Acid Rain (Evocation)
Level: 4 Components: V, S, M
Range: 24" Casting Time: 4 segs
Duration: Instant Saving Throw: 12
Area of Effect: 3" square

Explanation/Description: This spell acts as the OA spell Fire Rain except that it is a rain of acid (D6 damage per level). The material component is some acid sprinkled from a censer.

Adaption (Alteration)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segs
Duration: 1 turn /level Saving Throw: 12
Area of Effect: 1 creature

Explanation/Description: THe recipient can survive in any atmosphere, or underwater or in vacuum. This includes otherwise poisonous gas clouds etc. As a guideline, the recipient takes 1 point a round less from environmental factors. so can survive fairly extreme temperatures etc but is still frazzled if dumped in a furnace. The material component is a large cork.

Advanced Farsee (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 5 round/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell gives the recipient creature 100 times normal vision ranges. It effects all forms of natural sight.

Analyse Creature (Divination)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 6 hours
Duration: Instant Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell can be performed on a young, or adult creature. It essentially gives the caster knowledge of its powers, abilities and such things as lifespan, breeding patterns, etc. While this will obviously not give no. appearing or be precise on damage done, the description achieved should be at least as good as that found in the Monster ManualTM etcTM,

and contain considerably more 'bioillogical' information.

Analyse Environment (Divination)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segs
Duration: 1 turn Saving Throw: n/a
Area of Effect: Special

Explanation/Description: This spell gives information on the nature of the environment at the location of the caster, and how it differs from the caster's natural environment. This should enable the caster to deduce the protections he will need to survive at his current location. For example it enables him to deduce that he can take off his necklace of adaptation, since the air is breathable, but that there are potentially lethal Zorg rays bombarding the plane, which are like nothing he has heard of and the temperature is such as to strongly recommend a layer of cold resistance. If there is an environment effecting magical effect in operation at the target location throughout the spells duration, the environment as altered by this effect will be reported, however there is a 5%/level chance that it will also report the underlying environment (and indicate which is which). A location should be considered as being about 6" radius. The spell will fail if dispelled before the duration has expired. The material component is a canary, which is not used up.

Analyse Plant (Divination)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 6 hours
Duration: Instant Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell is performed on a plant, or seedling. It essentially gives the caster knowledge of its powers, abilities and such things as lifespan, breeding patterns etc. The description will be about as good as that found in the Monster Manual etc and contain considerably more 'bioillogical' information.

Assist Research (Divination)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 day Saving Throw: None
Area of Effect: 1 person/level

Explanation/Description: This spell enables mages to help one another in their spell research, by embueing them with a weak telepathic link, which enables very close coordination. The effect is to add the levels of the subsidiary mages to that of the chief researcher, for purposes of determining research success (to a maximum of 95%). Note that the subsidiaries do not need to be of sufficient level to cast the spell concerned. However helpers unable to cast the spell only add (level+1)/ 2% to the main researcher's chance.

Bladesharp III (Evocation)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 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 three points of damage per hit on an opponent. Due to its focussing effect on the edge of the blade, it also gives the wielder +3 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 whetsrone.

Bludgeon III (Evocation)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 2 round/level Saving Throw: None
Area of Effect: 1 weapon

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

Boiling Vortex (Evocation)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segs
Duration: Instant Saving Throw: 12
Area of Effect: 1" x 1"/level long

Explanation/Description: An underwater attack spell much like lightning bolt (except heat). It

does casters level D4 of heat damage in a path 1" wide by 1"/level long from mages outstretched hand. The material component is some powdered coal or charcoal and a short copper pipe with a bulb at one end and flaring at the other.

Bomb Site (Alteration)
Level: 4 Components: V, S, M
Range: 1"/level Casting Time: 4 segs
Duration: Instant / 30 secs Saving Throw: Special
Area of Effect: 1 object

Explanation/Description: This spell teleports a rock to 15,000 feet above the point desired and drops it with 100% accuracy. The rock (about fist sized) arrives 30 seconds after casting. Note that this spell is cast on a point in space and not on an object, so if cast at a moving object it will hit the spot where the object was at time of casting. Creatures occupying the spot at the moment the rock arrives get a saving throw to dive out the way ( no damage). Static objects do not. The rock does 2D6/level damage.

Breed Plants (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 2 plants

Explanation/Description: This spell increases the chance of cross pollenisation between two plants by mages level x 2 %. The mage must cross pollinate by hand, and if both plants have sexes, they must be compatible. The offspring are 5% x mages level likely to be fertile. In the case of plants that do not reproduce florally, the mage must bind rhizomes together (or whatever), which has a mages level/2 % chance of working. The material components are a piece of twine a small bag and a rabbit hair brush.

Charm Animals (Enchantment/Charm)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Special Saving Throw: Neg
Area of Effect: 1"/level radius

Explanation/Description: This spell wille effect up to casters level x 4 HD of creatures of animal intelligence or lower, which must have 4HD or lower. All creatures effected by a single catsing must be of the same species. the material components are a lump of salt, which is consumed, and a carved post (wooden or stone) which must be left in the area of effect. creatures which fail their ST will tend to sty near the post. The spell is broken if the post is broken or removed. this spell waers of in the same way as Charm Person Or Mammal. This reduces the chance of herd animals wandering off and getting lost.

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

Explanation/Description: This spell gives the effect of having used both Clairaudience, and Clairaudibility on the desired location. The material components are a pair ofsilver horns.

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

Explanation/Description: This spell gives the effect of having used both Clairvisibility, and Clairaudibility on the desired location. The material components are a silver horn and a small mirror.

