Agony (Enchantment/Charm)
Level: 6 Components: V, S, M
Range: 1"/level Casting Time: 6 segs
Duration: 1 turn/level Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: This spell causes the target creature to endure extreme agony for the spell duration. They may do nothing but writhe in pain. The material component is a small piece of slate.

Backfire (Alteration)
Level: 6 Components: V, S
Range: 0 Casting Time: 6 segs
Duration: Up to 1 turn/L Saving Throw: None
Area of Effect: 1"/level radius

Explanation/Description: Roll for spell failure. Amount by which spell works is amount by which all spell failure chances for spells cast within 1"/level are increased. The effect wears off at -5% spell failure chance per turn or spell effected.

Bestow Magic Resistance (Abjuration) Reversible
Level: 6 Components: V, S, M
Range: 1"/level Casting Time: 6 segs
Duration: 1 turn/Level Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: This spell either adds or removes ( 5%/level - 15% ) magic resistance from the target. In the case of bestowing the added resistance cumulates with that inherent to the creature but not that centred on items/familiars. In this case it operates in parallel. This resistance is voluntarily lowerable as if it were a natural ability. If cast on a familiar it protects vs. that bit of an attack that would effect the familiar (eg death magic, damage to last familiars HP of shared HPs etc). The material component is a piece of hide from an animal with magic resistance, the magic resistance granted cannot exceed that of the creature.

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

Explanation/Description: This spell acts as Bigbys Forceful Hand save that it only affects half the weight at each level of effect, but also inflicts D6 damage/round on creatures affected. The material component is half a bee.

Bladesharp V (Evocation)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 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 five points of damage per hit on an opponent. Due to its focussing effect on the edge of the blade, it also gives the wielder +5 to hit. Note that while this damage can strike a creature only hit by magic, it does not enable any weapon or Strength bonus damage to do so. The material component is a small whetstone.

Bludgeon V (Evocation)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 2 segs
Duration: 2 round/level Saving Throw: None
Area of Effect: 1 weapon

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

Break Spell (Item Enchantment)
Level: 6 Components: V, S
Range: Touch Casting Time: 6 day
Duration: Instant Saving Throw: None
Area of Effect: 1 item

Explanation/Description: This spell is an item enchantment. Methods are known for putting it onto rings, arrowheads etc, thrown dagger and needles. It is either command activated, for a Dispel Magic at casters level in an area, or impact activated for a Dispel Magic at 112 x casters level on the creature/object. It works once and costs 1200 GP. It appears to be a specialised variant of the Single Shot enchantment.

Breed (Alteration)
Level: 6 Components: V, S
Range: 1" Casting Time: 6 segs
Duration: 1 day Saving Throw: None
Area of Effect: 2 creatures

Explanation/Description: This spell increases the chance of fertility in a mating between two creatures by 2%/level. The creatures must both be sexually mature ( in so far as their species ever are) and of opposite sex. They must also be physically able to mate, and be persuaded to do so by the caster....

This spell is a very specialized limited wish. Semisane adjudication is required to determine the results

Cache I (Alteration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 1 hour
Duration: Permanent Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell creates an extradimensional space only accessible to the caster. The spell can only be dispelled by the caster though the space will be inaccessible in an Anti-Magic Shell etc. A mage may only have one cache in operation at once. The internal conditions are the same as in a bag of holding. The space works on any plane where X-D space works (the spell ceases and the object in the cache fall out next to the mage, if he enters a plane inaccessible to X-D space). If the caster enters X-D space (eg Rope Trick, maze, trap the Soul,, portable hole, bag of holding) the object in the cache appears next to him and must be carried out or will stay there and cannot be retrieved (except for the normal means for such an X-D space)(IN the case of Maze scattered about the maze, requiring that it be solved once for each item). The space is 10 cu ft which can hold 1 object (Note that chest + contents counts as one object). The material component is a crystal klein bottle.

Censor Eyes (Abjuration)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 6 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: The caster

Explanation/Description: This spell prevents the caster seeing anything that he knows harms by sight (such as symbols some gaze weapons, arduin prismatics etc), by censoring them in his field of vision (black bar across a basilisks eyes etc). Note that the caster is not protected against something that is of a class of objects which he does not know to be dangerous. The material component is an eyepatch.

Censor Hearing (Abjuration)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 6 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell prevents the caster from hearing anything that he knows harms by being heard, by censoring them out of what he hears (beeps etc). Note that the caster is not protected against anything that is of a class of objects which he does not know to be dangerous, or against sonic attacks which do not require to be heard. The material component is some wax, which the caster sticks in his ears, which is used up.

Clairanalyse Environment (Divination)
Level: 6 Components: V, S, M
Range: Special Casting Time: 6 segs
Duration: 1 turn Saving Throw: n/a
Area of Effect: Special

Explanation/Description: This spell acts as an Analyse Environment on a location, on the same plane, chosen by the caster. The location must be well enough defined that the caster could scry it, an dthis spell is blocked by anything which would block scrying.

Create Barrier (Abjuration)
Level: 6 Components: V, S, M
Range: 3" Casting Time: 6 turn
Duration: Permanent Saving Throw: None
Area of Effect: 20 sq ft/level

Explanation/Description: This spell creates a transparent barrier of area 20 sq ft/level. This allows physical passage in only one direction (an object partway through the barrier can move either way). It acts towards spells as a Wall of Force. May only form flat planes. Dispelled by Disintegrate or Break Barrier. When being spell cast through it scintillates. The material component is a 1000GP diamond which is destroyed.

