone has a finegrained metamorphic or even igneous texture, depending how liquid it was.

Logical Laser Beam (Evocation, Divination)
Level: 5 Components: V, S, M
Range: Special Casting Time: 5 segs
Duration: Instant Saving Throw: 12
Area of Effect: One creature

Explanation/Description: This spell is identical to Laser Beam save that it can be fired through a previously seen scrying point (requiring two simulaneous see invisible rolls) as well as through air. It will then affect the scryer in the normal manner.

Luinrods Curtain (Evocation)
Level: 5 Components: V, S
Range: 6" + 1"/lvl Casting Time: 1 turn
Duration: Permanent Saving Throw: Neg
Area of Effect: 4 sq "/level

Explanation/Description: This creates a curtain of appearance specified by the caster. It can be opaque, translucent, transparent, mirrored or glowing bright as fire (to infra/ultravision also as desired). It can be any colour or colours; plain or patterned; fixed, shifting, or cycling. Its appearance can vary across it and can be different one side to the other, even transparent one way, opaque the other. Seperate castings of the spell can be joined at the edges and their appearances matched easily. The curtain is flexible, blocks drafts and light rain, and is airtight but creatures, objects and strong winds can push through it. It is stretchy, weightless, and flutters silently in the wind. The curtain is either fixed in place with no need of support, free to be blown or pushed around, or attached to or coating an object (unwilling creatures get a saving throw to avoid its being attached to them).

Magic Mirror (two Way) (Divination)
Level: 5 Components: V, S, M
Range: Special Casting Time: 1 hour
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell gives the effect of having used both Magic Mirror, and Magic Window on the desired location. The material component is that required for both spells.

Magic Mirror (with Sound) (Divination)
Level: 5 Components: V, S, M
Range: Special Casting Time: 1 hour
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell gives the effect of having used both Magic Mirror, and Magic Horn on the desired location. The material components are those required for both spells.

Magic Trumpet (two Way) (Divination)
Level: 5 Components: V, S, M
Range: Special Casting Time: 1 hour
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell gives the effect of having used both Magic Horn, and Magic Trumpet on the desired location. The material component is that required for both spells.

Magic Window (with Sound) (Divination)
Level: 5 Components: V, S, M
Range: Special Casting Time: 1 hour
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell gives the effect of having used both Magic Trumpet, and Magic Window on the desired location. The material components are those required for both spells.

Mass Knock (Alteration)
Level: 5 Components: V
Range: 6 Casting Time: 5 segs
Duration: Instantaneous Saving Throw: None
Area of Effect: 3" area

Explanation/Description: This acts as the caster's level worth of Knock spells, affecting up to 2 x caster’ s level fastenings in the specified area. It can open one door with many fastenings, many with a few each, or any combination.

Merrick’ s Heartfelt Testimony (Abjuration)
Level: 5 Components: V, S
Range: 0 Casting Time: 1 round
Duration: 4 rounds/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: The caster’ s aura is reinforced, effectively adding 10 to her level when attempting to force Wizard Locks and the like.

Merrick’ s Marvellous Masterkey (Abjuration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 rnd
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 spell

Explanation/Description: This spell acts in similar manner to MERRICK’ S PERSUASIVE PASSKEY., except that, for the purposes of determining success, a Wizard Lock is deemed to have been cast at three levels lower and a Personal Lock at three levels higher than is actually the case. The material components are a silk glove and a small golden key blank.

Micro-telekinesis (Alteration)
Level: 5 Components: V, S
Range: 3 ft (char) Casting Time: 5 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1" cube (char)/level

Explanation/Description: This spell is a variant of Garkins Assistant. The mage can telekinese up to level + INT objects of mass up to level grams each. These can be moved freely and independently within the area of effect. Fine work can be done on scales down to 1/level*x2 times that which the mage could do with his/her hands. There is only rather crude touch feedback, and some form of microscopic vision is needed for fine work. Note that both range and area effect are in character feet/inches.

Mutate (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Instant Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell is cast on a creature in the early stages of pregnancy. It causes the gain/loss of a characteristic to occur in the foetus/es. There is a 5% / level chance that a desired change is caused, a 10% chance of a sideeffect, 5% / level chance that the change will be inheritable and a 10% chance of sterilization. All these chances should be modified for drasticness.