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

Explanation/Description: This spell gives the effect of having used both Clairvoyance, and Clairaudience on the desired location. The material components are a pinch of pineal gland and a small horn.

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

Explanation/Description: This spell gives the effect of having used both Clairvoyance, and Clairvisibility on the desired location. The material components are a pinch of pineal gland and a small mirror.

Clairvoyeur (Divination)
Level: 4 Components: V, S, M
Range: Special Casting Time: 4 segs
Duration: 5 rnd/level Saving Throw: n/a
Area of Effect: Special

Explanation/Description: This spell enables the caster to trace back any scrying viewpoints to their origin. He may only do this to a scrying point he has previously pinpointed (eg by making two simultaneous see invisible rolls). He may only watch through one scry point at a time, and must take a round to change between them. He will normally get a viewpoint centred at the apparent point of the targets view (eg 'from the crystal ball' or about two feet in front of the scryers face). The material components are a small mirror and a pinch of pineal gland.

Conceal Portal (Illusion/Phantasm)
Level: 4 Components: V, S
Range: Touch Casting Time: 1 round
Duration: Permanent Saving Throw: n/a
Area of Effect: One door

Explanation/Description: Except as above, noting that it only works on doors, this spell is identical to Minor Misdirection

Control I (Alteration)
Level: 4 Components: V, S, M
Range: Special Casting Time: 4 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell increases the degree of control the caster has over another spell of first to third level cast in the subsequent round, enabling such things as casting it at fractional levels, varying the level at which various components are cast independently etc (subject to a limit of the casters level).

Countermagic III (Abjuration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 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 150% - 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.

Cure 1d8 (Necromancy)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: Instant Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell cures 1D8 HP of damage. The material component is a bandage.

Dark Move (Alteration)
Level: 4 Components: V
Range: 1 mile/L Casting Time: 1 seg
Duration: Instant Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell instantaneously teleports the caster, and whatever he is carrying up to a maximum of 500 lb (living matter counts double) with no error chance from one patch of absolute darkness to another specified patch within range.

Date (Divination)
Level: 4 Components: V, S
Range: Touch Casting Time: 4 segs
Duration: One round Saving Throw: Neg
Area of Effect: Special

Explanation/Description: This spell tells the caster the time since a well-defined event, which must be known to have occurred, happened to an object/creature. The target must be touched with a bare hand, throughout the spell duration. The time is always given in 1 unit and is accurate to 5%. The event must have been sufficiently significant to produce a psychic impression ( this is not very significant).

Detect Anti-magic (Divination)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segs
Duration: 2 rnd/level Saving Throw: n/a
Area of Effect: 1" wide,1"/l long path

Explanation/Description: This spell detects Anti-magic in the obvious way. Note that it will detect an object of Anti-magic even if not activated

Detect Characteristic (Divination)
Level: 4 Components: V, S
Range: 0 Casting Time: 4 segs
Duration: 2 round/level Saving Throw: None
Area of Effect: 6" path 1" wide

Explanation/Description: This spell tells the mage how good creatures in the area of effect are for purposes of breeding for a given characteristic (chosen at time of spellcasting).

Dispel Darkness (Abjuration)
Level: 4 Components: V, S
Range: Touch Casting Time: 4 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 6" or 1" radius

Explanation/Description: If this spell is cast on an area it dispels all (cont/perm/ ) darkness spells centred in a 6" radius globe (before or during the spells). If cast on an object this dispels all darkness spells that impinge on the object and suppresses all cont/perm darknesses in a 1" radius of the object.

Dispel Enchantment Thoroughly (Abjuration)
Level: 4 Components: V, S
Range: 12" Casting Time: 4 segs
Duration: 1 seg/level Saving Throw: n/a
Area of Effect: 1 spell

Explanation/Description: This spell casts a Dispel Enchantment once a segment, on the same spell for caters level segments.

Divinator IV (Divination)
Level: 4 Components: V, S
Range: Touch Casting Time: 4 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 fourth 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.

Duplicate (Alteration)
Level: 4 Components: V, S, M
Range: 12"/L Casting Time: Special
Duration: Permanent Saving Throw: n/a
Area of Effect: 1 cubic yd/level

Explanation/Description: This acts as Fabricate except that it copies an original and so items of high craftsmanship can be produced without the caster having the appropriate skill, given correct materials. The material component is the necessary materials to make the duplicate.

Dwarven Vigour (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 5 rounds/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell boosts the recipients constitution as calculated thus: roll percentile dice, add modifiers and compare to the table:

ROLL CONSTITUTION MODIFIERS

<0 nothing 5%/level of caster

01 - 50 Vigour CON of recipient

51 - 150 +5 HP/dice +1 poison save Cleric 0% Druid +20%

151 - 180 +6 HP/dice +1 poison save Paladin/Ranger +10%

181 - 200 +7 HP/dice +2 poison save MU/Illusionist -60%

201 - 210 +7 HP/dice +2 poison save Bard/Assassin -5%

211 - 220 +7 HP/dice +3 poison save Fighter +20% Monk +30%

221+ +8 HP/dice +4 poison save Swashbuckler/Thief 0%

Note that those charcter classes which only gain upto +2 HP/dice for human Con scores gain half the bonus score from this spell (round up). The material component is a hair from the beard of a dwarf.