Countermagic V (Abjuration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 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 200% - 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 3d8 (Necromancy)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 segs
Duration: Instant Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell cures 3D8 HP of damage. The material component is a bandage.

Dancing Sword III (Alteration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 segs
Duration: 1 rnd/ level Saving Throw: None
Area of Effect: 1 sword

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

Destroy Blight (Abjuration)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 turn/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell creates a wall of purple glowing light 30' thick around the casters position, which expands outwards at 1"/round. This light kills all of a particular fungus, rust, mold, slime (not Green which is an "algae"), yeast etc which comes into contact with it. A version needs to be researched for each new blight (base 0 weeks, double chance). The wall is blocked by protective magics, or by 10' of earth, 3' of stone or 1" of metal, though it can flow down cracks and expand to fill all space in the 30' it can reach. Magical or monstrous things get a ST, but their spores/seeds do not. Note that this spell was designed to work well with either Permanency or Enchant a Passive Item, producing in either case a wall that expands to some vast radius (determined by referee) before the enchantment packs in for good. Note that thsi effect does not move with the caster. Material component is a sample of the blight encased in glass which is consumed.

Detect Non-spatial Link (Divination)
Level: 6 Components: V, S
Range: 0 Casting Time: 6 segs
Duration: 2 + 1 turn/level Saving Throw: None
Area of Effect: Line of sight

Explanation/Description: This spell is an improved version of Detect Spatial Link. It differs from it as shown above, in that the base roll to interpret a link is ( users level + 8 ) and in that it will detect and allow analysis of non-spatial magical links. These are links with an unlimited range, for example, Clairvoyance, Teleport,crystal ball effects etc. The position of the origin of these effects, or the plane on which they originate can be divined, as can the other parameters noted under Detect Spatial Link. This spell is a passive detection effect.

Detect Via Images (Divination)
Level: 6 Components: V, S, M
Range: 1" Casting Time: 6 segs
Duration: Special Saving Throw: None
Area of Effect: 1 image and 1 spell

Explanation/Description: This spell to detect things on an image, (map, portrait, illusion etc)as if he was detecting the area/object/being portrayed. This spell must be cast on a previously cast detection spell. Note that the Range/area of the detection spell apply to the image not the object, but that the results cannot be pinned down to closer than 1 foot/mages level on the image. eg a mage who used this with LOCATE MINERALS (GOLD) on a map could to determine that there was gold 'around thunderbird hill'). Note that detects will still be blocked by approprate amounts of substance between the 'viewpoint' and the object being detected. Note also that there is no detect scrying chance for the target, since the detection is working on the image not them (there are however ways of severing the link between a portrait and its original). This spell has a 10% *level chance of working if the image is perfect, which decreases with the accuracy of the image.

The material component is a golden plumbline (worth 100gp) which is used up.

Door of Force (Alteration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 segs
Duration: Special Saving Throw: n/a
Area of Effect: Special

Explanation/Description: This spell enables the caster to open a door, between 1' and 10' on a side, in a wall of force or similar barrier (eg such as created by Create Barrier). This door is fixed in place but can be opened or closed to any extent, and will last until it is either closed, at which point the wall of force will become solid again, or the wall of force dissipates. The door acts in all respects as a piece of wall of force. The material component is a handle made of crystal, which is not used up.

Duplicate Seed (Alteration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Instant Saving Throw: None
Area of Effect: 1 seed/level

Explanation/Description: This spell is cast on mages level seeds of a particular species of up to 1 GP wt each (about the sixe of a peach stone). It transforms them into true breding exact duplicates of another eed of the same basic species. This will work on pretty nearly all seeds (including those from unique trees, as long as you can find similar seeds). The material components are the seed to be duplicated, and two mirrors worth 10 GP each, all of which are used up.

Eavesdrop (Divination)
Level: 6 Components: V, S, M
Range: 1"/level Casting Time: 6 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is cast at an existing detection spell, whose information path is passing within range, and enables the caster to 'overhear' the information passing 'along' the spell. The information path of e.g. a telepathy spell is normally a fairly hazy concept, so barring unusual terrain features (such as a nearly completely shielded area), or information received from a DETECT (NON) SPATIAL LINK this spell will normally only work if either end is within spell range. The information path of a normal detection spell is however much more obvious. The material component is a crystal tumbler, which is used up

Elrics Thunderball (Evocation)
Level: 6 Components: V, S, M
Range: 6"+1"/l Casting Time: 6 segs
Duration: Instant Saving Throw: 12
Area of Effect: 20' radius sphere

Explanation/Description: This spell produces a thunderball, of violet flames shot through with blue sparks, which does D4/level fire and D4/level lightning damage to all within it. This damage counts as thunder damage to Arduin Creatures and does 2D6/level damage of combined fire and lightning to creatures that are particularly vulnerable to this. There are seperate saving throws against each form of damage.

Examine Delayed Magic (Divination)
Level: 6 Components: V, S, M
Range: 1 char ft Casting Time: 1 round
Duration: 1 rnd/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is related to Read Conditions and Classify Magic; it is used to examine a spell, enchantment, or combination of effects that is awaiting the fulfillment of some condition before changing state. The most common effect of this type is a magical trap, which is awaiting the fulfillment of some conditions before activating, but the spell is intended to be a general purpose tool for use on all magical effects that change state. The spell has the same detection abilities as Classify Magic, but can give rather more details about conditions and effects, in a similar way to Read Conditions. Notably, it is quite effective at finding out the command words of magic items.

