Anti-web Aura (Abjuration)
Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 seg
Duration: 1 turn + 1 rnd/l Saving Throw: None
Area of Effect: Caster

Explanation/Description: While this spell is in operation all webs ( real or magical) will slide of the mage who may move freely through them. The material component is a drop of vinegar or lemon.

Baragon's Brand (Enchantment/Charm)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 seg
Duration: 5 rnds + 1 rnd/l Saving Throw: Neg
Area of Effect: 3" radius

Explanation/Description: This spell must be cast on a burning brand. When the caster then brandishes the flaming branch (or whatever) at many normal animals or other creatures that fear fire they must make a St or flee the area. They are then free to skulk in the shadows or whatever as takes their fancy, though most unintelligent animals will just keep going. The material component is the burning brand which is neither preserved or used up.

Basic Invisible Ink (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: Permanent Saving Throw: None
Area of Effect: 1 sheet of paper

Explanation/Description: This spell is cast on a sheet of paper, or other surface with writing on. The writing becomes invisible, and the paper detects as magical. NOTE that a see invisible roll or Detect Invisibility will show that there is something there, but not what it is. This effect lasts until dispelled, placed in an A. M. S etc. Note that this will effect magical writings. The material component is a drop of lemon juice.

Basic Visible Ink (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: Permanent Saving Throw: None
Area of Effect: 1 sheet of paper

Explanation/Description: This spell is cast on a sheet of paper, or other suitable surface. All that is written on that sheet of paper in the next 24 hours will be visible until it is dispelled, placed in an A. M. S etc, at which point it will disappear. The sheet of paper will detect as magical. Note that this will affect magical writings. The material component is a drop of ink.

Black Missiles (Evocation)
Level: 1 Components: V, S
Range: 6"+1"/level Casting Time: 1 seg
Duration: Instant Saving Throw: None
Area of Effect: 10 ft square

Explanation/Description: This spell acts precisely as Magic Missile, except that the missiles are of negative material plane energy.

Braid (Alteration)
Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 seg
Duration: 1 hour/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell causes a field of force, similar to an unseen servant, to come into existence, which will then braid materials provided in the desired pattern at the same rate as a journeyman weaver/ropemaker. It can produce anything up to heavy cable, which a human could weave. The material component is a piece of the finished product, which is large enough to have a complete cycle of the pattern. this is not used up.

Broach of Shielding (Abjuration)
Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 seg
Duration: 3 turns/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell protects the caster from damage from any Magic Missilesthatstrike him. The spell can block the caster’ s level points of damage in any one round, any subsequent damage will penetrate, though the spell will remain in operation. This spell can also be used to recharge broaches of shileding at the rate of level/2 charges per base unit. The material component is a broach in the shape of a shield, which is used up.

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

Explanation/Description: This spell ensnares a single creature, with a maximum dimension of 20', in a cocoon of sticky webs. creatures with less than 14 strength remain stuck until freed, those with strength between 14 and 18 can break free in a turn, those with strength 19+ can break free in a round. The saving throw is made at -2. If the target saves, they break free as if they were one strength category higher (those with strength 19+ virtually ignoring the webs ). Note that there is a 5% per turn chance of cocooned creatures suffocating, and that these webs burn just as easily as those produced by Web. The material component is a cocoon.

Coloured Light (Alteration)
Level: 1 Components: V, S
Range: 6" Casting Time: 1 seg
Duration: 1 turn/level Saving Throw: None
Area of Effect: 2" radius globe

Explanation/Description: This spell is identical to Light, save that the light it produces is in a fairly bright colour (which is chosen out of the 7 rainbow colours at the point when the spell is memorised).

Deaden Smell (Alteration)
Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 seg
Duration: 6 turns Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell deadens the caster's sense of smell for the duration. It will not block magical smells such as stinking cloud, and reduces saving throws versus inhaled poison by 2. The material component is a drop of formaldehyde solution.

Deaden Taste (Alteration)
Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 seg
Duration: 6 turns Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell deadens the caster's sense of taste for the duration. It will not block magical nauseants such as stinking cloud, and reduces saving throws versus ingested poison by 2. The material component is a drop of formaldehyde solution.

Definitely Not a Wish (Conjuration/Summoning)
Level: 1 Components: V
Range: Special Casting Time: Special
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell enables the caster to perform any one magical effect which would be at the maximum considered as a very weak first level spell (eg make 1 kobold go to sleep). The caster ages by the casting time while casting the spell. If the effect desired is too powerful, all that happens is that a silvery voice says "and someday, maybe it will" or some similar phrase.