Eledur's Laser Beam (Evocation)
Level: 4 Components: V, S, M
Range: Line of sight Casting Time: 4 segs
Duration: 1 seg per level Saving Throw: 1/2
Area of Effect: Special

Explanation/Description: This spell acts as a Laser Beam spell, save in that it produces a continuous beam, doing 1 dice off damage per segment to any creature caught in the beam (ST 1/2). Note that due to the narrowness of the beam only 1 creature can be targetted per segment, and that the beam cannot be rotated through more than 30° per segment.

Elven Dexterity (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 5 rounds/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell boosts the recipients dexterity as calculated thus: roll percentile dice, add modifiers and compare to the table:

ROLL DEXTERITY MODIFIERS

<0 nothing 5%/level of caster

01 - 50 Dexterity DEX of recipient

51 - 150 19 +3 to hit +4 AC Cleric -80% Druid -50%

151 - 180 20 +3 to hit +4 AC Paladin/Ranger -5%

181 - 200 21 +4 to hit +5 AC MU -60%

201 - 210 22 +4 to hit +5 AC Swashbuckler/Assassin +25%

211 - 220 23 +5 to hit +6 AC Bard +5% Illusionist +10%

221+ 24 +5 to hit +6 AC Thief +30% Fighter -5%

Note that those classes which have thief skills also gain +5% pickpockets, +5% open locks, +5% locate/remove trap, +212% move silently, and +212% hide in shadows per point of Dexterity above 18. The material component is a clipping from an elf's fingernail.

Empathic Recording (Divination)
Level: 4 Components: V, S
Range: Touch Casting Time: Special
Duration: Permanent Saving Throw: None
Area of Effect: 12" line 2†(level-7)

Explanation/Description: This spell allows the caster to record an emotional message, which can be quite complex, which will be received by any creature touching or crossing the line set by the MU. It will be recognized as a message by the creature. The spell takes a base 4 segments to cast or the time to draw the line if that is longer. Any being with INT none will not receive the message. Those with LOW INT get a simplified message. Those with high INT get subtle overtones. The chance of a creature detecting inconsistencies or lies is 1/6 x (beings INT - casters INT). Since the message is phrased in emotional images it does not require a common language and can only pass abstract concepts, not concrete images or proper nouns. Those with Low INT will tend to beleive the message, others may consider the possibility of falseness, even if they cannot spot any clues.

Enhance Learning Ability (Alteration)
Level: 4 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 recipients speed of learning 'pure'knowledge skills (NWPs) by a factor of casters level/4 (ie double speed at 8th). The material components are a small slate and some chalk. This spell needs to be in operation for at least 8 hours of each day of study to achieve full effect.

Enhance Natural Ability (Alteration)
Level: 4 Components: V, S
Range: Touch Casting Time: 1 turn
Duration: 1 hour/level Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: This spell enhances the natural abilities of a creature within the range normally possible to the species.

eg +1D8 primary stat

+1D6 secondary stat physical only

+1D4 others

Enhanced senses (farsee, microscope, etc),+50% movement.

Possibly others such as loud voice, minor size change.

The material component is something of appropriate symbolism.

Fireball To Fit (Evocation)
Level: 4 Components: V, S, M
Range: 10" + 1"/L Casting Time: 4 segs
Duration: Instant Saving Throw: 12
Area of Effect: Up to 2" radius

Explanation/Description: As Fireball except that the caster can choose any radius up to 2".

Fire Move (Alteration)
Level: 4 Components: V
Range: 1 mile/L Casting Time: 1 seg
Duration: Instant Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell instantaneously teleports the caster, and whatever he is carrying up to a maximum of 500 lb (living matter counts double) with no error chance from one patch of fire of bonfire+ size to another specified within range.

Fly 18" (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 1 trn/l + 1D6 trns Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell is identical to Fly save that the base flight speed is 18". The material component is a feather from something with a flight move of 18" or more.

Forecast Weather (Divination)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 1 round
Duration: Instant Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell forecasts the likely weather (without any as yet uncast magical intervention) over the surrounding area. It predicts the weather for the next (level/2) D20 hours over the surrounding 4D4 square miles. from this it may be possible to predict the likely weather over a larger area. the forecast will be most accurate over the first part of this period and will be vaguer and more uncertain towards the end. the material component is a piece of seaweed.

Form of Air (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 hour/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell turns the recipient and all they carry into a vaguely humanoidn airy form for the duration of the spell. The recipient retains hitpoints, THAC0, damage etc, subject to DM twists. They get the movement modes of an air elemental, and can survive in all environments an air elemental could. This is essentially a variant Polymorph Self to enable easy exploration of elemental planes. Note that on some worlds the recipient will be unable to enter a P. F. E. The material component is the casters breath.

Form of Earth (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 hour/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell turns the recipient and all they carry into a vaguely humanoid stony form for the duration of the spell. The recipient retains hitpoints, THAC0, damage etc, subject to DM twists. They get the movement modes of an earth elemental, and can survive in all environments an earth elemental could. This is essentially a variant Polymorph Self to enable easy exploration of elemental planes. Note that on some worlds the recipient will be unable to enter a P. F. E. The material component is a handful of sand.

Form of Fire (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 hour/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell turns the recipient and all they carry into a vaguely humanoid firey form for the duration of the spell. The recipient retains hitpoints, THAC0, damage etc, subject to DM twists. They get the movement modes of a fire elemental, and can survive in all environments a fire elemental could. This is essentially a variant Polymorph Self to enable easy exploration of elemental planes. Note that on some worlds the recipient will be unable to enter a P. F. E. The material component is a small fire.