Net of Light (Evocation, Illusion/Phantasm, P)
Level: 5 Components: V, S, M
Range: 1"/level Casting Time: 5 segs
Duration: 1 segment Saving Throw: Special
Area of Effect: 2"x2" sheet

Explanation/Description: This spell causes a 2"x2" (approx, will deform in presence of walls to another shape of about the same area) net of brilliant shifting colours to leap from the mages fingers (in a 2" long cone) and streak out to the end of spell range. Minor obstacles such as people, doorways, etc it flows round, glancing impacts ( eg curved corridor, corners <60‘) deflect it, while direct impacts with barriers cause it to splash and dissipate. Anyone save caster within 6" of the path of the net who sees it and fails a save vs. magic will waste 1 seg standing entranced by the brilliant, flowing, colours. Also anyone struck by the net will take D6/level damage (ST for half effect even if entranced). The type of damage (and ST) depends on which random colour they were struck by, for a net of light contains a chaotic mix of elemental and magical forces. Colours and their effects are as follows

D8 Colour Damage Element ST(creature) ST(object)

1 wet black Acid water breath(acid) Acid

2 fiery red Fire fire breath(fire) Fire

3 sandy orange Rocks earth falling Crushing blow

4 sodium yellow M Missile +ve Magic Disintegrate

5 misty green Chlorine air breath(chlorine) no effect

6 electric blue Lightning air breath(Ltg) Lightning

7 purple poison water poison no effect

8 frost white cold -ve breath(cold) frost

The material component is a pinch of powder compounded from dried acid, sulphur, sand, salt, amber, dried venom and powdered crystal

No Effect V (?)
Level: 5 Components: None
Range: 1"/level Casting Time: 5 segs
Duration: Instant Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell releases the mana required for a fifth level spell at the chosen point in the same way as if the mage had cast any spell which affected that point. It has no other effect.

Objective Sympathy (Divination)
Level: 5 Components: V, S, M
Range: Special Casting Time: 1 seg
Duration: Permanent Saving Throw: n/a
Area of Effect: Two gems

Explanation/Description: This spell is cast on two similar gems, imbuing them with a link so that what happens to one is mirrored in the other. If it grows hot, so does the other, if it shatters so does the other, if it has a light cast on it the other glows faintly etc. The range of this link is 1 mile per GP value of the cheaper gem.

Observer II (Divination)
Level: 5 Components: V, S
Range: Special Casting Time: 5 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is cast on a first or second level detection spell. It changes the spell's area of effect to a 3" radius around the caster, and its duration to 1 turn/level. The two spells dispel as one.

Padding IV (Evocation)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1 creature/object

Explanation/Description: This spell covers the clothing/armour in a glowing field of positive energy, which resists impact. It absorb 4 points of damage from all physical attacks on the wearer. The material component is a piece of cotton quilting.

Parry IV (Evocation)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1 weapon/shield

Explanation/Description: This spell is cast on a parrying weapon or shield. It makes it easier to move and harder to break. It gives +4 AC vs. all attacks which that weapon/shield could be used to parry. The material component is a miniature shield shaped mirror.

Penetration (Divination)
Level: 5 Components: V, S, M
Range: Special Casting Time: 5 segs
Duration: 2 rnd/level Saving Throw: n/a
Area of Effect: Special

Explanation/Description: This spell stacks with a previously cast detection/scrying spell to give it the power of Detect Specific Thing to penetrate non-detection etc. The material component is a small hammer.

Permacharm Plant (Enchantment/Charm)
Level: 5 Components: V, S, M
Range: 12" Casting Time: 5 segs
Duration: Permanent Saving Throw: Special
Area of Effect: Special

Explanation/Description: This spell enables the caster to permanently charm either 1 plant, or all plants within a 1 (character) square foot area. If the plant(s) is intelligent it gets a saving throw vs. magic to negate this effect. If the plant is a seedling and is eligible for a ST when it reaches maturity, it will get another one then. Note that this spell does not enable the caster to communicate with plants, or increase their mobility in any way, it merely ensures that they do not treat him as food or an enemy, but tend to ignore him as if he were the wind, or treat him as another plant of the same species. The material components are a stake and some twine.

Personal Lock (Alteration)
Level: 5 Components: V, S
Range: Touch Casting Time: 5 segs
Duration: Permanent Saving Throw: None
Area of Effect: 30 sq ft/level

Explanation/Description: This spell is an improved Wizard Lock. The door, chest or portal cannot be Knocked open and can only be walked through by a mage 10 levels higher than the caster. In addition, any attempts to force such a door are done at +2 on the dice roll and the door takes 10 times as long to smash/hack down as usual. The spell also prevents Passwall from effecting the door, as long as the door contains lead. The spell can be set to open to caster only or under specified circumstances (upto 20 words, visual, audial and touch senses.

Prepare Memory Crystal (Divination)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 hour
Duration: Instant Saving Throw: None
Area of Effect: 1 gem

Explanation/Description: This spell prepares a ruby to receive stored memories. The gem will be able to store 1 minute of visual and auditory information for each Gp of value. Once prepared the gem is blank, and detects as magical, a Dispel Magic will wipe it, but not destroy the prepared gem.

