Analyse Magic (Divination)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segs
Duration: 2 rounds/level Saving Throw: n/a
Area of Effect: 1" wide x 6" long path

Explanation/Description: This spell acts as an Detect Magic but also, while it is in operation the caster can concentrate on 1 spell/item at a time and define the properties listed below in any order at the rate of 1/rnd. He can also tell which objects / parts thereof are magical. The caster can discriminate between up to level/3 seperate effects on the same item. Note that a Hold Spell or item enchantment counts as a seperate effect from the spell held/enchanted in.

TYPE:

enchantment, keyed enchantment, spell in operation, spell waiting activation, intrinsic magic of creature/material, combination, or other.

CLASS:

type of constructor; MU, ILL, CL, fairy, god,(only gives styles of magic the caster is familiar with, otherwise is vague

LEVEL:

level of caster/constructor to +- 2 levels

ELEMENTS:

enchantment, evocation, conjuration, illusion etc in any combination. Elemental alignments or components (fire, water, positive, negative, light, plant etc) are also given

DURATION:

time effect will last; duration +- 20%, until dispelled, until destroyed, until activated, forever, unknown

DURATION ONCE ACTIVATED:

as above, or until condition met

TYPE OF ENCHANTMENT:

permanent, oneshot, charged, %age fully charged (to 20%)

PURPOSE:

5% chance/level of divining approx purpose of enchantment; eg trap, transport, attack, defence, detection, bluff, combination or unknown etc

RANGE:

whether finite or infinite, if finite to within 20%.

AREA:

whether finite or infinite, if finite to within 20%.

 

All the above save Elements, Class and Purpose have a 10% per level chance of being found out by a given casting of the spell. If the roll to determine if the property can be determined is made by 100% the accuracy improves one step (+-20% -> +-10%, +-3 -> +-2 etc) and if it is made by 200% by another step (+-5%, +-1) etc The material components are a crystal lens and a prism worth 20GP the set.

Art's Extra Hands (Conjuration/Summoning)
Level: 3 Components: V, S
Range: 0 Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This gives the caster a pair of hands on the end of virtual arms. They have tactile feedback, and can be used to do anything that he could use his normal hands for. They are dispelled by 20 points of magical damage. The caster can use his arms at the same time, though if he is trying to do something complex with both sets he will run into the same difficulties as a nonambidextrous person gets with using both hands. The extra hands can reach through any size of gap, but not through objects.

Atomiser (Alteration)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segs
Duration: Instant Saving Throw: Special
Area of Effect: Upto 3" long 120° cone

Explanation/Description: This spell sprays a liquid from the mages hands in a cone up to 30' long covering an angle of up to 120°. The length and angle are determined by the mage. If the liquid is not living and not noticeably magical or valuable the material component is a fluid ounce of the liquid, which is used up ( the spell creates the rest). Otherwise the mage must provide enough of the liquid to cover the area. Note that living liquids get a saving throw (neg), and that the mage is automatically effected by the liquid.

Bladesharp II (Evocation)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 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 two points of damage per hit on an opponent. Due to its focussing effect on the edge of the blade, it also gives the wielder +2 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.

Block Spell (Abjuration, Evocation)
Level: 3 Components: V, S
Range: 1"/level Casting Time: 1 seg
Duration: Instant Saving Throw: Special
Area of Effect: Special

Explanation/Description: This spell disrupts the forming energies of a spell being cast, causing them to dissipate harmlessly. The target spellcaster gets a St vs. magic (with no items) at - caster's level/3 to master this effect and continue spell casting. In either case the spell slot (of the target mage) is used up. The caster must know what spell he is disrupting, andit must be a spell he knows.

Bludgeon II (Evocation)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: 2 round/level Saving Throw: None
Area of Effect: 1 weapon

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

Break Barrier (Abjuration)
Level: 3 Components: V, S
Range: 3" Casting Time: 1 round
Duration: Instant Saving Throw: n/a
Area of Effect: 1 barrier

Explanation/Description: This will dispel one barrier created by Create Barrier

Call Weapon (Alteration)
Level: 3 Components: V, S
Range: 1"/level Casting Time: 3 segs
Duration: Instant Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell teleports (strictly Dimension Doors) the caster's 'own' weapon to his hand if it is within spell range. It only works on a weapon that is closely associated with the caster: many people don't have a weapon that is so closely associated and it is very rare to have more than one. A pair of 'own' weapons are usually connected to each other, at least by association. If the weapon is being hed by someone else, they get a ST to avoid it being taken.

Change Self (Illusion/Phantasm)

duration: 2-12 +2/lvl rounds cast: 1 seg ST: n/a

area: caster range: 0 comp: V, S

As the first level illusionist spell of the same name

Charm Cat (Enchantment/Charm)

Level: 3
Level: 3 Components: V, S
Range: 6" Casting Time: 3 segs
Duration: Special Saving Throw: Neg
Area of Effect: 1 feline

Explanation/Description: This spell acts as Charm Monster but only works on felines.

Charm Dragon (Enchantment/Charm)
Level: 3 Components: V, S
Range: 6" Casting Time: 3 segs
Duration: Special Saving Throw: Neg
Area of Effect: 1 dragon

Explanation/Description: This spell acts as Charm Monster but only works on dragons.

Charm Red Dragon (Enchantment/Charm)
Level: 3 Components: V, S
Range: 6" Casting Time: 3 segs
Duration: Special Saving Throw: Neg
Area of Effect: 1 red dragon

Explanation/Description: This spell acts as Charm Monster but only works on red dragons, which save against it at -3.

Clairaudibility (Divination)
Level: 3 Components: V, S, M
Range: Special Casting Time: 3 segs
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This is a reversed Clairaudience. Sound emerges from the visualised location as if it were at the position of the mage. The Material component is a silver horn.

Clairvisibility (Divination)
Level: 3 Components: V, S, M
Range: Special Casting Time: 3 segs
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This variant of 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 small mirror.

