Acid Drops (Evocation)
Level: 2 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 a spray of acid.

Black Pyrotechnics (Evocation)
Level: 2 Components: V, S
Range: 12" Casting Time: 2 segs
Duration: Special Saving Throw: n/a
Area of Effect: Special

Explanation/Description: Save for the fact that it works on Blackflame instead of fire, this spell is identical to Pyrotechnics.

Bladesharp I (Evocation)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2 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 one point of damage per hit on an opponent. Due to its focussing effect on the edge of the blade, it also gives the wielder +1 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 I (Evocation)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2 segs
Duration: 2 round/level Saving Throw: None
Area of Effect: 1 weapon

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

Compost (Alteration)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Instant Saving Throw: None
Area of Effect: 10 cubic ft/level

Explanation/Description: This spell produces 10 cubic feet per level of compost. the material components are a forkful of compost, and a compost heap. The compost is consumed and as much of the compost heap as is required to produce 10x level cu ft of compost is converted to compost. If the compost heap is too small, it is all converted to compost.

Continual Coloured Light (Alteration)
Level: 2 Components: V, S
Range: 6" Casting Time: 2 segs
Duration: Permanent Saving Throw: None
Area of Effect: 6" radius globe

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

Control Curing (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Up to 1 day/level Saving Throw: n/a
Area of Effect: 1" cube/level

Explanation/Description: This spell allows control of the setting of mortar or cement, so that it is not disrupted by humidity or temperature, unless the substance is alive.. The material component is a small square patch of canvas.

Countermagic I (Abjuration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2 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 100% - 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.

Detect Gems + Value (Divination)
Level: 2 Components: V, S
Range: 0 Casting Time: 2 segs
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 gems and gives their value in a 1" wide,6" long path in front of the caster

Detect Lead (Divination)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1" wide x 6" long path

Explanation/Description: This spell detects lead in the area of effect, giving quite a good estimate of the amount. It is blocked by the same things as stop Detect Magic

Detect Life (Divination)
Level: 2 Components: V, S
Range: 0 Casting Time: 2 segs
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 living beings in a 1" wide,6" long path in front of the caster. Tells whether plant, animal or other and gives a vague indication of size.

Detect Poison (Divination)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1" wide x6" long path

Explanation/Description: This spell detects poison, whether it be in a poisoned creature, a poisonous creature or just lying about. The caster can examine 1 creature/ area per round and can tell whether the poison is ingestive, insinuative, or gaseous. The material component is a powder blended from a selection of poisons and, if the poison being detected is one of those in the powder, the caster will know which poison it is.

Detect Precious Metal + Value (Divination)
Level: 2 Components: V, S
Range: 0 Casting Time: 2 segs
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 precious metal and gives its value in a 1" wide,6" long path in front of the caster. Note that it only gives the material value of jewelry/art etc

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

Explanation/Description: As the clerical spell Detect Traps except that the duration and area of effect are as magic user Detect Magic.

Detect Viable Seed (Divination)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1"/level path 1" wide

Explanation/Description: This spell detects all viable seeds in the 1" wide, 1"/level path in front of the caster (the area moves with him). The caster sees all such seeds as glowing brightly, even if obscured. This spell is blocked by the same things as Detect Magic. Note that it is relatively easy to pick the viable seeds out of a pile using this spell. Material component is a viable seed.

Detect Weevil (Divination)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segs
Duration: 2 round/level Saving Throw: None
Area of Effect: 1" by 1"/level path

Explanation/Description: This spell detects all weevils of any sort in the area of effect. The caster will be aware of the approximate size and degree of magical power of the weevils. This spell is not suitable for use as basic research for insect detection spells being a warped detect evil which detects auras of weevilishness.

Detect Writing (Divination)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segs
Duration: 5 rnds/level Saving Throw: None
Area of Effect: 6" x 1" path

Explanation/Description: This spell operates in a similar manner to Detect Magic, but detects writings, defined for this purpose as any signs or symbols that are intended to convey ideas. The caster has a 10%/level chance of divining the general class of writing; e.g human language, racial language, artificial language, magical writings, code, iconic symbol (e.g. holy symbol), etc.

The material component is a piece of paper or parchment with writing in at least five different languages.

Dexterity (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 hour /level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: As Strength but effects dexterity as follows

Thief D8 Fighter/Monk/MU D6 Cleric D4

The Material Component is a some cat dung.