This spells short range can be misleading: it can be used when within range of any area where the fulfillment of conditions will cause a change. Obviously, it won't detect a second effect activated by an area more then a foot inside the area under examination, nor will it give useful results in an area that will be effected by the cahnge, but where the change could not be activated. E.g. a trap that set off a Fireball when a book was opened could only be examined within a foot of the book. An area 10' away would be effected by the fireball, but the trap couldn't be activated there.

If the spells under examination have no protection against attempts to read information about them, this spell will succeed automatically. If there is protaection, this spell has sufficient flexibility to allow it's user to work around the protection. The wise user always looks for protection first: if it cant't be evaded the user may be able to suppress it with Manipulate Delayed Magic. Reading Information about a spell normally takes one round: more than one round may be needed for complex systems. Up to half the caster's level seperate spells or effects may be analysed seperately, one at a time.

A magic user using this spell has an (INT+ MU level)x2% chance of bypassing each protection on a magical effect under examination. Each attempt to bypass a protection takes one round; th protection must be successfully examined before it can be bypassed. The effects of failure depend on the intent of the protection: really paranoid magical systems have several mutually protecting mechanisms, and a failure will usually be noticed by another protectioon. Simpler systems usually won't react to failures on attempts to penetrate protections, or may activate the primary delayed effect on unsuccessful penetration. Retries are generally possible; subtle reactions by the target may reduce their chance of success. Non-detection or similar spells count as one layer of protection per level of the protecting spell, but there are normally no special consequences of failure.

If the user of these spells has thievish skills, his Find/Remove traps percentage may be used instead of the INT+LEVEL based chance. A character with both skills has a choice; a pure thief using the spell via magic item must use his FRT skill and suffers a penalty of -10% per point of INT below 15. Familiarisation with the spell or item is required.

Once a protection has been penetrated, it can normally be re-penetrated automatically with a later casting of EDM. If a lot of time has passed, a new roll may be required- use of memory enhancing spells is recommended. Of course, protections which have changed in the intervening time may cause problems, and the caster who attempts to "cruise" through them on the assumption they are unchanged may get their just deserts.

The material component is a specially constructed set of ritual magic implements (e.g. sword, robes, brazier, etc) costing at least 500 GP which are used up.

Expert System Create (Divination)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: 1 day Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell allows the creation of an expert system from the casters knowledge. An Expert system ( ES hereafter) is a coherent body of knowledge, encoded through this spell by a magic user, who has this knowledge. When loaded into anothers mind by means of another spell, it is accessible as "instinctive" knowledge, which cant be pinned down or explained, but is "known". It isnt possible to recognize errors or inconsistencies unless the user has the knowledge in the ES already, or is closely questioned by someone who does. Only one ES can be loaded into a mind at a time. An ES in written form is incomprehensible unless an Es Load spell is used, although its nature can be recognised with a comprehend languages. The document gives off a faint dweomer. The material component is some writing materials.

Familiar Spirit (Conjuration/Summoning)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 8 hours
Duration: Instant Saving Throw: None
Area of Effect: Special

Explanation/Description: This ritual calls upon the certain powers (chosen by the caster), and requests one of their servitors as a familiar spirit for a length of time. An appropriate sacrifice must be made or this spell can be cast with no sacrifice, with the intent of discovering the required sacrifice for a particular spirit in which case the material component is 5000 GP worth of powdered gem (the gem should be chosen to be appropriate to the powers concerned). Such familiar spirits will normally be bound into a creature, item or locus though occcasionally they will be of such power as to incarnate themselves, and will be bound for a length of time, or until a service is finished or a condition is met. For instance, an evil and foolish mage desirous of an imp familiar could acquire one by this means at the standard cost.... This spell is more standardly used to call upon knowledge or craft spirits, which grant the mage their aid in his endeavours. Such spirits typically grant the use of a proficiency at mastery level for a mage, while in his lab (the locus to which they are bound), for a cost of 1000 GP/week (or equivalent), however their price and powers can vary greatly.

Finesse (Divination)
Level: 6 Components: V, S, M
Range: Special Casting Time: 6 segs
Duration: Special Saving Throw: None
Area of Effect: 1 spell

Explanation/Description: This spell cause one other divination spell to become harder to spot. It reduces peoples chance of spotting the target spell (eg by spot invisible/ detect scrying chances) by a factor of 2 per two levels. Spells with a fixed 100% chance of spotting the detection effect have this reduced by a factor of 2 per 3 levels. The material component is a twoway mirror.

Fly 30" (Alteration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 segs
Duration: 2 turn/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell is identical to Fly save that the base flight speed is 30".

Fork Lightning (Evocation)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 6 segs
Duration: Instant Saving Throw: 12
Area of Effect: 1 ft x 1"/level

Explanation/Description: This spell (researched by Luinrod) causes a 1 foot wide bolt of lightning of total length up to 1"/level to lash from the mage's hands. This bolt can be forked or kinked as desired, up to a maximum number of straight-line segments equal to the mage's maximum number of spells determined by his intelligence. This allows attack round corners, though there are then problems with targetting. Any target struck takes the mages level D8 of lightning damage, with a St for half damage. Targets struck more than once by the bolt do not take extra damage, though they do have a minus on their St (-1 for 2nd hit, -2 for 3rd, -3 for sixth, -4 for tenth, -5 for fifteenth, -6 for twenty-first...) If the spell is successfully magic resisted by a target, that branch of the bolt stops, and any further targets on that branch are not struck (NB the mage chooses the shape before casting). The material components are a piece of blue fur or silk, an amber rod, and a lodestone, with a total cost of 100GP.