Detect Minds (Divination)
Level: 1 Components: V, S
Range: 0 Casting Time: 1 seg
Duration: 2 rounds/level Saving Throw: n/a
Area of Effect: 1" wide x 6" long path

Explanation/Description: As Detect Magic except that the caster becomes aware of the location of all minds (INT LOW or greater ) and Int category in the area

Detect Secret Doors (Divination)
Level: 1 Components: V, S
Range: 0 Casting Time: 1 seg
Duration: 2 rounds/level Saving Throw: n/a
Area of Effect: 1" wide x 6" long path

Explanation/Description: As Detect Magic except that it detects secret doors in a 1" wide,6" long path in front of the caster

Dig Over (Alteration)
Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Instant Saving Throw: None
Area of Effect: Level x 1" squares

Explanation/Description: This spell digs over, or ploughs, casters level contiguous 10' squares, to a depth of at most 1 foot. The material component is a spade, which is not used up.

Disuse (Evocation)
Level: 1 Components: V, S, M
Range: 3"/level Casting Time: 1 seg
Duration: Permanent Saving Throw: None
Area of Effect: 5 cubic inch/level

Explanation/Description: This spell covers an area of 5x level contiguous 1" cubes with dust and webs, giving the appearance of long disuse. The webs etc barely detect as magical (see invis to spot through use of Detect Magic). Note that the underlying surfaces are not aged, so an astute being may detect the use of this spell. It will however conceal tracks very thoroughly. The material component is a long-dead spider.

Divinator I (Divination)
Level: 1 Components: V, S
Range: Touch Casting Time: 1 seg
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 first 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.

Elfsight (Divination, Alteration)
Level: 1 Components: V, S
Range: 0 Casting Time: 1 round
Duration: 1 hour/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell enhances the caster's perceptions so that he notices secret doors on a 1 on a D6 or a 1 or 2 if searching.

Elguistils Locator (Divination)
Level: 1 Components: V, S
Range: 1"/level Casting Time: 1 seg
Duration: Instant Saving Throw: n/a
Area of Effect: 1 object

Explanation/Description: This spell locates an object selected when the spell is learnt up, which must either be present then or with which the mage is very familiar. The spell gives direction, distance, and some idea of its location ( under a book, in a pocket, on your head etc.). This feature works much better in an area the mage knows well

Flames of Fear (Evocation, Alteration)
Level: 1 Components: V, S, M
Range: Caster Casting Time: 1 seg
Duration: 1 turn/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: By casting this spell, the caster appears to immolate herself, but the flames are thin and whispy, looking remarkably like those of a Fireshield. The flames may be of any colour the caster likes, and the caster can change this colour up to level times. The flames may radiate a small amount of any element of which the caster knows an evocation spell.

Fling (Alteration)
Level: 1 Components: V, S
Range: 48" Casting Time: 1 segs
Duration: 1 round Saving Throw: None
Area of Effect: 1 object

Explanation/Description: With this spell, the caster causes 1 object of up to 4 OZ, he is touching, to immediately flash in a straight line along the caster's pointing finger to maximum range (where it falls harmlessly straight to the ground). If any being is struck by the flying object, it does its normal damage plus 1 point due to its velocity. It strikes as the caster (striking as a mage), with a +3 missile weapon, with no range or non-proficiency penalties. The spell can only effect one object, if it is heavier than the spells limitations, it quivers, but does not fly, and the spell is lost.

Forgery (Alteration)
Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 round
Duration: 1 trn +1 trn/ 3 lvl Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell imbues the caster with the ability to copy a particular style of handwriting, of which he has a sample. The forgery is good enough to fool the closest scrutiny. The caster will write with the handwriting of teh sample while this spell is in effect, he does not have to write continuously. Anyone seeing him writing will beleive that he is writing in his natural hand (unless circumstances would lead them to believe otherwise. Note that this spell can only add up to 1 level of Calligraphy to the casters innate skill. The material components are a sample of the handwriting to be copied containing at least one hundred letters which is not consumed, and a piece of blotting paper.

Frost Fingers (Evocation)
Level: 1 Components: V, S
Range: 0 Casting Time: 1 seg
Duration: Instant Saving Throw: None
Area of Effect: 3' long 120° cone

Explanation/Description: This spell acts as Burning Hands except it does cold damage (blue flames).