Dig Slowly (Alteration)
Level: 2 Components: V, S, M
Range: 10 feet Casting Time: 1 round
Duration: 1 turn/level Saving Throw: None
Area of Effect: 10 cubic ft/level

Explanation/Description: This spell will dig upto a total of 10 cubic feet per level, at a rate of 1 cubic foot per segment, over the duration. The earth being dug must be within 10 charcater feet of the caster. Material component is a trowel which is not used up.

Dispel Enchantment (Abjuration)
Level: 2 Components: V, S
Range: 12" Casting Time: 2 segs
Duration: Instant Saving Throw: None
Area of Effect: 1 spell

Explanation/Description: This spell acts as Dispel Magic except it can only be used to dispel a specific spell.

Dispel Vulnerability (Abjuration)
Level: 2 Components: V, S, M
Range: Special Casting Time: 1 seg
Duration: Special Saving Throw: None
Area of Effect: 1 spell

Explanation/Description: This spell is cast on a spell of the casters, which is already in effect, and weakens its resistance to being dispelled. It will thereafter dispel as if it were cast at the level it was cast minus half the number of levels for which the caster has been able to cast it ( ie a 10th level caster could make a 4th level spell dispel at 4th and a 3rd level spell at 0th). Note that this spell is like an Extension and can be dispelled seperately, though it will still effect the spell it was cast on, if both are being affected by the same dispel. NOTE that on a world where one can standardly cast a 7th level spell as if you were first level this spell will enable you to cast it at a negative level. The material component is a pair of playing cards

Divinator II (Divination)
Level: 2 Components: V, S
Range: Touch Casting Time: 2 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 second 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.

Draw (Alteration)
Level: 2 Components: S, M
Range: 6" Casting Time: 1 rnd
Duration: 4 rounds Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell allows the caster to pick pockets as a thief of his own level at a range of up to 6". It will carry a small object towards the caster at a rate of 10' per 3 segs.

Encourage Charm (Enchantment/Charm)
Level: 2 Components: V, S
Range: 12" Casting Time: 2 segs
Duration: Special Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: This spell is in all respects the same as Charm Person save in that the caster can, at the time of learning, designate the person to which the target will feel friendship.

Encourage Lust (Enchantment/Charm)
Level: 2 Components: V, S
Range: 12" Casting Time: 2 segs
Duration: Special Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: This spell is in all respects the same as Charm Person save in that the caster can, at the time of learning, designate a person after which the target will lust.

Enlarge II (Alteration) Reversible
Level: 2 Components: V, S
Range: 12"/level Casting Time: 2 segs
Duration: 1 turn/level Saving Throw: Neg
Area of Effect: 1 creature or object

Explanation/Description: This spell works as Enlarge, save in that the size limit is a factor of 2 greater in linear dimansions (ie 8 times the volume). And the effect is as though Enlarge had been cast by a mage of twice the level. the limit to growth is 400% in either case.

Extinguish (Abjuration)
Level: 2 Components: V, S, M
Range: 1"/level Casting Time: 2 segs
Duration: Instant Saving Throw: None
Area of Effect: 1"/level radius

Explanation/Description: This spell extinguishes one magical and all normal fires within the area of effect. It acts much as Pyrotechnics without the special effects. THe material component is a small square of wet blanket.

Eyes of the Dead (Divination)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segs
Duration: 1 round/level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: This spell, when cast on a corpse produces a vision ( visible to all present) of the last thing the being saw. The spell only works on a corpse less than 3 days/level dead and whose eyes are intact. Note that if only one eye is intact a vision can still be obtained, but will lack any stereoscopic effect. The material component is the eyes of the corpse (not used up and can be left in situ).

Farhearing (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 hour/level Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: This spell enables the recipient to hear things as if their source was 10 times as close. It does not effect abnormal sonic senses. The material component is a piece of foxfur.

Farsee (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 6 turns/level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: The target has 10x telescopic vision.(Does not effect infravision ultravision or sight effecting spells).

Fumigate II (Necromancy)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2 segs
Duration: 1 week/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell is cast on a creature of up to shire horse size, and kills all cretures with 1hp or less weighing upto 12OZ which touch the creature within the spell duration. The spell can deal with up to level creatures/rnd.. The material component is a sprig of fleabane.

Fuse (Alteration)
Level: 2 Components: V, S, M
Range: Special Casting Time: 2 segs
Duration: Special Saving Throw: None
Area of Effect: 1 object

Explanation/Description: This spell is cast on an object which has an open and a shut state, and causes it to move to the other state a specified time after certain conditions (as Magic Mouth) have occurred. The delay can be upto 1 turn/level. If teh item changes state during this countdown the spell is negated. Note that this spell only activates once and can be dispelled before activating. The object can be of maximum size 1 cubic character inch per level. The material component is a piece of oil soaked cord.

