      				  Introduction
 
 
                  Some of the spells in this file were not part of the
             original Tome, but have been picked up or designed by myself
             and my gaming group.  I included them to save time in
             preparing a new spell book.
                  When I got this file, it contained no distinctions
             between wizard and clerical spells.  It also gave no
             instructions on how to allow characters access to these
             mighty spells.  In turn, I did my best to design a system
             for how characters can get these spells and to divide them
             into the two classes.  I have also included expanded
             Progression Tables for both clerics and wizards up to 50th
             level.
                  Also, there were, for most spells, no material
             components listed.  It is assumed that the DM can come up
             with some suitable item.
                  You will note that the wizards spells far outweigh the
             clerical spells (in terms of the number available.)  Perhaps
             this can be allowed for by considering that high level
             clerics usually settle down and form a church or mission,
             while high level wizards settle down and do spell research.
                  All of these spells were originally written for the
             first edition game.  I have done some editing to make them
             usable for the second edition, mostly in terms of revising
             the casting time.  Remember:  A number by itself is the
             initiative modifier.  If it says rounds, the spell will go
             into effect at the end of that many rounds (example:  a 1
             round spell will be cast last in the current fighting
             round), and turns are blocks of 10 minutes.  If you find a
             reference to "Segments", a segment is six seconds.
                  I took out references to illusionists and druids (as
             these classes have been nuked).  I did not put any spell
             schools or spell spheres; these are at DMs discretion.
                  Special Saves:  Special Saves are for characters who
             have certain powerful magic items (such as a Luck Sword)
             which give them the ability to save in situation where there
             is not usually a save.  A special save is what happens upon
             a success.
                  Wishes:  As far as I understand the current design, the
             9th level wish spell has the ability to duplicate or negate
             the effects of any spell 9th level or lower.  This means
             that the wish spell will be unable to duplicate (or negate)
             the high level spells.  I have attempted to solve this by
             including the 15th and 20th level wish spells.  The addition
             of these spells make the 9th level spell a little less
             powerful while still allowing a single spell to cover many
             possibilities.
 
 
                  I would like to give a special thanks to the following
             people:
                  Arianna (the cleric) -  The tank (with an AC of -4) who
                                          was also a mobile hospital.  
                                       [ananda%bsu.decnet@msus1.bitnet]
				    or [ananda%bsu.decnet@msus1.msus.edu]
 
                  Rhianne (the MUT or magic user-thief) - Who had no
                                          qualms about nuking an attacking 
                                          army
					[bltchem%bsu.decnet@msus1.bitnet]
				     or [bltchem%bsu.decnet@msus1.msus.edu]
 
                  Sarte (the geomancer) - Who climbed towers and offered
                                          philosophical advice
 
                  Syrig (the quad or magic user-thief-fighter-cleric) -
                                          Who had a unique way of looking 
                                          at the world.
 
                  Skylar (the fighter-druid) - Who never quite could get
                                          playing a neutral down.
					[kaor%bsu.decnet@msus1.bitnet]
				    or  [kaor%bsu.decnet@msus1.msus.edu]
 
                  Killian (the fighter-thief) - Who charged blindly into
                                          anything, and paid the price 
                                          (cursed to be Lawful Good)
 
                  The summer of '90 was great.  Never forget the stupid
             rabbits or Skylar doing the dance of death at the hands of
             21 magic missiles (thank goodness for RAISE DEAD).
 
             "May your armour never rust and your swing never falter."
 
 
 
 
                        Rules for Obtaining High Level Spells
 
 
             Wizard:
 
             1)   Intelligence Requirements
 
                 Intelligence                        Maximum Level
                      16                                  8
                      17                                  8
                      18                                  9
                      19                                  10
                      20                                  11
                      21                                  13
                      22                                  15
                      23                                  17
                      24                                  19
                      25                                  20
             *** -  any creature of at least demigod status has no
             restrictions based on intelligence, although they may not
             use the spell simply based on their nature.
 
 
             2)  Acquisition
                  There are generally two accepted ways for obtaining a
             spell:  spell research and copying the spell from somewhere.
             With the higher level (levels 10 plus) spells, it becomes
             important that characters not be given the power casually.
             There are a number of ways that this can be accomplished.
                  A)  Force the characters to research the spells at a
             rate of 1d4 weeks per spell level and a cost of 1,000 to
             2,000 gp. per spell level.  If the characters are designing
             a new spell that is powerful enough to be placed into these
             upper levels, the times and costs are doubled or tripled.
                  B)  A series of hard adventures, perhaps one adventure
             to get each spell component (one adventure would yield the
             list of material components, another the hand gestures, a
             third the verbal commands.)  Remember, the enemy that the
             characters must overcome to get the spell will already know
             the spell and will probably use it.
                  C)  Allow the spells to be obtained in the normal
             manner, but make the casting of one temporally lower the
             caster's intelligence by one for about an hour.  This will
             decrease the availability of high level spells until the
             effect wears off.  For non-combat spells, this makes little
             difference, but when a hoard of hungry ogres are breathing
             down your neck, this can really suck.  Note:  High level
             spells that enhance the effects of the next spell cast would
             be exempt from this rule.
                  D)  Feel free to design you own rules.  One should make
             it difficult to obtain these spells; but not impossible.
             Remember:  Any spell the characters have, someone else will
             also have; and that someone else might be in a bad mood.
                  
             3)  Scrolls
                  Scrolls containing the high level spells should not
             exist.  Consider the fact that a 15th level spell scroll
             would be extremely long and that the wizard would not have a
             very good chance of producing the scroll.  If the characters
             desire to make scrolls and all the checks succeed, use the
             following effect.
             -----The user's mind is temporally shorted out.  All spell
                       casting for the next 2 turns will fail.  The user
                       will still be able to fight and use reasoning, but
                       spells do not work.  Also, regardless of the spell
                       on the scroll, the user will age one year.
 
             Cleric:
 
             1)  Wisdom Requirements
 
                  Wisdom                             Maximum Level
                    16                                    5
                    17                                    6
                    18                                    7
                    19                                    8
                    20                                    9
                    21                                    10
                    22                                    10
                    23                                    11
                    24                                    11
                    25                                    12
             *** -  any creature of at least demigod status has no
             restrictions based on wisdom, although they may not use the
             spell simply based on their nature.
 
             2)  Acquisition
                  For clerics, spells are gained from their deity through
             prayer.  Clerics should be able to gain spells up to level
             12 using normal procedures.
                  Feel free to require the cleric to go on a series of
             adventures, to appease his/her god.  Once the spell is
             gained for the first time, all subsequent prayers for that
             spell have the normal chances of success.
 
                  Levels 13-15 are special cases:
                  These spells are given on a one for one basis.  The
             cleric must be able to tell his/her god exactly what the
             spell will be used for.  If the god feels that the spell is
             being requested for a good reason, the cleric will have it
             granted.  There is a wisdom requirement of 25 for these one
             time spells.
 
             -----Level 13:
                  A)  The cleric must have a following of 100,000 beings.
                  B)  The cleric must make a sacrifice of some personal
                       magic item (not money) to the god.
                  C)  Must spend 2 weeks in prayer and meditation.
                  D)  Must have a very good reason for the requesting of
                       the spell.
 
             -----Level 14:
                  A)  The cleric must have a following of 250,000 beings.
                  B)  Must sacrifice 3 personal magic items.
                  C)  Must spend one month in prayer and meditation.
                  D)  Must have an even better reason for requesting the
                       spell.
 
             -----Level 15:
                  Level 15 spells are not available to anyone of less
             than demigod status.  No mortal can ever cast CREATE PLANE
             or DIVINE ASCENTION.
 
             3)  Scrolls
                  Scroll use for clerical spells follow the same rules as
             with wizard scrolls.  No spell above 12th level can be put
             on a scroll.
                  
 
 
 
                            Wizard Spell Progression Table
 
 
             Level                        Spell Level                   |
                     1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
               1     1 - - - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               2     2 - - - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               3     2 1 - - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               4     3 2 - - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               5     4 2 1 - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               6     4 2 2 - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               7     4 3 2 1 - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               8     4 3 3 2 - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               9     4 3 3 2 1 - - - - -- -- -- -- -- -- -- -- -- -- -- |
              10     4 4 3 2 2 - - - - -- -- -- -- -- -- -- -- -- -- -- |
              11     4 4 4 3 3 - - - - -- -- -- -- -- -- -- -- -- -- -- |
              12     4 4 4 4 4 1 - - - -- -- -- -- -- -- -- -- -- -- -- |
              13     5 5 5 4 4 2 - - - -- -- -- -- -- -- -- -- -- -- -- |
              14     5 5 5 4 4 2 1 - - -- -- -- -- -- -- -- -- -- -- -- |
              15     5 5 5 5 5 2 1 - - -- -- -- -- -- -- -- -- -- -- -- |
              16     5 5 5 5 5 3 2 1 - -- -- -- -- -- -- -- -- -- -- -- |
              17     5 5 5 5 5 3 3 2 - -- -- -- -- -- -- -- -- -- -- -- |
              18     5 5 5 5 5 3 3 2 1 -- -- -- -- -- -- -- -- -- -- -- |
              19     5 5 5 5 5 3 3 3 1 -- -- -- -- -- -- -- -- -- -- -- |
              20     5 5 5 5 5 4 3 3 2 -- -- -- -- -- -- -- -- -- -- -- |
              21     5 5 5 5 5 4 4 4 2  1 -- -- -- -- -- -- -- -- -- -- |
              22     5 5 5 5 5 5 4 4 3  2 -- -- -- -- -- -- -- -- -- -- |
              23     5 5 5 5 5 5 5 5 3  2  1 -- -- -- -- -- -- -- -- -- |
              24     5 5 5 5 5 5 5 5 4  3  2 -- -- -- -- -- -- -- -- -- |
              25     5 5 5 5 5 5 5 5 5  4  2  1 -- -- -- -- -- -- -- -- |
              26     6 6 6 6 5 5 5 5 5  4  2  2 -- -- -- -- -- -- -- -- |
              27     6 6 6 6 6 6 6 5 5  4  3  2  1 -- -- -- -- -- -- -- |
              28     6 6 6 6 6 6 6 6 6  4  3  3  2 -- -- -- -- -- -- -- |
              29     7 7 7 7 6 6 6 6 6  4  3  3  2  1 -- -- -- -- -- -- |
              30     7 7 7 7 7 7 7 6 6  4  4  3  2  2 -- -- -- -- -- -- |
              31     7 7 7 7 7 7 7 7 7  4  4  4  3  3 -- -- -- -- -- -- |
              32     8 8 8 8 7 7 7 7 7  4  4  4  4  4  1 -- -- -- -- -- |
              33     8 8 8 8 8 8 8 7 7  5  5  5  4  4  2 -- -- -- -- -- |
              34     8 8 8 8 8 8 8 8 8  5  5  5  4  4  2  1 -- -- -- -- |
              35     9 9 9 9 8 8 8 8 8  5  5  5  5  5  2  1 -- -- -- -- |
              36     9 9 9 9 9 9 9 8 8  5  5  5  5  5  3  2  1 -- -- -- |
              37     9 9 9 9 9 9 9 9 9  5  5  5  5  5  3  3  2 -- -- -- |
              38     9 9 9 9 9 9 9 9 9  5  5  5  5  5  3  3  2  1 -- -- |
              39     9 9 9 9 9 9 9 9 9  5  5  5  5  5  3  3  3  1 -- -- |
              40     9 9 9 9 9 9 9 9 9  5  5  5  5  5  4  3  3  2 -- -- |
              41     9 9 9 9 9 9 9 9 9  5  5  5  5  5  4  4  4  2  1 -- |
              42     9 9 9 9 9 9 9 9 9  5  5  5  5  5  5  4  4  3  1 -- |
              43     9 9 9 9 9 9 9 9 9  5  5  5  5  5  5  5  5  3  2 -- |
              44     9 9 9 9 9 9 9 9 9  5  5  5  5  5  5  5  5  4  2  1 |
              45     9 9 9 9 9 9 9 9 9  5  5  5  5  5  5  5  5  5  3  2 |
              46     9 9 9 9 9 9 9 9 9  6  6  6  6  5  5  5  5  5  4  2 |
              47     9 9 9 9 9 9 9 9 9  6  6  6  6  6  6  6  5  5  4  3 |
              48     9 9 9 9 9 9 9 9 9  6  6  6  6  6  6  6  6  6  4  3 |
              49     9 9 9 9 9 9 9 9 9  7  7  7  7  6  6  6  6  6  4  4 |
              50     9 9 9 9 9 9 9 9 9  7  7  7  7  7  7  7  6  6  5  4 |
 
 
 
                            Cleric Spell Progression Table
 
                         Level               Spell Level    |
                                 1 2 3 4 5 6 7 8 9 10 11 12 |
                           1     1 - - - - - - - - -- -- -- |
                           2     2 - - - - - - - - -- -- -- |
                           3     2 1 - - - - - - - -- -- -- |
                           4     3 2 - - - - - - - -- -- -- |
                           5     3 3 1 - - - - - - -- -- -- |
                           6     3 3 2 - - - - - - -- -- -- |
                           7     3 3 3 1 - - - - - -- -- -- |
                           8     3 3 3 2 - - - - - -- -- -- |
                           9     4 4 3 2 1 - - - - -- -- -- |
                          10     4 4 3 3 2 - - - - -- -- -- |
                          11     5 4 4 3 2 1 - - - -- -- -- |
                          12     6 5 5 3 2 2 - - - -- -- -- |
                          13     6 6 6 4 2 2 - - - -- -- -- |
                          14     6 6 6 5 3 2 - - - -- -- -- |
                          15     7 7 7 5 4 2 - - - -- -- -- |
                          16     7 7 7 6 5 3 1 - - -- -- -- |
                          17     8 8 8 6 5 3 1 - - -- -- -- |
                          18     8 8 8 7 6 4 1 - - -- -- -- |
                          19     9 9 9 7 6 4 2 - - -- -- -- |
                          20     9 9 9 8 7 5 2 - - -- -- -- |
                          21     9 9 9 9 8 6 2 1 - -- -- -- |
                          22     9 9 9 9 9 6 3 1 - -- -- -- |
                          23     9 9 9 9 9 7 3 2 - -- -- -- |
                          24     9 9 9 9 9 8 3 2 - -- -- -- |
                          25     9 9 9 9 9 8 4 2 1 -- -- -- |
                          26     9 9 9 9 9 9 4 2 1 -- -- -- |
                          27     9 9 9 9 9 9 5 3 2 -- -- -- |
                          28     9 9 9 9 9 9 6 3 2 -- -- -- |
                          29     9 9 9 9 9 9 7 3 2  1 -- -- |
                          30     9 9 9 9 9 9 8 4 3  1 -- -- |
                          31     9 9 9 9 9 9 9 4 3  2 -- -- |
                          32     9 9 9 9 9 9 9 5 3  2 -- -- |
                          33     9 9 9 9 9 9 9 6 4  2  1 -- |
                          34     9 9 9 9 9 9 9 7 4  3  1 -- |
                          35     9 9 9 9 9 9 9 8 5  3  2 -- |
                          36     9 9 9 9 9 9 9 9 6  3  2 -- |
                          37     9 9 9 9 9 9 9 9 7  4  2  1 |
                          38     9 9 9 9 9 9 9 9 8  4  3  1 |
                          39     9 9 9 9 9 9 9 9 9  5  3  2 |
                          40     9 9 9 9 9 9 9 9 9  6  3  2 |
                          41     9 9 9 9 9 9 9 9 9  7  4  2 |
                          42     9 9 9 9 9 9 9 9 9  8  4  3 |
                          43     9 9 9 9 9 9 9 9 9  9  5  3 |
                          44     9 9 9 9 9 9 9 9 9  9  6  3 |
                          45     9 9 9 9 9 9 9 9 9  9  7  4 |
                          46     9 9 9 9 9 9 9 9 9  9  8  4 |
                          47     9 9 9 9 9 9 9 9 9  9  9  5 |
                          48     9 9 9 9 9 9 9 9 9  9  9  6 |
                          49     9 9 9 9 9 9 9 9 9  9  9  7 |
                          50     9 9 9 9 9 9 9 9 9  9  9  8 |
 
 
 
 
                                    Wizard Spells
 
             Level 1                  Level 2
             Acid Hands               Bladethirst
             Alteration               Cloud Walk
             Avoid Solicitation       Cold Snap
             Crate                    Detect Chaos (Reversible)
             Easy Catch               Energize  
             Fire Darts               Illusionary Spell
             Frost Hands              Locate Water
             Map It                   Moving Crate
             Protection from          Nimanril's Invisibility
                Chaos (Reversible)    Resist Cold    
             Seasoning                Secret Message      
             Stone of Detection       Sense of Direction
             White Tornado, The       Target         
                                      Think Positive                
                                      Tobelin's Regenerating
                                         Mushroom
 
 
             Level 3                  Level 4
             Bedlam                   Acid Cloud
             Clear Sight              Analyze:  Plant
             Cloud Formation          Anti-Gate
             Detect Reefs, Shoals,    Arnvid's Unseen Limb
                and Shallows          Blast of Sound
             Healing Sleep            Burrow
             Hey, Bartender!          Controlled Incendiary
             Incineration             Empath
             My, What A Large         Fighter Skills           
                Helmet You Are        Four Eyes
                Wearing               Guzzler, The
             Peephole                 Hydro Shield
             Protection from          Life Force Transfer
               Chaos, 10' Radius      Mana Magic
               (Reversible)           Radiate Heat/Cold
             Protection from          Resist Acid    
                Friendly Missiles     Rotary Polarization
             Psychic Signal           Sand Blaster        
             Resist Electricity       Sleep Darts         
             Resist Fire              Sleeping Gas        
             Snowball                 Slippery Smallfellow
             Status                   Troll Power         
             Weapons Magic            Ultravision                   
                                      Wimp
 
 
             Level 5                  Level 6
             Analyze:  Animal         Accelerated Metabolism
             Analyze:  Mechanism      Analyze:  Potion
             Anti-Magic Zap           Anti-Life Energy
             Charmer's Knock          Bind
             Cloud Hardening          Cloud Altitude Adjustment
             Cone of Acid             Component Substitute Spell
             Cone of Fire             Double One Effect
             Dagger Plus              Etherealness
             Duplicate:  Plant        Freeze Storm I
             Forced March             Ida's Mighty Mojo
             Handle                   Ida's Trap
             Ida's Mystical Mount     Illian's Mystical Fantasy
             Illusionary Party        In the Bottle
             Just passing Through     Mass Fumble
             Moldyr's Spell Theft     Prodigy
             Nimanril's Revela-       Sandstorm
                tionary Blast         Wall of Freezing
             Nose Dive                Vampire Dagger
             Psionic Shield
             Puff of Smoke
             Siren
             Steely Termites
             Tear Jerker
             Thunderous Clap
 