Framework (Divination)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 1 turn+
Duration: 1 hour/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell enables the caster to build up a sequence of detection effects, which will be fired off nearly simultaneously on a trigger gesture. The sequence can consist of one main spell per 5 levels (round up) with upto level/3 (round up) spell effecting spells cast on each. The casting time is 10 rounds/spell (or casting time if longer). The spell duration starts from the end of the total casting time. The gesture takes 1 segment per main spell, and the spells go off in the desired order (including simultaneous if desired). This spell can be dispelled before release, in which case either all or none of the spells go(on a single roll). The material component is a complicated metal framework (worth 5000 GP) which is not used up, into which are slotted crystal lenses (worth 500 GP) for each main spell, and crystal prisms (worth 100 GP) for each support spell, these are used up when the framework is released. The trigger gesture must involve shining a light through the framework.

Getafix's Growbag (Alteration)
Level: 6 Components: V, S
Range: Touch Casting Time: 1 turn
Duration: Special Saving Throw: None
Area of Effect: 1 seed

Explanation/Description: This spell is cast on a seed. It remains inactive until the seed is symbolically planted at which point it causes a Plant Growth to be cast upon it. The caster must choose which of the different styles of plant growth he wishes to occur at the time of spellcasting. If the seed is caught in a Dispel Magic before being planted, this spell is eligible for being dispelled. This spells duration counts as 'permanent' for purposes of Minor Permanency etc.

Glance V (Evocation)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 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 +5 AC vs. all attack forms. The material component is a polished piece of turtleshell.

Globe of Vulnerability (Abjuration)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 1 round
Duration: 1 round/level Saving Throw: n/a
Area of Effect: 1" diameter sphere

Explanation/Description: This spell acts as Globe of Invulnerability, except that it prevents the passage of spells out of, rather than into the globe.

High Accelerator II (Alteration)
Level: 6 Components: V, S
Range: 5" Casting Time: 6 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 4 pts/level up to a max of 90 to up to 2 creatures within a 5' radius area.

Structures: 3 + 1/2 level hull pts up to a maximum of 12

3 + 1/3 level defence points up to a maximum of 10

Hold Spell I (Alteration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 turns
Duration: Special Saving Throw: None
Area of Effect: See below

Explanation/Description: Allows another spell (of 1st to 3rd level)to be stored in or on an inanimate object until certain conditions occur (these must be specified at spellcasting and may be more complex than those for Magic Mouth). The spell must be known to teh acster of the HOLD SPELL I, and is effectively cast when the HOLD SPELL is cast. When the HOLD SPELL is triggered the spell is cast in the same segment, and its effects are evaluated as if it had been cast by the caster of the hold spell, but according to her level, knowledge and so on at the time of casting the HOLD SPELL. This spell is useful for creating magical traps etc but multiple holding spells cannot be cast so that the areas of effect of the held spells would overlap while the spells were in operation same area at the same time (or in the same segment for instant spells). Also If the object the spell is held in is moved more than 5' the spell is dissipated. The material component is a small lead box with a spring-opening lid.

Identify II (Divination)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: 2 rounds/level Saving Throw: None
Area of Effect: Objects touched

Explanation/Description: This spell lasts for 2 rnds/level and reveals 1 fact per round about an item (more than 1 item may be identified with 1 casting). It will not repeat itself within one casting. It is 95% accurate and false results may well just be silly. It will give exact plusses, charges to within +10%. Some cursed items will not show up under Identify (ie any fact indicated as showing up the curse has a 10% chance of doing so). It has a 10% chance of identifying these. Most Artifacts or Relics will not reveal powers to Identify. In this case there is a level% chance of showing up each power with this spell. The material components are those for identify.

Information Store (Meta, Divination)
Level: 6 Components: V, S, M
Range: Special Casting Time: Special
Duration: 1 turn/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell must be cast as part of a Framework. It doubles the casting time of the framework. The material component is a crystal worth 100 GP/main spell in the framework. The information returned by the detects is channelled into the crystal, which stores them as if it were a Memory Crystal. The Crystal crumbles when this spell is dispelled or it's duration expires.

Invoke Contagion (Evocation)
Level: 6 Components: M
Range: Touch Casting Time: 1 round
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 object

Explanation/Description: This spell is cast on an object, with a particular target in mind (the target can be a being, object or location) and invokes the contagion between the object and the target. The object can later be used as an extra material component on any one spell cast at that target. If the object is not used within the duration, or the spell is dispelled before it can be used, the spell dissipates harmlessly. An object which is used as a spell component drops down to a contagion value of O and may even be destroyed (though the chance of this decreases with the inherent valu and virtu of the object). the object is graded according to the degree of contagion;

0 NO Contagion - e.g. chair the target sat in three weeks ago once

1 Minor Contagion - the target's discarded clothing

2 Contagion - piece of clothing owned by target.

3 Good Contagion - target's hair, piece of the clothes they are wearing or favoured clothing

4 Perfect Contagion - target's blood or Associated item (King's crown, Wizards Staff....)

For each level of contagion the caster can choose one of the following effects (they may be taken more than once);

-10% Magic Resistance, -2 ST, 3 X range, 2 X duration, +1 level for damage, +2 level for other effects, or +3 level versus dispel. All these changes only effect the specified target.