Galger's Lid Remover (Conjuration/Summoning)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segs
Duration: 5 segs (ish) Saving Throw: None
Area of Effect: 1 container

Explanation/Description: This spell can open any container a man may carry in one hand, no matter how tightly sealed (It will break through magical locking spells of under 5th level). The caster must hold the container while spellcasting. It is somewhat noisy and requires a 10' radius area of clear space to be cast in. NOTE that what the Library spell description does not make clear is how the spell works (at the request of the donator). It goes as follows: An eight foot tall, demon, glittering like crystal, ablaze with white fire, with razor sharp claws, fangs and horns, appears with a banshee wail (not literally), snatches the jar out of the caster's hands, twists off the lid with extreme violence and a scream of tortured metal. It then vanishes with a sound of shattering glass, leaving the Jar and Lid neatly at the feet of the caster. The material component is a strangely shaped piece of metal.

Gilgalan's Spell Enabler II (Evocation)
Level: 2 Components: V, S
Range: Touch Casting Time: 2 segs
Duration: Special Saving Throw: None
Area of Effect: 1 spellcaster

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

Glamour (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 hour / level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: As Strength but adds D6 points to charisma. The material component is a piece of ambergris or a strand of peacock feather.

Glance I (Evocation)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2 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 +1 AC vs. all attack forms. The material component is a polished piece of turtleshell.

Hand Parry (Alteration)
Level: 2 Components: V, S
Range: Touch Casting Time: 2 segs
Duration: 1 round/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell allows the subject to parry witha hand, rather than with a weapon, without being hurt for the spell duration. If the local universe believes that a swashbuckler needs a weapon to get full basic armour class, this spell will substitute; it will also substitute for a parrying dagger for bonus AC due to parrying, and allows characters of other classes that have parries to use them. Note that gaining basic AC and adding parry bonus would normally require two castings, one for each hand. Note also that this spell does not reduce the subjects DEX in any way.

The subject must be proficient in a weapon that can be used for parrying, unless he is also proficient in Unarmed Combat, the extra armour class gained through parrying is halved (round up). This spell doesn't give a 'gauntlet of force', or any such effect, and can't normally be used as protective 'clothing' - it is a strictly dynamic effect.

Invisible Wizards Ink (Alteration)
Level: 2 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 to the caster, or a mage 4 or more levels higher than the caster who desires it to be, and the paper detects as magical. Note that the writing is visible to all others, and that this will effect magical writings. The material component is a drop of water.

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

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

Lift (Alteration)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 object

Explanation/Description: This spell levitates up to 100lb/level. If the target is a creature it must be willing. It can move 2" vertically/rnd under its control. If it does not concentrate on motion it remains at the same height. The material component isa small leather loop or a piece of golden wire bent into a cup shape with a long shank on the end.

Lock Breaker (Abjuration)
Level: 2 Components: V, S
Range: 12" Casting Time: 2 segs
Duration: Instant Saving Throw: None
Area of Effect: 1 object

Explanation/Description: This spell attempts to permanently remove all closing and locking enchantments from a door, chest or similarly secured object. It has the same chance of success as a Dispel Magic in this endeavour. Note that this spell is completely ineffective against mechanical locks.

Make Friends (Enchantment/Charm)
Level: 2 Components: V, S
Range: 12" Casting Time: 2 segs
Duration: Special Saving Throw: Neg
Area of Effect: 2 people

Explanation/Description: This spell mutuallly charms two people, they both get a ST at -4 and the spell fails if either makes their ST.

Manual Dexterity (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: 6 turns/level Saving Throw: None
Area of Effect: 1 being

Explanation/Description: This spell is identical to Dexterity, except for it's casting time and in that it only enhances manual dexterity. Thus pick pockets and missile THAC0would be improved but move silently and AC would not.

Merrick’ s Reality Check (Divination)
Level: 2 Components: V, S
Range: 0 Casting Time: 2 segs
Duration: 1 round Saving Throw: n/a
Area of Effect: Immediate vicinity of caster

Explanation/Description: This spell determines the number and nature of dimensions of local space, including and distinguishing ethereal and astral.. Real screwiness may also show up. It can tell if the local dimensional structure is of " sandwich" and " n12dimensional" form or indeed other. This spell does not enable any analysis of the nature or structure of the dimensions.

