Absorbtion (Divination, Abjuration)
Level: 8 Components: V, S, M
Range: 0 Casting Time: 8 segs
Duration: Special Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell effects those spells which are cast at the mage or at an area containing him (NB if the spell effects selected creatures in an area, and the mage is in the area but not one of the creatures concerned then that spell is not affected by the absorbtion). Its effects are as follows, the mage is aware of the level of the spell, and can, instantly and before it takes effect, choose whether to absorb it or not. Each casting of this spell absorbs up to 4 spell levels, and seperate castings are stackable. The spell levels thus absorbed can be used by the mage to cast any spell he has memorized, in only 1 segment, without using up the spell. The spell levels can be released in any combination, and any left at the end of the spell dissipate harmlessly. The material component is a sponge.

Arduin Prismatic Wall (Abjuration, Conjuration/Summoning)
Level: 8 Components: V
Range: 1" Casting Time: 8 segs
Duration: 1 turn/level Saving Throw: Special
Area of Effect: Special

Explanation/Description: This spell produces a Prismatic wall of a single colour. The wall is of maximum proportions 4'/level by 2'/level. The caster chooses the colour from among those he knows at time of casting. If he knows more than one version of a particular colour, he gets the choice of which one to cast. Such effects as blinding or causing truesight insanity will be dependent on the origin of the colour.

Astral Wall (Abjuration)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 1 hr
Duration: Permanent Saving Throw: None
Area of Effect: 10' cube/level

Explanation/Description: This spell produces a permanent Wall of Force type barrier on the Astral boundary with the prime material plane in the volume concerned. This cannot be passed/ spell cast through in either direction. the material component is a dust made of powdered diamond and dried basilisk blood, which costs 500 GP/10' cube. The wall can only be effected by those things which effect a Wall of Force. Note that for halved area of effect at double cost/unit area, the local border astral may be contained within the barrier. (so that one may go astral within the volume, but not move in or out of the volume on the astral plane.

Bladesharp VII (Evocation)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 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 seven points of damage per hit on an opponent. Due to its focussing effect on the edge of the blade, it also gives the wielder +7 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 VII (Evocation)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 segs
Duration: 2 round/level Saving Throw: None
Area of Effect: 1 weapon

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

Blur of Motion (Alteration)
Level: 8 Components: V, S, M
Range: 6" Casting Time: 8 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell increases the rate at which the target creature takes steps ( and therefore its speed) by a factor of 64. It will also affect other means of progression, which are caused by moving limbs. This effect is compatible with all other magical accelerators save the (non-existent) lower level versions of this spell, and the third level spell Speed, but including Boots of Speed. The referee may wish to apply to hit modifiers for those attacking/ being attacked while moving at speeds of in excess of 100" ( which equates to 100 mph if you use 20 second melee rounds). The material component is a pair of miniature sandals winged with humming bird feathers.

Countermagic VII (Abjuration)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 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 250% - 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 5d8 (Necromancy)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 segs
Duration: Instant Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell cures 5D8 HP of damage. The material component is a bandage.

Directed Moving Tapestry (Alteration)
Level: 8 Components: V, S, M
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 is keyed to an individual who can input the storyline ( ie programmable at will). The material component is a drop of that persons blood.

Dragon Casting (Alteration)
Level: 8 Components: V, S, M
Range: 0 Casting Time: 8 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: While this spell is in effect, the caster does not need to use components to cast any other spells. The exception to this is that material components with a cost of greater than 10 GP per level of caster must still be provided. It should be noted that those with some means of magical detection, such as Detect Magic or Truesight, will still be able to notice that the caster is spellcasting. The material component is a dragons scale.

Extension V (Alteration)
Level: 8 Components: V
Range: 0 Casting Time: 8 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is the same as Extension I save in that it extends the duration of first to third level spells to triple duration, fourth to sixth level spells to double duration and increase the duration of seventh level spells by 50%

Firesupprressing Cloud (Evocation)
Level: 8 Components: V, S, M
Range: 1"/level Casting Time: 8 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 5" high x2"x2"

Explanation/Description: This spell creates a 5" high by 2" by 2" cloud, which extinguishes fires in its area. The caster can cause it to move at up to 120 ft/rnd as long as it remains within 1"/level of him, and all fires it passes through will be extinguished. Normal fires are automatically extinguished, it rolls to dispel magical fires witha base 75% chance, each time it passes through them (maximum once per round). The material component is some water-sodden ash.