Preserve Cloth (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: Permanent Saving Throw: None
Area of Effect: One object

Explanation/Description: This spell preserves normal or magical cloth from decay, bleaching in sunlight and other such wear-and-tear spoiling. It doesn't protect cloth from deliberate tearing or other malicious damage. It is useful with cloth made by Cloth of Gold or Cloth of Water. For example, it will prevent cloth of iron from rusting, or cloth of water from evaporating. Minor Items of this spell are very effective. The material component is some salt.

Preserve Herbs (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 month/level Saving Throw: None
Area of Effect: 1 fruit or herb/level

Explanation/Description: This spell preserves fruit/herbs for the spell duration, this effect is sufficiently powerful to preserve any magical effects of the fruit which would otherwise fade in a shorter time, unless that time is less than a turn, in which case these effects will fade after a day per level. The material component is two sheets paper (between which the herbs are placed).

Protect Pet (Enchantment/Charm)
Level: 5 Components: V, S
Range: 1" Casting Time: 1 hour
Duration: Instant Saving Throw: Neg
Area of Effect: 2 creatures

Explanation/Description: The spell sets up a weaker form of the familiar link between two creatures ('the master' and 'the pet'), one of which (the master) must be intelligent. While this link is in effect the pet gains the following 'benefits'.

1) It takes no damage from any area effect which also damages the master.

2) While in contact with its master, it will not be struck by any missile/melee attack aimed at the pair, unless specifically targeted on the pet, or it is deliberately interposed (eg Lurkers Behind).

3) If it is in contact with it's master when he fails a ST vs. a transformation attack it will be automatically transformed too.

The pet can have no more than animal intelligence unless it is already symbolically linked to the master (e.g. Paladin's Warhorse), but can be either a plant or a creature. The master must be of greater than animal intelligence. A given master can have CHA pets at any one time. The Link is dispelled by the death of either party, or a Limited Wish. The material component is a diamond studded leash (worth 1000 GP/HD of pet) into which a drop of both creatures blood/sap has been rubbed, which is used up. Note that this spell produces no change in the relationship between master in pet (save for any that may occur from being confined in the same pentacle for an hour).

Protection IV (Evocation)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1 creature/object

Explanation/Description: This spell covers the creature/object in a glowing field of positive energy, which resists damaging change. It gives +4 ST vs. all attack forms. The material component is a rabbits foot.

Protection From Acid (Abjuration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: this spell acts as Protection From Fire (DRUID 3rd) save in that it protects against acid. The material component is a piece of thick fur.

Prot V Normal Missiles 10'r (Abjuration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell acts as P. V. N. M. save in that the protection extends in a 10' radius around the target creature. The material component isa ring shaped piece of turtle or tortoise shell.

Reconstruct Being (Divination)
Level: 5 Components: V, S
Range: Touch Casting Time: 1 turn
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell is the same as Reconstruction save in that it applies to beings rather than objects (finger -> man etc). The spell requires 1 / (casters level *x6 ) of the being to be present to succeed.

Redleg's Selective Snobbery (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 2 rounds/level Saving Throw: Auto
Area of Effect: 1 Creature

Explanation/Description: This spell is similar to Redleg's Svariable Tolerance, save as above and in that the range of the power may be reduced by different amounts in different facings. In practice, this gives the subject great control over who is affected by the power, except that no-one directly behind someone unaffected can be affected.

Reinforce II (Alteration)
Level: 5 Components: V
Range: 0 Casting Time: 4 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell acts as Reinforce I, except that it increases the casting level of 1st to 4th levels spells by 50%.

Remember Starfield (Divination)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segs
Duration: 1 hour/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell enables the caster to recall a starfield he has seen within the last round per level perfectly, no matter how briefly glimpsed (though he will only recall those portions which have been in his field of view). He can trivially piece together overlapping glances. The material component is a small starmap.

Reset Conditions (Alteration)
Level: 5 Components: V, S, M
Range: 1"/level Casting Time: 5 segs
Duration: Instant Saving Throw: n/a
Area of Effect: 1 spell

Explanation/Description: Using this spell the caster can reset the conditions of activation for triggered spells ( such as Magic Mouth, Hold Spell etc). The chance of success is that of dispelling the spell. This will not work on spells with deliberately protected conditions. This spell can be used to cause triggered item to activate/ fail to activate once. Note that this will not work on those items with spirits or other special operating mechanisms. The material component is a set of thieves tools.