Merrick's Secret Revelation (Divt)
Level: 2 Components: V, S, M
Range: 1" Casting Time: 1 round
Duration: Instant Saving Throw: None
Area of Effect: 1 object

Explanation/Description: The caster dusts a known secret door, puzzle box or similar device with a pinch of white powder, and has revealed to her the means of opening the object. For particularly complex items requiring several different actions to open, the spell will reveal a number of actions equal to half the caster's level (round down), these being the first sequence of actions to be performed. The spell will not reveal any traps or methods of circumventing them that are not an integral part of opening the object.

Merrick's Travelling Salesman (Abjuration)
Level: 2 Components: V, S
Range: 0 Casting Time: 1 round
Duration: 2 rounds/level Saving Throw: None
Area of Effect: Caster

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

Microscope (?)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 6 turns/level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: The target has 10x microscopic vision. Will not effect infravision, ultravision or sight effecting spells. The material component is a small lens.

Mindmask (Divination)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segs
Duration: 2 round/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell overlays the casters thoughts with a selected layer of thoughts which will be picked up by ESP/ Telepathy spells instead of the casters real thoughts. The material component is a counterfeit copper or iron piece.

Minor Fireball (Evocation)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segs
Duration: Instant Saving Throw: 12
Area of Effect: 5'

Explanation/Description: This spell creates a 5' radius fireball which flies along a straight line path ( 6- 60' long at caster's choice), and then does 1D6/level fire damage to all in it (ST 1/2). If the fireball hits anyone/thing else on its way, however, they take 1/2 Damage (ST 1/4) and the fireball loses a quarter of its current force (this can of course happen several times). The fireball emerges as a mote from the casters fingertip, then expands to 5' diameter as it travels the first 5' of its path.. The material component is a ball of bat guano and sulphur.

Minor Lightning Bolt (Evocation)
Level: 2 Components: V, S
Range: 0 Casting Time: 2 segs
Duration: Instant Saving Throw: 12
Area of Effect: 2'6" x 6-60'

Explanation/Description: This spell creates a 10' long 2'6" wide L-bolt which travels 6 to 60 feet (casters choice) and then does 1D6/level lightning damage to those in it. If the L-bolt hits anyone/thing else on its way, however, they take half damage (ST 1/4) and the L-bolt loses a quarter of its current force (this can of course happen several times).. The material components are a bit of fur and a glass rod.

Mutual Lust (Enchantment/Charm)
Level: 2 Components: V, S
Range: 12" Casting Time: 2 segs
Duration: Special Saving Throw: Neg
Area of Effect: 2 people

Explanation/Description: This spell causes two people to lust after each other, they both get a ST at -4 and the spell fails if either makes their ST.

No Effect II (?)
Level: 2 Components: None
Range: 1"/level Casting Time: 2 segs
Duration: Instant Saving Throw: None
Area of Effect: Special

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

Padding I (Evocation)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2 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 1 point of damage from all physical attacks on the wearer. The material component is a piece of cotton quilting.

Parry I (Evocation)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2 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 +1 AC vs. all attacks which that weapon/shield could be used to parry. The material component is a miniature shield shaped mirror.

Perception (Alteration)
Level: 2 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 increases the target creatures INT for purposes of perception (including see invisible percentage) by 1D6, this can take it above racial maximum.. The material component is some owl feathers.

Perfumed Cloth (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 10 sq ft/level

Explanation/Description: This spell perfumes cloth no lighter than cambric and no heavier than sailcloth. It gives the cloth a reasonable, weak scent. The material component is something which gives off that scent. It can be cast on raw cloth or made up clothing though the casting time may be considerably extended for complex garments.

Pesticide II (?)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segs
Duration: 1 week/level 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. This sprotection will not kill more tahn casters level pests per round (or casters level HP if lower).

Phantom Smells (Illusion/Phantasm)
Level: 2 Components: V, S, M
Range: 3" + 1"/l Casting Time: 2 segs
Duration: 2 round/ level Saving Throw: n/a
Area of Effect: 1 starting point

Explanation/Description: This smell produces a smell which the caster must know/invent and which emanates from a chosen spot.

Preservative (Evocation)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2 segs
Duration: Permanent Saving Throw: n/a
Area of Effect: 10 lb weight/level

Explanation/Description: Cast on up to 10lb weight per level of non-living or ex-living material this spell kills all bacteria/molds/fungi/worms/insects etc in it, and prevents the growth of any more. It does not affect creatures the size of a mouse or more who come and eat it, as this breaks the spell on the portion they eat. Thus wood so treated would neither rot nor suffer from woodworm. food will not go bad, only go stale or be eaten by rats; books will not suffer from mildew or bookworms and so forth. The material component is a little salt, vinegar and honey sprinkled over the object.