Glance VII (Evocation)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 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 +7 AC vs. all attack forms. The material component is a polished piece of turtleshell.

Hold Spell III (Alteration)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 turn
Duration: Special Saving Throw: None
Area of Effect: See below

Explanation/Description: Except as noted above, and in that it allows the storage and release of first to fifth level spells, this spell is identical to the sixth level spell Hold Spell I.

Invulnerability V (Abjuration)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: 1 creature

Explanation/Description: The creature effected can only be hit by +4 or better weapons. The material component is a piece of hide from a creature only hit by +5 or better weapons.

Ironhand VII (Evocation)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 segs
Duration: 2 rounds/level Saving Throw: None
Area of Effect: 1 natural weapon

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

Lengthen V (Alteration)
Level: 8 Components: V
Range: Special Casting Time: 8 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 triples the range of first to third level spells, doubles the range of fourth to sixth level spells and increases the range of seventh level spells by 50%. It cannot be dispelled seperately.

Luck II (Alteration, Conjuration/Summoning, Odd)
Level: 8 Components: V, S, M
Range: 1"/level Casting Time: 8 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell may be used to create either of the effects of Luck I, but with 1 day duration. Alternatively, it will create either of them at double strength (+2 bless, +2 ST). The material component is a rabbits foot.

Mage Sight (Divination)
Level: 8 Components: V, S, M
Range: 0 Casting Time: 8 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 3"/level radius

Explanation/Description: This spell allows the caster to see magical energies. He can attempt to recognise the magic types contained in an already extant spell, or one that is ing cast. He has a 5%/level chance of recognising a spell he knows, and if so he can deduce it's casters level to within 5. If he fails to recognise the exact spell, he will gain magic types (inc elements), rough purpose, rough target area, and level of spell (+1). If it is a spell being cast he has a 10% cumulative chance per segment of observation of deducing the casting time (if he knows the spell he will realise the remaining time in the first segment of observation.

Mana Store (Evocation)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: With this spell, the caster enchants a pair of opals, one white and one black, to hold mana. The opals must each be worth 2000 GP per unit stored. The caster can store any amount of mana upto this amount, however it will leak away at 1 unit per hour on any world where normal magic operates, unless kept in an Anti-Magic Shell, or similar device. The mana thus stored can be released by the mage by command, as a 1 segment action at the start of a spellcast. This destroys the opals, and releases all the mana contained therein, the mage can use this to power a spell, of upto the appropriate level. This mana will be available even in an antimagic shell, or on most worlds where magic does not work. The opals can be recharged, as long as they contain mana, by casting the No Effect spells into them, which will recharge the appropriate number of units. Note that the spell cast uses up one of the casters spellcasts for the day, and if he is on a world on which spells must be memorised in advance, must be one of those spells the caster has memorised. Such gems can be built into an item at its construction to power it, say as a seal on a scroll. Note that designing an item which will power itself both from such mana stores and normal mana flows adds 25% to the construction cost. The store must be charged up using No Effect spells.

Manipulate Delayed Magic (Alteration, Abjuration, Varies)
Level: 8 Components: V, S, M
Range: 1 char ft Casting Time: 1 round
Duration: 1 round/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is intended for use in conjunction with Examine Delayed Magic, to allow manipulation of effects examined by the lower level spell. Manipulation to activate or block a change of state, or to suppress an already examined protection is normally carries out at the basic chance given under EDM. Penalties for attempts to manipulate magic where examination has failed are variable but usually serious. Protections that have been successfully bypassed with EDM can normally be automatically bypassed by a MDM cast in the same session.

A casting of this spell enables a single manipulation to be carried out; the manipulation can be done at any time during the spell duration, but its effects will cease when the spell duration expires. Successive additional castings each double the duration.

This spell can also be used to set off a magical item. It can also prevent an item from operating the next time it is activated, but this will only work if teh activation occurs during the (possibly supplemented) spell duration.

The material component of this spell are the same as those for EDM (i.e a miniature set of ritual magic implements costing at least 500 GP which are used up). If this spell is cast when an EDM is in effect, the same set of components may be used.