This spell can be combined with Invoke Sympathy.

Invoke Perversity (Evocation)
Level: 6 Components: M
Range: Touch Casting Time: 1 round
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 object

Explanation/Description: This spell is cast on an object, with a particular target in mind (the target can be a being, object or location, but this spell works best on large area effecting spells) and endeavours to invoke the innate perversity of the target. The object can later be used as an extra material component on any one spell cast at that target. If the object is not used within the duration, or the spell is dispelled before it can be used, the spell dissipates harmlessly. An object which is used as a spell component may even be destroyed (though the chance of this decreases with the inherent valu and virtu of the object). the object is graded according to the degree of perversity of target/appropriateness of object, however this is varied by rolling a D4, on a 1 the value drops one and you repeat (ignoring 4s) on a 4 the value increases by 1 and you reroll (ignoring 1s);

-2 NO Perversity - target is Donblas

1 Perversity - tool for doing opposite of what you want to target.

2 Good Perversity - target is weather object is umbrella (trying to make sunnnier)

4 Perfect Perversity - target is priest of Finagle, or gremlin

This spell works less reliably than the sympathy/contagion spells due to the fact that it is harder to carefully want what you don't want while spell casting

For each level of contagion the caster can choose one of the following effects (they may be taken more than once);

-10% Magic Resistance, -2 ST, 3 X range, 2 X duration, +1 level for damage, +2 level for other effects, or +2 level versus dispel.

Invoke Sympathy (Evocation)
Level: 6 Components: M
Range: Touch Casting Time: 1 round
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 object

Explanation/Description: This spell is cast on an object, with a particular target in mind (the target can be a being, object or location) and invokes the sympathy between the object and the target. The object can later be used as an extra material component on any one spell cast at that target. If the object is not used within the duration, or the spell is dispelled before it can be used, the spell dissipates harmlessly. An object which is used as a spell component drops down to a sympathy value of O and may even be destroyed (though the chance of this decreases with the inherent valu and virtu of the object). the object is graded according to the degree of sympathy;

0 NO Sympathy - an elf (dwarven target)

1 Minor Sympathy - another human

2 Sympathy - picture/model of target, member of same army company

3 Good Sympathy - member of target's family, masterful model of target

4 Perfect Sympathy - clone of target, sympathy statuette of target...

For each level of sympathy the caster can choose one of the following effects (they may be taken more than once);

-10% Magic Resistance, -2 ST, 3 X range, 2 X duration, +1 level for damage, +2 level for other effects, or +3 level versus dispel. All these changes only effect the specified target.

This spell can be combined with Invoke Contagion

Invulnerability III (Abjuration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: The creature effected can only be hit by +2 or better weapons. The material component is a pice of hide from a creature only hit by +2 or better magical wepons.

Ironhand V (Evocation)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1 natural weapon

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

Kariars Fireball (Evocation)
Level: 6 Components: V, S, M
Range: 10" + 1"/L Casting Time: 6 segs
Duration: Instant Saving Throw: 12
Area of Effect: Upto 3" radius

Explanation/Description: As Fireball To Fit except maximum radius is 3".(4" hemisphere). The material component is a ball of bat guano and sulphur.

Kstra'ahh's Cone of Thunder (Evocation)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 6 segs
Duration: Instant Saving Throw: 12
Area of Effect: 120° cone 1"/level long

Explanation/Description: This spell produces a cone of violet flames shot through with blue sparks which do D3/level fire damage and D3/level lightning damage to all within the area of effect. Tthis combination counts as thunder damage for Arduin Creatures, and the spell does D4/D4 per level against creatures peculiarly vulnerable to thunder. There is a ST for half damage. The material component is some phosporus and meteor iron.

Leisurely Understanding (Meta, Divination)
Level: 6 Components: V, S, M
Range: Special Casting Time: 6 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This material component of this spell is a small crystal carved into the shape of a spring (cost 100 gp). This spell can only be used in a Framework with a detection spell. In this case it receives the information returned by the spell much faster than a human brain can. It can receive telepathy at up to 2 to the power of the mage's level times the rate of human comprehension, or grasp all the information present in a single location scrying in a single segment. It will then release this information at a comprehensible speed. The spell will only store as much information as it can release in it's remaining duration. If the spell is dispelled before all the information has been passed on, the remainder is lost. It should be pointed out that this spell does not allow the caster any faster control of the information source, so anything bar static detection is basically imposssible at such speeds.

Lengthen III (Alteration)
Level: 6 Components: V
Range: Special Casting Time: 6 segs
Duration: Special Saving Throw: None
Area of Effect: Special

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

Luck 1 (AL, Conjuration/Summoning, odd)
Level: 6 Components: V, S, M
Range: 1"/lvl Casting Time: 6 segs
Duration: 1 turn Saving Throw: Neg
Area of Effect: Special

Explanation/Description: This spell has two uses:

1) it may be cast on up to level creatures, giving the advantages of a bless. This will stack with most divine bless/prayer type spells.

2) It may be cast on a single creature, duplicating the effects of possessing a luckstone.

The material component is a rabbit's foot.