Fumigate I (Conjuration/Summoning)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 seg
Duration: Instant Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This kills all creatures with 1 hp or less which weigh less than 12OZ, which are on/ in skin of a creature up to shire horse size (or portion of larger).. The material component is a sprig of Fleabane

Gilgalans Spell Enabler I (Evocation)
Level: 1 Components: V, S
Range: Touch Casting Time: 1 seg
Duration: Special Saving Throw: None
Area of Effect: 1 spellcaster

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

Hold Tongue (Alteration)
Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 seg
Duration: 1 turn/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: While this spell is in effect the caster cannot lie. The material component is a clipping from a cat's claw.

Ice Sculpture (Evocation)
Level: 1 Components: V, S
Range: 0 Casting Time: 1 seg
Duration: 1 turn/level Saving Throw: None
Area of Effect: 3" radius

Explanation/Description: This spell calls into existence 1 cubic foot/level of ice. The caster can cause the ice to be created in any desired shape (or shapes), subject to the structural strength of ice, and her imagination. The ice will melt away into vapour at the end of the spell, or if removed from the area of effect (which is fixed in space). The material component is a piece of cut-glass. Note that the ice sculpture takes a round to form and so is not suitable for use as a trap.

Ignite (Evocation)
Level: 1 Components: V, S, M
Range: 1"/level Casting Time: 1 seg
Duration: Instant Saving Throw: Special
Area of Effect: Special

Explanation/Description: This spell enables the caster to cause a flammable object to burst into flames. The fire produced will be the size of a good campfire. Once lit this is a normal fire. If the object concerned is sentient (eg if used to set fire to someones beard, or an ent), it gets a saving throw to negate this spell.

Locate Water (Divination)
Level: 1 Components: V, S, M
Range: 1 mile Casting Time: 1 round
Duration: 2 rounds/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell detects water, which must be no more than 10'/level below the ground. The material component is a diviners rod, which will point in the direction of the nearest detectable source of fresh water within range. The diviner will have a vague idea of the distance to the source. Once above the source the diviner will learn the depth of the source and its approximate size. The material component is the rod which is not used up.

Mend Cloth (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 seg
Duration: Instant Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell will repair a piece of cloth/garment of which half or over remains. It will repair holes of up to 6 square inches/level, or wear of up to 12 sq inches/ level, or any combination thereof. It can repair multiple holes in the same garment. The material component is a piece of thread matching the cloth.

Merrick's Steady Hand (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 seg
Duration: 1 turn/level Saving Throw: Auto
Area of Effect: 1 being

Explanation/Description: This spell enhances a thiefs ability to open locks, adding twice the caster's level to their percentage chance for the duration of the spell. The spell will automatically fail if the target does not wish to be affected. the material component is a small silver key.

Murder Weapon (Divination)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Instant Saving Throw: None
Area of Effect: 1 corpse

Explanation/Description: This spell enables the caster to know if a particular weapon was the one which killed the target corpse. This spell will fail if the corpse has been dead for longer than a period of time, which is dependent on the casters level as follows:

level 1-2 3-4 5-8 9-11 12-14 15-17 18+

time dead 1 day 1 week 1 month 1 year 10 years 100 years 1000 years

This spell will fail if the person has been raised. If it has been animated, this reduces the mages effective level by one category, and there is a chance equal to half the total damage the corpse has taken since being raised, expressed as a percentage of its undead hit points that the spell will fail. The material component is the weapon in question, which must be passed over the body in a series of arcane gestures, and which is not used up. If the spell fails it returns a "no connection" answer.

Muscle Spasm (Alteration)
Level: 1 Components: V, S
Range: 6" Casting Time: 1 seg
Duration: 1 round Saving Throw: Neg
Area of Effect: 1 being/3 levels

Explanation/Description: This spell causes an uncontrollable muscle spasm for 1 round during which the targets can do nothing except at will mental powers.

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

Explanation/Description: This spell releases the mana required for a first 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.

Open Lock (Alteration) Reversible
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 seg
Duration: Instant Saving Throw: None
Area of Effect: 1 lock

Explanation/Description: This spell opens 1 lock. If the lock is magically sealed (eg by a Wizard Lock the caster gets to roll as if to dispel the enchantment, but with a modifier of -10% to his success chance, for each level of the lock enchantment. This spell will cause the lock to react as if it had been opened by the correct key (which avoids many traps). The reverse shuts a single lock as if with the correct key. The reversble version of this spell was researched by Merrick. The material component is a key made from human bone, which is inserted in the lock and turned, this is not used up.