Pressure Door (Abjuration)
Level: 2 Components: V, S
Range: 6" Casting Time: 2 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 door

Explanation/Description: This spell combines the effects of a Seal Portaland a Hold Portal. It also adds a small degree of pressure resistance to the Seal Portaleffect, sufficient to resist a light breeze (upto 2mph/level).

Protection I (Evocation)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2 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 +1 ST vs. all attack forms. The material component is a rabbits foot.

Protection vs. Stretching (Abjuration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Day/level Saving Throw: None
Area of Effect: 1 cu ft/level

Explanation/Description: This spell protects string/yarn etc from stretching. It is cast on a bobbin/ball of upto 1 cu ft/level. It stops the string/yarn from stretching (it will still snap if subjected to too great a load). Note that this does not affect 'elastic' stretching. It will not effect string of more than 12cm diameter but will affect eg bowstrings etc. The material component is a bit of beeswax.

Redleg's Social Graces (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 hour/level Saving Throw: Auto
Area of Effect: 1 creature

Explanation/Description: This spell hinders the area of effect of any biological powers inherent in the target that operate so as to drain hit points or other life energy. The caster specifies a desired percentage reduction in the radius of effect of the power at time of casting. The actual percentage reduction is randomly determined within a band of width 20% either side of the desired number. The radius will remain at this level until the spell expires or is dispelled. The spell was tested thoroughly upon Life Leech and it's precise effect on other such powers cannot be guaranteed (especially if they are non-biological in nature). If the subject wishes to resist, the spell has no effect: in any case, it's power is probably insufficient to affect level draining attacks. The material component is a small amount of any natural poison.

Reinforce Lock I (Alteration)
Level: 2 Components: V, S
Range: Touch Casting Time: 2 segs
Duration: Permanent Saving Throw: None
Area of Effect: 1 wizard lock

Explanation/Description: This spell, when cast on a Wizard Lock that the caster has prepared in the previous round, reinforces the lock so that any mage attempting to walk through it must be four levels higher than usual; i.e. seven levels higher than the caster. It cannot be dispelled seperately from the Wizard Lock.

Rotproofing (Necromancy)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Special Saving Throw: N/a
Area of Effect: 10 sq ft/level

Explanation/Description: This spell protects solid organic substances from rotting or suffering from fungus, mildew, burrowing insects or similar small creatures which may consume it. It does this by making it as poisonous (and unpleasant tasting) as if it had been soaked in creosote. It will not prevent magical rotting or the effects of extreme age. Any large creature that eats a meal of the affected material despite it's taste must make a ST vs. poison to avoid becoming ill. The spell is most effective on absorbent materials such as papier-mache12, which it effects to a depth of about half a foot. Less absorbent materials, such as leather or soft woods, are protected to a depth of a couple of inches, while hardwood is protected only to a depth of about an inch. Non-absorbent material such as ivory might be protected to a depth of only a small fraction of an inch. Materials treated by this spell give off a slight resinous odour. this spell is ineffective on living creatures, or upon (already) enchanted objects. The material component of this spell is a thimble full of creosote (distillate of wood tar).

Season Wood (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: Instant Saving Throw: n/a
Area of Effect: 3 cubic ft/level

Explanation/Description: This spell seasons wood. It will affect up to 3 cubic feet per level of caster, provided that the pieces of wood are either no more than 1 inch per level thick (across the grain) or no more than 4 inches per level long (along the grain. Multiple castings can be used to treat larger peices, but unless thes are simultanaous and carefully coordinated, the wood must save vs. Crushing blow for each casting except the last, or else it will crack or warp. Thick wooden objects save on the thin wood table, and thin on the thick, to represent their reversed vulnerability to this sort of stress. At the referees option, this spell might also be efecetive in drying other sorts of dead plant material. This spell will not effect magical items or living creatures, and is even ineffective on wood which has been cut less than a few days ago, as it still retains some life force. The material component is a small piece of the same wood as is to be affected, seasoned to the desired state (this is much quicker to do by normal means for a small piece).

Selective Missiles (Evocation)
Level: 2 Components: V, S
Range: 6" + 1"/l Casting Time: 1 seg
Duration: Instant Saving Throw: None
Area of Effect: Any in range

Explanation/Description: The caster creates as many magic missiles as if he had cast Magic Missile. Theses can be fired individually, at will, at any time over the next round at any target(s) within range.