Residue (Divination)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Special Saving Throw: None
Area of Effect: 3" radius

Explanation/Description: This spell detects the lingering traces of magic use. The caster gets level points worth of detction power and can detect all spells which cost less than that.

cost 0 1 2 3 4 5 6 7 8 9 10

time< now rnd turn hour day week month year 10 year 100 year 1000 year

spell 9 8 7 6 5 4 3 2 1 - -

The following bonuses/ debits apply

death associated with spell -2

major ritual/sacrifice -3

minor/major elemental/outer plane summoning -1/-3/-5

detection magic +10

environmental effect/damage -1/-3

Normally get time to within previous stage

per accuracy refinement -1 triangular

To get elemental etc assocs +3

Each spell of lesser point value x + difference

duration of spell -nearest time

Did not effect object/area +3

To get duration +2

To get magic types +5

Looking for a particular effect -2 on that effect

x Note that a large collection of similar spells or regular repititions will tend to produce a blur with common features.

Restore Field (Alteration)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 hour/acre
Duration: Instant Saving Throw: None
Area of Effect: 1 acre/level

Explanation/Description: This spell will treat an area of land, as if some soil additive such as lime, peat, compost, bone-meal etc had been dug in. The material component is a couple of forkfulls of the additive (no, not gold dust).

Root Cutting (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 day Saving Throw: None
Area of Effect: 1 cutting

Explanation/Description: This spell is cast ona small cutting (up to 1 GP weight/level) from any plant, which is planted in suitable conditions. It has an 80% + 1% per levl chance of successfully causing the cutting to take root and turn into a seedling of equivalent size over the next day. If this fails, the cutting may still root naturally, but further castings of this spell will kill it. It is likely to fail on species whose seed size is larger than the cutting (eg coconuts). The material component is a pinch of sharp sand.

Scry Lock I (Abjuration)
Level: 5 Components: V, S, M
Range: 1"/level Casting Time: 5 segs
Duration: 2 round/level Saving Throw: Neg
Area of Effect: Special

Explanation/Description: This spell is used to interfere with scrying magics: the use of Clairvoyance, crystal balls and related spells and devices. It is cast on the viewpoint of an existing scrying. The distance from caster to view point is the range of the spell, the distance over which the scrying is taking place is irrelevant. If the scryer does not make his saving throw against the spell, he will be unable to terminate the scrying until the duration of the scrying mechanism or of the scry lock spell expires. The scrying can be terminated by a Dispel Magic which overcomes the scrying spell (or device, negating a scrying device for one round is sufficient). or by a dispel at the viewpoint which overcomes the scrylock spell. The material components are a small picture of an eye painted on paper and a miniature unenchanted crystal ball.

Scryport (Alteration)
Level: 5 Components: V, S, M
Range: Special Casting Time: 10 rounds
Duration: Instant Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is a variant of Teleport, which has sacrificed speed and generality for safety. It can only be used to teleport to a location currently viewed by some means of scrying, in which case if the caster would have landed low, he does not go, if he would have gone high, the teleport works. It is otherwise identical to Teleport. The material component is pair of crystal beads on opposite ends of a piece of platinum wire.

Sensitivity III (Divination)

duration: special cast: 5 seg ST: 12

area: special range: special comp: V, S, M

As Sensitivity I but doubles the casters level for 1-3rd level spells and increases it by 50% for 4th and 5th.

Shielding (Abjuration)

Level: 5
Level: 5 Components: S, M
Range: Touch Casting Time: 10 turns
Duration: Permanent Saving Throw: n/a
Area of Effect: 600 sq ft/level

Explanation/Description: This spell Effects 600 sq ft/level. THe area on which it is cast must be a solid surface which must be coated with a special lead paint (cost 1000 GP/600 sq ft). The area then prevents such spells as Teleport, Clairvoyance,or detection spells working along a line which passes through it. It also blocks Passwall and Dispel Magic. This spell can also be use dwith lead glass with the same cost per unit area (the thickness of the leadglass is upto the caster, and this version works in precisely the same way, save that Passwall penetrates half the depth of a casting of shielding per casting.

Shield Ivb (Evocation)
Level: 5 Components: V, S
Range: 0 Casting Time: 5 segs
Duration: 5 round/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell acts as Shield Ib except it gives AC -4 against all attacks

Shield V (Evocation)
Level: 5 Components: V, S
Range: 0 Casting Time: 5 segs
Duration: 5 round/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell acts as Shield except it gives AC -6,-5,-4

Shift Season (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Instant Saving Throw: None
Area of Effect: 1 seed

Explanation/Description: This spell adjusts the season at which a palnt starts its "annual" growth cycle. It basically does this by adapting a plant to colder/hotter wetter/drier climates, and so can be used to grow tropical fruits in temperate zones as well. The change will be inheritable. This spell will not work on sentient plants. The plant yields or quality may vary by around a factor of two. Material component is fresh precipitation from the correct time of year (summer rain, snow etc).