Magic Communicator (Divination)
Level: 6 Components: V, S, M
Range: Special Casting Time: 1 hour
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

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

Mana Flow (Special)
Level: 6 Components: V, S
Range: 3" Casting Time: 6 segs
Duration: Permanent Saving Throw: None
Area of Effect: 1 creature/object

Explanation/Description: This spell sets up a mana flow from a plane or planes chosen by the caster, and may if desired, then structure the resulting mana ready to be used in some type of magic of which the caster knows a spell. While it is thus technically an Evocation or Coinjuration/Summoning spell, it can be set to detect as any type of magic known to the caster, or as magic plus any alignment aura and/or any elemental association. an Identify spell, or similar spell for the analysis of the detailed structure of spells, will reveal it for what it is.

Mend Damage (Alteration)

Duration: instant Casti: 6 segs Save: none

Affects: 1 object Range: 3 " Comp: V, S, M

This spell is a much improved version of MENDING. The maximum volume it can effect is 100 cubic feet/level and itcan mend objects made of magical materials, such as mithril, adamant, entwood etc, although it will not mend enchantments if they are damaged. It would mend a nick in a magic sword. A magical sword that had been broken in half could be rejoined, though its magic would not be restored.

Miniaturise Magic (Alteration)

Level: 6
Level: 6 Components: V, S, M
Range: 0 Casting Time: Special
Duration: Instant Saving Throw: None
Area of Effect: 1 object

Explanation/Description: This spell cause one inanimate unintelligent object, of size upto 1000 cu ft per level, to be miniaturised by a chosen factor, upto mages level. This spell will effect magical items. The remainder of the items material explodes in a swirl of magical energies and dissipates utterly, looking very spectacular but doing no damage. This spell can be reversed, to enlarge objects by a similar factor, upto a maximum size of 1000 cu ft per level, but if so appropriate additional material must be provided by the caster. Note that this can entail considerable extra work or expense. This spell will rarely effect the ranges etc of magical items, but if you really want a Bazooka of fireballs, and have appropriate amounts of dragonbone to hand, this is what you use. It is not normally recommended for use on weaponry, because a six foot shortsword is of use only to a giant. However, there is a risk that, if the item concerned was constructed using a component of particular significance based on its size, (as is often the case with gems), the item may be damaged in some way (eg if a large diamond had been enchanted as primary component, to produce a forcewall, and it was then miniaturised, the DM may rule that the size of forcewall it produces shrinks). This could sometimes be a useful effect, but what, if anything, occurs is at DM's discretion and while it is theoretically possible to increase areas/ranges by this technique, it is normally going to be cheaper and more reliable (and possibly quicker) if you can enchant such effects in to start with. This is very unlikely to cause problems with potions, scrolls, or straight plusses.

The material component is a magnifying, or diminishing lens. This spell takes one turn to cast per 8 hours of enchantment required to construct the item.

Morgault's Magic Missile of Slaying (Necromancy, Evocation)
Level: 6 Components: V, S
Range: 6" + 1"/l Casting Time: 6 segs
Duration: Instant Saving Throw: Neg*
Area of Effect: 1 creature

Explanation/Description: As Black Missile but it may also be memorized to slay one type of creature (choose from arrow of slaying table) (If this spell was chosen at time of casting it will not slay any type of creature). If they make their ST vs. Death magic they still take normal magic missile damage.

Moving Tapestry (Alteration)
Level: 6 Components: V, S
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: n/a
Area of Effect: 1 tapestry

Explanation/Description: This spell causes the figures etc woven in a tapestry to move acting out a preset story (wont move if watched closely). The pattern will repeat over a period of up to a month.

No Effect VI (?)
Level: 6 Components: None
Range: 1"/level Casting Time: 6 segs
Duration: Instant Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell releases the mana required for a sixth 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 III (Divination)
Level: 6 Components: V, S
Range: Special Casting Time: 6 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is cast on a first to third 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 V (Evocation)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 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 5 points of damage from all physical attacks on the wearer. The material component is a piece of cotton quilting.

Parry V (Evocation)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 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 +5 AC vs. all attacks which that weapon/shield could be used to parry. The material component is a miniature shield shaped mirror.

Past Use (Divination)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 1 hour
Duration: Special Saving Throw: None
Area of Effect: One object

Explanation/Description: This spell enables the caster to see past uses of an object, which he is wielding (or otherwise simulating using in an appropriate manner). It is thus quite good at spotting well used cursed items ("all previous wearers of these boots appear to have danced in battle... hmmm"), but is virtually no use on brand-new items. The material component is an hourglass, which is broken during spell casting.

Permanent Charm (Enchantment/Charm)
Level: 6 Components: V, S
Range: 1"/level Casting Time: 6 segs
Duration: Permanent Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: This spell acts as Charm Monster except that it does not wear off and only works on creatures of INT 'low' or lower. The creature still gets a new ST for suicide orders, however.

Personal Sympathy (Divination)
Level: 6 Components: V, S, M
Range: Special Casting Time: 1 seg
Duration: Permanent Saving Throw: n/a
Area of Effect: One figurine

Explanation/Description: This spell is cast on a figurine and a person, who donates a drop of blood. It creates a link between the two, whereby the figurine reflects the condition of the person, becoming mildewed if ill, discoloured if poisoned, shatter if dies etc. The range of the link is 1 mile per GP value of the figurine.

Protection V (Evocation)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 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 +5 ST vs. all attack forms. The material component is a rabbits foot.

Protection From Pests (Abjuration)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Permanent Saving Throw: Neg
Area of Effect: 2" cube/level

Explanation/Description: This spell prevents pests from living in or moving into an area. Any animal pest of < 1 HD which enters the area must save vs. fear or leave, if having failed the ST it does not leave (eg due to too low a movement rate) it will sicken and die in 1 day. Creatures which remain in the area must save once each day. The effect on a creature not in the area wears off as CHARM PERSON OR MAMMAL. The area is marked off by carved posts (the material component) and will feel slightly spooky.