             Level 7                  Level 8
             Aluap's Zufferooma       Aluap's Lonely Hearts Club
             Analyze:  Scroll         Analyze:  Armor
             Cling Fire               Eridor's Emerald Wall
             Delayed Blast Acid       Exchange
                Cloud                 Freeze Storm II
             Delayed Blast Snowball   Homicidal Mania
             Evaporate (Reversible)   Ida's Final Lesson
             ICE SPEARS               Major Globe of Invulnerability
             Llewllynn's Wall         Miss
                of Force              No Restrictions
             Mistaken Identity        Polarity
             Pseudodamage             Resist Magic
             Psionic Sanction         Showdown
                                      Spell Engine
                                      To Whom it May Concern
                                      Wizard's Shield
 
 
             Level 9                  Level 10
             Aluap's Dragon           Analyze:  Ring
             Analyze:  Monster        Duplicate:  Animal
             Bloodlust                Duplicate:  Mechanism
             Crossbreed               Engage
             Empathic Revenge         Eridor's Ebon Cloud
             Fighting Magic           Escape
             Floating Weapons         Fall Short     
             Heat Dissipation         Floor Plan     
             HTK Battery              Freeze Bolt
             Immolation               Freeze Frame
             Magic Dispersion         Greek Fire
             Master                   Ida's Marvelous Marble
             Master Switch, The       Karma Enhancer
             Power Word Fragment      Master's Roar, The
             Reverse                  Planar Pathfinder
             Sky Kennels              Poison Missile
             Special Extension        Tobelin's Button
             Sticky Floors  
             Vorpal Blades  
             Weapons Damper
                (Reversible)
 
             Level 11                 Level 12
             Aluap's Curse            Alter Spell Book
             Analyze:  Rods/          Black Sheet of Death
                Wands/Staves          Cease Aging
             Between                  Curse of the Djinn       
             Boat in the Bottle       Duplicate:  Potion
             Camouflage               Emotion Alteration
             Control Gravity          Ethereal Traps
             Discover                 Finger Snakes
             Double Trouble           Mind Rake
             Eridor's Nemesis         Psionic Shield II
                Web                   Pyromania
             Eridor's Planar          Sadistic Statistics
                Curtain               Special Summons
             Fall of the Ice          Summon the Dastardly
                Asteroid                 Filingerixersifed
             Not for Me     
             Protection from
                Energy Drainers
             Rally
             Rubbery Stuff  
             Seeker
             Stat Swap
             Symbol of Power-
                lessness
 
 
             Level 13                 Level 14
             Aluap's Blizzard         Analyze:  Any Creature
             Analyze:  Weapon         Area Effect
             Backfire                 Bestow Special Saving Throw
             Bizarre                  Black Tornado, The
             Black Burst              Cremation
             Death's Speed            Duplicate:  Rods/Wands/Staves
             Psionic Reflection       Eridor's Ebon Bolt
             Repeat                   For Your Benefit
             Security Force           Insane Spell Caster
             Senility                 Negation Blast
             Serpentine               Shock Field
             Special Delivery         Tsunami
             Special Immunities       Undeath Plague
             Whole                    Who's Who?
 
 
             Level 15                 Level 16
             Analyze:  Any Item       Duplicate:  Ring
             Duplicate:  Monster      Equalize
             The Lady's Smile         No Class
             Negative Energy Bolts
             Reconstruct
             Wish (Level 15)
 
 
             Level 17                 Level 18
             Anti-Dispel Magic        Deadly Claws, The
                Spell                 Duplicate:  Weapon
             Duplicate:  Armor        Soul Suck
 
 
             Level 19                 Level 20
             Duplicate:  Any          Create Plane (Reversible)
                Creature              Duplicate:  Any Item
             Ice Darts                Wish (Level 20)
             Last Strike
 
 
 
                                       Level 1
 
             Acid Hands
             Level: 1                           Duration: 1 round
             Casting Time: 1 segment            Saving Throw:  None
             Area of Effect:  Special           Special Save:  None
             Components:  V,S                   Range: 0
                  This spell is very similar to the 1st level mage spell
             BURNING HANDS, except that the caster's hands eject a
             corrosive acid.  Damage is one hit point per level of the
             caster.
 
             Alteration
             Level: 1                           Duration: Until Dispelled
             Casting Time: 1                    Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: S,V                    Range: Touch
                  This spell will adjust the size of one piece of non-
             magical clothing to fit the wearer.  It will not, however,
             increase or decrease the size of a piece of clothing by more
             than 50%.
 
             Avoid Solicitation
             Level: 1                           Duration: 1 turn
             Casting Time: 1                    Saving Throw: Negates
             Area of Effect: 1 creature         Special Save: N/A
             Components: M,S,V                  Range: 1"/level
                  If annoyed and bothered by solicitors, the spell caster
             may use this enchantment to cause them to leave their
             present target.  The caster may then direct the solicitor
             towards another being within his line of sight.
 
             Crate
             Level: 1                          Duration: Permanent
             Casting Time: 1 segment           Saving Throw: N/A
             Area of Effect: 2'x2'x2'          Special Save: N/A
             Components: M,S,V                 Range: 10'
                  With the casting of this spell, a normal 2'x2'x2' crate
             appears within 10' of the caster.
 
             Easy Catch
             Level: 1                        Duration: 1 turn
             Casting Time: 1 segment         Saving Throw: None
             Area of Effect: 1000 cubic feet Special Save: None
             Components: M,S,V               Range: Touch
                  EASY CATCH places a charm on the spell caster's
             fishhook.  When the hook is lowered into the water it will
             attract the biggest and best fish within the area of effect,
             not to exceed 25 pounds.  A catch will be made every other
             round.
 
             Fire Darts
             Level: 1                           Duration: Special
             Casting Time: 1 segment            Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 6"
             This spell will cause 1 fire dart to be projected from the
             spell caster's fingertips for every level that the caster
             has obtained.  The dart resembles a small flame and does 1
             point of damage.  It will hit and ignite any flammable
             object that it is aimed at.  No more then 10 darts can be
             fired and each can be aimed at a different target.
 
             Frost Hands (Evocation)
             Level: 1                           Duration:  1 round
             Casting Time: 1 segment            Saving Throw:  None
             Area of Effect: Special            Special Save:  None
             Components: V,S                    Range: 0
                  This spell is very similar to the 1st level mage spell
             BURNING HANDS, except that ice is ejected.  Damage is one
             hit point per level of the caster.
 
             Map It
             Level: 1                                Duration: 1 day
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: Personal                Special Save: N/A
             Components: M,S,V                       Range: 0
                  MAP IT allows the spell caster to travel at normal
             speed through a dungeon without being forced to slow down to
             map.  A map of the area the caster is walking through
             appears upon a specially  prepared scroll in the caster's
             possession.  This covers all that the caster sees, including
             illusions.
                  Material Components: Fine vellum scroll
 
             Protection from Chaos (Abjuration) Reversible
             Level: 1                           Duration: 2 rounds/level
             Casting Time: 1 segment            Saving Throw:  None
             Area of Effect: Creature touched   Special Save:  None
             Components: V, S, M                Range: Touch
                  This spell is very similar to PROTECTION FROM EVIL
             except in its purpose and intent; it keeps out chaotic, as
             well as summoned or enchanted creatures.  It acts as magical
             armour on the recipient; the protection encircles the
             recipient at a one foot distance, thus preventing bodily
             contact by creatures of an enchanted or summoned or chaotic
             nature.  Summoned animals or monsters are similarly hedged
             from the protected being.
                  Furthermore, any and all attacks launched by chaotic
             creatures incur a penalty of -2 from dice rolls "to hit" the
             protected creature, and any saving throws caused by such
             attacks are made at +2 on the protected being's dice.
                  This spell can be reversed to become PROTECTION FROM
             LAW, although it still keeps out enchanted or summoned
             chaotic creatures as well.
                  To complete this spell, the mage must trace a 3 foot
             diameter circle upon the floor/ground with powdered obsidian
             for PROTECTION FROM LAW and powdered glass for PROTECTION
             FROM CHAOS; or in the air using burning incense or burning
             dung with respect to law/chaos.
 
             Seasoning
             Level: 1                                Duration: Permanent
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: Special                 Special Save: N/A
             Components: M,S,V                       Range: Touch
                  Seasoning allows the spell caster to alter the flavor
             of food.  Thus, an old, crispy fried troll's foot can be
             made to taste like a gourmet dinner.
 
             Stone of Detection
             Level: 1                           Duration: Until dispelled
             Casting Time: 1 round              Saving Throw: N/A
             Area of Effect: 1 stone            Special Save: N/A
             Components: M,S,V                  Range: 5 mile/level
                  When cast upon a stone, (maximum 2 pound weight) the
             enchanted stone will glow whenever any living being comes
             within the 10'x10' area it was taken from.  The more
             powerful the creature, the  brighter the stone glows.
 
             White Tornado, The
             Level: 1                             Duration: Instantaneous
             Casting Time: 1 round                Saving Throw: Negates
             Area of Effect: 1 creature           Special Save: N/A
             Components: S,V                      Range: Touch
                  This spell removes all foreign matter from the
             recipient's clothing and possessions.  It does not repair
             damaged items.
 
 
                                       Level 2
 
             Bladethirst
             Level:  2                          Duration:  1 round
             Casting Time:  1 round             Saving Throw:  None
             Area of Effect:  None              Special Save:  None
             Components:  V,S,M                 Range:  Touch
                  By means of a pinch of powdered silver, adamantite, or
             mithral, and at least a drop of (human) blood, the caster
             endows the blade (or blades) of an edged weapon with a +3
             bonus to hit on the following round only.  This temporary
             magic is visible as a blue-white glow about the weapon, and
             fades when the blade strikes a creature or the spell
             expires, whichever first occurs.  The weapon must be touched
             by the caster, and can be wielded by the caster or any other
             creature.  The +3 bonus applies on the round following the
             casting.
 
             Cloud Walk
             Level:  2                          Duration:  1 Turn/Level
             Casting Time:  3                   Saving Throw:  None
             Area of Effect:  1 Creature        Special Save:  None
             Components:  V,M,S                 Range:  Touch
                  By means of this spell the caster may walk on any form
             of fog, cloud, or smoke as if it were solid.  When this
             spell is cast, the caster is enabled to move at normal
             movement rate on any smokey substance.  He may also climb
             any column of smoke at half his movement rate by grasping
             and being carried by the rising smoke.
                  Material Component:  Griffin Feather
 
             Cold Snap
             Level: 2                          Duration: Instantaneous
             Casting Time: 2 segments          Saving Throw: 1/2 damage
             Area of Effect: Special           Special Save: N/A
             Components: S                     Range: 0
                  Upon casting this spell, the caster releases a cone of
             frost from his hand.  This cone is 30' long and 20' wide at
             it's end.  The frost does 2 points of damage per level of
             the caster to all within the area of effect.  If those in
             the area make their personal saving throw they take one half
             damage.
 
             Detect Chaos (Reversible)
             Level: 2                           Duration: 5 rounds/level
             Casting Time: 2 segments           Saving Throw:  None
             Area of Effect: 1" wide path       Special Save:  None
             Components: V,S                    Range: 6"
                  This spell is similar in all respects to the 2nd level
             mage spell, DETECT EVIL (GOOD), except that the mage is
             detecting for chaos (law).
 
             Energize
             Level:  2                          Duration:  5 rounds/level
             Casting Time:  1 round             Saving Throw:  None
             Area of Effect:  1 target          Special Save:  None
             Components:  V,S,M                 Range:  10 yards/level
                  A magic user can use this spell on a creature to delay
             the symptoms of exhaustion.  The target will feel awake and
             refreshed for 5 rounds/level, as if he/she had just woke
             from a long nap.  However, at the spells end, the target
             will feel the strain on his/her body, and must rest for
             double the time energized.  Until this rest is accomplished,
             the target will be considered to have Strength and Dexterity
             ratings of 3, and no spellcasting can be accomplished.
                  The material component is a coffee bean or equivalent.
 
             Illusionary Spell
             Level:  2                          Duration:  See Below
             Casting Time:  See Below           Saving Throw:  None
             Area of Effect:  See Below         Special Save:  None
             Components:  See Below             Range:  See Below
                  This spell allows a wizard to make it appear that
             he/she is casting a different spell.  The illusionary spell
             has none of the actual effects of the spell it is emulating,
             but will appear real to all senses.  Ex: An illusionary
             fireball would be painfully hot, but inflict no damage.
                  Any spell that is basically offensive in nature, even
             one from another class may be duplicated with this.  The
             casting time, components, duration, etc. are all determined
             as if the original spell was being cast.  Illusionary spells
             last until they are dispelled or would normally expire.
                  Note:  No illusion type spells can be duplicated with
             this spell.
 
             Locate Water
             Level: 2                             Duration: Instantaneous
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: M,S,V                    Range: 0
                  This spell will let the location of all natural water
             within a one mile radius become known to the caster, i.e.,
             wells, springs, streams, etc.
 
             Moving Crate
             Level: 2                                Duration: Permanent
             Casting Time: 2 rounds                  Saving Throw: N/A
             Area of Effect: 3'x3'x3'                Special Save: N/A
             Components: M,S,V                       Range: 10'
                  With the casting of this spell, a three wheeled,
             3'x3'x3'  wooden crate appears within 10' of the spell
             caster.
 
             Nimanril's Invisibility
             Level: 2                                Duration: Special
             Casting Time: 2 rounds                  Saving Throw: N/A
             Area of Effect: 1 creature              Special Save: N/A
             Components: M,S,V                       Range: Touch
                  This spell will make the recipient invisible to
             creatures of opposing alignments (good vs. evil, law vs.
             chaos), and lasts until  dispelled or until the recipient
             attacks.
 
             Psychic Scrambler
             Level:  2                          Duration:  1 round/level
             Casting Time - 1 round             Saving Throw:  None
             Area of Effect:  Caster            Special Save:  None
             Components - V,S                   Range:  0
                  This spell scrambles an individuals psychic and magical
             aura, effectively jamming all magical detection efforts
             against him.  Note:  this does not make him invisible to
             scrying, only jams it.
                  The following are some rough guidelines for effects on
             spells and magic items:
                  Crystal Ball (Scry Spells) - Static.  Target may appear
             as hazy shape in middle of snowstorm.   
                  Telepathy - Anything sent by the shielded person can be
             read only by the intended recipient.  No incoming images can
             be received.
                  Detect Magic - The target will radiate weak magic of an
             unidentifiable type.
                  Detect Good/Evil - See detect magic.  Note:  the spell
             will register "GOOD", regardless of the target's true
             nature.
 
             Resist Cold
             Level: 2                           Duration: 1 turn/level
             Casting Time: 1 round              Saving Throw:  None
             Area of Effect: Creature touched   Special Save:  None
             Components: V,S,M                  Range: Touch
                  Except as noted above, this spell is identical to the
             1st level clerical spell RESIST COLD.
 
             Secret Message
             Level: 2                            Duration: 2 rounds/level
             Casting Time: 2 rounds              Saving Throw: N/A
             Area of Effect: Special             Special Save: N/A
             Components: M,S,V                   Range: 1"
                  This spell allows the spell caster to speak and
             understand a language that can only be understood and spoken
             by the other recipients of this spell.
 
             SENSE OF DIRECTION
             Level: 2                             Duration: 6 turns/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: M,S,V                    Range: 0
                  SENSE OF DIRECTION makes the caster aware of the
             compass directions (N,S,E,W) and allows him to follow a
             straight path without error.
 
             TARGET
             Level: 2                           Duration: Until dispelled
             Casting Time: 2 rounds             Saving Throw: Negates
             Area of Effect: 1' diameter        Special Save: N/A
             Components: M,S,V                  Range: 10"
                  The recipient of this spell is privileged with the
             receipt of a bull's eye target.  The spell caster merely
             points his finger and a target appears.  A saving throw at
             -1 negates.
 
             Think Positive
             Level: 2                              Duration: 1-4 rounds
             Casting Time: 2 rounds                Saving Throw: Negates
             Area of Effect: 1 creature            Special Save: N/A
             Components: M,S,V                     Range: 3"
                  When cast on an unsuspecting being, the creature will
             agree with the caster on any subject discussed.  He will not
             give the caster anything, but he will nod his head or say
             yes to every topic brought up.
 
             Tobelin's Regenerating Mushroom
             Level: 2                           Duration: Until dispelled
             Casting Time: 1 round              Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 1"
                  This spell creates a 3' tall mushroom which is both
             edible and nutritious.  It tastes like any food the consumer
             craves and totally regenerates itself every 8 hours.
 
 
 
                                       Level 3
 
             Bedlam
             Level: 3                           Duration: 1 turn/level
             Casting Time: 3 segments           Saving Throw: Negates
             Area of Effect: 10" radius         Special Save: N/A
             Components: M,S,V                  Range: 1"/level
                  When cast upon a group of beings, this interesting
             spell will cause each and every individual in the area of
             effect to speak in a different and unknown language.  There
             can be no communication between beings and all affected by
             the spell are at -2 on all reaction type rolls due to
             confusion.
 
             Clear Sight
             Level: 3                           Duration: 1 round/level
             Casting Time: 3 segments           Saving Throw: N/A
             Area of Effect: 5" radius          Special Save: N/A
             Components: M,S,V                  Range: 1"/level
                  CLEAR SIGHT greatly improves visibility in the area of
             effect.  Fog, smoke, gasses, etc., which would normally
             obscure vision can be seen through easily by use of this
             spell.
 
             Cloud Formation
             Level: 3                          Duration: 1 turn/level
             Casting Time: 1 round             Saving Throw: N/A
             Area of Effect: 1 creature        Special Save: N/A
             Components: S,V                   Range: 12"
                  This spell creates a cloud at an altitude of 100 feet.
             It is roughly in the shape of a disk of the following
             dimensions:  10' plus 1'/level thick and 20' plus 2' per
             level in radius. The cloud takes one turn to form.
 
             Detect Reefs, Shoals, and Shallows
             Level: 3                         Duration: 1 turn/level
             Casting Time: 1 round            Saving Throw: N/A
             Area of Effect: 1 mile radius    Special Save: N/A
             Components: M,S,V                Range: 0
                  This spell is a must for seagoing characters.  When
             cast, it will make known to the spell caster all reefs,
             shallows, and other navigational hazards in the area of
             effect.  It reveals no information on tides, currents, or
             living creatures.
 
             Feadin's Gas Breathing
             Level:  3                         Duration: 6tr/lv or 2tr/lv
             Casting time: 3                   Saving Throw:  None
             Area of effect: 1 creature        Special Save:  None
             Components: V,S,M                 Range: Touch    
                  This spell allows someone to breathe easily in an
             atmosphere full of unbreathable gases.  If these are mainly
             water or carbon dioxide, the duration is 6 turns per level.
             Otherwise, it's 2 turns per level.  The spell doesn't grant
             any protection against harmful effects of the gases
             breathed, like chocking because of dust, poison...
                  Material component: some very thin cotton, applied on
             the mouth of creature receiving the spell.
 