Sidekick (Enchantment/Charm)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 day/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell is a specialized version of Expert System Load, which is usually used with an expert system for the caster's own spells, although other Expert Systems (e.g. Civil Engineering) can be useful.

In addition to access to the Expert System, it provides the caster with improved spatial visualization and "by eye" measurement capabilities. The effects of this include:

- 2-D angles and distances can be estimated to an accuracy of 5% less 1% per 4 full levels attained.

- relatively simple or approximate 3-D volumes can be estimated to an accuracy of 5% less 1% per 6 full levels attained.

- The caster's time sense is improved, to an accuracy of about a minute. "Alarms can be set up with attached messages. Up to the caster's level different alarms can exist, including periodic ones. If a new copy of this spell is cast before the old one expires, ready-defined alarms can be carried forward. An alarm can be set for a spells duration (shortest duration for variable duration spells like FLY ) as part of casting the spell.

- The caster can count large numbers of objects or creatures that he or she can see, as an at-will mental action. A 'snapshot' of the caster's field of vision is counted so movement will not be a problem unless it is very rapid. Counting is to an accuracy of 5% less 1% per 3 full levels attained.

- Calculations can be performed, consciously or unconsciously, with things measured or estimated by the spell, or accessible via the Expert System. Unconscious calculation allows useful effects such as estimating the blow-back of area effect spells.

The spell is supplied with an Expert system for the AD& D 1st Edition 1st to 8th level magic-user spells, including the Aramar and Lalande variations in spell effects. This Expert System can be modified with the standard Expert System Modify spell.

This spell was produced partly with the the objective of having a justification for some of the remarkable feats of calculation performed by player characters...

Sleep V (Enchantment/Charm)
Level: 5 Components: V, S, M
Range: 3" + 1"/L Casting Time: 5 segs
Duration: 5 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: As Sleep I except it effects 3D100 points.

Spandau (Evocation)
Level: 5 Components: V, S
Range: 6" + 1"/L Casting Time: 3 segs
Duration: Instant Saving Throw: None
Area of Effect: Any in 60° cone

Explanation/Description: The caster creates 112 x his level magic missiles. Otherwise, this spell is identical to Magic Missile.

Notes on the Stabilise spells: These cannot be used for significant production, but rather to create those notorious dungeon roome with warm rain, scented breezes and streams that go nowhere. In all cases they will protect objects within the area from addition/subtraction of element unless they are within someones aura (note that this means living creatures are not protected against the damage). They will give +1 ST per 5 levels of caster to objects within the area against spells that do more than the protected level of damage.

Spatial Perception (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: This spell enables the recipient to judge clearly the length, volume and area of anything they can see. The information is accurate to one part in level squared, though this decreases to one part in level if the object is very complex, or a long way off. The recipient also gains perfect depth perception.

Stabilise Air (Evocation)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 hour
Duration: Permanent Saving Throw: None
Area of Effect: Upto 1" cube

Explanation/Description: This spell maintains the elemental balance in the area of effect with respect to Air. That is to say it maintains the type and amount of air, and its movement patterns. It will do this by "recycling" in preference to additional summoning and so cannot be used for production. It can add/subtract air at upto 1 cubic foot/rnd or replace it at upto 2 cubic feet/round. It can maintain wind speeds of upto 15mph + 5mph /level of caster above that required to cast the spell and can prevent air movements of upto this speed from affecting the area. It can be cast in conjunction with the other stabilise spells to control areas of mixed element. It cannot produce elan vital or value. It will not effect objects within someones aura, and will maintain endeavour to maintain any object in the state in which it first entered the control of the spell. It will subtract 1HP per level of caster from any air based elemental attack spells which effect the area. The material component is a hollow glass sphere.

Stabilise Earth (Evocation)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 hour
Duration: Permanent Saving Throw: None
Area of Effect: Upto 1" cube

Explanation/Description: This spell maintains the elemental balance in the area of effect with respect to Ear. That is to say it maintains the type and amount of earth/stone and its position. It will do this by "recycling" in preference to additional summoning and so cannot be used for production. It can add/subtract air at upto 1 cubic foot/10 minutes. It can keep upto 1 ounce of stone per level of caster in a gravitationally anomalous position. It can be cast in conjunction with the other stabilise spells to control areas of mixed element. It cannot produce elan vital or value, though it can restore items damaged while within the effect of the spell. It will not effect objects within someones aura, and will maintain endeavour to maintain any object in the state in which it first entered the control of the spell, until it is removed from the area. It will reduce damage caused by earth based attack spells by 1 pt/2 levels of the caster within the area of effect. The material component is a glass sphere containing some earth.