Pesticide I (?)
Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 seg
Duration: Instant Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell can be cast either on a single plant, or on all vegetation in a 10' cube. It kills all parasites (animal or vegetable) on/in the plant(s). Animal parasites will be unaffected if they weigh over 12OZ or have more than 1 HP, plant parasites will be unaffected if they weigh over 1lb, are intelligent, or have more HP than mere biomass would give them. The material components are some tarred paper and some limewater.

Protection vs. Warping (Abjuration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 1 cu ft/level

Explanation/Description: This spell protects wood from warping. It is cast on a single piece of wood of sizeup to 1 cu ft/level. Any significant reshaping of the wood destroys the spell. The affected wood will not warp naturally save in exceptional circumstances and gets a saving throw vs. magical warping ( or +2 ST if it would anyway). The material component is a few drops of shellac.

Pyromancy (Fire)
Level: 1 Components: V, S, M
Range: Special Casting Time: 1 round
Duration: 1 hour/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell enables the caster to perform minor feats of pyromantic magic at will while it is in effect. For example, he could light or extinguish candles at a range of about 2' per level, produce small amounts of coloured smoke, or colour existing smoke, cause flames to leap, or gutter, or hint at shapes. He could influence the direction of drifting smoke, and the shape of the billows (an archmage who had learnt to blow smoke rings could repeat Gandalfs little trick). The caster could also cause a flame of about lighter size not to hurt him or burn a piece of paper while he was concentrating. Most continuous effects will require at least a degree of concentration, decreasing with level and increasing with complexity.. The material component is a bit of Phosporus

Redleg's Combat Courtesy (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 seg
Duration: 1 round/level Saving Throw: Auto
Area of Effect: 1 creature

Explanation/Description: This spell resembles Redleg's Social Graces(L2), except that it always reduces the radius of effect by a factor of 8. In the case of life leech this effectively reduces the effect to a foe in melee with the subject.

Reduce Draught (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 seg
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 vessel

Explanation/Description: This spell reduces a boats draught by up to 1 character inch per level to a minimum of zero. Note that a boat with sails will use stability and handling if its draught is reduced to below half its original value. A punt or Row boat can have its draught reduced to zero without effecting its stability or handling. The maximum size of vessel that can be affected is 100 sq ft/ level deck area. The material component is a cork.

Seal Portal (Abjuration)
Level: 1 Components: V, S
Range: 6" Casting Time: 1 seg
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 door

Explanation/Description: This spell creates an airtight seal around one door or window, preventing gases such as a Stinking Cloud from entering or leaving. It also prevents spores or small insects from creeping in. The seal relies on the door being closed. Opening the door breaks the seal, but it is reestablished when the door is closed again. Note that the spell is not effective against significant pressure differences and does not offer noticeable resistance to the door being opened.

Self-effacement I (Enchantment/Charm)
Level: 1 Components: V, S, M
Range: 12" Casting Time: 1 seg
Duration: Special Saving Throw: Neg
Area of Effect: 1 - 4 persons

Explanation/Description: This spell causes the target to ignore the caster, and treat him as utterly beneath notice. This spell can be cast on 1 person, who saves at -3, 2 who save at -1 or 3 or 4, whose saves are normal. This spell effects those creatures which would be effected by Charm Person. Note that elven resistances apply. This spell can be caused to wear off in much the same way as CHARM PERSON.. The material component is a normal hat which is not usd up.

Sense Instability (Divination)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: 2 round/level Saving Throw: n/a
Area of Effect: 1 building

Explanation/Description: Allows "empathic" sensing of instabilities in building up to 10' + 10'*level high by 30' + 20'*level by 30' + 20'*level or the foundations for such a building without a building in them. The material component is a plumb bob.

Shadow Play (Illusion/Phantasm)
Level: 1 Components: V, S
Range: 1"/level Casting Time: 1 seg
Duration: 2 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell produces shadows as of imaginary creatures/objects. These shadows can move. There area must be illuminated in such a way that shadows could occur. The caster can create 1 shadow /level.