             Healing Sleep
             Level: 3                           Duration: Special
             Casting Time: 1 round              Saving Throw: N/A
             Area of Effect: 1 creature         Special Save: N/A
             Components: V                      Range: Touch
                  This spell may only be cast upon a willing recipient.
             The recipient will fall into a deep sleep from which he will
             not awaken for 8 hours.  During this time the recipient will
             be healed for 20 points of damage, plus one per level of the
             caster.
 
             Hey, Bartender!
             Level: 3                          Duration: Special
             Casting Time: 3 segments          Saving Throw: None
             Area of Effect: Special           Special Save: None
             Components: M,S,V                 Range: 1"
                  This magic summons a humanoid figure and his cabinet
             filled with all sorts of spirits.  He will politely inquire
             as to the spell caster's preference, and fill his order
             within one or two rounds.  He will then disappear with his
             cabinet.
                  The bartender can also attempt to mix a standard
             potion.  There is a 15% chance plus 1% for each level of the
             caster's experience that the bartender will be able to
             produce the potion.  If the potion is unable to be made, the
             bartender expresses his apologies and leaves.
                  If the potion is produced, it must be used within 2
             turns or it will become useless.
 
             Incineration
             Level: 3                              Duration: 2-8 segments
             Casting Time: 3 segments              Saving Throw: None
             Area of Effect: 10' radius            Special Save: Negates
             Components: S,V                       Range: 1"/level
                  This spell causes all nonmagical, inanimate, organic
             objects in the area to be consumed by fire in 2-8 segments.
             The resulting blast of heat will cause 1-8 points of damage
             to all living beings within the area of effect.
 
             My, What A Large Helmet You Are Wearing
             Level: 3                               Duration: Special
             Casting Time: 3 rounds                 Saving Throw: Negates
             Area of Effect: 1 creature             Special Save: N/A
             Components: M,S,V                      Range: 1"/level
                  When cast at a being with anything atop its head that
             resembles a hat, helmet, etc., the head covering will grow
             to a large enough size so that it covers the being's eyes.
             One of the following will happen, roll 1d8 and use
             accordingly.  Saving throw at -2 negates.
                  1,2 = Person so affected trips.  All attacks on this
             person are at +4 to  hit and he will not counter attack.  He
             will get back up in one round with the helmet off (reduce
             armor class if applicable).
                  3,4 = Affected person must roll his dexterity score of
             less, or lose all initiative rolls and will always attack
             last.  Duration is four rounds, after which the helmet slips
             off.
                  5,6 = The affected person has a 50% chance of attacking
             a fellow party member, a 25% chance of attacking the person
             who cast the spell or a 25% chance of attacking the opposite
             party  but not the spell caster responsible for his helmet
             problem.  All  attacks during the next turn by the affected
             person are at -3.
                  7,8 = If the target is carrying a weapon in his
             hand(s), this spell will cause him to trip and fall upon it
             doing NORMAL damage to  himself.  If  no  weapon is
             currently being carried then the target is not affected by
             this spell.
 
             Peephole
             Level: 3                           Duration: Until dispelled
             Casting Time: 3 rounds             Saving Throw: Special
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 1"
                  When cast, a 1/2 inch diameter peephole will appear
             through any door, thus allowing someone to see inside with a
             viewing angle of 120 degrees.  If the door is made out of
             wood, the peephole will take only one round to form.  A door
             which is made of any material other than wood will delay the
             formation for 1-4 rounds.  Enchanted doors save to no
             effect, and the maximum thickness of any door affected is
             2'.
 
             Protection from Chaos, 10' Radius (Reversible)
             Level: 3                           Duration: 2 rounds/level
             Casting Time: 3 segments           Saving Throw:  None
             Area of Effect: 10' radius sphere  Special Save:  None
             Components: V, S, M                Range: Touch
                  This spell is the same as the 1st level spell
             PROTECTION FROM CHAOS except with respect to its area of
             effect.
 
             Protection from Friendly Missiles
             Level: 3                              Duration:1 turn/level
             Casting Time: 3 rounds                Saving Throw: N/A
             Area of Effect: 1 creature            Special Save: N/A
             Components: S,V                       Range: Touch
                  This spell prevents the recipient from being
             accidentally struck by any missile not intended for him.
             PROTECTION FROM FRIENDLY MISSILES is exceptionally useful in
             battle.
 
             Psychic Signal
             Level: 3                                Duration: Special
             Casting Time: 1 round                   Saving Throw: None
             Area of Effect: Special                 Special Save: N/A
             Components: V                           Range: 1"/level
                  This spell causes the spell caster to know when a
             specific event has taken place.  Thus, he can wake at a
             desired time, or awaken when a particular creature has come
             into his vicinity.  He can use it to know when conditions
             are right for an attack on a neighboring stronghold ("Notify
             me when the Wizard Ronan leaves his castle"), or when a
             roasting beef is ready for eating.  This spell is extremely
             versatile.  Information will not transverse the planes.
 
             Resist Electricity
             Level: 3                           Duration: 1 turn/level
             Casting Time: 1 round              Saving Throw:  None
             Area of Effect: Creature touched   Special Save:  None
             Components: V,S,M                  Range: Touch
                  Except as noted above, this spell is identical to the
             2nd level clerical spell RESIST FIRE except the effects are
             against electrical attacks.
 
             Resist Fire
             Level: 3                           Duration: 1 turn/level
             Casting Time: 1 round              Saving Throw:  None
             Area of Effect: Creature touched   Special Save:  None
             Components: V,S,M                  Range: Touch
                  Except as noted above, this spell is identical to the
             2nd level clerical spell RESIST FIRE.
 
             Snowball
             Level: 3                           Duration: Instantaneous
             Casting Time: 3 segments           Saving Throw:  1/2
             Area of Effect: 2" radius sphere   Special Save:  None
             Components: V,S,M                  Range: 10" + 1"/level
                  A snowball is an explosive burst of cold gas, which
             comes into being with a loud "whoosh" and delivers damage
             proportional to the level of the mage who cast it, i.e. one
             six-sided die (d6) per level of the spell caster, to a
             maximum of 10d6.  The snowball doesn't expend a considerable
             amount of pressure, and it will generally conform to the
             shape of the area in which it occurs, thus covering an area
             equal to its normal spherical volume. [The area which is
             covered by the snowball is a total volume of roughly 33,000
             cubic feet.  Besides causing damage to the target, the
             snowball freezes all liquids within its radius.  Items
             exposed to the spell's effects must make a saving throw to
             avoid being affected.  Items with a creature which makes its
             saving throw are considered to be unaffected.  The mage
             points his finger and speaks the range (distance and height)
             at which the snowball is to come into being.  A streak
             flashes from the pointing digit and unless it impacts upon a
             material body prior to attaining the predescribed range,
             blossoms into the snowball.  If creatures fail their saving
             throws, they all take full hit point damage from the spell.
             Those who make their saving throw manage to dodge, fall flat
             or roll aside, and thus take only half damage from the
             effect of the spell.
                  The material component of this spell is a hollow
             crystal filled with water; suspended in the water are tiny
             white quartz flakes.
 
             Status
             Level: 3                               Duration: Special
             Casting Time: 1 round                  Saving Throw: None
             Area of Effect: Special                Special Save: Negates
             Components: S,V                        Range: 0
                  This spell causes a 10% loss of current hit points,
             rounded down, to creatures of lower level than the spell
             caster who fail to refer to the caster as he requests.  The
             being must understand what is expected of him for the spell
             to affect him.  "That's Lord Eridor to you!"  This spell
             last for 1 week.
 
             Weapons Magic
             Level: 3                        Duration: 4 rounds + 1/level
             Casting Time: 1 round           Saving Throw: N/A
             Area of Effect: 1 weapon        Special Save: N/A
             Components: M,S,V               Range: Touch
                  This spell imparts a magic upon any weapon it is cast
             upon.  The weapon has no bonuses to hit or damage, but is,
             in effect,  a +0 weapon.  It can be used to attack creatures
             that can only be hurt by magic weapons, but does not affect
             creatures needing +1 or better weapons to be hit.
 
 
 
                                       Level 4
 
             Acid Cloud
             Level: 4                           Duration: 3 rounds
             Casting Time: 3                    Saving Throw:  special
             Area of Effect: 2" radius sphere   Special Save:  None
             Components: V,S,M                  Range: 10" + 1"/level
                  This spell, when cast, will shoot a golf-ball-sized
             globe of light from the caster's pointed finger.  Once the
             globe has travelled a predetermined distance, it explodes
             into a cloud of corrosive acid.  If the globe impacts with
             something prior to reaching the distance, it will explode.
                  The amount of damage and the applicable saving throws
             are as follows:
                  Round 1:  1d6 points of damage to a maximum of 10d6.
             Save for 1/2.
                  Round 2:  1/2 original damage.  Save for none.
                  Round 3:  1/4 original damage.  Save for none.
 
             Analyze:  Plant
             Level: 4                           Duration: Instantaneous
             Casting Time: 1 turn               Saving Throw: N/A
             Area of Effect: 1 target           Special Save: N/A
             Component: S                       Range: 1"/level
                  This spell analyzes and confers to the spell caster all
             pertinent information concerning any natural plant it is
             cast upon.  This information will include strong and weak
             points in the plant.  This may be used on living or dead
             plant matter to include not only photosynthetic plants, but
             also algaes, fungi, etc.
 
             Anti-Gate
             Level:  4                          Duration:  Instantaneous
             Casting Time: 4 rounds             Saving Throw:  See Below
             Area of Effect:  1 Gate            Special Save:  None
             Components:  V,S,M                 Range:  5 yards/level
                  This spell is used to attempt to close a magically
             created gate.  The caster subtracts the level of the gate
             creator from his/her own MU level.  He/She must then roll a
             D20 for that amount or less.  If the spell succeeds, it has
             the following effects:
                  A - The gate attempts to recall all who have traveled
             through it.  Creatures who do not wish to return must make a
             saving throw versus spells or be sucked back to their home
             world, regardless off distance.
                  B - The gate is then sealed shut, as if it had never
             existed.  Any creatures still remaining are trapped until
             another gate is opened.
 
             Arnvid's Unseen Limb
             Level:  4                     Duration: 6 turns/level
             Casting Time :1 round         Saving Throw:  None
             Area of Effect:  Touch        Special Save:  None
             Components:  V,S,M            Range:  Touch
                  When ARNVID'S UNSEEN LIMB is cast, the magic user
             causes an invisible limb (arm, hand, leg, or foot) to come
             into being.  This limb may replace a missing limb or it may
             be used to create an extra one.  The invisible limb
             functions exactly as a normal limb, except that, at the
             option of the recipient of the spell, parts of it may become
             immaterial so as to pass through solid objects.  For
             example, the limb could be used to uncork a potion inside a
             closed chest and dump the bottle out, but it could not
             remove the potion from the chest.  The limb has normal touch
             sensations.  It may be used to wield a weapon only if the
             limb is replacing a missing arm or hand.  The limb bestows
             no extra senses other than touch, so it cannot be used, for
             example, to add a second shield arm in the middle of the
             recipient's back.  The invisible limb has no hit points or
             armor class as such, and it cannot be harmed unless it is
             Dispelled.
                  The material component of the spell is the tail of a
             lizard (any type that regenerates lost body parts).  This is
             touched to the place on the body where the limb is to be
             restored.
 
             Blast of Sound
             Level: 4                             Duration: Instantaneous
             Casting Time: 4 rounds               Saving Throw: Negates
             Area of Effect: Special              Special Save: N/A
             Components: M,S,V                    Range: 3"
                  This spell creates a shrieking noise of 100 decibels
             causing all creatures under 3rd level or 3 hit dice to flee.
             4th level and above must make a saving throw or retreat
             also.  The area of effect is a sphere 2" radius per level of
             the caster.
 
             Burrow
             Level: 4                          Duration: Special
             Casting Time: 4 segments          Saving Throw: N/A
             Area of Effect: Personal          Special Save: N/A
             Components: M,S,V                 Range: 0
                  This spell has a duration of 1 turn plus 1 turn per
             level.  This spell allows the spell caster to move through
             the ground at 1" to 6" per round, depending upon the density
             of the ground:  1" through solid stone, 6" through loosely
             packed dirt.  The ground caves in behind him, thus none can
             follow.  The caster's need for oxygen is temporarily reduced
             so that breathing is no trouble.
 
             Controlled Incendiary
             Level: 4                          Duration: Instantaneous
             Casting Time: 4 segments          Saving Throw: 1/2 damage
             Area of Effect: Special           Special Save: N/A
             Components: S,V                   Range: 2"/level
                  This spell causes a fiery explosion of *any size* the
             spellcaster desires, up to 40 foot diameter sphere.  Damage
             done to those caught in the explosion is determined by
             rolling 1d6 per level to a maximum of 10d6.  Any and all
             combustibles in the area of effect will be ignited.
 
             Empath
             Level:  4                            Duration:  Permanent
             Casting Time:  5 rounds              Saving Throw:  None
             Area of Effect:  Target              Special Save:  None
             Components:  V,S,M                   Range:  Touch
                  The EMPATH spell enables the caster to transfer a
             certain loss in hit points from another creature to himself,
             thus curing the recipient.  Up to 2 hp per level of the
             spell-caster may be transferred, so a 10th level magic-user
             could cure his friend of 20 hp wound (but the magic-user
             will then take 20 hp in damage himself).  The hit-point loss
             could have originally resulted from physical attacks,
             certain poisons, spell effects, diseases, or curses (except
             those that cannot be removed by REMOVE CURSE).  This spell
             cannot restore amputated limbs, drained life levels, or
             death.  It also cannot undo any continuously acting poison
             or disease, so the spell only temporarily reverses such
             harm, which will the continue to affect the victim.  If the
             caster is brought below zero hit points by use of EMPATH, he
             begins to die.  No effect results from casting EMPATH on the
             deceased character.  The material components of this spell
             are hair and blood from both the recipient and the caster,
             two newt eyes, and two wolf teeth (each from a different
             animal).  The components disappear in the casting of the
             spell.
 
             Fighter Skills
             Level:  4                          Duration:  1 round/level
             Casting time:  See Below           Saving Throw:  None
             Area of Effect:  Caster            Special Save:  None
             Components:  See Below             Range:  Touch
                  This spell allows a mage to imbue him/herself with the
             abilities of a fighter.  This spell has several liabilities,
             and requires some preparation.  The first step is to have
             prepared by a smith a set of full plate, enchanted so as to
             be able to receive magical energy.  The Magic User then
             casts the first part of the spell onto the armor, reducing
             it to the size and weight of a dagger.
                  The mage must then find a fighter willing to be the
             subject for the second portion of the spell which transfers
             the fighter's knowledge of battle into the armor.  The
             fighter must be of at least 8th level.  This process takes
             only 3 rounds, but for the next 12 hours, the fighter will
             combat as if he/she was level 1.  The suit is then stored
             and carried with the caster.  At the uttering of the final
             command word, the suit envelops the caster in the full size
             full plate mail.  The mage will then be able to fight as a
             fighter of 1/2 his/her level, rounded up.
                  The spellcaster may not cast spells while under the
             effect of this spell.  The spell may be cancelled at any
             time by the caster, at which time the armor will
             disintegrate.  Please note that the armor involved with this
             spell is very expensive, although already prepared suits
             have been known to appear in dungeons, waiting only for a
             magic user to utter the final word.  Any magic user may use
             any magical suit.  Also note that the fighter may charge a
             significant amount to lend his/her powers.  The Mage's
             statistics are not changed by this spell.  Dispel Magic has
             the normal chances of success.
 
             Four Eyes
             Level: 4                            Duration:  Special
             Casting Time: 4 segments            Saving Throw: N/A
             Area of Effect: 1 creature          Special Save: N/A
             Components: M,S,V                   Range: Touch
                  This spell has a duration of 1 turn plus 1 round per
             level.
                  With the casting of this spell, four enchanted eyes
             appear around the head of the recipient. These eyes are
             quite agile, and it takes a hit at armor class 2 to touch
             any one of them.  Each eye has 3 hit points.  If an eye is
             destroyed, it passes the excess damage on to the
             spellcaster.
                  The eyes have the following abilities, once each:
                  1 -  Throw 2 Magic Missiles as per the spell
                  2 -  Hold one person
                  3 -  Sleep as many hit die of creatures as the caster
             has levels.
                  4 -  Cure Light Wounds
                  The eyes also give the caster a 360 degree field of
             vision, which may affect surprise.
                  The caster must concentrate to activate the special
             abilities of the eyes, but does not need to do so to see in
             all directions.
                  Material Components:  Four cut gems of not less than
             2500 GP value each.  If an eye is destroyed, the gem is also
             destroyed.
 
             Guzzler, The
             Level: 4                          Duration: 1 turn
             Casting Time: 4 segments          Saving Throw: N/A
             Area of Effect: Line of Sight     Special Save: N/A
             Components: M,S,V                 Range: 1"
                  When cast, a small fly-like insect will fly to the
             spellcaster's hand.  When told where to attack it will
             commence to indulge itself.  This enchanted bug craves
             unusual liquids and has the ability to drink up to one
             gallon before being sated.  It is immune to the harmful
             effects of any drink it consumes. It prefers enchanted
             elixirs and has the innate ability to detect the proximity
             of such liquids.  Its movement is 15".
 
             Hydro Shield
             Level: 4                            Duration: Special
             Casting Time: 4 seg                 Saving Throw:  None
             Area of Effect: Personal            Special Save:  None
             Components: V,S,M                   Range 0
                  By casting this spell, the mage appears to be covered
             in a mist of water.  Variation A is coloured blue or green;
             Variation B is coloured violet or blue.  Any creature
             striking the spell caster with body or hand-held weapons
             will inflict normal damage upon the mage, but the attacker
             will take double the damage so inflicted!
                  The other powers of this spell depend on the variation
             being used:
                  Version A:  Any electrical attacks will be saved at +2
             on the die, and will do either half damage (if save is
             failed) or no damage at all (if save is made).  Acid based
             attacks are normal, but if the mage fails the required
             saving throw, he sustains double damage!
                  The material component for this version is a bit of
             tree gum.
                  Version B:  Any acid attacks will be saved at +2 on the
             die and will do either half damage (on an unsuccessful save)
             or no damage (if save is successful).  Electrical attacks
             are normal, but if the mage fails to make the required save
             he sustains double damage from that attack.
                  The material component for this version is an alkaline
             substance.
 
             Life Force Transfer
             Level:  4                           Duration: Instant
             Casting Time:  4 segments           Saving Throw:  None
             Area of Effect:  One creature       Special Save:  None
             Components:  V,S,M                  Range:  12"
                  This spell allows the caster to transfer some of his
             life-force to another creature.  When cast, the spell
             transfers 1 hp/level of the caster to the target creature,
             plus an additional 1-4 hp.  The hit points are added to the
             target's current hit point total and deducted from the
             spellcaster's.  Thus a 7th level magic user can transfer
             8-11 hp from himself to another creature.  The caster can
             transfer only as many hit-points as he has; if he
             purposefully or accidentally transfers more, his current
             hit-point total plus 1-4 hp are transferred to the target,
             while that amount is subtracted from the caster's total (and
             the caster begins to die).  The target creature cannot gain
             more hit points than its full normal total; such extra hit
             points are merely lost.  The magic user's hit point losses
             can be regained by normal healing or magic.  After the
             transfer is complete, the magic user loses four points of
             constitution temporarily; each point may be recovered by six
             turns of rest.  If the casters constitution drops below 3,
             unconsciousness results and full constitution is not
             regained for 24 hours.  The material component of this spell
             is a glass tube filled with the caster's blood, which
             disappears as when the spell is cast.
 