Form of Water (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 1 hour/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell turns the recipient and all they carry into a vaguely humanoid watery form for the duration of the spell. The recipient retains hitpoints, THAC0, damage etc, subject to DM twists. They get the movement modes of a water elemental, and can survive in all environments a water elemental could. This is essentially a variant Polymorph Self to enable easy exploration of elemental planes. Note that on some worlds the recipient will be unable to enter a P. F. E. The material component is a bowl of water.

Free Fall (Alteration)
Level: 4 Components: V, S, M
Range: 0 Casting Time: Seg
Duration: Special Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell is a variation onFeather Fall, which can be cast at leisure and activates automatically when required. It activates, with identical effects to Feather Fall, when the caster is 10' above a surface having alredy fallen 11' or more. It can be activated by illusionary floors and other apparently real surfaces. THe material component is a feather, kept on the caster's person, which feels unnaturally heavy while the spell remains unactivated.

Garkins Assistant (Alteration)
Level: 4 Components: V, S
Range: 0 Casting Time: 4 segs
Duration: Turn / level Saving Throw: Neg
Area of Effect: 1" radius

Explanation/Description: This spell enables the caster to lift/move upto ( level + INT) items within 10' of him within a total weight limit of TK limit/3. animate objects are entitled to a saving throw. Once an item is set in motion it requires no concentration to keep it in a prescribed path. This spell allows work in otherwise awkward areas, though it cannot be used through the standard blocking media.

Giant Strength (Alteration)
Level: 4 Components: V, S
Range: Touch Casting Time: 4 segs
Duration: 5 rnd/level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: This spell gives the recipient strength as calculated thus; roll D% add modifiers and compare to table

ROLL STRENGTH MODIFIERS

<0 nothing 5%/level of caster

01-50 strength STR of recipient

51-150 hill giant 18%=20,18(90+)=25,19=30 etc

151-180 stone giant Cleric +10% Druid -5%

181-200 frost giant Paladin/Ranger +25%

201-210 fire giant MU/Illusionist -80%

211-220 cloud giant Bard/Assassin +5%

221- storm giant Fighter +30% Monk -5%

Swashbuckler/thief -15%

The material component issome giant sweat.

Gilgalan's Spell Enabler IV (Evocation)
Level: 4 Components: V, S
Range: Touch Casting Time: 4 segs
Duration: Special Saving Throw: None
Area of Effect: 1 spellcaster

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

Glance III (Evocation)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 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 +3 AC vs. all attack forms. The material component is a polished piece of turtleshell.

Glowing Footprints (Alteration)
Level: 4 Components: V, S, M
Range: 1"/L Casting Time: 4 segs
Duration: Turn/level Saving Throw: 12
Area of Effect: 1 creature

Explanation/Description: This causes the target creature to leave a trail of glowing footprints visible only to caster or by Detect Magic, truesight. The range applies at the time of casting only. The colour of thefootprints is chosen at time of casting (this spell is used to track or to leave a trail to avoid getting lost).

Hands of Earth (Evocation)
Level: 4 Components: V, S, M
Range: 1"/level Casting Time: 4 segs
Duration: 1 turn/level Saving Throw: Neg
Area of Effect: 30' radius

Explanation/Description: This spell calls up casters level 7ft tall hands of stone, which grab selected targets in the area. The hands can only be called up from earth or stone which links to the ground. Up to 3 hands may be aimed at any one mansize target (1 save per hand). Note that targets get DEX bonus on this save, and only targets within 5ft of the earth/stone may be grabbed, those more than 3ft away will only be half caught (ie will normally have two limbs free), all victims can speak. The hands can be dispersed by being dispelled or any technique for destroying/removing rock. If the target is much greater than mansize, approximately one hand per 2 mansizes will be required to hold it (eg a 40 ft dragon could be immobilized by about 10 hands, and a giant could be held by 3 or 4 but would have its arms free).

Hasten Growth (Alteration)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 week/level Saving Throw: None
Area of Effect: 2" cube/level

Explanation/Description: This spell doubles the growth rate of all plants completely in casters level contiguous 2" cubes for casters level weeks. It is not stackable with itself or Unnatural Ageing.

Invulnerability I (Abjuration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: The creature effected can only be hit by silvered or magical weapons (2+ HD). The material component is a piece of hide from a creature only hit by silver or magical weapons.

Ironhand III (Evocation)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1 natural weapon

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

Kstra'ah's Thunderball (Evocation)
Level: 4 Components: V, S, M
Range: 10" + 1"/l Casting Time: 4 segs
Duration: Instant Saving Throw: 12
Area of Effect: 20' radius

Explanation/Description: This spell creates a fireball of violet flames shot through with blue sparks, which acts as a normal fireball in all respects, save that the damge it does is half fire and half lightning. This is treated as thunder damage for Arduin Creatures, and does D8/level against creatures particularly vunlnerable to it. The material components are a ball made of phosporus and powdered meteor iron.

Laser Beam (Evocation)
Level: 4 Components: V, S, M
Range: 12 Casting Time: 4 segs
Duration: Instant Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: A beam of light springs from the casters fingers and strikes the target. doing casters level dice of damage. The dice depend on the colour of the target.

silver no damage

light colour of beam or white D2

dark colour of beam/ flesh/ light colours D3

dark colours/ light opposite colour D4

dark opposite colour/ black D6

This spell has a material component of a 6000 gp silvered rod made from a corundum gem. This is not used up in the spell. The beam colour is thecolour of the gem. Opposite pairs of colours are:

red/green, blue/yellow, purple/brown

Lengthen I (Alteration)
Level: 4 Components: V, S
Range: Special Casting Time: 4 segs
Duration: Special Saving Throw: None
Area of Effect: 1 spell

Explanation/Description: This spell increases the range of one spell of first to third level cast later in the same round or in thesubsequent round by 50%.