Shaleens Lemon Spray (Conjuration/Summoning)
Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 seg
Duration: Instant Saving Throw: Special
Area of Effect: Upto 120' x 3" cone

Explanation/Description: This spell causes a fine spray of lemon juice to leap out from the mages hands in a cone up to 30' long and covering an angle of up to 120‘. Surprised opponents facing the mage may be blinded for D10 segments if they fail a save. The material component is a fluid ounce of lemon juice, which is used up.

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

Explanation/Description: Modification of the rules on Sleep

The spell is as before except it effects 4D4 points.

Hit dice <1 1+1-2 2+1-3 3+1-4 4+1-5 5+1-6 6+1-7 7+1-8 8+1-9

Points 1 2 4 10 20 30 40 60 80

Hit dice 9+1-10 10+1-11 11+1-12 per +1 HD

Points 120 160 200 + 80

The spell effects lowest HD in group first (unless aimed at specific individual) until the points left are < those required for the next creature. If the remaining points >12 that required to effect a creature it gets a ST versus the spell. If <12 the spell does not effect that creature.

Smokeball (Evocation)
Level: 1 Components: V, S, M
Range: 10" + 1"/l Casting Time: 3 segs
Duration: Instant Saving Throw: 12
Area of Effect: 2" radius

Explanation/Description: This spell is an exact copy of Fireball save in that it produces a ball of staining smoke instead of fire. The stain wears off after casters level rounds. It is possible to tell whether an individual saved or not. This spell is used to train troops against area effects.

Soften Leather (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: Instant Saving Throw: Auto
Area of Effect: 2 leather items

Explanation/Description: This spell automatically 'breaks in' leather clothing, shoes or boots. It will effect a maximum of 1/2lb /level of caster. It will not effect anything in another's aura, or anything capable of having a ST. The material component is some dubbin and a bandage.

Speak (Divination)
Level: 1 Components: V, S
Range: 12"/l max 9" Casting Time: 1 seg
Duration: 2 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell enables the caster to speak to 1 creature at a time (to the limit of that creatures understanding) during the spell duration. It is basically a reversed Understand Speech.

Splice (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 seg
Duration: Instant Saving Throw: Neg
Area of Effect: Two objects

Explanation/Description: This spell is cast on two pieces of rope, thread or wire, of upto maximum diameter 1/8 character inch per level of caster, which it joins together perfectly (ie the joint is indistinguishable by any means from any other part of the resultant rope/thread/wire). The two pieces of rope must be identical (except for their length and colour) and touching at the ends which it is desired to splice. This will work on virtually any material. Magical items get a ST vs. this effect. The material component is a knotted thread.

Splinters (Evocation)
Level: 1 Components: V, S
Range: 0 Casting Time: 1 seg
Duration: Instant Saving Throw: None
Area of Effect: 3' long 120° cone

Explanation/Description: This spell acts as Burning Hands except it does damage with splinters of rock which spring from the mages fingers.

Spot Scrying (Divination)
Level: 1 Components: V, S
Range: Special Casting Time: 1 seg
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell increases the casters chance to detect the fact that he is being scryed by 10% / level. He will spot a viewpoint viewing the area he is in if the viewpoint is within 12"/level of him.

String Trick (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 2 turns/level Saving Throw: None
Area of Effect: 1 object

Explanation/Description: By means of this spell the caster can send 1 object of upto mansize into an extradimensional pocket. The target can be sentient, it can even be the caster himself, but must be willing. Anyone inside the extra-dimensional space can see or climb out, but only the caster can reach in. The original object may be replaced in the X-D space by the spellcaster, but nothing else can be put in. Note that a chest and contents do, however, count as one object. The X-D space is fixed and immobile. Anything in it at the end of the spell duration falls out. The material component is a loop of rope, in which he ties a loop which will fall out if pulled, which he drops over a bit of the target and pulls out. Note that one cannot spellcast into/out of the X-D space.

Sunblock (Abjuration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 day/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell increases the subjects tolerance to damage caused by normal light. It will reduce the chance of a normal burning to the level of a desert nomad, give an abnormally sun-sensitive person normal resistance or increase the resistance of a desert nomad to human maximum. It will not effect the mystic effects of sunlight, nor does it prevent dazzling etc. In the event of the target taking damage from normal light, this spell will reduce the damage by half, upto a maximum reduction of casters level points. Note that this reduction applies after saving throw, if any.. The material component is a dab of cocoa or a leaf from a desert plant.