             Mana Magic
             Level: 4                             Duration: 1 round/level
             Casting Time: 4 rounds               Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: M,S,V                    Range: 0
                  This spell turns the spell caster's mana into an
             effective weapon.  All damage inflicted by the caster using
             hand-held weapons is +1 point per level.  All damage
             received from such attacks is at -1 point per level.  There
             are no bonuses or penalties to hit.  The bonus applies to
             each and every attack made for the duration of the spell.
 
             Radiate Heat/Cold
             Level: 4                            Duration: 1 round/level
             Casting Time: 4 rounds              Saving Throw: 1/2 damage
             Area of Effect: 1" radius           Special Save: N/A
             Components: M,S,V                   Range: 0
                  This spell causes the spell caster to radiate his
             choice of heat or cold energy.  The energy causes 1d10 per 3
             levels of experience of the spell caster, to all within the
             area of effect, except the caster.
 
             Resist Acid
             Level: 4                           Duration: 1 turn/level
             Casting Time: 1 round              Saving Throw:  None
             Area of Effect: Creature touched   Special Save:  None
             Components: V,S,M                  Range: Touch
                  This spell is similar to the 3rd level mage spell
             RESIST ELECTRICITY, except this spell provides some
             protection from acid and acid based attacks.  The material
             component for this spell is an alkaline substance.
 
             Rotary Polarization
             Level: 4                             Duration: 1 round/level
             Casting Time: 4 rounds               Saving Throw: None
             Area of Effect: Special              Special Save: Negates
             Components: M,S,V                    Range: 0
                  ROTARY  POLARIZATION enables light rays to enter the
             area of effect, but they cannot leave the area within a 30'
             sphere.  The spell caster can see where he is going, even
             outside the sphere, but opponents cannot see his light.
 
             Sand Blaster
             Level: 4                              Duration: 1 turn/level
             Casting Time: 4 rounds                Saving Throw: N/A
             Area of Effect: 1' diameter sphere    Special Save: N/A
             Components: M,S,V                     Range: 6"
                  This spell is used to clean metal and rock.  It moves
             with the spellcaster and may move independently of him at a
             rate of 1" per round (maximum 6" from  caster).  The caster
             may also attack with this spell.  It does 2d8 in damage and
             requires a roll to hit.
                  Note:  Only one person can be affected by this spell
             per round.
 
             Sleep Darts
             Level: 4                             Duration: Instantaneous
             Casting Time: 4 rounds               Saving Throw: Special
             Area of Effect: Special              Special Save: N/A
             Components: M,S,V                    Range: 6"
                  When this spell is cast, 1 sleep dart per 2 levels of
             the  spellcaster's ability,  rounded up (maximum of 10
             darts), flies from the caster's hand.  Each dart hits
             automatically and unless the victim saves versus poison  he
             will be sound asleep for 4 turns.  In addition, the victim
             takes 1 point of damage per dart.
 
             Sleeping Gas
             Level: 4                             Duration: 1 round/level
             Casting Time: 4 rounds               Saving Throw: Special
             Area of Effect: 3"x3"x2"             Special Save: N/A
             Components: S,V                      Range: 1"
                  This spell creates an oderless, colorless gas which
             causes any creature with 4 hit dice or less to fall asleep
             immediately.  Creatures with 5 or fewer hit dice save at -4,
             and creatures with  6 or more save normally versus the
             cloud.  The spell can be moved at will by the spell caster,
             with a maximum speed of 3" per round.  Creatures sleep for 5
             rounds per level of the caster unless awakened by attack or
             a violent shaking.  Noise will not do it.
 
             Slippery Smallfellow
             Level: 4                             Duration: 1 round/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: S,V                      Range: 0
                  This spell transforms the caster so that while he
             appears the same, but is actually a maximum of 4' tall, he
             moves at double speed and has the consistency of quick
             silver to any who try to grasp him.  He is unable to attack,
             but is immune to most elements such as fire and lightening.
             Cold, however, negates this spell.  Items are not affected.
 
             Troll Power
             Level:  4                          Duration:  1 turn/level
             Casting Time:  5                   Saving Throw:  None
             Area of Effect:  1 Target          Special Save:  None
             Components - V,S,M                 Range:  Touch
                  This spell allows a magic user to bestow the
             regeneration powers of a troll onto a creature.  All
             limitations with regard to troll regeneration still apply.
                  The material component for this spell is a pinch of ash
             from the burned body of a troll.
 
             Ultravision
             Level: 4                        Duration: 12 turns + 6/level
             Casting Time: 1 round           Saving Throw: N/A
             Area of Effect: 1 creature      Special Save: N/A
             Components: M,S,V               Range: Touch
                  This spell allows the recipient to see radiation above
             violet in the normal visible spectrum.  Most of the normal
             atmospheric radiation is screened out underground, making
             ULTRAVISION useless in dungeons without some source of
             ultraviolet light.  The recipients of this spell can see
             clearly up to 30" on a clear night, 10" on an overcast
             night.
 
             Wimp
             Level: 4                             Duration: 1 round/level
             Casting Time: 4 rounds               Saving Throw: Negates
             Area of Effect: 1 creature           Special Save: N/A
             Components: S,V                      Range: 3"
                  This spell reduces a character's level of fighting
             ability by one half.  Spell casting ability and hit points
             are unaffected.
 
 
 
                                       Level 5
 
 
             Analyze:  Animal
             Level: 5                           Duration: Instantaneous
             Casting Time: 2                    Saving Throw: Negates
             Area of Effect: 1 target           Special Save: N/A
             Components: S                      Range: 1"
                  This spell analyzes and confers to the spell caster all
             pertinent information about any natural animal it is cast
             at. This information should include the name, strong and
             weak points, its trainability, and the usefulness of its
             parts. It also includes attack and defense modes.  Familiars
             and giant animals are not natural animals.
 
             Analyze:  Mechanism
             Level: 5                           Duration: Instantaneous
             Casting Time: 3 turns              Saving Throw: N/A
             Area of Effect: 1 target           Special Save: N/A
             Components: S                      Range: 3'
                  This spell analyzes and confers to the spell caster all
             pertinent information about mechanical devices.  This does
             not include electrical or electronic devices, only those
             which require some form of manual labor to operate.  This
             tells the caster the name and function of the device, its
             strong and weak points, and how the device is operated
             safely. It is useful in analyzing traps and locks.
 
             Anti-Magic Zap
             Level: 5                           Duration: Special
             Casting Time: 1                    Saving Throw: Negates
             Area of Effect: 1 creature         Special Save: N/A
             Components: M,S,V                  Range: 60"
                  This spell will de-magic a magic using creature.  In
             otherworlds, it drains the magic from the creature making it
             impossible for that creature to throw spells of any kind.
             It will not, however, disturb things such as a dragon's
             breath weapon.  Priestly spellcasters are not affected
             because their spells are derived from their deity.
 
             Charmer's Knock
             Level: 5                         Duration: Special
             Casting Time: 5 segments         Saving Throw: Negates
             Area of Effect: Special          Special Save: N/A
             Components: M,S,V                Range: Touch
                  CHARMER'S KNOCK allows the spell caster to knock on a
             door with the following results.  If there is anyone home
             that being/creature will be compelled to answer the door due
             to the charm on the door and politely ask, "Who knocketh at
             my dooreth?", to which the person who knocked must answer "I
             (character's name) did."  Then the creature at the door must
             make a reaction roll at +20% plus the charismatic plus (if
             any) of the door knocker.  If a good reaction roll is made,
             the being will talk to the party for three rounds and during
             that time will answer only three questions (90% of the time
             truthfully).  After three rounds the being will ask the
             party to please leave.  If the creature rolled a poor
             reaction roll the person who knocked on the door will
             automatically be attacked by whatever is the best attack
             mode of the being.  If a so-so reaction roll was made the
             creature within will slam the door in the party's face. If
             anyone's nose was in the way of the slam he takes 1-3 points
             of damage.
 
             Cloud Hardening
             Level: 5                          Duration: 12 turns/level
             Casting Time: 1 round             Saving Throw: N/A
             Area of Effect: Special           Special Save: N/A
             Components: S,V                   Range: 10"
                  This spell will cause a small cloud to become hard
             enough to walk upon.  The maximum amount of cloud vapor that
             can be hardened is of the following dimensions:  An
             approximate disk 10' plus 1' per level thick and 20' plus 2'
             per level in radius.
 
             Cone of Acid (Evocation)
             Level: 5                           Duration: Instantaneous
             Casting Time: 5 segments           Saving Throw: 1/2
             Area of Effect: Special            Special Save: None
             Components: V, S, M                Range: 0
                  This spell is much like CONE OF COLD or CONE OF FIRE,
             except that it causes acid damage.  Damage is 1d4 + 1, per
             level of the mage.  The material component is one citrus
             fruit per level of the mage.
 
             Cone of Fire (Evocation)
             Level: 5                           Duration: Instantaneous
             Casting Time: 5 segments           Saving Throw: 1/2
             Area of Effect: Special            Special Save: None
             Components: V, S, M                Range: 0
                  When this spell is cast, it causes a cone shaped area
             of fire originating at the mage's hand and extending
             outwards in a cone 1/2 inch long per level of the caster.
             It causes flammable objects to catch on fire, and great
             heating nonflammable objects.  Damage is 1d4 + 1, per level
             of the mage.  For example, a 10th level mage would cast CONE
             OF FIRE causing 10d4 + 10 points of damage.
                  Its material component is a red garnet(s) worth at
             least 100 gp.
 
             Dagger Plus
             Level: 5                         Duration: 1-4 turns
             Casting Time: 5 segments         Saving Throw: N/A
             Area of Effect: Special          Special Save: N/A
             Components: M,S,V                Range: 0
                  This magical dagger is capable of giving the spell
             caster hit points exceeding his maximum number of hit points
             for the duration of the spell.  Whenever the dagger does
             damage, 1-10 hit points, the amount of damage done is added
             to the caster's hit points.
 
             Duplicate:  Plant
             Level: 5                         Duration: Until Dispelled
             Casting Time: 6 turns            Saving Throw: N/A
             Area of Effect: 1 target         Special Save: N/A
             Components: S,V                  Range: Touch
                  This spell will make an exact duplicate of any natural
             plant.  The original plant may be living or dead.  No
             duplicate can be made while there is a duplicate in
             existence.  Duplicates cannot be duplicated.
                  Note:  Prior to duplication the caster must cast an
             ANALYZE:  PLANT spell.
 
             Forced March
             Level: 5                             Duration: 1 day
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: 4 creatures/level    Special Save: N/A
             Components: M,S,V                    Range: 10"
                  This spell allows the recipients the energy to march
             twice as far as normal, but will not affect speed, i.e.,
             instead of being able to march 50 miles, one can march 100
             miles.  After the third day recipients suffer the loss of
             one hit point every other day spent under the influence of
             this spell.
 
             Handle
             Level: 5                          Duration: 1 turn
             Casting Time: 5 segments          Saving Throw: None
             Area of Effect: Special           Special Save: N/A
             Components: M,S,V                 Range: 1"/level
                  HANDLE allows the spell caster to instantly create a
             handle (the size of a briefcase handle) and have it attach
             to something that does not weigh more than 15 pounds per
             level of the caster.  When attached and within the weight
             limitation, the caster can carry that item or move it with
             ease. For example, a spell caster casts this spell on a door
             that the party has found impossible to move.  The caster
             grips the handle and pulls.  If the door is within the
             weight limitations it immediately comes loose.  Traps on the
             door will go off.  Enchanted doors (magically held) save at
             the level of the enchanter.
 
             IDA'S MYSTICAL MOUNT
             Level: 5                             Duration: 6 turns/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: N/a                  Special Save: N/A
             Components: M,S,V                    Range: 0
                  This spell summons a giant dragonfly which will follow
             the summoner's telepathic orders.  The stats on the
             dragonfly are:
                  AC:       2
                  Movement: 6:/36"
                  HD:       16, 126 hit points
                  Attacks:  0
                  Size:     Wingspan 30 ft.
 
             Illusionary Party
             Level:  5                          Duration:  1 round/level
             Casting Time - 1 segment           Saving Throw:  None
             Area of Effect:  Party             Special Save:  None
             Components - V,S,M                 Range:  Party
                  Upon casting this spell and tossing a small glass bead
             into the air, a wizard causes a spell of invisibility to
             descend on the party, while a group of illusionary
             duplicates proceeds ahead as decoys.  All of the limitations
             of normal invisibility still apply, and it is recommended
             the party stop moving.  Note:  a silence spell is not
             included, but the illusionary party will make appropriate
             noises.
                  The spell lasts until the illusionary party moves 30'
             from the caster, or is dispelled.  The illusion may not
             leave the sight of the caster (cannot go around corners
             unless the party follows).  The invisibility is dispelled
             when the illusion fades.
 
             JUST PASSING THROUGH
             Level: 5                             Duration: 1 round/level
             Casting Time: 5 segments             Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: M,S,V                    Range: 0
                  Just passing through allows the spell caster to walk
             through solid rock at a rate of 3" per round.  This spell
             does not allow casting of spells from inside solid rock.
 
             Moldyr's Spell Theft (Enchantment/Charm)
             Level:  5                            Duration:  Permanent
             Casting Time:  3                     Saving Throw:  None
             Area of Effect:  1 Creature          Special Save:  None
             Components:  V,S,M                   Range:  5 yds/Lvl
                  By means of this spell the caster may receive one spell
             from the nearest spell caster.  The spell is chosen randomly
             from the recipients known spells.  If the recipient does not
             have a spell in memory that the caster knows, then the
             caster rolls to see if he may learn the spell.  If the roll
             is unsuccessful, or the spell is to powerful for the caster,
             then the spell is ruined.  In all cases, the recipiant of
             the spell loses the spell from memory.  In no case should
             the caster be able to copy the spell from his head into his
             spell book, or onto a scroll.
                  The material component of this spell is an ounce of
             doppleganger blood, which is to be drank at the time of
             casting.
 
             NIMANRIL'S REVELATIONARY BLAST
             Level: 5                             Duration: Instantaneous
             Casting Time: 5 rounds               Saving Throw: Special
             Area of Effect: 4" dia. sphere       Special Save: N/A
             Components: S,V                      Range: 2"/level
                  This spell taps the positive material plane releasing a
             burst of pure positive energy which does 1d6 per level in
             damage.  Undead creatures take full damage with no save.
             Evil creatures save to one half damage.   Neutral creatures
             take one half or quarter  damage.   Good creatures are
             unaffected.
 
             NOSE DIVE
             Level: 5                               Duration: Special
             Casting Time: 5 rounds                 Saving Throw: Negates
             Area of Effect: 1 creature             Special Save: N/A
             Components: M,S,V                      Range: Touch
                  When the caster of this spell touches a creature, it
             must run for the nearest pit, or any drop of at least 10',
             and make a dive.  The saving throw is made at -2.  1d6
             points of damage per 10' fallen is the impact is on a hard
             surface.
 
             PSIONIC SHIELD
             Level: 5                               Duration: Special
             Casting Time: 5 rounds                 Saving Throw: None
             Area of Effect: Personal               Special Save: Negates
             Components: M,V,S                      Range: 0
                  This spell renders the spell caster immune to the first
             round of psionic attack.  After this the shield goes down
             and psionic combat resumes as normal.
 
             PUFF OF SMOKE
             Level: 5                                Duration: Permanent
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: 1 creature              Special Save: N/A
             Components: S                           Range: Touch
                  Heroes, even evil heroes, are often called upon with
             little or no advance notice.  To use this spell, a list of
             the caster's usual adventuring gear must be made ahead of
             time.  At any time thereafter, with a wave of his arm, the
             spell caster will be hidden by a flash of light and a puff
             of smoke, which quickly clears to reveal him ready for
             action.   This spell will not work if the caster's gear has
             been taken away from him, only if it is in his abode or some
             other such place.
 
             SIREN
             Level: 5                             Duration: 1 round/level
             Casting Time: 5 rounds               Saving Throw: Negates
             Area of Effect: 1 creature           Special Save: N/A
             Components: M,S,V                    Range: 6"
                  This spell causes the recipient to hear charming  music
             which entrances him for one round per level of the spell
             caster.  Saving throw at -3 negates.
 
             STEELY TERMITES
             Level: 5                           Duration: Until Dispelled
             Casting Time: 5 rounds             Saving Throw: N/A
             Area of Effect: 100"x100"x100"     Special Save: N/A
             Components: M,S,V                  Range: 3"
                  These wood eaters not only eat wood, but also bore
             through steel and stone.  They eat one pound of material per
             day, per level of the spell caster.  The termites have 2 hit
             points each.  This spell creates 100 termites for each level
             of the wizard.
 
             TEAR JERKER
             Level: 5                               Duration: Special
             Casting Time: 1 round                  Saving Throw: Negates
             Area of Effect: 1" radius              Special Save: N/A
             Components: S,V                        Range: 0
                  This spell is used to escape punishment.  The casting
             of this spell involves the telling of a tragic story of
             one's life.  It stirs pity in those who listen.   Evil
             beings are unaffected, of course.  Neutrals save normally.
             Creatures of good alignment save at -5.  Those missing their
             save will want to have mercy on the caster and set him
             free.   Good beings who miss their save must make  an
             additional normal saving throw or give the caster 10 gold
             pieces per level of attainment, or its equivalent to help
             him make a new start in life.
 
             THUNDEROUS CLAP
             Level: 5                               Duration: Special
             Casting Time: 1 round                  Saving Throw: Special
             Area of Effect; Special                Special Save: N/A
             Components: S                          Range: 0 A
                  THUNDEROUS CLAP stuns all creatures in a cone for 2-5
             rounds and deafens them for 1-4 turns.  While deaf, they
             attack and defend at -1.  A successful saving throw results
             in the creature being affected for one half the stated time.
             Upon clapping his hands, (the  somatic component), the
             caster must save for each hand or break it, sustaining a 5%
             loss of hit points for each hand broken.  The area of effect
             is a cone:  3" long, 2" wide at base.
 