Reinforce III (Alteration)
Level: 6 Components: V
Range: 0 Casting Time: 5 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell acts as Reinforce I except in that it increases the casting level of 1st to 3rd level spells by 100% and of 4th and 5th level spells by 50%.

Remember Details (Divination)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 1 round
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell enables the mage to cast one particular spell he researched (chosen at time of casting REMEMBER DETAILS) more effectively, by means of recalling all the details of the research. Each time he casts the chosen spell, he is treated as being (3D4-3)x5% higher level for purposes of determining range, area, duration, random level dependent stuff and dispellability, but not for damage or for the purposes of overcoming magic resistance. He also gains +1/die on any damage done by the spell. The casting level bonus is rolled each time the chosen spell is cast and the mage is aware of it before he begins spellcasting (since it represents the closeness of the given situation to those covered during research). The disadvantage of this spell, is that casting the chosen spell in such a way as to make use of this spell and obtain the level and damage bonuses multiplies the casting time of the chosen spell by (its spell level+1). This spell is additively compatible with Extension etc. The material component is a page from the appropriate set of research notes (which typical run to between 10 and 1000 pages), which is not used up.

Repair Book (Evocation, Divination)
Level: 6 Components: V, S
Range: Touch Casting Time: 6 segs
Duration: 1 turn Saving Throw: None
Area of Effect: 1 book

Explanation/Description: This spell completely repairs a book, from all damage, wear and tear and accidental staining/blotches etc. The book gradually returns to a pristine condition over the next turn. This will repair damaged magical books, but will not restore their magic if it has been lost.

Ritual of Mana Adjustment (Conjuration/Summoning)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 1 day
Duration: Permanent Saving Throw: None
Area of Effect: 1 spellcaster

Explanation/Description: This spell allows the target spell caster to adjust the spellslots contained in his power pool. The material component is a mixture of crushed black and ahite opal worth 1000 GP per power point to be added/removed from the pool.

Scryport Object (Alteration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Instant Saving Throw: None
Area of Effect:

Explanation/Description: This spell acts as a Scryport on an object of upto 10lb/level of caster. Note that a container can be sent with its contents, and that no unwilling object can be sent. Note that on worlds where Vaniish will not effect living material, neither will this spell. The material component is a strip of perforated gummed paper.

Shield Vb (Evocation)
Level: 6 Components: V, S
Range: 0 Casting Time: 6 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 -6 against all attacks

Shield VI (Evocation)
Level: 6 Components: V, S
Range: 0 Casting Time: 6 segs
Duration: 5 round/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: This spell acts as Shield except it gives AC -8,-7,-6

Sleep VI (Enchantment/Charm)
Level: 6 Components: V, S, M
Range: 3" + 1"/L Casting Time: 6 segs
Duration: 5 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: As Sleep I except it effects 4D100 points.

Speak in Haste (Meta, Divination)
Level: 6 Components: V, S, M
Range: Special Casting Time: 6 segs
Duration: Up to 1 turn/level Saving Throw: None
Area of Effect: Special

Explanation/Description: When this spell is cast, the mage runs through, in his head, the contents of message he wishes to deliver, making rough notes on a piece of vellum. When he has finished, he casts a telepathy spell (or may have one already active), and sets fire to the piece of vellum. The message is delivered at a rate 2 to the power of the mages level faster than normal, the vellum is consumed, and the SQUIRT spell is terminated. The telepathy spell continues to operate.

Speed Cycle (Alteration)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Instant Saving Throw: None
Area of Effect: 1 seed

Explanation/Description: This spell halves the length of a plants "annual" growth cycle. It will only work on annuals and cannot be stacked. Note that it merely rduces the length of the growth cycle, and does not cause a second crop to occur. Note also that it will tend to not effect giant plants as their metabolisms are already cranked up maintaining the current cycle. The change is inheritable. This spell will not work on sentient plants. The plants yield or quality may vary slightly. Material component is a shoot of bamboo.

Speed Growth (Alteration)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Instant Saving Throw: None
Area of Effect: 1 seed

Explanation/Description: This spell doubles a plants growth rate. It cannot be stacked with itself, or speed cycle. Note also that it will tend to not effect giant plants as their metabolisms are already cranked up maintaining the current cycle. The change is inheritable. This spell will not work on unwilling sentient plants. The plants yield or quality may vary slightly. Material component is a shoot of bamboo.

Stabilise Light/darkness (Evocation)
Level: 6 Components: V, S, M
Range: 0 Casting Time: 1 hour
Duration: Permanent Saving Throw: None
Area of Effect: Upto 1" cube

Explanation/Description: This spell maintains the positive/negative balance in the area of effect. That is to say it endeavours to maintain the current types and amounts of light, darkness etc. It can eliminate 1 LIGHT or DARKNESS per round (1 CONTINUAL LIGHT/DARKNESS per turn). It cannot produce elan vital or value, though it can restore items within its area of effect. It cannot effect something within a creatures aura, the only exception being that it will reduce damage done by positive or negative material energy within its area by 1 pt per 2 levels and give +2 to the save vs. other such effects (or a save of 20). It will do 1 HP damage per round to non-corporeal undead/ positive beings in its area.