Continual Coloured Darkness (Alteration)
Level: 3 Components: V, S
Range: 6" Casting Time: 3 segs
Duration: Permanent Saving Throw: None
Area of Effect: 6" radius globe

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

Continual Air (Evocation)
Level: 2 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: Permanent Saving Throw: None
Area of Effect: 1 cubic foot/round

Explanation/Description: This spell is cast on a sample in a location/container. It will attempt to hold the form and amount of the sample by adding/removing or replacing it with upto 1 cu ft/rnd to/from the Elemental plane of air. Note that this spell only effects the element of air (though dust might be blown out of the container by the air flow). The material it creates is nonmagical and cannot be dispelled. This spell supplies fresh air from the elemental plain of air, of the desired temperature ( -20° F to 120° F) pressure and humidity at up to 1 cubic foot/round ( enough to supply adequate ventilation for 1 person) up to a maximum of mages level squared times a thousand cubic feet per year created/destroyed (replacement doesn't count towards this total). The material component is a cubic foot of air of the desired temperature and humidity.

Continual Darkness (Evocation)
Level: 3 Components:
Range: 6" Casting Time: 3 segs
Duration: Permanent Saving Throw: Neg
Area of Effect: 6" radius globe

Explanation/Description: This spell bears the same relation to Darkness as Continual Light does to Light.

Continual Earth (Evocation)
Level: 5 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: Permanent Saving Throw: None
Area of Effect: 1 cubic foot/round

Explanation/Description: This spell is cast on a sample in a location/container. It will attempt to hold the form and amount of the sample by adding/removing or replacing it with upto 1 cu ft/rnd to/from the Elemental Plane of Earth up to a maximum of mages level squared times a thousand cubic feet per year created/destroyed). Note that this can only add/remove earth but that the resultant material can displace air/fire/water. The material it creates is nonmagical and cannot be dispelled. This supplies 'fluid' earth from the elemental plain of earth (gravel, dust, sand, loam) and then only if it can flow into/out of the container. It will supply any relatively common form of earth/sand, (not gems) attempting to keep the same level in the container, but is not capable of changing the contents (due to lack of diffusion). Material component is a container of the desired sand or earth.

Continual Fire (Evocation)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: Permanent Saving Throw: None
Area of Effect: 1 cubic foot

Explanation/Description: This spell is cast on a sample in a location/container. It will attempt to hold the form and amount of the sample by adding/removing or replacing (not earth) it with upto 1 cu ft/rnd to/from appropriate plane up to a maximum of mages level squared times a thousand cubic feet per year created/destroyed (replacement doesn't count towards this total). The material it creates is nonmagical and cannot be dispelled. This will keep a normal fire of upto 1 cu ft (campfire) burning with no external fuel/air. Attempts to extinguish it will be only temporarily successful, unless the spell is dispelled (possible by means which will extinguish magical fire). If the fire gets bigger than desired the spell will act to damp it down. The material component is a fire of the desired heat/size and flame colour.(upto furnace heat)

Continual Water (Evocation)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: Permanent Saving Throw: None
Area of Effect: 1 cubic foot/round

Explanation/Description: This spell is cast on a sample in a location/container. It will attempt to hold the form and amount of the sample by adding/removing or replacing it with upto 1 cu ft/rnd to/from the Elemental plane of Water. Note that this spell cn only add/remove water, though fires could be extinguished, air displaced and earth swept away. The material it creates is nonmagical and cannot be dispelled. This will supply fresh or salt water at desired temperature (32° F to 170° F) at up to 1 cu ft/round (about a full on tap) so as to maintain the original level in the container up to a maximum of mages level squared times a thousand cubic feet per year created/destroyed (replacement doesn't count towards this total). Removing any admixture or excess at the same rate. Material component is a container of water of the desired temperature and salinity

Countermagic II (Abjuration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 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 125% - 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.

Curtain of Light (Abjuration)
Level: 3 Components: V, S
Range: 6" Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 20’ x20’ area

Explanation/Description: This spell produces a translucent coloured curtain. This has no effect save to sparkle prettily whenever any dust, spores or small insects pass through it. Anything larger passes through without any effect. Its only known use is detecting invisible ants.

De-instance (Divination, Abjuration)
Level: 3 Components: V, S, M
Range: 1" Casting Time: 3 segs
Duration: 1 hour/level Saving Throw: None
Area of Effect: 1 object/creature

Explanation/Description: Should the caster of this spell scry or otherwise detect the class of objects of which the target of de-instance is an example, while this spell is in operation, he will not detect the target of this spell. This is principally used for scrying for other instances of a class of objects (since otherwise the detective tends to end up scrying the one he knows about). The material component is an eye patch, which the caster must put on during this spell, (he is allowed to take it off again after finishing spellcasting).

Detect Dimensional Anomaly (Divination)
Level: 3 Components: V, S, M
Range: 6" Casting Time: 3 segs
Duration: 1 round/level Saving Throw: n/a
Area of Effect: 1" path

Explanation/Description: Detects and analyses alterations in local space, including twisting or swapping normal and astral/ethereal dimensions, discontinuities and general spatial warps. It reveals only local information — i.e. it will note a Teleportas it is activated, but will not tell you where the far end is. The material component is a piece of knotted string.

Detect Disease (Divination)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1" x 6" path

Explanation/Description: This spell detects infectious diseases. It will detect both creatures that have a disease (even if they have no symptoms yet) and creatures or objects carrying disease. there is a 10%/level chance that the caster will learn the name of teh disease, if it is one he knows about. Material component is an unsterilised bone from a creature that died from a (normally lethal) disease.