Lesser Glassee (Divination, Alteration)
Level: 4 Components: V, S
Range: Touch Casting Time: 4 segs
Duration: 1 round/level Saving Throw: n/a
Area of Effect: 2' by 3' area of wall

Explanation/Description: This spell is cast on a 2' by 3' area of wall, and makes it transparent to the caster, and (if he so wishes to anyone else viewing it from the same direction. The spell wil only effect stone walls up to 6' thick or wood/plaster/earth walls up to 20' thick. The material component is a piece of glass.

Locate Mineral (Divination)
Level: 4 Components: V, S, M
Range: 6" + 1"/l Casting Time: 4 segs
Duration: 2 rnd/level Saving Throw: None
Area of Effect: Special

Explanation/Description: THis spell penetrates any distance through any material (unless blocked by a magical effect). The caster chooses a particular mineral (eg Iron (including ore), granite, jade) and he will then know the distribution of that mineral within range, including quantity (to within 10%), and, if appropriate, approximate purity, noticeable trace elements, note that this spell will 'take averages' over cubes of about a yard so could fail to spot small concentrations against background (eg a dagger will not show up in a bed of iron ore) though individual, lone lumps will stand out, as will any piece of more than 10lb. This spell will not spot insignificant concentrations.

Locate Self (Divination)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segs
Duration: 2 rnd/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell tells the caster where he is with respect to a previously defined base point on the same plane. It is accurate to within 100 /casters level yds. If it has a Clairdetect stacked with it it can be used to determine the position of the location clairdetected (similarly with clairvoy/audience). The material component is a magnetic compass.

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

Explanation/Description: This spell enables the mage to use a variant of Clairaudience which can operate crossplanar, and has the same success chances as a crystal ball. Those spells which can be used in conjunction with a crystal ball will also combine with this spell. The material component is a silver horn worth at least 1000GP, which is not used up.

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

Explanation/Description: This spell enables the mage to use a variant of Clairaudability which can operate crossplanar, and has the same success chances as a crystal ball. Those spells which can be used in conjunction with a crystal ball will also combine with this spell. The material component is a silver horn worth at least 1000GP, which is not used up.

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

Explanation/Description: This variant of Magic Mirror, 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.

Major Cosmetic Surgery (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 hour
Duration: Permanent Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: Acts as Minor Cosmetic Surgery except with a wider effect. The results can be fairly freaky but not give new powers etc. Can go slightly outside racial limits. Effects 1 feature only if outside limits, several (eg. whole face) if inside. The target must roll a system shock or the surgery fails doing 1-4 D6 of permanent damage (depending on degree of surgery) curable only by successful Major Cosmetic Surgery, Heal, Wish etc. The material components are a lump of clay and a dram of the targets blood (which are used up), and a set of surgeons tools worth 250 GP (which aren't).

Materialise (Alteration)
Level: 4 Components: V, S
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 rather like Somaticise and Vocalise. It allows the caster to create material components for 1 or more spells. These components last for the 5 round duration of th spell or the casting time of their spell if it is started with the duration of the materialise spell. The maximum total value of components produced is 10 gp/level of caster. They need not be used by the caster of the materialise spell, nor must they be components of a spell he knows, but they must be of a type and nature known to him. The components are produced where desired within 1' of casters body, if they are taken more than 10' from the caster they vanish immediately. this spell may be used in conjunction with Vocalise or Somaticise.

Micro-clairvoyance (Divination)
Level: 4 Components: V, S, M
Range: 1" (char)/ l Casting Time: 4 segs
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell provides a viewpoint as per Clairvoyance but which is magnified by a factor of level*x2. The darkness vision extends one character inch. The material components are a small lens and a pinch of pineal gland.

Minor Permanency (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: Permanent Saving Throw: None
Area of Effect: 1 spell

Explanation/Description: This spell is cast in conjunction with Cantrip, Unseen Servant, or similar first level spells to produce a permanent (ie lasts until dispelled or enters an A. M. S) weak magical effect. For example one could produce a pair of shoelaces that tied and untied on command, cause a book to stay open at whatever page turned to, create a self-cleaning cookpot, cause small brightly coloured lights to flicker and dance across a doorway, etc. If a Enchant a Minor Item ids used in conjunction with this spell it counts as only 1 - 2 units per effect, due to optimisations built into this spell. The material components are those for permanency (but only a quarter as much).

Minor Spell Immunity (Abjuration)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segs
Duration: 1 round/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell acts as a Minor Globe of Invulnerability. But it only protects the caster. The material component is a small crystal or glass figurine.

Monstrous Lust (?)
Level: 4 Components: V, S
Range: 6" Casting Time: 4 segs
Duration: Special Saving Throw: Neg
Area of Effect: 1 creature

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

Monstrous Mutual Lust (?)
Level: 4 Components: V, S
Range: 6" Casting Time: 4 segs
Duration: Special Saving Throw: Neg
Area of Effect: 2 people

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

Muscle Spasm II (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 1 turn/level Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: This spell causes the muscles in the victim's body to spasm painfully for the duration of the spell. Except as noted above, it is identical to the spell Muscle Spasm. The material component are a few hairs or a pinch of dung from a particularly strong animal. This spell was accidentally researched by Merrick while attempting to research a rapid-cast strength spell, hence it's rather odd specification.