Stabilise Fire (Evocation)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 hour
Duration: Permanent Saving Throw: None
Area of Effect: Upto 1" cube

Explanation/Description: This spell maintains the elemental balance in the area of effect with respect to Fire. That is to say it maintains the type and amount of air, and its movement patterns. It will do this by "recycling" in preference to additional summoning and so cannot be used for production. It can maintain temperatures against a differential of 5° C per level of caster, and maintain hotter fires of a total volume upto 1 cubic foot, without fuel consumption. It will subtract 1HP per level of caster from the damage caused by fire/cold based attack spells within its area of effect. It can be cast in conjunction with the other stabilise spells to control areas of mixed element. It cannot produce elan vital or value. It will not effect objects within someones aura, and will maintain endeavour to maintain any object in the state in which it first entered the control of the spell. The material component is a glass spher containing some charcoal.

Stabilise Water (Evocation)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 hour
Duration: Permanent Saving Throw: None
Area of Effect: Upto 1" cube

Explanation/Description: This spell maintains the elemental balance in the area of effect with respect to Water. That is to say it maintains the type and amount of water, and its movement patterns. It will do this by "recycling" in preference to additional summoning and so cannot be used for production. It can add water at upto 1 cubic foot/rnd or replace it at upto 2 cubic feet/round. It can maintain currents of upto 1 mph per level of caster and prevent external currents of upto such speeds from effecting the area. It cannot maintain water in a gravitically anomalous position, and if, for example, a bathful of water was left unsupported in the area of effect it would pour out, and be replaced by a light drizzle which would not extend outside the volume. It can be cast in conjunction with the other stabilise spells to control areas of mixed element. It cannot produce elan vital or value. It will not effect objects within someones aura, and will maintain endeavour to maintain any object in the state in which it first entered the control of the spell. It will subtract 1 Hp per level of caster from water/ice and 12Hpoper level from cold based attack spells within its area of effect. The material component is a glass sphere full of water.

Store Memories (Divination)
Level: 5 Components: V, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 1 gem

Explanation/Description: This spell records memories in a specially prepared crystal (see Prepare Memory Crystal. The duration is given by the capacity of the gem. The memories recorded will be those the mage chooses from a period (only basic editing). the process goes on at a 1 for 1 rate after the turn casting time. Normally an Int save is required to establish the quality of the memories as follows.

<= 2D6 very vague/ fuzzy major events only

<= 3D6 high points correct, only isolated occasional details

<= 4D6 basic events correct + correct relevant details

<= 5D6 basically correct throughout

<= 6D6 Complete +correct, most voices +many irrelevant

details in

<=7D6 all details correct, includes things the mage didnt

notice

<=8D6 perfect recall

PERFECT RECALL and Recall Perfectly can be used with this to give 8D6 quality

Stretch (Alteration)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segs
Duration: 1 turn/2 levels Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell is a variant on Polymorph Self; the caster's basic form remains unaltered, but it can be stretched and distorted over ranges much greater than those allowed by the lower level spell.

A humanoid creature can stretch their limbs to a maximum length of 10'/level. The limbs can retain their original thickness, or become thinner, to a minimum of their original thickness divided by the caater's level. The thickness of the limbs can be varied along their length, and the limbs become flexible, like tentacles.

Fingers and toes can be extended in the same manner, in proportion to their length. For example 3" fingers on a 2' arm are 1/8 of the length of the limb, and so can be extended to 1.25'/level. The maximum length for a limb includes the maximum extension of the digits. The casters head and torso can be extended to a maximum of (caster's level) times their original size.

E.g. consider a L10 cater with 3' legs, 2' arms, 2' torso, and 1' head.

Maximum length of arms or legs 100'.

Maximum length of torso 20'.

so maximum reach above ground 220'.

The caster retains their original strength, but gets no bonuses for mechanical advantage with longer reach. Limbs may be used for constriction attacks, if the caster can hit the targets armour class by 4 or more places. However constriction damage is limited to D4/round plus 1/3 of the casters strength damage bonus.

If a limb is attacked and takes more than half the caster's total HP, the spell ends immediately. The caster does not regain any HP when the spell ends. The casters equipment may change form to accomodate his form, although sleeves or trouser legs may 'roll up' somewhat. The material component of this spell is a humanoid doll, modelled from latex.