 
 
                                       Level 6
 
 
             Accelerated Metabolism
             Level:  6                           Duration: 1d6+1 tn/lvl
             Casting Time:  6                    Saving Throw:  Negates
             Area of Effect:  One creature       Special Save:  None
             Components:  V,S,M                  Range:  Touch
                  This spell speeds up the life processes of the
             recipient at a rate of 1 day/turn for the duration of the
             spell.  All life processes (sleeping, eating, healing, etc.)
             progress at this accelerated pace.  If insufficient
             nourishment is provided, the recipient suffers from thirst
             and starvation.  Three rounds of rest per turn must be
             allowed, otherwise exhaustion results and no healing is
             possible.  The other seven rounds must be spent eating and
             drinking a day's rations.  The recipient regains 1 hp/turn
             for the first seven turns (minus any penalty due to poor
             constitution).  In subsequent multiples of seven turns,
             characters with constitution bonuses additionally receive
             their constitution bonus.  In any case 28 turns of
             accelerated metabolism heal a character completely.
             However, each turn ages the recipient a week (as opposed to
             a day), due to the stress of the artificially high metabolic
             rate.  Note that the character does not move or fight any
             faster than normal.  Also, if the recipient of the spell is
             unwilling, a saving throw is applicable.
                  The material component for this spell is a candle,
             which must be lit at both ends.  The candle must burn for
             the duration of the spell; if it is extinguished, the spell
             ends prematurely.  The candle is completely burned if the
             spell runs its normal course.
 
             Analyze : Potion
             Level: 6                           Duration: Instantaneous
             Casting Time: 1 turn               Saving Throw: N/A
             Area of Effect: 1 target           Special Save: N/A
             Components: S                      Range: Touch
                  This spell analyzes and confers to the spell caster all
             pertinent information concerning any potion it is cast upon.
             This information should include the name of potion, side
             effects caused by the potion, color, odor, and consistency
             of potion.  This works on anything which can be classified
             as a potion, whether magical or not, and including elixirs,
             ointments, oils, salves, and other brews, such as wine, ale,
             etc.
 
             Anti-Life Energy
             Level: 6                           Duration: Special
             Casting Time: 6                    Saving Throw: None
             Area of Effect: 3' radius          Special Save: Negates
             Components: M,S,V                  Range: 0
                  This energy affects all beings the same.  The basic
             effect of this spell is to reduce the life energy of a
             being.  The life energy is the level of the being but this
             spell does not steal levels but temporarily negates life
             energy.  When the spell is cast, an area of grey haze
             surrounds the magic-user. All within this area are subjected
             to the ANTI-LIFE ENERGY. The life energy of a being is
             reduced at a rate of 1 level per round and if it is reduced
             to zero that being loses all will to live and simply "rolls
             over and dies".   All are subjected to severe melancholy for
             the 1-4 turns.  When the spell is ended all that are still
             alive will regain their will to live at a rate of 1 level
             per turn. The spell caster is also affected though at a rate
             of 1 level per 2 rounds and may stop the spell at any time
             he wishes.  Undead are unaffected by this spell and the
             spell OF THE PUREST LIGHT will negate it.
 
             Bind
             Level: 6                           Duration: Until Dispelled
             Casting Time: 1 round              Saving Throw: Negates
             Area of Effect: 1 object           Special Save: N/A
             Components: M,S,V                  Range: 1"/level
                  When this spell is cast on an object, it will bind two
             parts of the object together.  The two surfaces must be
             brought into contact for the spell to function.
 
             Cloud Altitude Adjustment
             Level: 6                          Duration: 12 turns/level
             Casting Time: 1 round             Saving Throw: N/A
             Area of Effect: Special           Special Save: N/A
             Components: S,V                   Range: 10"/level
                  This spell will cause a cloud up to 10' plus 1' per
             level thick and 20' plus 2' per level in radius to either
             increase or decrease in altitude by 10' per level of the
             caster.  If this spell is used in conjunction with the CLOUD
             HARDENING spell, up to 200 lbs. per level may be raised.
             Two spells may raise double that amount and so on, or 2
             spells may raise the base amount twice as high.
 
             Component Substitute Spell
             Level: 6                         Duration: Special
             Casting Time: 6 segments         Saving Throw: N/A
             Area of Effect: Special          Special Save: N/A
             Components: V                    Range: 0
                  This spell allows the spell caster to substitute
             components.  The casting time of the spell to be affected
             will be doubled.  Note that only the next spell is affected.
 
             Double One Effect
             Level: 6                       Duration: 1 turn
             Casting Time: 1 round          Saving Throw: N/A
             Area of Effect: Special        Special Save: N/A
             Components: V                  Range: 0
                  DOUBLE ONE EFFECT enables the spell caster to double
             any one of the following of the next spell he casts:  Range,
             duration or area of effect.
                  Note:  Casting DOUBLE ONE EFFECT twice in a row will
             allow the doubling of two effects or the quadrupling of one
             effect.
 
             Etherealness
             Level: 6                      Duration:  Permanent
             Casting Time: 5 per Person    Saving Throw:  See below
             Area of Effect: Special       Special Save:  None
             Components: V,S,M             Range: Touch
                  This spell allows the caster and 1 additional person
             for every 3 levels (round down, i.e. 0 at 1-3, 1 at 4-7...)
             to be transported to the border ethereal.  As such the
             creatures are invisible (except with detect invisibility or
             some other means) and cannot be hit by weapons of less than
             +1 enchantment.  The people affected can now move about as
             they see fit (see manual of the plane for details on
             ethereal movement) but cannot get back to the prime unless
             the reverse of this spell is cast.
                  Material components are a drop of phase spider blood or
             a pinch of ghost blood.
                  The revers of this spell causes the caster and any
             creatures he can touch (up to 1/ 3 levels) to be transported
             to the plane whose border ethereal they are in.  This in no
             way confers survival or movement in that plane.
                  The material components of the reverse are the blood or
             life substance from a creature of the plane that is being
             entered.
 
             Freeze Storm I
             Level: 6                         Duration: 1 round/level
             Casting Time: 6 segments         Saving Throw: Negates
             Area of Effect: 3"x3"            Special Save: N/A
             Components: M,S,V                Range: 6"
                  This spell causes rain, sleet and freezing temperatures
             in the area of effect.  All within the storm must make a
             saving throw or be frozen immobile for 1 round per level of
             the spell caster.  This will cause a loss of current hit
             points by 10% per round, rounded down.
 
             IDA'S MIGHTY MOJO
             Level: 6                              Duration: 1 turn/level
             Casting Time: 1 round                 Saving Throw: Negates
             Area of Effect: 1 creature            Special Save: N/A
             Components: M,S,V                     Range: 12"
                  The victim of this spell will suffer a -4 to hit, save,
             and a penalty of 4 on armor class.  All opponents of the
             victim will gain a bonus of 4 in these areas.  The victims
             charisma will effectively be a 0, and all wandering monsters
             will attack.
 
             IDA'S TRAP
             Level: 6                                Duration: Special
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: 1 object                Special Save: N/A
             Components: M,S,V                       Range: 1"
                  This  spell acts as a holding device and a trigger when
             cast upon  an object.  Any spell, up to ninth level, may be
             placed into the trap.  The spell caster may open the object
             safely.  However, when another creature attempts to open the
             object, the spell goes off instantly.  The spell affects the
             nearest living being.
 
             Illian's Mystical Fantasy
             Level:  6                          Duration:  1 round/level
             Casting Time:  8                   Saving Throw:  Negates
             Area of Effect:  1 Target          Special Save:  None
             Components:  V,S,M                 Range:  10 yards/level
                  When cast, this spell causes the target's mind to be
             filled with visions of his/her/Its wildest fantasies.  The
             target gets a saving throw versus spells.  If unsuccessful,
             the creature will be ensnared in the dream world and be
             unable to take ANY actions.
                  He/She/It will not notice any outside stimuli, even
             pain.  If the creature makes the saving throw, the spell has
             no effect.  The spell lasts until expired or dispelled with
             one exception.  Creatures with high intelligence ratings may
             attempt another saving throw every 4 rounds.
 
             IN THE BOTTLE
             Level: 6                               Duration: Special
             Casting Time: 6                        Saving Throw: Negates
             Area of Effect: 1 creature             Special Save: N/A
             Components: M,S,V                      Range: 6"
                  This spell will cause a creature to turn into a mist
             and flow into a bottle so designated by the spell caster.
             If the  bottle is then stoppered, the creature will remain
             in the bottle until it is unstoppered.  The victim is in a
             state of suspended animation and cannot be harmed.
 
             MASS FUMBLE
             Level: 6                               Duration: Special
             Casting Time: 6 rounds                 Saving Throw: Negates
             Area of Effect: Special                Special Save: N/A
             Components: M,S,V                      Range: 1"/level
                  Mass fumble causes all within a 20"x20"x20" area of
             effect to trip unless a saving throw at -5 is made.  Those
             who fall will take 1-3 rounds to get back up if there are
             others who fall.  If one creature falls, he will require 1
             round to get back up.
 
             PRODIGY
             Level: 6                             Duration: 6 turns/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: V                        Range: 0
                  This spell allows the caster to master any nonmagical
             skill in one hour if someone who knows it is willing to
             teach him.  Thus, if a thief were available and willing, the
             caster could learn to pick locks at the level of ability
             possessed by the thief.  However, the knowledge is only
             temporary.
 
             SANDSTORM
             Level: 6                            Duration: 3 rounds/level
             Casting Time: 6 rounds              Saving Throw: 1/2 damage
             Area of Effect: 1" diameter         Special Save: N/A
             Components: M,S,V                   Range: 0
                  When cast, a swirling barrier of sand  appears around
             the spell caster.   All within 1" take 1d6 per level of the
             caster.  The SANDSTORM is mobile and will follow the caster.
             Visibility is reduced to 3" for the caster.  Visibility
             within the sand barrier itself is zero.
 
             WALL OF FREEZING
             Level: 6                              Duration: 1 turn/level
             Casting Time: 6 rounds                Saving Throw: Special
             Area of Effect: Special               Special Save: N/A
             Components: M,S,V                     Range: 1"/level
                  WALL OF FREEZING creates a wall with 3 layers of equal
             thickness whose dimensions are 5' thick, 20' tall, and 10'
             per level long.  The two outer layers are made of ice, while
             the inner layer consists of liquid nitrogen.  If a creature
             breaks through this wall it is frozen solid unless it makes
             a saving throw.  If it makes this saving throw, the affected
             creature takes 1/2 its total hit points in cold damage.
             When the wall is broken, it will require 1-3 rounds for the
             liquid nitrogen to flow out completely.  During the release
             of the nitrogen, any creature with 10' of the breakage will
             take 2-20 points of damage.  Once this has occurred, treat
             the wall as normal ice.
 
             Vampire Dagger (Necromantic)
             Level:  6                         Duration:  1 turn/level
             Casting Time:  6 segments         Saving Throw:  Negates
             Area of Effect:  Personal         Special Save:  None
             Components:  V,S,M                Range:  0
                  By casting this spell on a specially prepared
             nonmagical dagger, the magic-user is able to drain hit
             points from other creatures that he strikes with it and
             bestows those hit points on himself.  The magic-user must
             attack the creature normally with the dagger.  If the hit is
             successful, the creature takes normal damage from the dagger
             (1-4 for small and man sized creatures, 1-3 for large sized
             creatures, plus any strength bonus), plus damage of 1 hp for
             every two levels the spellcaster has.  The magic-user in
             turn gains this bonus damage as curative hit points.  If the
             victim makes its saving throw vs. death magic, it takes
             damage from the dagger but no hit points are transferred to
             the spellcaster.  If the save is a natural 20 the magic user
             takes the bonus damage instead of the victim.  If the spell
             drains more hit points from a victim than remain in that
             victim, the victim dies; only those hit points left to the
             victim after the dagger's damage (with strength bonuses) is
             subtracted are transferred to the magic-user.
                  The magic user cannot gain hit points above his normal
             hit point total; all extra hit points are lost.  For
             example, a 16th level magic user hits a Minotaur with 26 hp
             and rolls a 2 for damage, doing a total of 10 hp damage.
             The Minotaur fails its saving throw, and the magic user
             gains 8 hp (he lost 10 hp in a previous fight).  The next
             round the magic user hits again and does 1+8=9 hp damage.
             The Minotaur makes its save so no hit points are
             transferred.  On the next round the magic user hits again
             and does 2+8=10 hp damage.  The Minotaur fails its save and
             dies, having only 7 hp left.  Thus, only 7-2=5 hp can
             transfer to the caster.  The caster gains only 2 hp,
             however, since this increase puts him at his maximum hit-
             point total.  This spell is ineffective against creatures
             that can be harmed only by magical weapons (undead excluded)
             and creatures that have no blood (e.g. golems).  If the
             dagger is used in an attempt to drain an undead being, the
             magic user must save vs. death magic with each strike or die
             himself; the undead being only takes damage from the dagger
             and associated strength bonuses.
                  One of the material components of the spell is a dagger
             that has a channel inside it running from the tip through to
             the handle.  The dagger must be forged from an alloy of
             silver and steel that has been mixed with crushed bone of a
             vampire.  The minimum cost of such a dagger is 2,000 g.p.
             Blood from the dagger's wound must travel through the cannel
             and touch the bare flesh of the magic-user's hand for the
             hit points to be transferred.  The dagger remains after the
             spell is cast. The other material component of this spell is
             the claw of a vampire, which disappears after the spell is
             cast.  The effects of this spell do not protect the caster
             from any unusual effects of the victim's blood.
 
 
 
                                       Level 7
 
             Aluap's Zufferooma
             Level: 7                           Duration: Instantaneous
             Casting Time: 7                    Saving Throw: None
             Area of Effect: Special            Special Save: None
             Components: M,S,V                  Range: Infinite
                  This horrid looking camel cannot be attacked by fire,
             cold, lightning or weapons of less than plus 2.  It arrives
             instantly when summoned and will take the spell caster to
             his castle, with a movement rate of 36" per round, flying.
             The camel is surrounded by a continuous 1" diameter
             sandstorm, doing 12d12 to all within a 1" diameter sphere,
             excluding itself and the spell caster.
 
             Analyze:  Scroll
             Level: 7                           Duration: Instantaneous
             Casting Time: Special              Saving Throw: N/A
             Area of Effect: 1 target           Special Save: N/A
             Components: S,V                    Range: Touch
                  This spell analyzes and confers to the spell caster all
             pertinent information about any scroll, without opening the
             scroll.  This tells the number of spells, the level of each
             and the names of the spells.  It also tells if the scroll is
             cursed or dangerous in any other manner, and if so the
             nature of the danger.  Casting time: 1 turn per spell level
             on scroll.
 
             Cling Fire
             Level: 7                           Duration: 1 round/level
             Casting Time: 7 segments           Saving Throw: Special
             Area of Effect: 1 weapon           Special Save: N/A
             Components: S,V                    Range: Touch
                  This spell imparts a magical fire upon any hand-held
             weapon.  When a creature is struck by this weapon it
             inflicts physical damage and also transfers the magical fire
             onto the being hit by the weapon.  If a successful hit is
             not made during the duration of the spell, the weapon will
             be totally consumed by the fire.  The fire does 1d4 the
             first round, 2d4 the second round, 3d4 the third round, etc.
             Successful saving throw results in the victim taking one
             point of damage per round for the duration.
 
             Delayed Blast Acid Cloud
             Level: 7                           Duration:  Special
             Casting Time: 7                    Saving Throw:  Special
             Area of Effect: 2" radius sphere   Special Save:  None
             Components:  V,S,M                 Range: 10" + 1"/level
                  This spell creates an ACID CLOUD with +1 on each of its
             dice of damage.  The spell will not release its burst for 1
             to 5 rounds, according to the command upon casting.  In
             other respects, this spell is the same as the 3rd level
             spell ACID CLOUD.
                  Damage and Saving Throws are as follows:
                  Round 1:  1d6+1 Damage to a maximum of 10d6+10.  Save
             for 1/2
                  Round 2:  1/2 original Damage.  Save for none.
                  Round 3:  1/4 original Damage.  Save for none.
                  
             Delayed Blast Snowball (Evocation)
             Level: 7                           Duration:  Special
             Casting Time: 7 segments           Saving Throw:  1/2
             Area of Effect: 2" radius sphere   Special Save:  None
             Components:  V,S,M                 Range: 10" + 1"/level
                  This spell creates a SNOWBALL with +1 on each of its
             dice of damage.  The spell will not release its burst for 1
             to 5 rounds, according to the command upon casting.  In
             other respects, this spell is the same as the 3rd level
             spell SNOWBALL.
 
             Evaporate (Reversible)
             Level: 7                             Duration: Special
             Casting Time: 7                      Saving Throw: Negates
             Area of Effect: Special              Special Save: N/A
             Components: M,S,V                    Range: 1"/level
                  When directed at a creature or item, this spell
             completely dehydrates that being or item.  An item is
             defined as a non-living object no larger in volume that 10
             cubic feet.  If a saving throw is missed, then the creature
             or the item is transformed into a dodecahedron no larger
             than a man's head. Only the reverse, HYDRATION, will restore
             the object or creature to its original form.
 
             ICE SPEARS
             Level: 7                                Duration: 3 turn/lvl
             Casting Time: 1 round                   Saving Throw: N/A
             Are of Effect: 2 spears/level           Special Save: N/A
             Components: M,S,V                       Range: 1"
                  This  spell creates two icicles per level of the spell
             caster  which are +3  spears  and shatter on impact, doing
             1-8 plus  3  points of damage.  The icicles will always hit.
             No more than 20 icicles can be shot.
 
             Llewllynn's Wall of Force (Evocation)
             Level: 7                           Duration: 1 round/level
             Casting Time: 7                    Saving Throw:  None
             Area of Effect: 10 square ft/lvl   Special Save:  None
             Components: V,S,M                  Range: 1" to 3"
                  This spell is equivalent to the 5th level mage spell
             WALL OF FORCE in all respects save one:  the caster is able
             to manipulate the force wall.  The following variations are
             possible:
                  Version 1:  The mage can cast the wall in a
             hemispherical or spherical shape around himself with himself
             as the center point.  The mage can then move about and the
             wall will move with him.  This version is tinted red.
                  Version 2:  The mage can cast the spell as a wall (2-
             dimensional barrier) and then move in a direction with the
             wall moving 1" to 3" in front of him.  The wall will always
             be in front of the caster, and will turn as he turns.  This
             version is tinted blue.  Note that this version cannot be
             cast horizontally.
                  The material component for Version One is a pinch of
             diamond dust and a pinch of ruby dust.  The material
             component for Version Two is a pinch of diamond dust and a
             pinch of sapphire dust.
 
             MISTAKEN IDENTITY
             Level: 7                                Duration: Special
             Casting Time: 1 round                   Saving Throw: None
             Area of Effect: 1 creature              Special Save: None
             Components: M,S,V                       Range: Touch
                  This spell has a duration of 4 turns plus 1 turn per
             level.
                  This spell will make nondivine beings believe the spell
             recipient is another creature.  The creature imitated will
             recognize the recipient as an imposter.  A good example
             would be an evil wizard taking on the appearance of a good
             cleric to perform evil acts and discredit him.
                  NOTE: Any attacks by the recipient will break the
             spell.
 
             PSEUDODAMAGE
             Level: 7                            Duration:1 round/level
             Casting Time: 1 round               Saving Throw: -3 negates
             Area of Effect: Special             Special Save: N/A
             Components: M,S,V                   Range: 1"/level
                  This is a powerful illusionary spell.  When cast on an
             opposing party (maximum 20 creatures) the party will believe
             that all damage taken has been doubled.  A successful saving
             throw at -3 negates.
 