Mutate Plant (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Instant Saving Throw: None
Area of Effect: 1 plant

Explanation/Description: This spell is cast on a plant that is flowering. It cause the gain/ loss of a characteristic to occur in the offspring. There is a 5%/mages level chance of a desired mutation occuring, a 20% chance of a side effect, and a 10% chance of uninheritability. It will also reduce the number of offspring by a factor of between 2 and 10 depending on drasticness and the mutation will occur in mages level x 5% of those if at all.

No Effect IV (?)
Level: 4 Components: None
Range: 1"/level Casting Time: 4 segs
Duration: Instant Saving Throw: None
Area of Effect: Special

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

Observer I (Divination)
Level: 4 Components: V, S
Range: Special Casting Time: 4 segs
Duration: Special Saving Throw: None
Area of Effect: Special

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

Padding III (Evocation)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 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 3 point of damage from all physical attacks on the wearer. The material component is a piece of cotton quilting.

Parry III (Evocation)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 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 +3 AC vs. all attacks which that weapon/shield could be used to parry. The material component is a miniature shield shaped mirror.

Pass Portal (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 3 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: Special

Explanation/Description: This spell is cast on a wall. If the wall is 2’ or less thick, it creates a 6’ by 3’ door way in it, complete with closed, unlocked, door. This door acts in all manners as a normal door for the duration of the spell. If the wall is more than 2’ thick, a dorr is still created but opens to reveal blank wall. The material component is a doorknob, which remains on the door and vanishes when the spell expires or is dispelled.

Permanent Fixed Unseen Servant (?)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segs
Duration: Permanent Saving Throw: None
Area of Effect: 3" radius

Explanation/Description: This spell produces a permanent unseen servant, which can only move within the designated area (fixed in space). It can be set to take commands from a set of people defined by Magic Mouth type conditions. The material components are a piece of oak and some silk cord.

Plant Growth (Alteration)
Level: 4 Components: V, S, M
Range: 1"/level Casting Time: 4 segs
Duration: Permanent Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell has been extended so that as well as the standard version, it can be learnt up in two other ways, so as to produce the following effects.

1) age a plant by up to casters level months (in full months).

2) age a plant by up to casters level years (in full years).

These effects are dispellable until a full time unit has passed, at which point the change becomes permanent (the month version will tend to slew back to a normal cycle over a year). Note that it is inadvisable to cast a second casting on a plant which has not yet settled into the result of a previous catsing (plant must ST (at 'real' HD) vs. magic or die).

Protection III (Evocation)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 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 +3 ST vs. all attack forms. The material component is a rabbits foot.

Protection From Cold (Abjuration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 creature

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

Protection From Fire (Abjuration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 5 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: As the third level druid spell of the same name. The material component is a piece of serpentine.

Protection From Lightning (Abjuration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 creature

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

Rainbow Move (Alteration )
Level: 4 Components: V
Range: 1 milel/l Casting Time: 4 segs
Duration: Instant Saving Throw: None
Area of Effect: Self plus 500 lb

Explanation/Description: This spell researched by Luinrod is similar to the 4th level spell Dark Move. As the caster completes the spell, if they are entirely within, or step into, onto, or through a rainbow, they are teleported with no error to into, onto, or out of any other point on the same rainbow, or to any point which is on the same plane as and within 1 mile per level of caster of their point of departure and which is in/on another rainbow. The latter range of this spell is reduced to 3" per level if more than 0.1% of the volume within 1 mile/level of the point of departure is rainbow. The caster can take with them anything they are carrying, to a limit of 5001b, with living matter counting double. To count as a rainbow, an object must glow; it must be all 7 colours of the rainbow (or all 6 if this is a 6-coloured rainbow) or have colours from a complete continuous spectrum, and have no other colours (no white, black, greys etc); if the colours are arranged in any specific order, it must be the correct one; it must not be a Phantasm, and should not be an Illusion without special permission from the referee; and unless it is magical, it must be long and thin with the colours arranged in the correct order across it. It must also be possible for the caster be entirely within it or to step into, onto, or through it. Anyone travelling by means of this spell will be exposed to the normal magical consequences of stepping into/onto/through any spells used, both at departure and arrival, unless both departure and arrival rainbows have the same effect upon them (up to die rolls), or one is a subset of the other, in which case they are only exposed once (to the more powerful/wide-ranging if one is a subset of the other). Things which could be used as rainbows include spells such as Prismatic Spray, Prismatic Sphere, or Prismatic Wall; any Prismatic Weapon which can be stepped upon; a suitably cast Luinrod's Curtainor Dancing Lights,; a Rainbow spell (if stepped upon); the area of effect of a Rainbow Lightspell or the overlap of the areas of a correctly ordered/arranged set of seven different Coloured Light spells; a large bright long thin spectrum projected onto a pale floor in a dimly lit place using an intense light and a prism; an illuminated sign in the form of a rainbow (if stepped upon); a glowing magical tower coloured all 7 colours of the rainbow in swirling, changing patterns (if stepped upon); and the Bifrost Bridge (though you might be stopped next to Heimdal).

Recall Perfectly (Alteration)
Level: 4 Components: V, S
Range: 0 Casting Time: 4 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: The caster can remember perfectly anything that happened in a period of 1 turn/level up to 1 day/level ago.