Stafford's Star Bridge (Evocation)
Level: 6 Components: V, S
Range: 12" Casting Time: 6 segs
Duration: 1 turn + 1 rnd/l Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell calls into being a rainbow-hued bridge of corruscating light 5' wide and 20' long per level above eighth. it can carry any weight. The types of beings/ objects it will support are determined at the time of casting in Magic Mouth type conditions (all others fall through). Note that those wishing to use the bridge must deliberately step onto it.

Supernatural Ability (Alteration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 segs
Duration: 5 rnd/level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: This spell gives the target creature a single chosen supernatural ability (such as Giant Strength, Dwraven Vigour etc, the details should normally correspond to those of a similar fourth level spell. The material component is something appropriate to the ability being granted.

Teleport No Error (Alteration)
Level: 6 Components: V
Range: 0 Casting Time: 2 segs
Duration: Instant Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell is very similar to Teleport. Its only differences are that under circumstances where Teleport would deliver the caster low, he merely blinks out for an instant and then reappears at his starting point, stunned for D4 rounds. While under circumstances where Teleport would deliver him high, he arrives correctly. Also, it is possible to Teleport no error to places not on a horizontal surface, as long as they are defined by nearby landmarks.

Temper Steel (Alteration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 1 hour
Duration: 1 rnd + 1 rnd/l Saving Throw: N/a
Area of Effect: Special

Explanation/Description: This spell effects 100 GP Wt + 50 GP Wt of steel per level over 12th. It is used during the quenching stage of the tempering of steel objects. It enhances the non-magical hardening that this produces, and further hardens them magically. This allows the construction of magically created, dispellable, steel equipment with "non-magical" plusses (ie weapons so made cannot be used to hit creatures needing magic to hit). Several castings of the spell can be combined to treat single larger pieces of steel, or several small pieces can be treated with one spell. If the objects were made with sufficiently good craftsmanship to take advantage of this increased hardness and stiffness (good, but not extreme skill is required). they will be +1 non-magical until dispelled. If dispelled, they revert to the hardness of well-tempered steel. During the quenching process, the objects must make a ST vs. magical fire (as Hard Metal) to avoid warping; it may get a bonus or penalty depending on the skill of the metal worker involved. For every two levels of the caster above twelfth, the entire process of annealing, quenching with this spell, and tempering can be repeated another time, to a maximum of four treatments at eighteenth. The subsequent saves vs. Magical Fire get no bonus for previous applications and are at a -1 per previous treatment. This further increases the hardness of the metal; each further treatment allows another potential plus with sufficient craftsmanship. The difficulty of expoloiting this potential hardness increases with each plus, but even at +4, less skill is required than to make a genuine +1 non-magical. Once-treated steel is noticeably harder than normal steel (5.5 on Moh scale), twice treated steel is harder than feldspar (6.5 on Moh scale). thrice treated steel is harder than quartz, and about as hard as enchented mithril (7.5 on Moh scale). Four times treated steel is harder than topaz at 8.5 on Moh scale. If dispelled four times treated reverts to being as hard as the best case hardened steel, at referees option it might remain +1 non-magical, or might now be brittle and prone to shattering. The material component is a quenching bath full of 10 GP worth of powdered red dragons blood, 10 GP worth of various herbs, and a quart of fresh (or magically preserved) urine from a minotaur fed only on ferns for the past three days (minotaurs produce about two quarts of urine a day, making them drink more dilutes its efficacy, greatly dislike the taste of ferns and are uncooperative with sample bottles).

Through a Glass, darkly (Divination)
Level: 6 Components: V, S, M
Range: Special Casting Time: 6 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is cast on a previously cast detection spell. Its effect is to increase the ability of the other detection spell to penetrate materials.

A standard detection spell can penetrate 3' of wood or earth, 1' of rock, 1 character inch of metal or 1/8 of a character inch of lead. This is changed as per the following table. " and ' refer to character scales, numbers without units are measured in outdoor game inches (10 character yds).

level 12 13 14 15 16 17 18 19 20 therafter

earth 2 4 8 16 32 64 125 250 500 X2 / level

stone 1 1.5 2 3 4 6 8 12 16 X2 / 2 levels

metal 10" 15" 20" 30" 40" 5' 7' 10' 15' X2 / 2 levels

lead 1" 2" 2" 3" 3" 4" 5" 6" 8" X2 / 3 levels

The material component is an opaque obsidian lens which is used up.

Troll Regeneration (Alteration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: 6 segs
Duration: 2 round/level Saving Throw: None
Area of Effect: One creature

Explanation/Description: This spell imbues the recipient with trollish regeneration. The spell will not regenerate fire or acid damage, or wounds taken before the spell was cast. The regeneration will start 3 rnds after the target is first wounded while under the effect of this spell.

Warp Gravity (Alteration)
Level: 6 Components: V, S, M
Range: Touch Casting Time: Special
Duration: Special Saving Throw: None
Area of Effect: 1000 cu ft/level

Explanation/Description: This spell is a higher level relative of Static Levitate and Walk On Earth. It causes objects within the area of effect toact as if gravity had been nullified or redirected within that volume of space. The effect does not have to be uniform over the volume, but can vary smoothly over distances of a foot. The initial casting time of the spell is one turn; after this the mage must spend 1 round casting in each 1" cube, or part thereof, with uniform 'gravity' in the area of effect. The change in ’ gravity' in this 1" cube takes place gradually over that round and lasts for 1 turn/level of caster, fading gradually over the last round of that period. The material component is a lodestone plumb bob, also required, but not used up are a piece of silk thread and a piece of iron.