             PSIONIC SANCTION
             Level: 7                          Duration: 1 round/3 levels
             Casting Time: 1 round             Saving Throw: N/A
             Area of Effect: Personal          Special Save: N/A
             Components: S                   Range: 0
                  This spell causes a shield to surround the spell caster
             through which no psionic energy can pass.  The caster cannot
             attack or be attacked psionically.
 
 
 
                                       Level 8
 
 
             Aluap's Lonely Hearts Club
             Level: 8                           Duration: Special
             Casting Time: 1 turn               Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: Infinite
                  This spell is used to procure a mate(s).  By use of
             this spell, the caster may issue an invitation to one
             prospective mate of similar capabilities, per level.
             Included in this invitation is a likeness of the caster,
             background information on him and a device enabling the
             recipient to teleport to the caster's abode.  If the caster
             and recipient do not find each other compatible, they may
             mutually agree to part ways.  Invitations will never be
             issued to the same being twice.
 
             Analyze:  Armor
             Level: 8                           Duration: Instantaneous
             Casting Time: Special              Saving Throw: Special
             Area of Affect: 1 target           Special Save: N/A
             Components: S,V                    Range: Touch
                  This spell analyzes and confers to the spell caster all
             pertinent information about any item of armor it is cast at.
             This includes strong and weak points, spells contained in or
             immune to, the number of modifiers, the name of the type of
             armor and the effective armor class it confers upon the
             wearer.  Articles of armor included are helms, shields,
             bracers, gauntlets, breast plates, mail coats, and anything
             which is standardly classified as armor.  Casting time is 1
             turn per modifier of the armor.  Note:  Highly unusual items
             may have a saving throw versus this spell, at Game Master's
             discretion.
 
             Eridor's Emerald Wall
             Level: 8                          Duration: Special
             Casting Time: 1 round             Saving Throw: None
             Area of Effect: 2'/lvl x 4'/lvl   Special Save: Special
             Components: S                     Range: 6"
                  This spell creates a translucent green wall, apparently
             made of pure emerald.  It blocks all energy both ways.
             Anyone touching or prodding this wall, directly or
             indirectly, is absorbed by the wall.  The wall initially
             lasts 1 turn per level of the caster, and is extended by one
             turn per level of each victim.  Creatures within the wall
             are in a state of stasis and when the wall expires, all
             those trapped within are released unharmed.  The wall will
             reveal itself to be solid and indestructible to those making
             special saving throws not to be absorbed.  When someone goes
             into the wall, it is impossible for his companions to
             discern whether or not he has made it to the other side.
             Creatures with in the area of effect at the time of casting
             are allowed a normal saving throw to dodge it.
 
             Exchange (Necromantic/Alteration)
             Level:  8                          Duration:  Permanent
             Casting Time:  5 rounds            Saving Throw:  Negate
             Area of Effect:  Two creatures     Special Save:  None
             Components:  V,S,M                 Range:  Touch
                  This spell is similar to the Empath spell, except that
             it allows the caster to transfer a hit point disability (of
             up to 2 hp/level of the caster) between any two creatures,
             excluding the caster.  The magic user must be able to grasp
             both the creature with the disability and the creature about
             to receive the disability without having to make to hit
             rolls, so the two beings involved must either be willing to
             undergo the spell or else be sleeping or unconscious.  The
             recipient of the disability is entitled to a saving throw
             vs. spells if unwilling.  If the recipient's saving throw
             succeeds, the exchange is incomplete and nothing further
             happens.  If the recipient fails the saving throw, the
             disability passes through the magic-user, inflicting him for
             an instant.  If such a wound would normally place the magic
             user below zero hit points, it immediately does so, and the
             spell ceases; the creature that first bore the hit point
             loss is healed, and the recipient is unharmed.
                  The material components for the spell are two newt eyes
             and two wolves teeth, both from different creatures, hair
             and blood of both the caster and the recipient of the
             healing, and a ruby (worth at least 5000 gold pieces), which
             is shattered as the disability passes through the caster.
 
             Freeze Storm II
             Level: 8                          Duration: 1 round
             Casting Time: 8 segments          Saving Throw: Negates
             Area of Effect: 3"x3"             Special Save: N/A
             Components: M,S,V                 Range: 1"/level
                  FREEZE STORM II causes rain, sleet, and freezing
             temperatures in the area of effect.  All creatures caught in
             this storm who fail to make their saving throw are frozen
             solid and unable to move.  Any creature having cold
             protection spells or devices in effect at the time of the
             storm will be granted an additional +3 on their saving
             throw.
                  While frozen, the victim(s) are in a state of suspended
             animation.  Thawing them out will return them to active
             duty.
                  Note:  In an arctic or mountain top campaign, or any
             other area where the snows never melt, the victim will be
             unable to escape without the aid of someone.  In any other
             campaign, the sun will eventually melt the victim free.
 
             Homicidal Mania
             Level: 8                          Duration: Special
             Casting Time: 8 segments          Saving Throw: Negates
             Area of Effect: 1 creature        Special Save: N/A
             Components: S,V                   Range: 6"
                  This spell inflicts the recipient with a serious
             insanity.  Though he may not even realize the cause of his
             sorrows, he will be forced to kill at least once every 24
             hours. The victim must be of his race. The recipient himself
             will act normally the majority of the time, possibly
             misleading even close friends. The insanity lasts until
             healed, and the spell recipient will not willingly seek
             help.
                  NOTE:  Player characters stricken with this insanity
             should be urged to play their new personality trait to the
             hilt, without informing the other players of what has
             happened.  If he is uncooperative, it is the Game Master's
             option to either take over the character periodically to
             perform the killing or change the insanity to suicidal
             mania.
 
             IDA'S FINAL LESSON
             Level: 8                              Duration: 1 day
             Casting Time: 1 round                 Saving Throw: None
             Area of Effect: 1 person              Special Save: Negates
             Components: M,S,V                     Range: 1"
                  This spell causes the victim to be instantaneously
             submerged in a vat of  boiling  oil,  which  will cause
             intolerable pain.  It can be dispelled only by the caster,
             at any time.  It also causes 1d6 per hour in  damage to the
             victim, and he can do nothing but scream in agony.
 
             Major Globe of Invulnerability (Abjuration)
             Level: 8                           Duration: 1 round/level
             Casting Time: 4 segments           Saving Throw:  None
             Area of Effect: 1" diameter sphere Special Save:  None
             Components: V,S,M                  Range: 0
                  This spell is the same as the 4th level MINOR GLOBE OF
             INVULNERABILITY, except with regards to casting time.  This
             spell prevents first to fifth level spells passing through
             and affecting the mage within the sphere, while allowing the
             mage to cast spells through it.
 
             MISS
             Level: 8                              Duration: 1 round
             Casting Time: 8 rounds                Saving Throw: Negates
             Area of Effect: 2"x2"                 Special Save: N/A
             Components: M,S,V                     Range: 1"/level
                  When this spell is uttered, all fighter class types who
             oppose the spell caster miss on their next round of attack.
             This includes rangers and paladins, etc.  Saving throw at -2
             negates.
 
             NO RESTRICTIONS
             Level: 8                           Duration:  Special
             Casting Time: 4                    Saving Throw:  None
             Area of Effect:  Caster            Special Save:  None
             Components:  M,S,V                 Range:  None
                  This spell will allow the next spell cast by the caster
             to have no restrictions on the amount of damage that the
             spell will do.  For example:  Casting NO RESTRICTIONS
             followed by a FIREBALL will eliminate the 10d6 limit and
             allow 1d6 per level of the caster.
                  Note:  This spell will only effect those spells that
             have a stated limit.  NO RESTRICTIONS will not effect range
             or area of effect, only damage.
 
             POLARITY
             Level: 8                           Duration: Until dispelled
             Casting Time: 1 day                Saving Throw: N/A
             Area of Effect: 1 square mile      Special Save: N/A
             Components: M,S,V                  Range: Special
                  This mighty magic creates an area where creatures of
             the same general alignment as the caster feel at home.  The
             caster has no control over the creatures through this spell.
             While in the area they will fight and save at +2.
                  NOTE:  For every action there is an equal and opposite
             reaction.  A similar zone of the opposite alignment is
             created on the opposite side of the planet at the same time.
 
             RESIST MAGIC
             Level: 8                             Duration: 1 round/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: 1 creature           Special Save: N/A
             Components: M,S,V                    Range: 1"
                  This spell makes a creature 2% resistant to magic per
             level of the spell caster.  If a creature is already magic
             resistant, resistance is increased by 1% per level.
 
             SHOWDOWN
             Level: 8                                Duration: Special
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: Personal                Special Save: N/A
             Components: S,V                         Range: Infinite
                  When the spell caster has been wronged he has the right
             to face the villain.  Upon naming the culprit, the caster is
             transported to his location, whether it be on a distant
             plane or in the next room.  The caster may optionally give
             the name of an item which was stolen, if that is the case,
             and he will be taken to the item's location.  The spell
             does not inform the caster of his destination, or provide
             for his return.
 
             Spell Engine (Abjuration/Alteration)
             Level:  8                              Duration:  Special
             Casting Time:  1 turn                  Saving Throw:  None
             Area of Effect:  1" rad./level Sphere  Special Save: None
             Components:  V,S,M                     Range:  0
                  This rare and powerful magic does not come into
             operation until another spell is cast within its area of
             effect.  When that occurs, a huge shining wheel or vertical
             disc of glowing white light will instantly appear (some
             inches above any ground or floor that was there at the time
             of casting, or is there at the time of activation) where the
             caster stood while casting the engine (even if that spell
             casting occurred centuries before).  It will begin to turn,
             with a gentle rushing noise, and will absorb the energy of
             all spells cast within its area of effect - so that they are
             wasted and do not work, but serve instead to power the
             turning wheel.  The wheel does nothing expect turn, light up
             the area, and benefit a magic-user or cleric with a curious
             side-effect:  Its sound and energies aid magical
             concentration, and spell memorize times for spellcasters who
             study in the area of effect are halved.
                  Once activated, an engine will not disappear until
             dispelled; if starved for magical energy, it will merely
             turn more and more slowly, and gradually grow dim, until it
             hangs motionless, translucent and ghostly.  A spell engine
             cannot be dispelled by DISPELL MAGIC (which it will absorb),
             is not affected by normal weapon (which pass through it as
             though it does not exist).  A WISH, LIMITED WISH or similar
             spell will destroy it, as will contact with any magical item
             or artifact.  This causes a magical explosion doing 1-20
             points of damage to all within 1" (1-8 to those from 1"+ to
             2" away).  This action destroys a magical item; an artifact
             must make a saving throw.  If such an artifact is not
             destroyed, there is a 75% chance that it will be shifted
             (with or without the creature wielding it) into another
             plane of existence.
                  A SPELL ENGINE engine cast in front of the doorway will
             prevent a SYMBOL or GLYPH OF WARDING from being dispelled.
             DETECT MAGIC will reveal the presence and shape of an
             unactivated spell engine; the wheel is typically 12' in
             diameter and 2' thick, standing upright on edge, although it
             will grow marginally larger if charged by many spells and
             the surroundings permit such growth (its area of effect
             remaining unchanged).  It is often cast in a narrow
             passageway before a door.
                  Until activated, the wheel of a spell engine has no
             physical existence and cannot be touched.
                  A disintegrate spell will have no effect on an
             unactivated spell engine, but will destroy an activated
             spell engine, with an explosion identical in effect to that
             caused by contact between a spell engine and a magical item
             or artifact.
                  Note that a spell engine's area of effect extends
             through rock and void alike in a perfect sphere; it cannot
             be easily avoided by use of a PASSWALL, DIG, or PHASE DOOR.
                  Living creatures not possessing magical items can pass
             through the area of effect without effect; it doesn't drain
             spells from the mind.
                  Inactive spell engines cannot be contacted by a living
             creature, magic items, or artifacts, and thus cannot be so
             activated; nor will the presence of a functioning spell,
             psionic effect, or magic item function activate a SPELL
             ENGINE - it is only the actual casting of a spell that
             activates the engine.
                  The material components for this spell are a small disc
             of fine polished ivory, bone, shell, or marble; a drop of
             water or one of the caster's tears; and a gem (any type) of
             at least 1,000 gp value.
 
             TO WHOM IT MAY CONCERN
             Level: 8                             Duration: Instantaneous
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: 1 object             Special Save: N/A
             Components: M,S,V                    Range: Infinite
                  This spell will teleport without error a nonliving
             object of up to 20 lbs.  plus  10  bls. per level to a
             person known by the caster (the location need not be known).
             It will send the object anywhere, even to another plane.
                  Note:  This is not a detection spell, i.e., mind
             cloaking spells will not  stop it.  This is not normally an
             offensive weapon.  All explosives, etc., will be rendered
             harmless.
 
             WIZARD'S SHIELD
             Level: 8                             Duration: 1 round/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: S,V                       Range: 0
                  WIZARD'S SHELL invokes a shield best described as a
             physical manifestation of the wizard's mana.  There is a 50%
             chance plus or minus 1% per level that any spell cast at an
             individual protected by this spell (area effect spells not
             included) will backfire, affecting the caster instead.  For
             example, a 10th level magic user casts a spell directly at
             a 16th level magic user protected by WIZARD'S SHIELD.  There
             is a net difference of 6% added to the 50% chance that the
             spell will backfire.  If a 20th level magic user were to
             cast a spell at a 16th level magic user, there would be a
             net 4% subtracted from the base 50% chance.
 
 
                                       Level 9
 
 
             Aluap's Dragon
             Level: 9                           Duration: 1 day
             Casting Time: 9                    Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 750 miles
                  This small dragon is immune to spells of the 6th level
             and lower, attacks as a 16 hit dice monster and breathes
             orange paint.  {I don't write them, I just post them.}  This
             paint can be removed only by a spell caster of equal or
             higher level. The orange paint indicates that this person is
             marked for death. The dragon has exceptional intelligence,
             and can spray the orange paint 3 times per day.  The dragon
             has a flying rate of 24".
 
             Analyze:  Monster
             Level: 9                           Duration: Instantaneous
             Casting Time: 1 turn               Saving Throw: Negates
             Area of Effect: 1 target           Special Save: N/A
             Components: S,V                    Range: 1"
                  This spell analyzes and confers to the caster all
             pertinent information concerning any non-magic-using monster
             it is cast upon.  This includes physical and mental
             characteristics, attack and defense modes, special
             information, such as:  magic resistance, spell immunities
             and other immunities etc.  Included as monsters are all non-
             magic-using creatures and beings and entities, excluding
             undead, lycanthropes or powerful legendary beasts.
 
             Bloodlust
             Level: 9                         Duration: 5 rounds/level
             Casting Time: 1 round            Saving Throw: None
             Area of Effect: 1 creature       Special Save: Special
             Components: S,V                  Range: Touch
                  This spell makes the recipient bloodthirsty, giving him
             sadistic thrills at every blow.  For every 2 points of
             damage done to an enemy, he will recover 1 point of damage.
 
             Crossbreed
             Level: 9                           Duration: Permanent
             Casting Time: 1 week               Saving Throw: None
             Area of Effect: Special            Special Save: None
             Components: M,S,V                  Range: 3"
                  By use of this spell the spellcaster may create a
             totally new life form.  During the week of casting the
             spellcaster must concentrate 12 hours per day on this spell,
             pausing to rest and eat only.  Any other action will cause
             this spell to fail.  The caster must have the two parent
             creatures under his control before casting this spell.  The
             magic draws a portion of the life essence from the two
             parent creatures, mingling it and consequentially producing
             a physical manifestation in the form of the new creation.
             No apparent harm is caused to the parent creatures.  The new
             creation must be checked for each characteristic to see
             which parent it takes after (hit dice, magic resistance,
             etc.)  The new creature is 90% likely to be sterile.
             Otherwise, it will be male (45%), female (45%), or asexual
             (10%).  The caster has no control over the new creature
             through the spell and there is a 15% chance that it will go
             berserk and attack the caster.  Crossbreeds can be crossbred
             more than once.
 
             Empathic Revenge
             Level: 9                          Duration: 5 rounds/level
             Casting Time: 1 round             Saving Throw: None
             Area of Effect: 1 creature        Special Save: 1/4 damage
             Components: S,V                   Range: Touch
                  When the recipient of the spell is attacked, the
             attacker receives damage equal to one-half that taken be the
             spell recipient.  This refers to hit point damage only, not
             such things as stat drains.  A special save indicates that
             the attacker receives 1/4 damage taken by the spell
             recipient.
 
             Fighting Magic
             Level: 9                            Duration: 1 turn/level
             Casting Time: 2 turns               Saving Throw: None
             Area of Effect: 2" radius           Special Save: Negates
             Components: S,V                     Range: 1"/level
                  This spell is primarily for use as a fighter enhancer.
             For the duration of the spell, all fighters within the area
             of effect perform as if they were actually 2 levels higher.
             The fighters retain all bonuses due to weapons, armor, etc.
             Hit points are unaffected.
 
             Floating Weapons
             Level: 9                            Duration: 1 round/level
             Casting Time: 9 segments            Saving Throw: N/A
             Area of Effect: Special             Special Save: N/A
             Components: S,V                     Range: 1/2" /level
                  This spell causes any weapons not currently in use to
             become animated and attack the spell caster's enemies.  The
             weapons attack as if wielded by fighters of one half the
             caster's level.  The caster must concentrate for the
             duration of the spell. If concentration is broken, the spell
             is broken. Area of effect is 10'x10' per 2 levels.  This
             spell will not allow magical weapons to use their magical
             abilities that require some special action (command word,
             concentration, etc.)
                  Note:  All weapons must come from within the area of
             effect.
 
             Heat Dissipation
             Level: 9                           Duration: 1 turn/level
             Casting Time: 1 turn               Saving Throw: None
             Area of Effect: 2" radius          Special Save: None
             Components: M,S,V                  Range: 1"/level
                  HEAT DISSIPATION does exactly what its name implies.
             Thus, normal fire will cease to function in the area of
             effect. Magical fires will at best, last 2 rounds and do no
             more than 20% of their normal damage within the area of
             effect. For example, if five 16th level spell users cast
             fire spells simultaneously in to the save area (in this
             spell) that would normally total 280 points of damage, only
             20% or 56 points of damage will be caused.
 
             HTK BATTERY
             Level: 9                                Duration: Special
             Casting time: 9 segments                Saving Throw: N/A
             Area of Effect: Personal                Special Save: N/A
             Components: M,S,V                       Range: 0
                  This spell enables the spell caster to accumulate extra
             hit points for one  day.  He can receive up to a maximum of
             3 hit points per level.  These may be given to any injured
             character of the caster's  choice, not to exceed the
             character's original number.  The caster may distribute
             these hit points at will, with no deficit to  his  original
             number.
 