Thurldon's Reversal (Alteration)
Level: 1 Components: V, S
Range: 6" Casting Time: 1 seg
Duration: Instant Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: The target saves vs. Magic or is instantly turned 180° around a vertical axis.

Time of Death (Divination)
Level: 1 Components: V, S, M
Range: 1" Casting Time: 1 turn
Duration: Instant Saving Throw: None
Area of Effect: 1 corpse

Explanation/Description: This spell tells the mage how long a corpse has been dead to within 10% - level (once below 1% subtract 1/10% per level), if it has been dead less than level*x2 years. If more than that accuracy drops to 50% - 2*level. The material component are two skeletal fingers, which are arranged on a clockface.

Understand Speech (Divination)
Level: 1 Components: V, S
Range: 12"/l max 9" Casting Time: 1 seg
Duration: 2 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell allows the caster to understand a creatures speech. While he can understand more than one creature during the spell, he can only understand one at a time. This spell is a weak E. S. P.

Unlink (Alteration)
Level: 1 Components: V, S
Range: Touch Casting Time: 1 seg
Duration: Instant Saving Throw: Special
Area of Effect: 2 pieces of rope etc

Explanation/Description: This spell causes two pieces of rope, chain, thread, bar metal etc of maximum thickness less than 1/8 character inch per level to pass through each other once (where thickness is the second largest dimension). This spell will work on all materials, but if the links are part of a magic item whose magic is concerned with keeping them together (eg a magical restraing chain) or are sentient they get a ST. The somatic component can be performed with ones wrists manacled.

Untie Knots (Alteration)
Level: 1 Components: V
Range: Touch Casting Time: 1 seg
Duration: Instant Saving Throw: Special
Area of Effect: 1 knot

Explanation/Description: This spell unties one knot. Magical ropes get a saving throw (vs crushing blow). It works on ropes up to 1" diameter/level, and will also affect string/yarn. It will not work on 'extremely complicated' knots.

Visual Reminder (Divination, Alteration)
Level: 1 Components: V, S
Range: Touch Casting Time: 1 seg
Duration: 5 rounds/level Saving Throw: Neg
Area of Effect: Creature touched

Explanation/Description: This spell vastly improves the target's ability to visualise memories. It's principal use is to aid the target (or those in telepathic contact with it) in the casting of spells involving visualisation or in the identification of things seen some time ago. Typical effects include; giving a 3D6 bonus to the memory roll, or shifting the location one step up the teleport or scrying tables.

Walk On Mud (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 seg
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell enables the recipient to walk on mud/quicksand as if it were solid ground. This applies to underwater mud as well. Note that the recipient cannot move on a muddy surface that he could not move on were it solid. The material component is a miniature snowshoe. Note that this spell does not work on lava.

Weedkiller (Necromancy)
Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 seg
Duration: Instant Saving Throw: None
Area of Effect: 1" cube

Explanation/Description: This spell kills all non-sentient weeds in a 10' cube. Weeds with more HD than the caster will be unaffected. The caster's opinion determines which types of plant count as weeds.

Weld (Alteration)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: Instant Saving Throw: None
Area of Effect: 1 sq character inch/l

Explanation/Description: This spell allows the caster to cold-weld two or more pieces of metal together along one weld of maximum area 1 square inch per level (ie a first level mage could butt-join two 1" square steel bars), by temporarily liquifying them. The reulting weld will normally be weaker if the two objects welded together are not made of similar metals. Certain combinations of metals will not weld satisfactorily to each other, though on occasion a third metal can be used to solder or braze them together. Making a good joint is a trivial task if the cater has metal-working proficiency, otherwise it requires a 4D6 INT roll (3D6 with practice or advice). This spell can also be used to undo old welds, or make small cuts in metal objects, or for any similar job then could be done by softening or melting one small section of metal over a short duration (Where volume, not area is the limitation, this is 1/8 cubic inch/level). This spell will not affect metals with melting points above that of steel, metals which are part of a magical item, or metals which are inherently more magical than meteor iron (eg Mithril). The material component is a drop of Quicksilver. The spell description mentions that anyone making regular heavy use of this spell may profit from a Neutralize Poison every year or two, or they may become bad-tempered or even bald.

Worming I (Necromancy)
Level: 1 Components: V, S, M
Range: Touch Casting Time: 1 seg
Duration: Instant Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This kills all creatures with 1 hp or less, which weigh less than 12OZ, which are infesting the intestines of a creature of up to shire horse size. The material component is some wormwood