Material Regeneration (Alteration)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Permanent Saving Throw: N/a
Area of Effect: 1 item upto 1000 cu ft

Explanation/Description: This spell makes an object regenerate at 1 point per round. It will regenerate any damage except for sorts which completely destroy material (disintegration, acid, or fire for flammable objects). Pieces of the object which are removed from it shrink at 1 HP per round as the material reappears attached to the object. If the spell is cast upon a magical item, while the item will regenerate even from damage which destroys the enchantment, the enchantment will not be repaired. the material component is a thimbleful of fresh troll's blood.

Missile Mastery (Alteration)
Level: 8 Components: V, S
Range: 0 Casting Time: 8 segs
Duration: 1 turn/level Saving Throw: Special
Area of Effect: Caster

Explanation/Description: This spell calls into being a telekinetic defense, partially automatic, partially under the caster's control. All incoming missiles, of up to 25lb/level weight and up to 10 ft in longest dimension, are affected. At the casters option, they either whip once round him and return to sender (using the casters to hit, with no non-proficiency penalties, including the misssiles plusses), or are stored orbiting him. The caster may effect twice level missiles per round, with those orbiting him at any point in the round counting towards this total. Any missile which causes a maximum damage of above 10 pts counts as (maximum damage not including magical plusses)/10 missiles, round to nearest, for this purpose. Any number of orbiting missiles may be fired at a single target, on a reaction roll, with the mage striking as a fighter of his level, with bonusses as above, on a reaction roll. The second and subsequent missiles are at a penalty of -1 to hit per missile previously fired in this volley, due to the problem of coordinating their orbits. The mage may fire as many volleys as he can fit into the round. The missiles will tend to avoid obstructions around the mage, though there is a 10% chance per missile per round, of them striking anything within 5'. If one does so roll to hit as for a returned missile. If it misses it will continue orbiting, having glanced off (or may at DMs option stick in shields etc). Anyone attacking the mage will suffer a -1 to hit per 10 missiles, or fraction thereof, above the first 5 orbiting the mage, due to the difficulty in closing. Note that small flying opponents who charge the mage will suffer a -1 per 3" move to hit penalty on first attack, and may well end up heading the way they were going.

Nightmare Move (Alteration)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 1 round
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell endows the target with all the movement capabilities and navigational abilities of a nightmare. That is flight, ethereal/astral move, and go ethereal/astral at will. The material component is a paring from a nightmare's hoof.

No Continuous Effect VIII (?)
Level: 8 Components: V, S, M
Range: 1"/level Casting Time: 8 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell produces the mana-flow of a turn per level eighth level effect operating at the target location but has no other effect.

No Effect VIII (?)
Level: 8 Components: None
Range: 1"/level Casting Time: 8 segs
Duration: Instant Saving Throw: None
Area of Effect: Special

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

Noose of Flesh II (Evocation)
Level: 8 Components: V, S, M
Range: 1"/level Casting Time: 8 segs
Duration: 6 turns Saving Throw: None
Area of Effect: 60' radius

Explanation/Description: Save as above, this spell is identical to Noose of Flesh I.

Padding VII (Evocation)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 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 7 point of damage from all physical attacks on the wearer. The material component is a piece of cotton quilting.

Parry VII (Evocation)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 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 +8 AC vs. all attacks which that weapon/shield could be used to parry. The material component is a miniature shield shaped mirror.

Prismatic Passwall (Evocation, Abjuration)
Level: 8 Components: V, S, M
Range: 0 Casting Time: 8 segs
Duration: 1 round per level Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell causes the caster being to be encased in shimmering multicoloured flames. The flames come in several colours and their effects are as described below. The caster can cause one colour of flames to appear per 5 levels (round to nearest).

colour of flames effect

red do received damage as Cone of Cold

orange Gust of Winddeflects all nonmagical missiles

yellow do received damage as Disintegrate

green normal stone/wood/plaster weapons cannot harm

wielder due to Passwall effect

blue do received damage as Magic Missile

indigo emits light as Continual Light

violet acts as defensive Dispel Magic at half caster's

level

Where 'do received damage' means that anyone attacking the caster in melee combat takes the damage they do ( the type of damage being determined by the 'as' spell). This spell may not be stacked with itself. If the caster will take no effect from any prismatic effect negated by the 'as' spell he comes into contact with. The material component is a set of crystal prisms of appropriate colours.