Detect Enemies (Divination)
Level: 3 Components: V, S
Range: 0 Casting Time: 3 segs
Duration: 2 round/level Saving Throw: n/a
Area of Effect: 1" x6" long path

Explanation/Description: As Detect Magic except that it detects enemies( as wand) in a 1" wide,6" long path in front of the caster

Detect Mass (Divination)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segs
Duration: 2 round/level Saving Throw: n/a
Area of Effect: 6" radius sphere

Explanation/Description: This spell detects all mass, within 6", The caster can set the minimum density picked up to within 0.5 (of density of water) and minimum mass. This spell will penetrate 1" through rock and gives the caster an awareness of masses with position and density (to within 0.5 ). NB. the mage requires to concentrate on this spell in order to correlate it with visual stimuli. The material component is a small lead sphere.

Detect Minerals (Divination)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segs
Duration: 2 round/level Saving Throw: n/a
Area of Effect: 1" x 6" path

Explanation/Description: This spell detects a particularmineral (chosen at time of casting) in a 1" wide 6" long path. It only registers masses of greater than 10lb, and gives amounts to within 10%, as well as identifying the mineral type with reasonable accuracy (eg pink granite, iron ore (with major trace elements and rough quality, amethyst,...). The spell will penetrate 1" of stone or 1 character inch of lead. It will give the purity of ores to within 10%. The material component is a small lump of the mineral to be detected.

Detect Spatial Link (Divination)
Level: 3 Components: V, S
Range: 0 Casting Time: 3 segs
Duration: 2 rnd + 1 rnd/level Saving Throw: None
Area of Effect: 1" path 1"/level long

Explanation/Description: This spell is a specialised form of Detect Magic that detects magical linkages and makes them visible to the spell user as glowing lines of light. A link exists between two points if there is an information and/or energy flow by magical means between them. Eg Wizard eye to user, Magic Jar to Target to Caster, pulse along Dimension Door path. Purely receptive efects eg Esp arent shown. The spell automatically shows links, but does not tell the user what spell caused them. Their interpretation may be obvious (eg the pulse between caster and burst of a Fireball seen by the user). If not a 1D20 roll is made against (spell users level + 4). Applicable modifiers include.

+ 2 spell unknown to user (and information can then only be general).

+ 2 spell of different character class.

+ 2 spell too high level for user to cast himself.

- 1 per round spell studied before making roll ( the spell must be

operating during study

- 1 general type of spell already known (eg fire or telepathy)

- 2 exact spell used already known.

- 4 spell caster casting spell already identified and personally known

to user.

If the user makes the roll to divine the spell in effect, or knows by other means, he may try to divine the vague position of the spells caster, or the level of effect of the spell, or other such information. Such information might be gained automatically - if both caster and point of effect of the spell being examined by the caster are within the area of effect, the casters position is automatically known. Such rolls are made at the same chance as divining the spells type, until a roll is failed. Errors in position, power level and so forth are usually of +10% (less 1% per rounds study to a minimum 1%).

This version of the spell is limited to spatial spells, those with a defined limited range which do not cross planar boundaries. A higher level version exists that overcomes this limit. This spell is a passive detection effect.

Disperse Fog (Abjuration)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1"/level radius

Explanation/Description: This spell disperses all non-magical fog in the srae and prevents any from forming foir the duration of the spell. If cast on an area which contains magical fog, or a magical fog tries to form in the area, this spell gets a chance to dispel it (as Dispel Magic. If it fails the spell remains in operation, but cannot effect that magical fog. The material component is a small fan.

Divinator III (Divination)
Level: 3 Components: V, S
Range: Touch Casting Time: 3 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 third 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.

Do Not Disturb (Abjuration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 1 door

Explanation/Description: The door on which a Do Not Disturb is cast becomes immune to the effects of a Knock spell. Purely mechanical means ofopening the door, such as picking a lock or breaking it down are unaffected by this spell, but ordinary magical means will be ineffective. If the door has any locking enchantments in effect at casting time, these too will be protected. The material component is a small piece of lead.

Domesto's Destroyer (Necromancy)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: Instant Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell slays all parasites/ infesting creatures on/in a creature, up to shire horse size, which have 1 HP or less and weigh less than 12 OZ. It is essentially a fine tuned Death Spell. Note that it will kill all small creatures on/in the one concerned - so put down your pet beetle first.

ELANA'S ALTERNATIVE Alt L3 R(Elana)

Components: V, S, M Range: Special Casting Time: 3 segs Duration: Instantaneous Saving Throw: None Area of Effect: Caster

Explanation/Description: This spell is an alternative to Luinrod's Dagger: cast upon a thrown weapon, it accelerates it over the first ten feet of its flight to very high speed. The somatic component of the spell ends with throwing the weapon; for initiative purposes, the spell counts as the slower of a three segment spell and a thrown missile attack delayed by three segments. The caster rolls to hit the target's armour class using their normal hit probability with a thrown weapon of the relevant type (unlike Luinrod's Dagger). If a hit is scored, the weapon does its normal damage, plus the basic damage for the weapon type (max of 1D4) times the caster's level (e.g., a dagger thrown by an eighth level caster would do 1D4ퟯ). Due to the high speed and smooth acceleration, the limits of short, medium and long range are increased by 50%, for a caster who has practised using the spell. For purposes of determining if creatures are vulnerable to this attack, count it as a high-velocity weapon of the same magical bonus as the weapon used. Protection From Normal Missilesand similar effects treat it like a balista bolt and give -1/die damage. Note that the weapon is accelerated at the beginning of its flight and its velocity causes the damage it does. Accordingly, after the first ten feet of flight, magic resistance, anti-magic shells Globes of Invulnerability and other such defences will have no effect (except possibly to remove any magical bonus of the weapon, or other spells cast on it).

The material component of the spell is the weapon to be thrown, which is not used up. It does have to make an item saving throw against Normal Blow if it hits a reasonably soft or light target (e.g., a human in armour), or against Crushing Blow if it hits something solid. If the attack misses and the weapon doesn't hit anything else, it will land somewhere around the limits of long range, and probably bury itself if the ground is soft.

Elana's Iron Gauntlet (Alteration)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segs
Duration: 1 round/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell creates an invisible 'gauntlet of force' around on e of the caster's hands. This protects teh hand as well as a plate mail gauntlet, without any weaknesses at joints or in the palm, and without reducing the user's DEX. It's intended for use in disarming traps and also gives the benefits of a Hand Parry spell. the material component is a plate mail gauntlet: it's usual to use a specially made miniature one, but a full size one is just as good.