Servitor of Air (Conjuration/Summoning)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 day Saving Throw: None
Area of Effect: 30' radius

Explanation/Description: This spell summons a very minor elemental, similar to an unseen servant, which has 6 HP, and a limited degree of intelligence, It can be driven off by a Dispel Magic or by being slain (magic to hit). It cannot be attack trained, and have no particular skills. It needs to be given particular orders and their senses are not very good, save with respect to their element. It does not talk. It can move at up to 24" through air, and can carry upto 20lb.

Servitor of Earth (Conjuration/Summoning)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 day Saving Throw: None
Area of Effect: 30' radius

Explanation/Description: This spell summons a very minor elemental, similar to an unseen servant, which has 6 HP, and a limited degree of intelligence. It can be driven off by a Dispel Magic or by being slain (magic to hit). It cannot be attack trained, and have no particular skills. It needs to be given particular orders and their senses are not very good, save with respect to their element. It does not talk. It can move at up to 6" on or through earth/rock/metal, though it can not cross gaps (even if filled with wood). It can lift upto 50lb, or move twice that weight across a smooth floor.

Servitor of Fire (Conjuration/Summoning)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 day Saving Throw: None
Area of Effect: 30' radius

Explanation/Description: This spell summons a very minor elemental, similar to an unseen servant, which has 6 HP, and a limited degree of intelligence, it can be driven off by a Dispel Magic or by being slain (magic to hit). It cannot be attack trained, and have no particular skills. It needs to be given particular orders and their senses are not very good, save with respect to their element. It does not talk. It can move at up to 24" through fire, or at 3" through the air, or at 6" along flammable substances. It cannot carry weight but can burn through things by raising temperatures by 100° (centigrade) in a cubic foot around them. This heat production can be concentrated or dispersed (the amount of temperature increase being inversely proportional to the square of the side). While it can hold this increased temperature indefinitely, it will take 1 round per 100° to reach it. It cannot produce temperatures above that of lava.

Servitor of Water (Conjuration/Summoning)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 day Saving Throw: None
Area of Effect: 30' radius

Explanation/Description: This spell summons a very minor elemental, similar to an unseen servant, which has 6 HP, and a limited degree of intelligence, it can be driven off by a Dispel Magic or by being slain (magic to hit). It cannot be attack trained, and have no particular skills. It needs to be given particular orders and their senses are not very good, save with respect to their element. It does not talk. It can move at up to 24" through water, and can move upto 20lb, or add/subtract 40lb of buoyancy. It can raise upto a cubic foot of water a foot in a round.

Shield Ib (Evocation)
Level: 2 Components: V, S
Range: 0 Casting Time: 2 segs
Duration: 5 rounds/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell acts as shield except that it protects in all directions and gives AC2 versus all attack forms

Shield II (Evocation)

duration: 5 rounds/level cast: 2 seg ST: n/a

area: caster range: 0 comp: V, S

This spell acts as Shield except it gives AC 0,1,2

Silence 15' Radius (Evocation)

Level: 2
Level: 2 Components: S, M
Range: 1"/level Casting Time: 2 segs
Duration: 1 turn + 1 rnd/lvl Saving Throw: None
Area of Effect: 15 ft radius globe

Explanation/Description: Except as specified above, this spell is identical to the second level clerical spell Silence 15' Radius.

Sleep II (Enchantment/Charm)
Level: 2 Components: V, S, M
Range: 3" + 1"/l Casting Time: 2 segs
Duration: 5 rounds/level Saving Throw: None
Area of Effect: Special

Explanation/Description: As Sleep I except that it effects 4D10 points

Somaticise (Alteration)
Level: 2 Components: V, M
Range: Touch Casting Time: 1 round
Duration: 5 round Saving Throw: n/a
Area of Effect: 1 spell casting being

Explanation/Description: This spell is very similar to Vocalise, but allows the recipient to cast spells without employing somatic components or other gestures or movements. If material components are needed for the spell, they can be anywhere on the casters person and need not be drawn out or held for the spell to be cast. The material component of the spell is a small spring or a jointed model of a human arm. This spell may be used in conjunction with Vocalise.

Strengthen Cloth (Abjuration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 10 sq ft/level

Explanation/Description: This spell strengthens cloth no lighter than cambric and no heavier than sailcloth. It gives the cloth +2 st vs. damage. It is stackable up to 4 castings. It can be cast on raw cloth or made up clothing though the casting time may be considerably extended for complex garments. The material component is some lining silk.