Protection VII (Evocation)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 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 +7 ST vs. all attack forms. The material component is a rabbits foot.

Protection From Specific Spell II (Abjuration)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Special Saving Throw: Neg
Area of Effect: 1 object or creature

Explanation/Description: Except as noted above, and in that it allows protection from first to seventh level spells, and can be stacked up to eight times, this spell is identical to Protection From Specific Spell I. Note that it cannot protect against (limited) wish, Alter reality or Divine Intervention spells, these all being far too unpredictable to be blocked. This spell cannot be stacked with Protection From Specific Spell I or Protection From Disintegration.

Reinforce V (Alteration)
Level: 8 Components: V
Range: 0 Casting Time: 8 segs
Duration: Special Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is the same as Reinforce I save in that it triples the casting level of first to third level spells, doubles the casting level of fourth to sixth level spells and increases the casting level of seventh level spells by 50%

Scryport Object II (Alteration)
Level: 8 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 II 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 if Vanish will not effect living beings on either of the planes involved, then neither will this spell. The material component is a strip of perforated gummed paper.

Self Absorbtion (Abjuration)
Level: 8 Components: V, S
Range: 0 Casting Time: 8 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell enables the caster to absorb 8 spell levels, which must be from spells he casts himself, as if he had a rod of absorbtion. He may then release these spell levels, in any combination, at any time during the spell duration, and cast any spell he has in mind in one segment with no components. This spell can be stacked.

Servant of Light (Conjuration/Summoning)
Level: 8 Components: V, S, M
Range: 0 Casting Time: 1 turn
Duration: Special Saving Throw: Neg
Area of Effect: 1 being

Explanation/Description: This spell calls forth a specific outer planar being of power up to that of a demon prince, in order to bargain with it. If this is not the intent the spell fails. The being appears at the end of the 5th round. If the being chooses to make a ST and/or magic resistance roll and succeeds it departs instantly. If not the mage may enter into a bargain, whereby the being performs some task, which must be within its capabilities, in exchange for an appropriate payment. If the payment has no specified duration, it must be completed within 1 day/level. The use of diagrams of power is recommended with this spell, as the being may attack the summoner (though it cannot move more than 1"/HD from the point per it was summoned unless bound to a bargain). If no bargain is agreed the being will depart at the end of the turn. The material component is some appropriate material (eg burning feathers for a phoenix) and parchment and a pen (such agreements are usually written in blood, so the sensible mage will have some ready).

Steelglass (Alteration)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 segs
Duration: Permanent Saving Throw: n/a
Area of Effect: 1 object

Explanation/Description: The useful complement of Glassteel. It makes steel transparent. The material components are a small piece of steel and a small piece of glass.

Tangible Magic (Alteration) Reversible
Level: 8 Components: V, S, M
Range: 1" Casting Time: 1 turn
Duration: Permanent Saving Throw: None
Area of Effect: 1 spell

Explanation/Description: This spell causes the mana-flow produced by one spell to become tangible in the material plane. It gains a consistency similar to water. In this state it can be effected by some physical forces (eg collected, woven by means that could weave water, cut by +3 weaponry etc). The reverse reduces the consistency of a piece of tangible magic to that of mist, without effecting its physical cohesion or structure. The material component is a diamond worth at least 10000 GP which is dropped into a flask full of quicksilver. Note that the magic dissipates even if tangible at the end of the target spell's duration, unless Permanency is employed.

Teleport (safe Planar) (Alteration)
Level: 8 Components: V
Range: 0 Casting Time: 1 seg
Duration: Instant Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell acts as Teleport Without Error save that the effects of teleporting high or low (which can only happenon a crossplanar teleport) are the same as for Teleport No Error.