Electric Grasp (Alteration)
Level: 3 Components: V, S
Range: Touch Casting Time: 1 seg
Duration: Instant Saving Throw: None
Area of Effect: 1 target

Explanation/Description: This spell causes 2D8 +2 x casters level points in the same manner as Shocking Grasp.

Enlarge III (Alteration)
Level: 3 Components: V, S, M
Range: 12"/level Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: Neg
Area of Effect: 1 creature or object

Explanation/Description: This spell works as Enlarge II, but effects a creature and all objects in its aura. Note that it effects both the creature and its kit as inorganic for purposes of calculating the size change.

Expert System Load (Divination)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 12 turn
Duration: 3 day / level Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell allows the loading of an existing Expert System ( see Expert System Create) into casters memory.

Farsight (Alteration)
Level: 3 Components:
Range: 0 Casting Time: 3 segs
Duration: Turn/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell gives 10x telescopic vision. It does not effect the range of infravision but does effect truesight, ultravision etc.

Fire Daggers (Evocation)
Level: 3 Components: V, S
Range: 6" Casting Time: 3 segs
Duration: Instant Saving Throw:
Area of Effect: 1 or more creatures

Explanation/Description: This spell is identical to the wu jen spell Fire Shuriken (OA2) except it produces daggers instead of shuriken

Fumigate III (Conjuration/Summoning)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segs
Duration: 1 week/level Saving Throw: None
Area of Effect: 10' cube/level

Explanation/Description: This spell kills creatures of 1HP or less, and which weigh less than 12 OZ, which enter/are in the area. It can kill up to level/round. It causes the area to smell strongly. The material component is asprig of fleabane.

Giant Plant (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 1 plant

Explanation/Description: Cast on a plant (non-giant natural plant with no magical powers), this spell turns it into a true breeding giant version of itself. It will not effect the plant itself, but only its offspring. The spell is not dispellable on plant or offspring, the material component is some revolting brown liquid. (This spell can be reversed to shrink plants).

Gilgalan's Spell Enabler III (Evocation)
Level: 3 Components: V, S
Range: Touch Casting Time: 3 segs
Duration: Special Saving Throw: None
Area of Effect: 1 spellcaster

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

Glance II (Evocation)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 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 +2 AC vs. all attack forms. The material component is a polished piece of turtleshell.

Graft Plant (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 1 plant

Explanation/Description: This spell enables the caster to graft a portion of one plant onto another, in the normal manner, if the graft is not of a type normally likely to have a chance of success, the grafted bit only has a mages level x 2 % chance of taking. The material components are a piece of twine and some wax.

Gullibility (Enchantment/Charm)
Level: 3 Components: S, M
Range: 1"/Level Casting Time: 3 segs
Duration: 1 rnd/level Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: If the target fails its save it will be incapable of consciously attempting to disbeleive in something. However sufficient imposssibility will still prevent an illusion from having an effect. Thus the targets allies could cause it to cease belief. The material component is a piece of fleece.

Haste/slow (Alteration) Reversible

duration: cast: 3 seg ST: neg

area: range: comp:

This spell is reversible and is identical to the 3rd / 4th level spells save that the targets get a saving throw

Hide Magic (Abjuration)

Level: 3
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: n/a
Area of Effect: One spell

Explanation/Description: This spell makes itself and one other spell, magical effect, or enchantment upon a magical item undetectable to all magic detecting, or identifying spells of third level or less, and also those up to 6th level which have magic detection as only one of their features (such as TRUE SIGHT/SEEING ). Against Identify II it will conceal the spell 90% of the time, but the other 10% it will be revealed along with the fact that it has been concealed by a HIDE MAGIC spell. It is ineffective against Identify III. The material component of the spell is a pinch of diamond dust, worth 10GP/level for spells or singly charged items, or 100GP/level for permanent or multiply charged items. There is still a very faint aura of magic.

Hide Portal (Abjuration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: Permanent Saving Throw: n/a
Area of Effect: 1 portal

Explanation/Description: This spell is cast on a door, compartment, chest lid, or similar portal of up to 5 sqft/level in area. It makes its presence and the means of opening it as hard to find as those of a secret door. This will of course not prevent those already familiar with the portal from using it, though they still cannot see it. There are certain differences, in that the spell will not hide the portal from anyone who makes their magic resistance or see invisible rolls, or is immune to third level illusions, and that non-humans get no advantage in finding it, also requiring a 1, but magic-users find it on a 1-2. The area radiates magic but this does not reveal the means of opening, merely the rough location of the portal. If the door was already secret, two simultaneous successful rolls must be made to open it one to overcome each form of disguise. The material component is a piece of black silk which is waved over the portal and is reusable.

High Accelerator I (Alteration)
Level: 3 Components: V, S
Range: 5" Casting Time: 3 segs
Duration: Instant Saving Throw: 12
Area of Effect: Special

Explanation/Description: This spell causes the person/object/area effected great pain and/or damage as all the molecules in the recipient are caused to speed up many times. This has the effect of inflicting injuries to creatures, cracking stone, splintering wood or warping metal etc as indicated below.

creatures: does 2 pts/level up to a max of 60 to 1 creature.

Structures: 1 + 1/3 level hull pts up to a maximum of 6

1 + 1/4 level defence points up to a maximum of 5

Icicle (Evocation)
Level: 3 Components: V, S, M
Range: 6" +1"/L Casting Time: 1 seg
Duration: Instant Saving Throw: 12
Area of Effect: Any in 60° cone

Explanation/Description: This spell produces casters level icicles which act as magic missiles, save for the fact that they do D6+1 cold damage each. The material component is an icicle.