Reconstruction (Divination)
Level: 4 Components: V, S
Range: Touch Casting Time: 1 turn
Duration: 1 turn/level Saving Throw: None
Area of Effect: Upto 1" cube

Explanation/Description: Given a portion of an object produces an 'ectoplasmic' reconstruction of what would be considered the whole object (piece of paper scroll/book, bit of cloth cloak etc). The item is correct in colour, writing etc as of date the piece was seperated. The reconstruction is very delicate but can be moved to examine interior (or read if book)(the use of an unseen servant is recommended. It is destroyed by 1 HP of damage or contact with silver. NB the area limitation applies to the size of the complete object not the piece.

Recreate Book (Alteration)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 1 seg/page
Duration: Instant Saving Throw: None
Area of Effect: 1 book

Explanation/Description: This is another variation on Fabricate, with the information coming from a document viewed by the caster. Given an existing document, or image thereof, casting this spell will result in a duplicate being created. This spell will only copy the appearance of a scroll, or other magical writing, and will not duplicate its magical power. It will, however, work on a Reconstruction or an image. Note that in the case of an image it will copy what is seen, so could be used to copy a scryed paper, but in order to copy a scryed book, the pages would have to be turned during the course of the spell. The material component is sufficient writing materials (paper ink etc), which are used to form the copy.

Redleg's Shieldbiter (Evocation)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 2 rnd + 1 rnd/l Saving Throw: None
Area of Effect: 1 weapon/claw/hand...

Explanation/Description: This spell is cast upon any object used to strike in hand to hand combat giving it a limited ability to "earth" elemental magical effects back to to the inner planes. When this weapon is used to strike a magician under the effects of a Fire Shield (or Lightning, Acid etc), the energies that normally flow through the weapon ar discharged harmlessly, and the wielder is unhurt. The effect works a number of times equal to half the caster's level (round up) before it is exhausted. This spell is incompatible with Fire Shield etc. It may also have effects on other elemental spells at the D. M.s discretion, particularly those which discharge on being struck. It does not allow Lightning Bolts to be grounded by a parry, or have any effect on Shield Spells or similar. The material component is any metal resistant to heat, cold and acid.

Redleg's Variable Tolerance (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 5 rounds/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 chosen by the target, who can determine it exactly, and vary it from round to round (taking a reaction to do so).

Reinforce I (Alteration)
Level: 4 Components: V
Range: 0 Casting Time: 2 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is cast on another spell, in a similar manner to Extension I. It increases the casting level of a 1st to 3rd level spell by 50% for purposes of dispelling, overcoming magic resistance etc. It will effect the spell cast by the caster in the subsequent round or a designated, already extant, spell.

Reinforce Lock II (Alteration)
Level: 4 Components: V, S
Range: Touch Casting Time: 4 segs
Duration: Permanent Saving Throw: None
Area of Effect: 1 wizard/mage lock

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

Replay Memories (Divination)
Level: 4 Components: V, M
Range: Touch Casting Time: 1 turn
Duration: Special Saving Throw: None
Area of Effect: 1 gem

Explanation/Description: This spell replays in the casters mind the memories recorded in a memory gem. They are played in sequence, as stored, with a basic rate of 1-1 and start, stop, fast forward, rewind, and freezeframe controls.

Resist Acid (Abjuration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 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 acid and gain a +2 bonus on their ST vs. magical acid, from which they take half damage. Note that this protection extends to other corrosives (such as a green dragons chlorine breath in some campaigns). The material component is a black dragon scale.

Ropetrick III (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 2 hour/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is like Ropetrick II, save as above and as follows. The space creted is 250/level cubic feet, and may be of any shape desired, though its corners will always be rounded. The caster may also open and close additional doorways at any position in the bubble, taking 1 round of concentration to open or close a doorway (the original doorway can never be shut). The maximum number of entrances that can exist at any one time is casters level/3 (round down). Several entrances may be combined into one larger one. The apparent internal dimensions should be mapped to the material plane to determine the position of new entrances. The bubble cannot 'pass through' anything that would block Detect Magic. Note it will fit 4 people /level. A door cannot be closed if anything is in it.

Rhoaree's Transit Spell (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 4 segs
Duration: 1 turn + 1 rnd/l Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell increases the recipients movement rate by a factor of 10, and ages them a year. It affects all movement modes. The material component isa small centipede, which is eaten.

Scarecrow (Illusion/Phantasm)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 1 round
Duration: 1 week/level Saving Throw: None
Area of Effect: 1"/level radius

Explanation/Description: This spell causes illusionary bangs, flashes, smells, noises, signs of movement etc to occur at random places within the area of effect at random intervals (average one every 5 minutes). The material component is a crow scarer.

Schmeisser (Evocation)
Level: 4 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 1 x his level magic missiles (round up). Otherwise, this spell is identical to Selective Missiles.

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

Explanation/Description: This spell causes the target to ignore the caster, and treat him as utterly beneath notice. This spell can be cast on 1 creature, who saves at -3, 2 who save at -1 or 3 or 4, whose saves are normal. This spell effects all creatures which would be effected by Charm Monster. This spell can be caused to wear off in much the same way as Charm Monster. The material component is a battered hat which is not consumed.

Sensitivity II (Divination)
Level: 4 Components: V, S, M
Range: Special Casting Time: 4 segs
Duration: Special Saving Throw: n/a
Area of Effect: Special

Explanation/Description: This spell acts as Sensitivity I except it increases the casters level by 50% for 1-4th level spells

Shield Iiib (Evocation)
Level: 4 Components: V, S
Range: 0 Casting Time: 4 segs
Duration: 5 rounds/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell acts as Shield Ib except it gives AC -2 against all attacks

Shield IV (Evocation)
Level: 4 Components: V, S
Range: 0 Casting Time: 4 segs
Duration: 5 rounds/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell acts as Shield except it gives AC -4,-3,-2

Sleep IV (Evocation)
Level: 4 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 2D100 points.