Sunlight (Evocation)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: Up to 6" radius

Explanation/Description: This spell allows the sun to shine on, and be seen from an area of upto 6" radius around the point of casting, despite any intervening clouds, trees, rocks mountains, etc outside the area. Objects within the area cast shadows normally. thus if cast inside or underground, care must be taken to fit the area of effect into the room or cave, or else the light will be blocked by its walls (hence the long casting time). The sun can be seen only while it is above the horizon. The material component is a 10lb gold sphere worth 1000GP which is thrown into the air and disappears. The spell can also be cast in a variant callled Moonlight, allowing the moon to be seen and requiring a 10lb silver sphere worth 100GP, or a variant called Starlight allowing the stars and planets to be seen and requiring several ounces of mithril filings and a number of small balls of other metals associated with the various planets, worth 1150GP in total.

Teleport Via Doors (Alteration)
Level: 5 Components: V, S
Range: Touch Casting Time: 5 segs
Duration: Special Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell creates a link via the ethereal plane between the door, trapdoor, doorway or similar portal touched by the caster and another visualised as the spell is cast. This must be within 1 mile / level. A success roll is made as for Teleport. If the result is high then the link is made to another similar destination within range (possibly on the wrong side of the right door). If it is low then the portal is opened to a similar looking door somewhere else (possibly on another plane and usually rather nasty). If the target does not exist (any more) then the result will be High (2/3) or Low (1/3). The roll is moved down one category for every factor of linear dimension that the target door is larger or smaller than the origin. If both ends have closures (doors, traps, gates etc) then the spell links them and any restraint on one restrains both, though similar locks, bolts or latches may be linked (DMs discretion). The link lasts casters level / 2 segments or until a mass of 250 + 150*(level - 10) has passed through it. When the portal closes anything straddling it will be expelled to one side or the other, if possible. If not the portal will close on the thing and it may be pulled back the way it came but not moved further forward. Single objects, too big to pass through, destroy the link and continue through the door they started from.

Teleportal (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 turn / level Saving Throw: None
Area of Effect: Special

Explanation/Description: Cast on two matching openings such as doorways, or objects such as paving stones, chairs, etc, it produces a teleportal between them. Cast on objects this is one-way from the transmitting object to the receiving one. Cast on entrances, it is either one-way or two-way as desired when cast. Any creature or object passing through the doorway, stepping on the paving stone, sitting in the chair etc, will be teleported to the corresponding point with respect to the receiving object, so long as this is still within 12" / level. The creature/object will not be teleported if this would cause it to end up inside a solid object. There is no mass limit to the amount that can be teleported this way. When the spell is cast, the mage may choose whether it only affects creatures and objects, or whether it also affects light, sound etc passing through the entrance. In the latter case, if the casting is two way, the teleportal acts just like a normal piece of space, except that it connects two distant points. In the case of entrances, the caster also gets the choice as to whether entering the portal from the back also triggers the teleportal or not. The material component is the pair of matching objects between which the teleportal is to be. These are not used up by the spell, but must both be at touch range throughout the casting of the spell

Teleporter (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 5 round/level Saving Throw: None
Area of Effect: 2 objects

Explanation/Description: This spell is cast on two similar objects (both must be touche dduring the spellcasting). When one object is touched or passed through (in the case of a portal), the being doing so is teleported to the other. The spell can teleport a maximum of 1 creature per 5 rounds. Note that the other location counts as extremely familiar for purposes of coming in high/low and that this chance is rolled once for the spell, at the time of first use to establish the success of the link.

Unbreakable Pottery (Abjuration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Special Saving Throw: n/a
Area of Effect: Special

Explanation/Description: This spell affects up to 1 ceramic object/level, to a total weight of up to 100 GP weight/level. It makes pottery or china (but not glass etc) almost unbreakable. It protects them from non-magical physical damage doing up to 1 point/level of caster in one blow (or over one round for continuous sources of damage), and from magical physical damage (including Shatter and damage from magical weapons) up to half this amount (round down). It gives no prootection against attacks doing more than this amount of damage. "Physical" damage includes being shattered by sudden heat, cold or lightning, but not being melted or dissolved. The spell lasts until dispelld or until the affected object is (successfully) damaged. The material component is a piece of dried sap from the tropical rubber tree.

Unnatural Ability (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: Person touched

Explanation/Description: This spell gives the recipient a single unnatural ability, such as flight, infravision (for human), water breathing, prot. normal missile, change self etc. The material component is something appropriate.

Unnatural Ageing (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 day Saving Throw: None
Area of Effect: 1 creature or plant

Explanation/Description: This spell causes the target to age at casters level x the normal rate for the spell duration, growing and aging as if in a good environment and well nurtured. The creature will age precisely as if the longer time had passed, but will, of course not learn as much. Note that this will not usually be a problem for most creatures of INT animal or lower. The material component is an hourglass.