Strengthen Glue (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: n/a
Area of Effect: Special

Explanation/Description: This spell is cast on glue, mortar, paint, or varnish while it is being made. It effects enough glue to stick up to 10 sq ft/level. It increases its strength two-fold for every two levels of the caster, and adds 50% at odd levels (see table below), up to a maximum strength equal to that of fine well-seasones hardwood in tension along the grain (just over a ton per square inch). It has no effect on magically induced adhesion, so it will not enhance sovereign glue or Wizard Lock. Obviously, if the materials glued together are not this strong, they will break before the glue does. the spell is permanent until dispelled, but if the natural strength of the glue it is cast upon weakens (due to age, damp, rot etc), its magically enhanced strength will decrease by the same percentage. The material component is two burrs.

Caster's level 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

Glue strength x3 x4 x6 x8 x12 x16 x24 x32 x48 x64 x96 x128 x192 x256 x384

Strip (Alteration)
Level: 2 Components: V
Range: 1"/level Casting Time: 2 segs
Duration: Instant Saving Throw: Special
Area of Effect: Special

Explanation/Description: This spell effects the equipment of 1 to 4 creatures, up to 5lb weight per level in total. It blinks the clothing, armour and worn equipment of the target creatures a few feet sideways into empty space, where it falls at their feet. It does not affect anything that they are holding onto, or anything attached to or contained by it. It will not move creatures or magic items, or anything attached to, contained by, containing, or in the same container as a creature or magic item. Thus if you have a pet mouse or a potion in your backpack, your pack and its contents are unaffected. Note that magical armour does not 'contain' non-magical underwear. If three or four creatures are targeted, their saving throws are normal, but if only two are attacked their STs are at -1, and if only one is targeted the ST is at -3. The spell can only transport a total of 5 LB of equipment: if this mass limit is exceeded, the heaviest items are unaffected, along with anything attached to, contained by, or containing them.

Structural Failure (Alteration)
Level: 2 Components: V, S
Range: 1"/level Casting Time: 2 segs
Duration: Instant Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is related to Shatter. It weakens the joints of composite structures (furniture, wagons, houses), doing up to 2 HP of damage per level of caster, or one structural point per 5 levels of caster. Note that if it does enough damge to destroy the integrity of a structure, the structure won't be destroyed unless it is under stress. For example, a typical chair has about 4 HP. If the spell is cast on an unoccupied chair by a 5th level magic-user, it won't collapse until someone sits on it. If the chair was occupied when the spell was cast, It would collapse immediately.

The spell won't affect welded structures, or things made out of a single piece of material. Objects with dimensions larger than (caster's level) feet are also immune. There is a St vs. crushing blow for magical objects, but not for mundane ones. This spell was invented largely for its entertainment value, and this should be borne in mind when adjudicating its effects.

Tanglefoot (Alteration)
Level: 2 Components: V, S, M
Range: 1"/level Casting Time: 1 round
Duration: 3 rnds + 1/level Saving Throw: Neg
Area of Effect: 1 creature/level

Explanation/Description: The effected creatures can only move at a shuffle and suffer a penalty of +2 on their armour class. The material component is a length of vine.

Tensers Faster Disc (Evocation)
Level: 2 Components: V, S, M
Range: 3" Casting Time: 1 seg
Duration: 3 turn + 1 turn/lvl Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell acts as Tensers Floating Disc, save in that it can move at 12", can move upto 6" away from the caster, it can move vertically at 12" as well as horizontally.

Torazon's Slippery Field (Alteration)
Level: 2 Components: V, S, M
Range: 6" Casting Time: 2 segs
Duration: 5 rnd/level Saving Throw: None
Area of Effect: 10' square/level

Explanation/Description: This spell makes a surface(s) contained in caster's level contiguous 10' squares totally frictionless. All walking etc on it will fall over and carry on in their current path at current velocity until they hit the other side of the area of effect (subject to the whims of gravity). The material component is a banana skin which is thrown towards the area.

Touch of Subdual (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2 segments
Duration: 1 r/5L, then Instant Saving Throw: 12
Area of Effect: One creature

Explanation/Description: This is a touch-range attack spell, which increases the physical damage of an unarmed combat blow. The total damage done by the blow and the spell is 1D6 subdual damage per two levels of caster. The spell dissipates harmlessly if an attack with it misses, or more than 1 round per two levels of caster elapses between its casting and an attack.