             Immolation
             Level:  9                          Duration:  Instantaneous
             Casting Time:  1                   Saving Throw:  1/2
             Area of Effect:  See Below         Special Save:  None      
             Components:  M (See Below)         Range:  See Below
                  This highly potent offensive spell is very seldom used
             because of the rarity of the Material Component, which is
             the casters own body.  Conceived by the Warlock Baanuun as a
             last ditch suicide spell, this spell is used only as an
             extreme last resort, as casting it drains all energies from
             a spell caster, to the point where he/she/it is completely
             destroyed, beyond resurrection, or even a wish. The spell
             has been used only a few times in recorded history.   Once
             by Baanuun himself, at his last stand against the Evil
             Northopi (the charred areas still remain), and by the
             suicide mages of Yaa-Lin, who would obliterate themselves in
             service to their dark lord.  The spell can be used by any
             magic using creature who has had formal training to control
             his/her/its mind powers.  Note:  most inherently magic using
             lifeforms are not trained, but instinctive, and so cannot
             use this spell.
                  The spell converts the entire essence of the magic user
             into one burst of energy, targeted up to 100 yds away.  The
             energy globe has a radius of 1-10 yds, depending on casters
             last wish.  To compute the damage:  add all of the casters
             available spell levels, plus his/her level, plus his/her
             intelligence rating and roll that many d10.  Normal saves
             apply for half damage.
                  Counter measures:  This spell is not as powerful as it
             may seem.  The mage must be fully conscious and self
             controlled to use the spell.  A dispel magic cast on a Magic
             Using creature will disable the spell for 1 week.  Also, for
             the spell to be usable, the spellcaster must truly want to
             make the sacrifice, or his/her/its subconscious will block
             the power. (DMs discretion - Many a mage has wanted to
             suicide on the execution block, but did not really want to
             die.  Generally, this spell is successful only in cases of
             extreme self sacrifice.)
 
             MAGIC DISPERSION
             Level: 9                               Duration: Special
             Casting Time: 9 rounds                 Saving Throw: None
             Area of Effect: 5' radius/level        Special Save: Negates
             Components: S,V                        Range: Special
                  This spell removes all magic from the area surrounding
             the spellcaster and no magic will function within this area
             for a certain amount of time.  But, magic slowly seeps back
             into the area.  No magic will function for 1 day.  The next
             day most items and 1st level spells will function.  The
             following day 2nd level spells, etc.   The reverse of this
             spell can only be used to negate this spell.
 
             MASTER
             Level: 9                           Duration: Until dispelled
             Casting Time: Special              Saving Throw: Negates
             Area of Effect: Special            Special Save: N/A
             Components: S,V                    Range: 1"/level
                  MASTER causes creatures of the spell caster's alignment
             to  recognize the caster as a powerful ally and accept his
             leadership.  The spell affects 1 hit die of creature per
             level the caster has obtained (drop all fractions).  This
             spell affects any and all races.
 
             MASTER SWITCH, THE
             Level: 9                             Duration: Instantaneous
             Casting Time: 1 round                Saving Throw: Negates
             Area of Effect: 100 sq.ft./level     Special Save: N/A
             Components: M,S,V                     Range: Special
                  Before the party enters a room, the spell caster can
             cast this spell and switch the party to the inside of that
             room.  This moves the occupants, if any, outside the room to
             where the party was standing.  The treasure (if any) stays
             in the room.  If the occupants make their saving throw,
             they stay in the room but the party joins them.  Intelligent
             creatures will attempt to reenter their room.
                  NOTE:  The party is transported into the room in the
             same formation they held outside.
 
             POWER WORD FRAGMENT
             Level: 9                              Duration: Permanent
             Casting Time: 9 rounds                Saving Throw: Negates
             Area of Effect: 1 cu. ft./level       Special Save: N/A
             Components: V                         Range: 1"/level
                  Upon the casting of this spell, the spell caster names
             the object to be  fragmented, i.e., broken off.  You can
             cast this spell at a human, say "Power Word Fragment - Leg"
             and the leg breaks off from the rest of the body unless a
             saving throw at -2 is made.  Successful save negates.
 
             REVERSE
             Level: 9                             Duration: 1 round/level
             Casting Time: 9 rounds               Saving Throw: Negates
             Area of Effect: Special              Special Save: N/A
             Components: M,S,V                    Range: 1'/level
                  This spell will affect other spells that are
             reversible, only.   When this spell is directed at another
             spell caster, it will cause any spell he casts to act in the
             reverse manner.  Successful saving throw at -2 negates.
 
             SKY KENNELS
             Level: 9                                Duration: Special
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: Special                 Special Save: N/A
             Components: M,S,V                       Range: Infinite
                  This spell enables the spell caster to create a kennel
             on any plane.  The spell creates a kennel with 2 small dogs,
             3 large dogs, 1 small cat, and one very big cat (tiger).
             When the caster is in trouble he can summon an  one of his
             creatures to aid him.  The kennel is permanent until there
             are no more animals left.  The spell caster cannot have more
             than 1 kennel per five levels and no two kennels can be on
             the same plane.  The small dogs bite for 1-6 points of
             damage, large dogs bite for 1-10 points of damage per bite.
             Small cats do 1-2 points of damage for each claw and bite
             for 1-4 points of damage.  The  tiger bites for 2-20 points
             of damage and on a successful bite there is a 20% chance of
             dismembering a limb of a man-sized opponent.  The tiger's
             front claws do 1-12 per paw and the rear ones rake  for 1-8
             points of damage.  Once the animals are finished with
             assisting the spell caster they disappear.
 
             SPECIAL EXTENSION
             Level: 9                                Duration: Special
             Casting Time: 9 rounds                  Saving Throw: N/A
             Area of Effect: Personal                Special Save: N/A
             Components: M,S,V                       Range: 0
                  This spell enables the spell caster to increase spells'
             duration by 10 rounds or by one turn per every 4 levels of
             the character.  The caster can use all, or some of the time,
             keeping a written record of the amount of time he has used.
             this spell may be cast only once per day.  Duration is
             maximum of one day, or until all the time is used up.
 
             STICKY FLOORS
             Level: 9                               Duration: Special
             Casting Time: 9 rounds                 Saving Throw: Special
             Area of Effect: 2"x2"                  Special Save: N/A
             Components: M,S,V                      Range: 1"/level
                  When cast, all those within a 2"x2" area will find that
             they cannot move due to the fact that they are glued to the
             floor.  They cannot move, but they can fight with a -2 to
             hit.  Spell casters will find that they have a 20% chance of
             their spells not working, a cumulative 10% for each spell
             level, i.e., a second level spell has a 20% chance of not
             working - 10th and higher will not work.  In order for  the
             affected people to become unstuck they must survive the
             effects of the spell for at least 1 round, then on all
             subsequent rounds they have the option of either attacking
             or trying to free themselves.  They cannot do both.  If they
             choose (they don't necessarily all choose to do the same
             thing) to free themselves they must roll their strength
             score on 2d12 or less.  If they do not they are still  stuck
             to the floor.  If they do, they are allowed to travel 1".
             If still in area of effect, another roll must be made.  If a
             person chooses to attack,  they still have their penalties,
             but they must eventually attempt to free themselves.  Any
             creature entering the area of effect will become stuck.
 
             VORPAL BLADES
             Level: 9                             Duration: 6 turns/level
             Casting Time: 1 turn                 Saving Throw: N/A
             Area of Effect: 1 weapon/level       Special Save: N/A
             Components: M,S,V                    Range: Touch
                  This spell imparts a mighty magic upon bladed weapons
             touched.  For the duration of the spell these weapons have
             a 5% chance of decapitating any creature hit.  Intelligent
             and already Vorpal weapons are unaffected.
 
             WEAPONS DAMPER (Reversible)
             Level: 9                             Duration: 1 round/level
             Casting Time: 6 rounds               Saving Throw: Special
             Area of Effect: Special              Special Save: N/A
             Components: S,V                      Range: 3"
                  This spell will temporarily disrupt the dweomer of a
             magic weapon so as to reduce its bonus by one for every 5
             levels of the spell caster.  No item can be reduced below 0.
             The item gets a saving throw at the level of its enchanter,
             with the item's bonuses as an addition to the save.  The
             reverse, WEAPONS MAGNIFICATION, temporarily increases  an
             item's bonus by 1 per 5 levels of the caster.  Unintelligent
             weapons would still save to negate.  Holy/Unholy weapons are
             unaffected.
 
 
                                       Level 10
 
             Analyze:  Ring
             Level: 10                          Duration: Instantaneous
             Casting Time: 3 turns              Saving Throw: Special
             Area of Affect: 1 target           Special Save: N/A
             Components: S,V                    Range: Touch
                  This spell analyzes and confers to the spell caster all
             pertinent information concerning any ring which it is cast
             upon, without putting the ring on.  This includes the name
             of the ring, number of charges, if applicable, strong and
             weak points to include side effects, how to operate the
             ring, and spells contained within, etc., as applicable.
                  Note: Special rings may get a saving throw at the Game
             Master's discretion.
 
             Duplicate:  Animal
             Level: 10                      Duration: Until Dispelled
             Casting Time: 1 turn           Saving Throw: Negates
             Area of Effect: 1 target       Special Save: N/A
             Components: M,S,V              Range: Touch
                  This spell will make an exact duplicate of any natural
             animal.  The animal duplicated must be alive.  No duplicate
             can be made while there is another duplicate in existence.
                  Note:  Prior to duplication, the caster must cast an
             ANALYZE:  ANIMAL spell.
 
             Duplicate:  Mechanism
             Level: 10                         Duration: Until Dispelled
             Casting Time: 1 round             Saving Throw: Negates
             Area of Effect: Special           Special Save: N/A
             Components: S,V                   Range: Touch
                  This spell will make an exact duplicate of any
             mechanism, not to exceed 1000 cubic feet in size.  No
             duplicate can be made while there is another duplicate in
             existence. Duplicates may not be duplicated.
                  Note:  Prior to duplication, the caster must cast an
             ANALYZE:  MECHANISM spell.
 
             Engage
             Level: 10                         Duration: Special
             Casting Time: 1 round             Saving Throw: Negates
             Area of Effect: Special           Special Save: N/A
             Components: M,S,V                 Range: 10"/level
                  When directed at two humanoids who are within sight of
             one each other they must attempt to kill the other person as
             directed by the spell caster.  If either creature makes a
             successful saving throw at -2, he is not affected by this
             spell.  This spell lasts until one of them is dead.
 
             Eridor's Ebon Cloud
             Level: 10                        Duration: 1 round/level
             Casting Time: 1 round            Saving Throw: Special
             Area of Effect: 3"x3"x2"         Special Save: Special
             Components: M,S,V                Range: 1"
                  This spell creates a cloud of black vapors impenetrable
             by light.  The cloud is not affected by normal wind.  Within
             the cloud, visibility is zero and breathing is difficult.
             Each round a creature is in the cloud, one of the following
             will happen (Roll 1d6)
             1 = 3-30 points of damage taken (spec.save for 1/2 dam.)
             2 = Lose one level (spec.save negates)
             3 = Lose 50% of hit points (save to 1/4)
             4 = -1 to random stat (save negates) and insanity (no save)
             5-6 = Wanders out of cloud
             The caster can will the cloud to move at up to 3" per round,
             and once started it will continue to move until he wills it
             to stop or to change direction.
 
             Escape
             Level: 10                            Duration: Instantaneous
             Casting Time: 1 segment              Saving Throw: Special
             Area of Effect: 10 creatures         Special Save: N/A
             Components: M,S,V                    Range: 2"radius
                  ESCAPE provides an immediate exit for the spell
             caster's party.  When cast, the entire party is transported
             to the caster's abode.  Unwilling recipients are allowed a
             saving throw.
 
             Fall Short
             Level: 10                           Duration: 1 round/level
             Casting Time: 1 round               Saving Throw: N/A
             Area of Effect: Personal            Special Save: N/A
             Components: M,S,V                   Range: 0
                  Any spell directed at the spell caster that would
             normally affect him personally will not harm him while this
             spell is in effect, due to the fact that it will be out of
             range.  The magic is dissipated before reaching the caster,
             however spells with a range of touch are unaffected.  The
             caster has the option of accepting (some spells directed at
             the caster may be beneficial) or negating the effects of a
             spell directed at him.  The drawback to this spell is the
             fact that area effect spells do double the damage to those
             with this spell in effect.
                  Note:  Spells with a range of "line of sight" or
             unlimited will be unaffected, but not do double damage.
 
             Floor Plan
             Level: 10                           Duration: Permanent
             Casting Time: 1 round               Saving Throw: None
             Area of Effect: Special             Special Save: Negates
             Components: M,S,V                   Range: Special
                  When a spell caster enters a room and finds that the
             current design is not appropriate to his needs, he can alter
             the overall shape of the room to his specifications within
             the area of effect of the spell, which is 1000 cubic feet
             per level of the caster.
 
             Freeze Bolt
             Level: 10                          Duration: Instantaneous
             Casting Time: 1 round              Saving Throw: 1/2 damage
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 1"/level
                  This spell creates a rapid reduction in temperatures
             within the area of effect, causing 1d10 per level of the
             spell caster in damage.  A successful saving throw at -2
             reduces the damage by one half.  There is a 50% chance that
             any being missing his saving throw will suffer severe
             frostbite.  His hands, feet, ears, etc. will become useless
             until the frostbite is cured.  The area of effect is a bolt,
             1" in diameter x 6" in length.
 
             Freeze Frame
             Level: 10                         Duration: Until Dispelled
             Casting Time: 1 round             Saving Throw: None
             Area of Effect: 1 creature        Special Save: Negates
             Components: M,S,V                 Range: 1"/level
                  This spell traps the recipient between two planes of
             transparent, indestructible material (suitable for framing).
             The victim is in a condition of stasis while so trapped.  A
             successful Dispel Magic will shatter the material, releasing
             the victim.
 
             Greek Fire
             Level: 10                         Duration: Special
             Casting Time: 5 segments          Saving Throw: 1/2 damage
             Area of Effect: Special           Special Save: N/A
             Components: S,V                   Range: 0
                  This spell causes flame to shoot from the spell
             caster's hand, doing 2-5 points of damage to all caught
             within it.  It continues to do 1 point per level until
             extinguished, as it leaves a gooey, burning residue on the
             victims.  If left unhindered, it will continue to burn for
             one turn.  The area of effect is a cone, 3" long, 2" at
             base.
 
             IDA'S MARVELOUS MARBLE
             Level: 10                           Duration: Special
             Casting Time: 1 round               Saving Throw: 1/2 damage
             Area of Effect: Special             Special Save: N/A
             Components: M,S                     Range: Special
                  Upon  casting  this spell, the caster rolls a small
             ceramic marble toward his opponent(s).  After traveling 1"
             it magically transforms itself into a 1" diameter ceramic
             ball (immune to fire and lightening) doing 10d12 upon
             impact.  The marble will roll until causing 20 structural
             points of damage or 250 hit points in damage.  It will go no
             further than 30" uphill before reversing.  Its speed is 25"
             per round and if anyone is run over and does not save, all
             his items must save or be crushed.
 
             KARMA ENHANCER
             Level: 10                             Duration: 1 turn/level
             Casting Time: 1 round                 Saving Throw: N/A
             Area of Effect: Personal              Special Save: N/A
             Components: S,V                       Range: 0
                  While under the effects of this spell, the spell
             caster's  percentage chance of breaking another being's
             magic resistance is calculated as if he were twice his
             actual level.
 
             MASTER'S ROAR, THE
             Level: 10                            Duration: Instantaneous
             Casting Time: 10 rounds              Saving Throw: N/A
             Area of Effect: 1 creature           Special Save: N/A
             Components: M,S,V                    Range: 0
                  When cast, the spell caster calls by name any one of
             his  followers, henchman, or monsters.  They will be
             teleported, with no error, from their current location to
             the caster's locale.
 
             PLANAR PATHFINDER
             Level: 10                               Duration: Special
             Casting Time: 1 turn                    Saving Throw: N/A
             Area of Effect: Special                 Special Save: N/A
             Components: S,V                         Range: Special
                  This spell allows any spell caster with the capability
             to travel the planes, to take up to 10 creatures per level
             with him.  They are not forced to follow.  Only the
             creatures he specifies may follow.
 
             POISON MISSILE
             Level: 10                            Duration: Instantaneous
             Casting Time: 1 round                Saving Throw: Special
             Area of Effect: Special              Special Save: None
             Components: S                        Range: 1"/level
                  This spell shoots an invisible missile which does 1d10
             of damage per level the spell caster has obtained.  This
             missile never misses and is tipped with a magical poison
             (save vs. poison or die).  Due to the nature of the poison,
             a dispel magic or two successive neutralize poisons is
             required to negate its effects.  There is no saving throw
             vs. being hit by the missile,  but there is a normal saving
             throw vs. the poison.
 
             TOBELIN'S BUTTON
             Level: 10                            Duration: 1 round/level
             Casting Time: 1 round                Saving Throw: None
             Area of Effect: 2" radius            Special Save: Special
             Components: S,V                      Range: 1"
                  This spell summons a one square foot, greyish panel
             which remains suspended in the air as though it were part of
             an invisible wall. In the center of one side is a ruby red
             button.  When the button is pushed all creatures within 2"
             of it at the time are transported to a random plane, the
             button going with them.  Every time the button is pushed,
             they change planes again.  When the spell expires, the
             button disappears, leaving them wherever they ended up.
 
 
                                       Level 11
 
             Aluap's Curse
             Level: 11                          Duration: Special
             Casting Time: 1 round              Saving Throw: None
             Area of Effect: 1 target           Special Save: Negates
             Components: M,S,V                  Range: Infinite
                  If the spell caster has seen another creature's magic
             item he may cast this spell and that item will not work for
             one day per level of the caster.  Only deity intervention or
             the caster can neutralize the effects of this spell.  A
             special saving throw at -2 negates.
 
             Analyze:  Rods/Wands/Staves
             Level: 11                          Duration: Instantaneous
             Casting Time: 3 turns              Saving Throw: Special
             Area of Effect: 1 target           Special Save: N/A
             Components: S,V                    Range: Touch
                  This spell analyzes and confers to the spell caster all
             the pertinent information concerning any rod, wand, or staff
             it is cast upon.  This includes the name, number of charges,
             spells contained within, operation of to include command
             word, strong and weak points, to include side effects, etc.,
             when applicable.
                  Note:  Special rods, wands, and staves may get a saving
             throw at the Game Master's discretion.
 
             Between
             Level: 11                          Duration: Special
             Casting Time: 1 segment            Saving Throw: N/A
             Area of Effect: Personal           Special Save: N/A
             Components: M,S,V                  Range: 0
                  This spell will teleport the spell caster to any place
             at anytime that can be visualized.  On any jumps over 10
             years, the caster takes 1d4 per 5 years in frostbite damage.
             There is no error in arrival because it must be visualized,
             i.e., well known.
 