To Hand (Alteration)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 segs
Duration: Permanent Saving Throw: None
Area of Effect: 1 object

Explanation/Description: This spell, when cast on an object, enables the caster (only) to place it in Astral space, and to recover it by reaching out for it as often as desired. This takes as long as picking up or putting down the object normally takes. While in this Astral space physical and magical influences will not pass from the item to the outside or vice-versa. i.e such an object cannot be detected or destroyed and confers no magical benefit or disadvantage. The item may be left fixed to a set place or 'carried around ' with the mage (it is effectively bound to some piece of matter eg the mages body, or near where it was left.) While a mage has objects stored thus which are with him, he can teleport, dim door etc as desired. The spell ceases (and the items fall out round the mage, if he enters a plane inaccessible from ethereal, astral and X-D spaces. Items cannot be retrieved or stored while in an area of antimagic. A successful Dispel Magic stops the items being retrieved for 1 round, if they were stored at the time, if in hand takes down the spell. The material component is a drop of phase spider blood smeared on the handle.

Transfer Minds (Necromancy)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 3 hours
Duration: Instant Saving Throw: None
Area of Effect: Caster

Explanation/Description: This spell moves the mind & soul of the caster from his body (if living) to a body at above 0 HP that has neither mind nor soul. It will not work on anything with a mind, including mammals. The mental capability of the caster in his new body is subject to the limitations of the form. Familiarisation with a new body takes between at least 1 hour and will take considerably longer if the change was major. The spell is not dispellable, suppressable by antimagic, etc. For such purposes the caster is treated as the forms normal soul (NB it can be dispelled by a wish). Bodies without a soul arent breathing or metabolising, they act like something that has just been F. O. D NST ed. The material components for the ritual cost 20000 gp. The spell will not work on holy ground except with the gods approval

Dispel or interruption

First hour back in old body System shock, stun 2D6 days

Second hour dead

Third hour In new body System shock, stun 2D6 days.

Troll Propagation (Alteration)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: 2 rounds per level Saving Throw: Neg
Area of Effect: 1 creature

Explanation/Description: If the target creature is cut into pieces while under the influence of this spell, the pieces will regenerate seperately. Pieces which do not contain the head will have no training/experience (if done with humans produces 0th level NPC with skills of a young child). If you cut the head in half then experience and training is cut in half (with a human halve level (round down), split skills and spells randomly, and have knowledge etc of half INT and WIS. One, selected randomly, would be an NPC. Material component is a thimbleful of fresh troll blood.

Universal Translator (Divination)
Level: 9 Components: V, S, M
Range: Touch Casting Time: 9 segs
Duration: 1 turn/level Saving Throw: None
Area of Effect: 1 creature

Explanation/Description: This spell allows the recipient to translate freely between two languages (interpreted broadly), whether written, spoken, semaphored or whatever. The material component is a 'key' to the translation - e.g. a dictionary, Rosetta stone, computer email wrapper. The key must cover the languages concerned. The recipient will, assuming they have the necessary facilities to transmit or receive information in the medium(s) concerned be able to communicate freely. The quality of the translation will be that of the key. If the key is erroneous, so will the translation be, if fragmentary the vocabulary will be limited.

YATHAGON'S PERFECT DOME

OF DYNAMIC DEFENSE Abj L8

Components: V, S Range: 0 Casting Time: 8 segs Duration: 1 rnd/level Saving Throw: None Area of Effect: Special

Explanation/Description: This spell creates a glittering, silver, translucent cylindrical dome (ie roofed, slightly rounded cylinder) around the caster. It can be set either to move with the caster or be stationary (at time of cast). The dome is a telekinetic barrier which reflects back all physical attacks made on/through it. Reflected missiles use the caster's mage THAC0 modified by weapons plus etc with no non-proficiency penalty. Those striking it in hand-to-hand take the damage they inflict. It is penetrated by a slow walk (2 segs to enter or leave).

Zirnt's Casting Compression (Alteration)
Level: 8 Components: V, S, M
Range: 0 Casting Time: 8 segs
Duration: 1 turn/level Saving Throw: n/a
Area of Effect: Caster

Explanation/Description: While this spell is in effect, the mage only requires half the normal time to cast a spell. The material component is two short silver bars that have been struck by lightning.

Zirnt's Peace of Mind (Alteration)
Level: 8 Components: V, S, M
Range: Touch Casting Time: 8 segs
Duration: Special Saving Throw: None
Area of Effect: 1 spell

Explanation/Description: This spell extends the duration of a spell with a duration greater than or equal to 1 turn per level to 1 hour per level. Note that this will effect fixed duration spells if the original duration was long enough and that even N turn per level spells only go to 1 turn per level. The material component is a clock face set to the time the spell will expire.