Illusionary Wall (Illusion/Phantasm)
Level: 3 Components: V, S, M
Range: 1"/Level Casting Time: 3 segs
Duration: 1 turn /level Saving Throw: None
Area of Effect: Variable

Explanation/Description: This spell produces an illusionary wall of fire/ice etc. The wall has no true substance and cannot do damage but will block view and will be believed if not touched (wall of fire radiates heat but does no damage, wall of ice radiates cold). The caster can produce a wall of the size he would produce if casting the spell he is emulating at a level 5 above his present level. The material component is a silk handkerchief.

Improve Milk Yield (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: 1 week/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell doubles a cows milk production. During this period the cow will need to eat more. It is recommended that no cow be under this spell for more than three months a year, or its health may suffer (its a bit of a strain anyway). Material component is a four leafed clover.

Improved Mending (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: Instant Saving Throw: None
Area of Effect: 1 object

Explanation/Description: This spell causes a single object to be repaired. It will only repair breakage not wear ( so torn cloth would be restored, but not threadbare). It will mend any number of breaks and will restore lost material upto the lesser of Mage's level GP considered as straight material worth or Mage's level squared GP considered as a percentage by volume of the value of the object being restored (i.e surprisingly little clay can be restored when mending a Ming Vasee). The material component is a dab of glue. If the spell cannot restore the object it will do nothing.

Improved Somaticise (Alteration)
Level: 3 Components: V, S, M
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 Somaticise. 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 / MATERIALISE, 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 a small jointed model of a human arm.

Improved Vocalise (Alteration)
Level: 3 Components: V, S, M
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 Vocalise. 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) SOMATICISE / MATERIALISE, 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 a small piece of tongue.

Ironhand II (Evocation)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1 natural weapon

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

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

Explanation/Description: This spell produces a ball of lightning doing D6 per caster's level to all within the area of effect, note that it does not blow-back. The material component is a small piece of charged silk wrapped round a piece of amber.

Lucid Languages (Alteration)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 1 round
Duration: 1 hour/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell is an improved version of the first level spell Comprehend Languages. except as shown above it is generally similar to the first level spell. However it applies only to written materials and a single casting will allow comprehension of any number of pieces and/or languages, limited by the duration of the spell. The spell will overcome a Confuse Languages spell. The material components are soot and salt.

Luinrod's Dagger (Alteration)
Level: 3 Components: V, S, M
Range: Special Casting Time: 3 segs
Duration: Instant Saving Throw: None
Area of Effect: 1 thrown weapon

Explanation/Description: Cast upon a thrown weapon, this accelerates it over the first ten feet of its flight to very high speed. The material component is the weapon to be thrown, which is not used up (though it may be damaged if it strikes a hard object). The somatic component of the spell includes hurling the weapon. For purposes of initiative systems, the attack counts as the slower of a missile attack delayed by three segments and a three segment spell. The magic user rolls to hit normally, save that short, medium and long ranges are increased by 50%/level, and the mages aim is improved (being mostly mental in aiming the spell, rather than physical in aiming the weapon) allowing the mage to attack as a fighter of their level, and to use fighter non-proficiency penalties if not proficient in the weapon thrown. Damage for the attck is rolled normally, except that the extra speed increases the damage by the mages level times the base damage of the weapon type (up to a maximum of D4/level). NB As this spell only effects the first ten feet of the flight of the dagger, it can be used to attack creatures in Anti-magic Shells, Globes of Invulnerability, and cannot be magic resisted. For the purposes of P. V. Normal Missiles the missile is treated as a ballista bolt, ie -1/die. For purposes of determining whether creatures are vulnerable to it, it is treated as a high velocity weapon of whatever magical/non-magical plus the missile is. The weapon must save versus Normal blow if it strikes a soft target (eg a human), or Crushing blow if strikes a hard surface, such as a wall, or be broken by the impact (this will not affect the damage done by the attack). Also if the missile misses outdoors, it will go a long way (usually somewhere in long range) and will bury itself some way into the ground.

Mage Lock (Alteration)
Level: 3 Components:
Range: Casting Time: 3 seg
Duration: Saving Throw: None
Area of Effect: 1 door

Explanation/Description: This spell acts as Wizard Lock save as in the following particulars: It requires a mage seven levels higher than the caster to be able to walk through the door. The door can be set to open either to caster only or under specified circumstances ( up to 20 words, visual, audial senses).

Merrick's Foot-in-the-door (Abjuration)
Level: 3 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 reinforced, effectively adding seven to her level when attempting to force Wizard Locks and the like.

Merrick's Persuasive Passkey (Abjuration)
Level: 3 Components: V, S
Range: Touch Casting Time: 1 round
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 spell

Explanation/Description: This spell attacks a locking spell such as Wizard Lock, so as to allow the caster through as if he were the person who cast the lock for the duration of the spell. The chance of succeeding is as for Dispel Magic, but note that Mage Lock counts as if cast at three levels higher, and Personal Lock as if at six levels higher. The material components are a square of silk and a small golden key.

Merrick's Unsubtle Knocking (Evocation)
Level: 3 Components: V, S
Range: 1"/level Casting Time: 3 segs
Duration: Instant Saving Throw: 12
Area of Effect: 1 creature/object

Explanation/Description: On completion of casting, a beam of pure force leaps from the caster's hand and strikes the intended target with a physical impact. Damage done is as for High Accelerator, viz

Creatures: 2 HP/level (to a maximum of 60)

Structures: 1 + 1/3 level hull points (to a maximum of 6)

1 + 1/4 level defence points (to a maximum of 5)

Creatures get a ST for 1/2 damage.

Mind Focus (Abjuration)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 1 seg
Duration: 1 day Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: The caster cannot be spell spoilt while casting his next spell. The material component is a pice of steel.

Minor Cosmetic Surgery (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: This spell alters 1 feature of a creature within the limits of racial norms and easy surgery. The effects are dispellable in the short term but soon become fixed. The target must make a system shock roll or take 1 HP permanent damage only curable by succesfull Minor Cosmetic Surgery, Heal or Limited Wish etc. The material components are a piece of clay and a drop of the targets blood which are used up and a set of surgeons tools (costing 100 GP) which aren't.