The material component of the spell is a cosh or a knuckle-duster, which is used up. The spell won’ t affect undead, immaterial creatures, or any creature that requires magical weapons to hit. It is also ineffective if the blow strikes armour: use the weapon Vs armour type modifiers for unarmed combat, which are:

Armour type 10 9 8 7 6 5 4 3 2

Bonus/penalty +4 0 +2 0 0 -1 -3 -5 -7

Trance (Alteration)
Level: 2 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 imbues the recipient creature with the ability to enter a trance-like state at will. While in this state it rests as if sleeping for all purposes, including spell relearning and awakening. It takes 1 turn to enter the trance but this can be done even if the creature is fully rested. Note that wearing armour mey reduce or even nullify the effects of this rest ( D. M.s option). The material component is a small piece of bearskin.

Velcro (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2 segs
Duration: Special Saving Throw: Neg
Area of Effect: 1 sq character inch

Explanation/Description: This spell affects two surfaces, placed in contact when the spell is cast. They will stick together until pulled apart by a sentient being with intent to seperate them (ie they are not seperated by shaking or jostling). They then seperate easily and the spell expires. The spell can be dispelled before this, of course. The material component is a drop of glue. The maximum weight supported is 10 lb/level.

Vigour (Alteration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 6 turn/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell increases the recipients CON by 1D6 points for the spell duration up to racial maximum. The material component is some bear dung.

Walk On Earth (Alteration)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 2 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: Creature touched

Explanation/Description: This spell enables the recipient to walk on any stone or earth surface as if it were horizontal ground. It operates by effecting the local gravitational field of the recipient. This means that the recipients clothing etc remains in its normal orientation with respect to the recipient, irrespective of the angle he is at. The material components are some glue and a pinch of earth.

Watcher At the Gate (Divination)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 2 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 portal

Explanation/Description: This spell imbues the designated area with the ability to detect one of good, evil, law, or chaos. Its detection range is 1". The caster will be warned by the spell if he is within 3"/level of the portal at those times when it detects the appropriate alignment ( a spectral voice will murmur in his ear "something(s) wicked this way come(s)"). The material component is something with an eye marked on it.

Water Resistant Cloth (Abjuration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 10 sq ft/level

Explanation/Description: This spell works on cloth no lighter than cambric and no heavier than sailcloth to make it water resistant (not waterproof). It can be cast on raw cloth or made up clothing though the casting time may be considerably extended for complex garments. The material component is a piece of wax

Waterproof Cloth (Abjuration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 10 sq ft/level

Explanation/Description: This spell works on water resistant cloth no lighter than cambric and no heavier than sailcloth to make it waterproof. It is not stackable with itself or Water Resistant Cloth. It gives +1 st vs. acid which does less than 10 pts (before save). It can be cast on raw cloth or made up clothing though the casting time may be considerably extended for complex garments. The material component is a bit of lanolin.

Waterproofing (Abjuration)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 1 turn+
Duration: Special Saving Throw: n/a
Area of Effect: 10 sq ft/level

Explanation/Description: This spell is cast during the process of coating a surface (or surfaces) with some water-resistant or waterproof coating, such as lacquer, varnish, wax, or tar. for the spell to work, this must be reasonably effective in blocking water, sufficient to stop at least 50% of the water that would otherwise reach the surface. The spell increases the efficacy of the waterproofing material at keeping out water and water-based liquids by a factor of two for each level of the spell-caster. Thus if cast at 10th level on a coating that would normally keep out 95% of the water, the result will keep out 99.995% of the water. If any part of the waterproofing layer ever degrades to the point where it would stop less than 50% of the water absorbtion, the spell dissipates from that part of the area; otherwise the spell lasts until dispelled. The material component is an extra 10% of the waterproofing material being applied.

Wizards Invisible Ink (Alteration)
Level: 2 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. All that is written on that sheet of paper in the next 24 hours will be visible only to the wizard, or a mage 4 levels higher than the caster who desires it to be, until it is dispelled, placed in an A. M. S etc, at which point it will disappear for good. The sheet of paper will detect as magical. This spell will effect magical writings. NOTE that a see invisible roll or Detect Invisibility will show that there is something there, but not what it is. The material component is a drop of lemon juice.

Write II (Evocation)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 1 round
Duration: 3 turns/level Saving Throw: None
Area of Effect: 1 magical document

Explanation/Description: This spell enables the transfer of one or more magical writings from one surface to another, If the caster is of a level to cast/create the writing this occurs without incident, otherwise he must make a saving throw or take 1d4 damage for every level of the spell being transcribed. This damage can be healed normally. The transcription takes 1 turn per spell level, and if the caster is interrupted the spell is aborted. The writings to be moved must start on the same surface, but may end on different ones. The Material components include a set of tools with which the mage could inscribe the writing on the new surface(s). Note that this does not allow the duplication of any part of the writing.