Unseen Gardener (Evocation)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 hour/level Saving Throw: None
Area of Effect: 120 yds/level radius

Explanation/Description: This spell creates an unseen servant with the strength of a labourer, and the caster's understanding of agricultural matters, but no initiative. The Gardener will not leave the area of effect but will work to caster's instructions within it. It is destroyed by 6HP of magical damage, and the area of effect is fixed in space. Note that the caster may leave it without taking down the spell. The material component is a bit of twine and a stick.

Very Limited Wish (Conjuration/Summoning)
Level: 5 Components: V
Range: Varies Casting Time: 5 segs
Duration: Varies Saving Throw: Varies
Area of Effect: Varies

Explanation/Description: Ages caster 3 months. May do temporarily what Limited Wish can do permanently or any effect upto 4th/ weak 5th level magic use or other things of similar power

Virtual Memory (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 day Saving Throw: None
Area of Effect: 1 spellcaster

Explanation/Description: This spell enables the target spellcaster to know one more spell at a particular level. Both caster and target must be able to cast spells at the level picked. The spell thus known will be forgotten when the virtual memory spell expires or is dispelled, unless another virtual memory is cast imediately. In particular, this spell enables a mage to research a spell without filling a spell slot at a given level, even if he previously had a complete spell list of that level. If the mage later gains a point of INT, or extra spell slots through some other means, any spell so researched may be learnt with no failure chance. A mage must roll to learn a spell he wishes to use with virtual memory, and should keep track of those he 'knows' and those he fails to learn (this determines what happens if he tries to learn them 'for real' later). A mage cannot have more than his INT limit of spells at each level 'known' for virtual memory. The material component is a wax tablet.

Walk On Anything (Alteration)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: D6 turns + 1 turn/l Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell enables the target creature to use its means of ground transportation in/on any medium ( it does not give direction senses, so while it is usable on the ethereal/astral it is no better/worse than flight). If the creature falls over, it will land as if on the surface its latest movements had indicated. The material component is a miniature pair of winged sandals.

Wall of Lightning (Evocation)
Level: 5 Components: V, S, M
Range: 6" Casting Time: 5 segs
Duration: Saving Throw: 12
Area of Effect: Varies

Explanation/Description: This spell creates a web of l-bolts in a wall 2 sq"/level or a cone of up to 60° up to 12"/level long from casters hands. The cone can be moved forwards/backwards/upwards at will and be turned by its angle per rnd. If it goes vertical it discharges as a 5' diameter bolt doing double damage. A creature crossing the wall takes 2D6+level pts (ST 12) and is "held" for a rnd if it fails its save. It turns into a zero range radius effect underwater. The material components are a glass rod, some fur and a lodestone.

Wall of Wood (Evocation)
Level: 5 Components: V, S, M
Range: 12"/level Casting Time: 5 segs
Duration: Permanent Saving Throw: None
Area of Effect: 20 ft sq /level

Explanation/Description: This spell creates a rough worked wall of wood 1"/level thick, 20 ft sq/level, which can only curve in one direction. In all other respects like Wall of Stone. The material component is a chunk of wood.

Watery Air (Alteration)
Level: 5 Components:
Range: Casting Time: 7 segs
Duration: Saving Throw: None
Area of Effect:

Explanation/Description: Makes a body of air act like water. It can be swum and breathed in, as if water (and not as if air) etc.

Wind Words (Conjuration/Summoning)
Level: 5 Components: V, S
Range: 1 world Casting Time: 5 segs
Duration: Upto 1 day Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: When this spell is cast a message of upto level segments can be given to the winds. They will convey it to the target creature, provided that the target creature is exposed to the winds at some time in the next day.

X-ray Vision (Divination)
Level: 5 Components: V, S, M
Range: 0 Casting Time: 5 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell imbues the caster with "x-ray vision" for the duration of the spell. The caster can look through solid matter, but it will take a noticeable amount of time to build up an image, dependant on the thickness seen through, as follows.

Substance scanned Thickness penetrated per round

Animal matter 4'

Vegetable matter 212'

Stone 1'

Iron, Steel etc 1 inch

Lead, Gold, Platinum 1 inch / turn

The caster can see things that have been penetrated and distinguish distances as well as with normal vision. The image of a layer slowly forms over the round in which the caster penetrates the matter in that layer. The caster can see softer things which lie beyond harder ones. Note that the spell provides a 60° viewing cone, and that if rotated, it will still take the same time to penetrate new areas, and that once an area has been turned away from it will require penetrating all over again.