Minor Misdirection (Illusion/Phantasm)
Level: 3 Components: V, S
Range: Touch Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: One object or creature

Explanation/Description: This spell generates a sympathetic link between the object or creature touched and another object or creature which is within caster's level inches (area). While the two things must be of the same type (i.e. a human cannot be linked with an elf, nor a door with a window), they do not have to be identical. Thus, a male warrior could be linked to a female priest, or a secret door to an unconcealed one. The objects or creatures linked may be moved, but if they are ever more than (caster's level) inches apart the spell is broken.

The effect of the link is that any detection magic cast on the target of this spell reports as if it had been cast on the linked creature/object. Thus the secret door above would be found by the hypothetical Detect Doors spell but not by Detect Secret Doors, and a Know Alignment cast on the warrior would show that of the priestess. Note that in particular the link does not cause the second object to detect as magical (and so this spell does not show up on Detect Magic. Truesight, and Detect Specific Thing will both penetrate this spell..

Multimissile (Evocation)
Level: 3 Components: V, S
Range: 6"+1"/L Casting Time: 2 segs
Duration: Instant Saving Throw: None
Area of Effect: Any in 60° cone

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

No Effect III (?)
Level: 3 Components: None
Range: 1"/level Casting Time: 3 segs
Duration: Instant Saving Throw: None
Area of Effect: Special

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

Not Really a Wish At All (Conjuration/Summoning)
Level: 3 Components: V
Range: Varies Casting Time: 3 segs
Duration: Instant Saving Throw: Varies
Area of Effect: Varies

Explanation/Description: This spell is the weakest form of Wish spell. It allows the duplication of upto 2nd level spell effects or other things of similar power. It ages the caster 1 week.

Note Magic (Divination)
Level: 3 Components: V, S
Range: 0 Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 3" radius

Explanation/Description: This spell endows the mage with continuous, automatic, passive magic detection. He will be aware of all sources of magic in the area (which moves with him) as though viewing them with Detect Magic.

Note Secret Doors (Divination)
Level: 3 Components: V, S
Range: 0 Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 3" radius

Explanation/Description: This spell enables the caster to notice all secret doors within 3" of them.

Padding II (Evocation)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 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 2 point of damage from all physical attacks on the wearer. The material component is a piece of cotton quilting.

Parry II (Evocation)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 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 +2 AC vs. all attacks which that weapon/shield could be used to parry. The material component is a miniature shield shaped mirror.

Perfect Recall (Alteration)
Level: 3 Components: V, S
Range: 0 Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: The caster can remember perfectly anything he sees, hears, smells etc in the duration of the spell for 1 day/level

Pesticide III (?)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 1 seg
Duration: 1 week/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell can be cast either on casters level plants within a 1"/level radius, or on all vegetation in casters level contiguous 10' cubes. 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.

Phantasmal Cover (Illusion/Phantasm)
Level: 3 Components: V, S, M
Range: 1"/level Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 object

Explanation/Description: This spell covers an object (up to 1" cube/level) with an illusion of itself. This illusion covers it from all directions (including inside etc). It is dispelled if touched by other than caster.

Polymorph Person To Frog (Alteration)
Level: 3 Components:
Range: Casting Time:
Duration: 1 turn/level Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: Polymorphs someone to a frog for the duration of the spell. No system shock

Polymorph Self To Crow (Alteration)
Level: 2 Components:
Range: 0 Casting Time: 2 segs
Duration: 2 turn/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: The caster can polymorph himself into a crow (fly 18" manoeuvre class B). He can only change back once and does not regain any hit points. The material component is a crow's feather.

Portal Production (Conjuration/Summoning)
Level: 3 Components: V, S, M
Range: 3 " Casting Time: 3 segs
Duration: Permanent Saving Throw: None
Area of Effect: 10’ x 10’

Explanation/Description: This spell creates a single door in any roughly recatngular opening (the door frame will smooth out irregularities in the opening); measuring not more than 10’ high by 10’ across. The door may be open or shut, locked or unlocked at the caster’ s discreation at the time of casting.

The quality of the door varies with the level of the caster. At 5th level the door is of standard dungeon construction and is plain and unornamented. At 7th level the dorr is reinforced (-1 on attempts to open) and may be roughly ornamented as the caster wishes. At 9th and higher levels, the door is of metal construction and may not be broken down by ordinary weapons.

The material components are a block of wood or iron, and a key, the latter being used up in the casting.

Pressure Curtain (Abjuration)
Level: 3 Components: V, S
Range: 6" Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 20’ x20’ area

Explanation/Description: This spell produces a translucent coloured curtain, which is normally placed in such a way as to block a corridor or shaft. In this case, it forms an airtight seal, preventing the passage of gases such as a Stinking Cloud. It also prevents dusts, spores, or small insects from passing, larger creatures or objects and spells etc all pass through the curtain without any noticebale effect on themselves or the curtain. It has a small degree of pressure resistance, sufficient to resist a light breeze (up to 1mph/level). If the curtain does not completely block the corridor or shaft or is freestanding, the quality of the seal will be severely compromised. Creatures and objecan pass through the curtain without reduces.

Prevent Fouling (Necromancy, Abjuration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 turn +
Duration: Special Saving Throw: None
Area of Effect: 100 sq ft/level

Explanation/Description: Cast upon a wooden surface, this spell renders it poisonous to any creature that attempts to eat it, or to live in it or on its surface in water, by making it continually exude a foul tasing poison. This prevents the attention of seaweed, barnacles, boring worms, termites, woodworm, or fungi on their surface. It affects the wood within an inch or so of the surface treated (less on less porous woods, more on softwoods). The spell lasts for about 3 years/level above water in an average climate (less if it is warm or wet, more if cold or dry), 6 months/level in arctic waters, 3 months/level in temperate waters, or 1 month/level in tropical waters. The material component is a reddish paint containing creosote, lead salts, and powdered copper, which costs 1GP per 100 square feet affected. The paint needs to dry, and so cannot be applied underwater.