Sneak Preview (Divination)
Level: 4 Components: V, S, M
Range: 1'/level Casting Time: 4 segs
Duration: 3 rounds/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell acts as a Clairvoyance, except that the viewpoint is fixed relative to the caster, and moves with him. Note the extremely short range (1 character foot per level). The material components are a piece of pineal gland on a stick.

Sneak Sounding (Divination)
Level: 4 Components: V, S, M
Range: 1'/level Casting Time: 4 segs
Duration: 3 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell acts as a Clairaudience, except that the scrying point is fixed relative to the caster, and moves with him. Note the extremely short range (1 character foot per level). The material component is a horn on a stick.

Spot Potential (Divination)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 1 round
Duration: 1 turn Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell is cast upon a young creature (animal or plant), and reveals its adult form to the caster. He will get about as much information as he could by examining the adult for 1 turn, doing simple tests (can it fly). It will work on eggs and seeds. The material components are a chicken feather and an eggshell.

Static Defense (Abjuration)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segs
Duration: 2 round/level Saving Throw: Special
Area of Effect: Caster

Explanation/Description: This spell (researched by Luinrod) storeslightning. It covers the specified areas of the caster and thus his equipment (normally all but the feet and perhaps the hands and anything held in them), and absorbs and stores up to the casters level of dice of Lightning damage (3 pts = 1 DIE for spells specified in points). This applies before all other lightning spells except 'druidic' Protection From Lightning. Any excess above that which can be stored at any one time continues through to affect its target. ON a rolled 1 on the ST vs. the LIghtning, any stored lightning may also be discharged into the caster, roll a second ST to see whether all of it, or just half of it, discharges into the caster. The spell does affect lightning damage cast by the caster if it moves outwards from an affected area of him (so if the spell covers the hands it would affect any Shocking Grasp he cast, but not a Lightning Bolt). The caster acts as a grounded metal statue with respect to the behaviour of any lightning bolts near him. While the caster is charged up, he crackles and emits blue sparks. Any creature or object (save missiles or small flying creatures such as stirges) touching or touched by the affected areas of the caster will discharge him in a small bolt of lightning arcing via them to the ground if possible, or covering them in brush discharge. The creature or object caught in this takes Lightning damage equal to that being discharged. If a creature makes its ST, only half the Lightning was discharged through them before they leapt back, so they only take half the number of dice and the mage remains half charged. A touch merely requires hitting AC10 + prot + DEX. The stored Lightning leaks away at 1D/2 rounds in normal conditions, 1D/4 rounds in very dry conditions (not fires), 1D/round in mist or drizzle, 2D/round in light rain, 4D/round in heavy rain. Suitable ways to discharge a Static defense include throwing large objects at them, throwing water over them (take care not to create an arc of water betwen you), and causing them to touch the ground with part of the affected area, Any Lightning remaining when the spell expires, or which is not dispelled when it is, discharges through the caster. For dispels roll once for the Static Defense and one roll vs. all Lightning, even if from different sources and assume Lightning goes first in, first out. While the caster is charged up, their saving throw versus dusts and fine sprays which are effective on contact rather than inhalation is at a minus equal to the number of dice of stored lightning. The material component is a piece of bright blue silk, rubbed on the caster, and a copper rod passed over those areas of the caster not to be affected (the latter can be omitted if none such). NB The caster gets no ST vs. a final discharge. If the caster makes a ST vs. incoming Lightning Damage, treat it as his being struck by half the number of dice.

Stephen Le Strange's Instant Idleness (Enchantment/Charm)
Level: 4 Components: V, S
Range: 1"/level Casting Time: 4 segs
Duration: 1 rnd/level Saving Throw: Neg
Area of Effect: Special

Explanation/Description: This spell effects creatures in a 5'/level diameter radius area. All sentient creatures in the area must save vs. mind-affecting magic or be overcome by lassitude and sit and watch the clouds go by (or whatever). They will be brought out of this by being attacked (-4 AC vs. the blow) or having to make a ST vs. damage doing spells/area effects (inc pet/poly etc).

Swift Rising Strength (Alteration)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: 6 turns/level Saving Throw: None
Area of Effect: 1 being

Explanation/Description: Except as above, and that the material components include a drop of mercury, this spell is identical to Strenth.

Welcoming Doors (Evocation)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: n/a
Area of Effect: 1 door

Explanation/Description: This spell enchants a single or double door such that it opens automatically when any living creature larger than a rat approaches within approximately 10' of the doors (the exact distance can be fine tuned by the caster, but may not be more than 10' or twice the the width of a single door, whichever is greater). Note that only creatures which can be detected by normal senses are detected by the spell. The material components are a white glove, a piece of gold braiding, and a gold piece.

Xeno Telepathy (Divination)
Level: 4 Components: V, S, M
Range: 12" Casting Time: 4 segs
Duration: 1 round/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell allows telepathic contact with a creature of the casters choice. The link is at a conversational / symbolic level. The caster can shield his own thoughts. The material component is a pair of coppre/iron coins from different cultures.

Zirnts Sea Mist (Conjuration/Summoning)
Level: 4 Components: V, S, M
Range: 0 Casting Time: 4 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 3" radius

Explanation/Description: This spell surrounds the caster with a 30' radius fine spray of sea mist which lasts for the spell duration and moves with him. The material component is some salt water.