Prevent Leaks (Abjuration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 turn +
Duration: Permanent Saving Throw: N/a
Area of Effect: 30 ft/level

Explanation/Description: This spell prevents water (or other aqueous liquids) from passing through joints, or cracks (less than 1/32nd of an inch wide), or through caulked seams. It affects upto 30 ft/level of joints, cracks or seams. It will resist up to 2 atmospheres (10 fathoms) of pressure, and will impede leaks up to 5 atmospheres (25 fathoms) of pressure. As long as the cracks are sufficiently small or passably caulked, it will prevent all leaks. If the seams are badly sprung (by battle damage or storms), the spell will slow leaks but not prevent them (subtract 1/32 of an inch from the effective width of the crack). Mariners unused to the effects of this spell may have mistaken the hull for an impervious one, and the sudden onset of leaks (posssibly large ones, given the degree of damage required), may take them by surprise. The spell is permanent until dispelled. The material component is a piece of pitch.

Prevent Swelling (AbjurationReversible)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: N/a
Area of Effect: 12 cu ft/level

Explanation/Description: This spell prevents vegetable matter from taking up more than its current water content. It does not prevent it from drying further, or from being redampened to its current state. The reverse Prevent Shrinkage, prevents it from drying out to below its current water content. Both spells can be cast on the same material if desired. The principal use of this spell is to cast it on seasoned wood to prevent it from taking up water (which ewouldmake it swell and rot). with practice in its effects, this can be very useful in boatbuilding. It is usewful on hemp rope and bowstrings, where it prevents stretching or tightening due to water uptake; on plant-derived cloth, where it produces a cloth which, while not waterproof, does not take up water and so dries fast (as nylon does) and does not shrink; and on papier-mache12, which it make sinto a useful material. (Papier-mache12 platemail for example is 9" move, AC6 (5 with shield), and as cheap to make as studded leather, though it needs repairing frequently and goes soggy in the rain, if the prevent swelling is dispelled). The material component is a piece of wax, or a pinch of salt for the reverse.

Protection II (Evocation)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 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 +2 ST vs. all attack forms. The material component is a rabbits foot.

Range (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 6 turn/level Saving Throw: None
Area of Effect: 1 missile weapon

Explanation/Description: This doubles the ranges of the weapon on which it is cast (it is cast on the bow not the missile).

Read Conditions (Divination)
Level: 3 Components: V, S, M
Range: 1"/level Casting Time: 3 segs
Duration: 1 round/level Saving Throw: n/a
Area of Effect: Special

Explanation/Description: Using this spell the caster can read the conditions of activation for triggered spells ( such as Magic Mouth, Hold Spell etc), at the rate of 1/round.

Receptive Telepathy (Divination)
Level: 3 Components: V, S
Range: 12" Casting Time: 3 segs
Duration: 1 round/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This enables the caster to read the surface thoughts of any creature in range, or to be aware of the location of all thinking creatures in range. In some sense it operates like being at a party with a directional microphone, either you listen to everything and get a good idea of where everyone is, but are unable to follow any train of thought, or you listen to one in particular.

Redleg's Adjustable Etiquette (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: Auto
Area of Effect: 1 Creature

Explanation/Description: This spelll is similar to Redleg's Social Graces, save as above and in that the radius is determined exactly by the caster, who can also change it. The change requires the caster to spend a round of light concentration in contact with the target.

Repair Breaks (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: Instant Saving Throw: None
Area of Effect: 1 object/1" radius

Explanation/Description: This spell reattaches all pieces of a broken object together in their original positions. It will not infill more than dust. It will only recombine those pieces within 1" of the caster. If the pieces do not join it will reconnect them as much as is possible. It will work on any non-magical material, regardless of value. The material component is some modelling clay.

Resist Cold (Abjuration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell causes the recipient to be immune to normal cold and gain a +2 bonus on their ST vs. magical cold, from which they take half damage. The material component is a white dragon scale.

Resist Fire (Abjuration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell causes the recipient to be immune to normal fire and gain a +2 bonus on their ST vs. magical fire, from which they take half damage. The material component is a red dragon scale.

Resist Lightning (Abjuration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell causes the recipient to be immune to normal electricity and gain a +2 bonus on their ST vs. magical lightning, from which they take half damage. The material component is a blue dragon scale.

Restore Book (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Instant Saving Throw: None
Area of Effect: 1 book

Explanation/Description: This spell restores documents. It can be used to either carry out basic restoration on a book (reduce yellowing, defade still visible ink, remove small stains, tears, dogearing, foxing etc) or be cast on one badly damaged document (up to about A5/level) in which case it will rejoin all rips, restore all ink of which a trace remains on the paper, refill gaps, dryout and destain the document, remove burnmarks. It will interpolate from the remains of letters, but cannot replace words which are completely missing. In the case of maps lines will extend up to the original gap.

Ropetrick II (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: 9 turns/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is like Ropetrick, save as above and as follows. THe rope can be 1' to 120' long, and does not need to lead vertically. The space cretaed is 500 cubic feet, and may be of any shape desired, though its corners will always be rounded. Note it will fit 9 people.

Rot (Alteration)
Level: 3 Components: V, S, M
Range: 1"/level Casting Time: 3 segs
Duration: Instant Saving Throw: 12
Area of Effect: 2" radius sphere

Explanation/Description: This spell causes all living, fleshly creatures within the area of effect to rot at the rate of 2 HP/seg (ST vs. magic for 1 HP/seg) for casters level segments, no matter what their subsequent movements might be. This effect is not dispellable but can be stopped by a Cure Disease or similar magics. The material component is a piece of rotting meat.

See Air Currents (Divination)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell enables the caster to see the movement of air within sight. The precision at any distance is about 1/200 of that distance. The material component is the eye of a bird.

Sensitivity I (Divination)
Level: 3 Components: V, S
Range: 0 Casting Time: 3 segs
Duration: Special Saving Throw: n/a
Area of Effect: 1 spell

Explanation/Description: This spell, when cast on a previously cast detection spell of first to third level increases the casters level by 50% with respect to any effect save range, duration and area.

Servitor of Shadow (Conjuration/Summoning)
Level: 3 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 shadow (see MM) to do the caters bidding, it cannot leave the 30' radius area and can be driven off by a Dispel Magic or by being slain. It does not talk, can carry up to 10lb, and can produce darkness upto the effect of a Darkness spell in upto 5' radius. It is controlled similarly to an unseen servant. Note that as in all servitor spells the area is fixed in space, but that unlike the others shadows can attack.

Shield Ibt (Evocation)
Level: 3 Components: V, S
Range: 0 Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: Special

Explanation/Description: this spell produces an effect as per Shield save in that it gives AC2 against all forms of attack, is 360° and lasts for 1 turn per level

Shield Iib (Evocation)
Level: 3 Components: V, S
Range: 0 Casting Time: 3 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 0

Shield III (Evocation)
Level: 3 Components: V, S
Range: 0 Casting Time: 3 segs
Duration: 5 round/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell acts as Shield except it gives AC -2,-1,0

Skorzandon's Mirror (Illusion/Phantasm)
Level: 3 Components: V, S
Range: 6" Casting Time: 3 segs
Duration: Permanent Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell creates a 15' by 10' oneway mirror between the mage and the target (casters choice which way it faces). The mirror remains between the target and the at a fixed range from the caster, at a fixed range from the caster and lasts until dispelled, or touched or the target moves more than 6" from the caster

Sleep III (Enchantment/Charm)
Level: 3 Components: V, S, M
Range: 3" + 1"/L Casting Time: 4 segs
Duration: 5 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: As Sleep I except it effects 4D20 points.

Sonic Projection (Illusion/Phantasm)
Level: 3 Components: V, S, M
Range: 12"/level Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: Neg
Area of Effect: 10'/level sq

Explanation/Description: This spell produces a sonic illusion, which echoes the sounds the caster is hearing. If the caster is hearing sounds from more than one source, eg through use of Clairaudiance, he can choose which set of sounds are produced at the time of casting this spell. Note that the second sound source need not be in operation at the time of casting. The illusion can either be cast on a fixed point in space, or on an object, in which case it moves with the object. The illusion will have good 'sonic perspective', and can be used to judge distances, if viewed from an 60° cone in front of it (as well as normal for the audience). The illusion is always oriented to 'face' the caster. The material component is a small ear trumpet.

Speed (Alteration)

duration: 3 rnd + 1 rnd/l cast: 3 seg ST: n/a

area: 4"x4", 1 creature/level range: 6" comp: V, S, M

When this spell is cast, the effected creatures function at double move rate. The caster chooses which creatures are affected. The material component is a miniature pair of spiked shoes.

Static Levitation (Alteration)

Level: 3
Level: 3 Components: V, S, M
Range: 1"/level Casting Time: 1 round
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1"square/level

Explanation/Description: A form of levitation that can hold things up or let them down, but not lift them. Does not work on living creatures. Can hold up to level cubed cubic feet of total weight up to that of level cubed cubic feet of rock. The material component is a rope and a pulley.

Summon Guardian Familiar (Conjuration/Summoning)
Level: 3 Components: V, S, M
Range: Special Casting Time: 1-24 hours
Duration: Special Saving Throw: None
Area of Effect: 1 object

Explanation/Description: This spell summons and binds a guardian familiar to an object (or an area such as a doorway). Its magic resistance is defined by the casters level at time of casting. The material components are 1000 GP worth of incense and a black cat which becomes possessed. This means it can be exorcised ( but must be exorcised once per "life" remaining). A mage cannot summon more than 1 guardian familiar a year or have more than one bound at once.

360' Vision (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: 1 turn / level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell gives the target 360' vision (including infravision and ultravision if possessed). This includes the ability to properly comprehend the information gained. the material component is a small mirror, which is used up. This is an unnatural ability.

Times And Seasons (Alteration)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 1 spell

Explanation/Description: This spell is cast with another permanent spell, making it active or inactive on certain conditions, for certain people or at certain times. Area spells are not selective, that is they are either on or off and cannot only affect specific people in the area, unless that is part of the base spell.

Times and seasons can be placed on any spell of third level or less, and may set one condition per three levels of the caster. The material component is a sheet of parchment or vellum on which the conditions must be written.

Visual Projection (Illusion/Phantasm)
Level: 3 Components: V, S, M
Range: 12"/level Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: Neg
Area of Effect: 10'/level sq

Explanation/Description: This spell produces an 2-D illusion, which displays the view the caster is seeing. If the caster is seeing more than one view, eg through use of Clairvoyance, he can choose which view is displayed at the time of casting this spell. Note that the second view need not be in operation at the time of casting. The illusion can either be cast on a fixed point in space, or on an object, in which case it moves with the object. The illusion will have good perspective, and can be used to judge distances, if viewed from an 60° cone in front of it. The illusion always faces the caster. The material component is a small clear crystal sphere.

Wine To Poison (Alteration)
Level: 3 Components: V, S, M
Range: 3" Casting Time: 3 segs
Duration: Instant Saving Throw: n/a
Area of Effect: 12 pint/level

Explanation/Description: The wine in question becomes a poison doing D6/level (ST for none). Note that the wine does not detect as being magical. The wine effected can be in upto mages level different containers. The material component is a phial of poisoned brandy. The poison decreases in effect by 1 Die for every hour that passes.

Write III (Evocation)
Level: 3 Components: V, S, M
Range: 0 Casting Time: 3 round
Duration: 6 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 greater than the spell level ofthe writing this occurs without incident, ie sixth level mage is safe with spells of first to sixth level, otherwise he must make a saving throw or take 1d8 damage for every level of the spell being transcribed, above his level. 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.