             Boat in the Bottle
             Level: 11                        Duration: Until dispelled
             Casting Time: 1 round            Saving Throw: Special
             Area of Effect: 1 ship           Special Save: N/A
             Components: M,S,V                Range: 1"/level
                  This spell will cause a ship and all creatures on board
             to be shrunk and sealed in a bottle, 1 quart in size.  If
             the bottle is broken, its contents will return to normal
             size.  While reduced, the boat and everything aboard is in a
             state of suspended animation.  Each living creature on board
             may make a saving throw to avoid the effects of the spell.
             (The bottle floats.)
 
             Camouflage
             Level: 11                         Duration: Until Dispelled
             Casting Time: 1 turn              Saving Throw: N/A
             Area of Effect: Special           Special Save: N/A
             Components: M,S,V                 Range: 2'+2'/level
                  This spell masks an area from detection/location spells
             and devices.  It is useful to postpone location of a
             stronghold.  The spell affects a 10" radius sphere.
 
             Control Gravity
             Level: 11                          Duration: 1 round/level
             Casting Time: 1 round              Saving Throw: Special
             Area of Effect: 2"radius           Special Save: N/A
             Components: M,S,V                  Range: 3"
                  This spell allows the spell caster to alter the force
             of gravity within the area of effect.  He can reduce it to
             zero, or increase it to one gravity per level of experience.
             The change takes place at one G per segment.  Any creature
             within the area of effect at the time of casting is entitled
             to a saving throw; if it is made they are assumed to have
             escaped before the gravity grew too great.  Note that the
             effects of this spell on creatures will vary with strength
             and constitution, but even a giant is use to the planet's
             normal gravity and would soon feel the effects of the spell.
 
             Discover
             Level: 11                        Duration: 1 turn/level
             Casting Time: 1 round            Saving Throw: None
             Area of Effect: Personal         Special Save: Negates
             Components: M,S,V                Range: 0
                  Under this enchantment, the spell caster has
             forewarning of each encounter, and thus usually gains the
             benefit of surprise (4 in 6 chance). He will know what is to
             be encountered and from which direction the encounter will
             occur, but nothing of the outcome.  Knowledge precedes the
             encounter by one round.  A successful special save at -2
             negates.
 
             Double Trouble
             Level: 11                      Duration: 1 round
             Casting Time: 1/2 segment      Saving Throw: N/A
             Area of Effect: 25"x25"        Special Save: N/A
             Components: M,S,V              Range: 1"/level
                  DOUBLE TROUBLE brings the spell caster's party up to
             maximum efficiency.  If the caster's party wins initiative,
             this spell will double all damage done by them that round.
             This spell is applicable to damage in any form.
 
             Eridor's Nemesis Web
             Level: 11                         Duration: 1 round/level
             Casting Time: 1 round             Saving Throw: Negates
             Area of effect: 3"x1"x1"          Special Save: N/A
             Components: S                     Range: 0
                  When this spell is cast, a glowing green web shoots
             from the caster's hand.  Those caught within take 4-24
             points of damage per round and lose one level per round.
             Victims save at -2 to avoid the web when cast, then again
             (if caught) each round to see if they were able to escape.
 
             Eridor's Planar Curtain
             Level: 11                          Duration: Until Dispelled
             Casting Time: 6 turns              Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 1"
                  This spell makes an area invisible from any plane other
             than the one it is on.  This makes it dangerous to enter the
             plane in that area, as the creature doing so might
             materialize inside a wall, underground, etc.  The area of
             effect is 1"x1"x1" section per level.
 
             Fall of the Ice Asteroid
             Level: 11                           Duration: 1 segment
             Casting Time: 1 round               Saving Throw: Special
             Area of Effect: 4"radius            Special Save: N/A
             Components: M,S,V                   Range: 1"/level
                  This spell causes a huge sphere of ice to form in the
             air and crash to the ground.  First, all creatures must make
             a saving throw or be crushed.  Those who make their saving
             throw take 10-120 points plus 2 points per level of the
             spell caster in damage.
 
             NOT FOR ME
             Level: 11                               Duration: 1 day
             Casting Time: 2 turns                   Saving Throw: N/A
             Area of Effect: 1 creature              Special Save: N/A
             Components: M,S,V                       Range: 0
                  When cast, the spell caster will be able to negate the
             effects of anything that happens to him within the next 24
             hours.  This spell can be cast but once a day and will only
             negate the instance that the caster chooses to negate.  The
             only thing that cannot be negated is death.
 
             PROTECTION FROM ENERGY DRAINERS
             Level: 11                            Duration: 1 round/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: 3" radius            Special Save: N/A
             Components: M,S,V                    Range: 0
                  This spell will protect all within a 1" radius of the
             spellcaster from energy draining attacks.  Those within a 3"
             radius of protection receive a +1 on their saving throws
             versus energy draining attacks.
 
             RALLY
             Level: 11                            Duration: 1 round/level
             Casting Time: 1-4 rounds             Saving Throw: N/A
             Area of Effect: 2" radius            Special Save: N/A
             Components: M,S,V                    Range: 3"
                  When cast, this spell will negate surprise, add +1 to
             the initiative roll, give +2 to hit, +3 to damage, and last,
             but not least, +4 to saving throws.  This spell can be cast
             but once a week.  Each creature in the spell caster's party
             receives the above benefits.
 
             RUBBERY STUFF
             Level: 11                             Duration: 1 turn
             Casting Time: 11 rounds               Saving Throw: None
             Area of Effect: 5"x5"                 Special Save: Negates
             Components: M,S,V                     Range: 3"
                  When directed at those who oppose the spell caster,
             this spell will cause them  o drop their possessions for one
             turn and play with a rubbery substance which magically
             appears in their hands.
 
             SEEKER
             Level: 11                             Duration: 2 days/level
             Casting Time: 1 turn                  Saving Throw: Special
             Area of Effect: Special               Special Save: N/A
             Components: M,S,V                     Range: Infinite
                  This spell creates a small, dark sphere approximately 2
             inches in diameter (the  seeker).  The seeker will search
             out its intended victim.  It has a movement rate of 60" and
             when it gets within  melee range of the victim, it attempts
             to strike as a 12 hit die creature, attacking twice per
             round.  Upon striking the victim it explodes for 80 points
             of damage.  The victim does not get a saving throw  versus
             this but all others within 20' save for half damage.  The
             seeker can plane shift and teleport in increments of 20
             miles in search of its victim.  This spell requires a
             personal item of the victim's and is affected by a mind
             cloaking spell or device.
 
             STAT SWAP
             Level: 11                               Duration: Permanent
             Casting Time: 11 rounds                 Saving Throw: N/A
             Area of Effect: Special                 Special Save: N/A
             Components: M,S,V                       Range: 1"
                  Using this spell, two minds can link and they may
             exchange attribute points.  For example, the wizard Aluap
             may link minds with the amazon Tybera, giving her 2 points
             of strength, in exchange for 2 points of IQ.  This may be
             done only once between any two minds.  Bed rest for one
             month is needed afterwards.
 
             SYMBOL OF POWERLESSNESS
             Level: 11                              Duration: Special
             Casting Time: 1 round                  Saving Throw: Negates
             Area of Effect: 10"x10"                Special Save: N/A
             Components: M,S,V                      Range: 1"/level
                  The spell caster may draw this symbol on a solid
             surface or in the air.  The symbol requires the recipient(s)
             to make a saving throw at -2 or lose 50% of their magic
             resistance (if  they  have  magic resistance).  There is an
             85% chance of spell failure, they miss hitting their
             opponents every other round, they subtract 1 from their
             initiative round and finally, if they go under 15 hit points
             (they do not all have to go below 15 in the same round for
             this to work) they are considered subdued and will follow
             the caster's commands for one round per level of the caster.
             this is in addition to the regular duration of the spell,
             which is 11-20 (d10+10) rounds.
 
 
                                       Level 12
 
             Alter Spell Book
             Level: 12                          Duration: 1 day/level
             Casting Time: 1 round              Saving Throw: Negates
             Area of Effect: 1 spell book       Special Save: N/A
             Components: M,S,V                  Range: 1 mile
                  Through this spell, a spell caster alters a fellow
             spellcaster's spell book causing subtle changes in it.
             These changes will cause the malfunction of any spell
             mesmerized directly from the book.  Saving throw for the
             book is made by the Game Master so that the player character
             remains unaware of the alteration until a spell is cast.
             The saving throw is made at the level of the inscriber.
 
             Black Sheet of Death
             Level: 12                          Duration: 1 turn
             Casting Time: 1 round              Saving Throw: Special
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 1"
             When this spell is cast, a 10'x10' black sheet appears
             before the spell caster.  This black sheet is a blanket of
             death that will smother its opponents when so directed by
             the caster. The sheet is surrounded by a 1" radius sphere of
             darkness, within which visibility is 0.  Torches, lanterns,
             etc. will not function within this sphere.  The sheet
             attacks for the duration of the spell, moving at 24" per
             round.  Unless a saving throw at -5 is made, the victim will
             be covered by the sheet.  Any creature covered by the sheet
             will become a new type of undead called Alamlics, which are
             under the control of the spell caster.  Alamlics attack
             twice per round and each successful attack drains 1-6 points
             of constitution permanently (save to one half). The creature
             moves at 36" per round and attacks with +4 to hit. Its hit
             dice, hit points and armor class are that of the character
             it used to be.  A magic weapon is required to hit and the
             Alamlic is 25% resistant to spells.  Alamlics are affected
             by clerics as if they were vampires.
 
             Cease Aging
             Level: 12                          Duration:  Special
             Casting Time: 4 weeks              Saving Throw:  None
             Area of Effect:  Caster            Special Save:  None
             Components: M,S,V                  Range:  None
                  Once the casting of this spell is completed, the caster
             will cease to age, remaining at his present age until the
             spell is cancelled.  The spell is cancelled if the caster
             gets into any combat or casts any spell with the sole
             purpose of harming or incapacitating the victim (Note:  This
             does not apply to willing targets.)
                  This spell is usually used by wizards to allow extended
             spell research or spell casting (see CREATE PLANE.)
 
             Curse of the Djinn
             Level: 12                        Duration: 1 day
             Casting Time: 1 segment          Saving Throw: None
             Area of Effect: Special          Special Save: None
             Components: S,V                  Range: 60"
                  This spell grants the recipient a great magical power,
             without his knowledge.  For the next 24 hours, if the
             comments of a character may taken literally, there is a 100%
             probability that it will occur.  50% of the time, it will
             happen exactly as stated.  The rest of the time, this event
             will be in essence the save, but subtly altered.   Example:
             Luther the Black, under the influence of this spell, states
             that the city is going to the dogs.  50% of the time, the
             humanoid inhabitants of the city will be polymorphed into
             dogs.  This spell expends all of the caster's spells for the
             day, i.e., he may not cast any more spells for 24 hours.
 
             Duplicate:  Potion
             Level: 12                        Duration: Until Dispelled
             Casting Time: 12 turns           Saving Throw: N/A
             Area of Effect: 1 target         Special Save: N/A
             Components: M,S                  Range: Touch
                  This spell will make an exact duplicate of any potion
             it is cast upon.  No duplicate can be made while there is
             another duplicate in existence.  Duplicates cannot be
             duplicated.
                  Note:  Prior to duplication the caster must cast an
             ANALYZE:  POTION spell.
 
             Emotion Alteration
             Level: 12                        Duration: Until Dispelled
             Casting Time: 1 round            Saving Throw: None
             Area of Effect: 1 creature/level Special Save: Negates
             Components: V                    Range: 1"/level
                  EMOTION ALTERATION will change a creature's feelings
             toward a particular person, place or thing. Thus, an
             assassin who was hostile to the spellcaster could be made a
             loyal follower.  Attacking creatures could be made to flee
             in panic.  A bitter foe could be made to love the caster.
             Affected creatures will continue to feel as directed until
             EMOTION ALTERATION is dispelled.
 
             Ethereal Traps
             Level: 12                          Duration: Until Dispelled
             Casting Time: 2 rounds             Saving Throw: None
             Area of Effect: Special            Special Save: None
             Components: M,S,V                  Range: 10"
                  When cast on the ethereal plane, the spell caster can
             have an area up to 10"x10"x10" per level or a one half
             square mile come under the influence of this spell.  Once
             the area is designated by the caster, he names a creature
             that he wants to trap and if the creature so named enters
             the area of effect he will find himself confined within.  No
             more than 5 traps can be placed by the caster at one time on
             the ethereal plane.  The Game Master will check to see if
             anything was trapped.  There is 5% chance, twice a month of
             capturing a specific creature.  The caster can have only one
             trap naming a specific creature on the ethereal plane at one
             time.  The trap remains in effect until dispelled by the
             caster or a being of equal or greater spell casting ability.
 
             Finger Snakes
             Level: 12                           Duration: 1 turn
             Casting Time: 1 round               Saving Throw: Negates
             Area of Effect: 1 creature          Special Save: N/A
             Components: M,S,V                   Range: 1"/level
                  When cast, the enemy's fingers turn to poisonous snakes
             which bite him for 1-4 points of damage.  The snakes attack
             at 10 hit dice creatures.  When bitten, a saving throw
             versus poison at -4 must be made or the victim dies.
                  As a option, the caster can turn his own fingers into
             snakes and use them to attack.  The save vs. poison is then
             at -2.  While the caster's fingers are snakes, the caster
             can use no weapons and cast no other spells.
 
             MIND RAKE
             Level: 12                              Duration: Permanent
             Casting Time: Special                  Saving Throw: None
             Area of Effect: 1 creature             Special Save: Special
             Components: M,S,V                      Range: 1 mile/level
                  This spell allows the caster to rake off a mind
             cloaking device or spell.  The spell requires 1-6 rounds of
             uninterrupted concentration to complete.  The victim will
             know that this is happening only if he makes a Special Save
             at -2.  A successful special saving throw lets the creature
             know who is raking him.  This is not an attack based spell.
             It may be used as preparation for an additional spell.
                  NOTE: The caster must know the approximate location of
             the victim.
 
             PSIONIC SHIELD II
             Level: 12                            Duration: 1 round/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: S                        Range: 0
                  This spell creates a shield surrounding the spell
             caster which prevents the caster from being attacked
             psionically, but allows the spell caster to attack
             psionically if he has that ability.
 
             PYROMANIA
             Level: 12                               Duration: 50 turns
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: Personal                Special Save: N/A
             Components: M,V                         Range: 0
                  PYROMANIA endows the spell caster with an improved
             understanding of the element of fire.  For the duration of
             the spell, all the caster's fire based spells do an extra
             50% fire damage.
 
             SADISTIC STATISTICS
             Level: 12                              Duration: Permanent
             Casting Time: 1 round                  Saving Throw: None
             Area of Effect: 1 creature             Special Save: Negates
             Components: M,S,V                      Range: 1"/level
                  The victim of this sadistic spell will lose 1-4 points
             from one of his major attributes (strength, intelligence,
             etc.).  The points are permanently lost.  The attribute to
             be drained may be chosen by the spell caster.  The victim
             can only be affected by this spell once in his lifetime.
             The caster will age 3 years after the casting.
 
             SPECIAL SUMMONS
             Level: 12                              Duration: 2-5 turns
             Casting Time: 1 turn                   Saving Throw: None
             Area of Effect: 1 creature             Special Save: Negates
             Components: M,S,V                      Range: Infinite
                  Using SPECIAL SUMMONS, the spell caster summons the
             most powerful character available of a class.  The level of
             the character summoned should not exceed the caster's.
             Attacks may not be initiated by either party.  When the
             duration expires the character summoned returns to his
             original location.
                  Note:  The game master should enforce the no attack
             rule.
 
             SUMMON THE DASTARDLY FILINGRICERIXERSIFED
             Level: 12                               Duration: 1 day
             Casting Time: 1 round                   Saving Throw: None
             Area of Effect: 1 creature              Special Save: None
             Components: M,S,V                       Range: 1"
                  When summoned,  this fearless beast will appear before
             the spell caster.  The main attack mode of this beast is
             psionic assistance.  The monster is well endowed, having
             between 200-300 psionic points and all psionic modes.  The
             Filingricerixersifed will willingly assist the spell caster.
             Its armor class is -3 and it should be treated as a 12 hit
             die creature.  The casting of this spell ages the caster one
             year.
 
 
                                       Level 13
 
             Aluap's Blizzard
             Level: 13                          Duration: 4 rounds
             Casting Time: 1 round              Saving Throw: Negates
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 3"
                  This spell causes cold damage even to creatures that
             have protection from cold spells or devices. Either no
             damage (saving throw at -5) or the full force of the spell
             will affect a being.  In the round that the spell is cast,
             the temperature drops to freezing and all those within 5"
             take 10 points of damage.  The next round (round 2) they
             feel a strong, cold wind blowing and take 25 points of
             damage. The third round it begins to hail and damage is
             calculated by multiplying the victims' level by 2 (but no
             less than 25 points of damage).  In the last round (4th)
             they take percentile damage plus one point per hit point of
             the caster.  The area of effect is a cone 5" long, 3" at
             base.
 
             Analyze:  Weapon
             Level: 13                          Duration: Instantaneous
             Casting Time: Special              Saving Throw: Special
             Area of Effect: 1 target           Special Save: N/A
             Components: S,V                    Range: 3'
                  This spell analyzes and confers to the caster all
             pertinent information concerning any weapon it is cast upon,
             without touching the weapon.  This information should
             include name and class, number of modifiers, special
             abilities and powers, spells contained within, operation
             methods (to include command words), strong and weak points,
             side effects, alignment, ego, intelligence, and any effects
             it might have upon the user, etc.
                  Note:  Any unusual weapons may get a saving throw, at
             Game Master's option.
 
             Backfire
             Level: 13                          Duration: 1 round/level
             Casting Time: 1 round              Saving Throw: None
             Area of Effect: 1 creature         Special Save: Negates
             Components: M,S,V                  Range: 1"/level
             Upon inflicting this powerful aura on an opposing
             spellcaster, all spells cast by that being will backfire.
             This applies to individual and area effect spells, as well
             as curses.  If, for example, Huward the Magi was the
             recipient of this spell and he attempted to cast a COLD
             SNAP, he would find himself surrounded by the resultant cone
             of frost.  Note:  This spell only affects those spells that
             cause or inflict direct damage.
 
             Bizarre
             Level: 13                          Duration: 1 day
             Casting Time: Special              Saving Throw: Special
             Area of Effect: Special            Special Save: Special
             Components: M,S,V                  Range: Special
                  When the spell caster casts BIZARRE, he creates a small
             white globe (1 ft. diameter) that floats above the caster's
             head. The caster is capable of issuing forth from within the
             globe many BIZARRE effects that can be both baneful and
             beneficial to the caster, his party or opponents. The
             following effects will happen whenever the caster desires
             the use of this spell.
             Die Roll            Times Per Day       Die Used For Effects
             --------            -------------       --------------------
             01-12                   4                       1d4
             13-29                   3                       1d8
             30-48                   3                       1d10
             49-77                   2                       1d12
             78-88                   2                       2d8
             97-100                  1                       1d20
                  The duration of the spell is dependent upon how many
             times per day the caster can use the spell.  The caster can
             use the effects at any time within one day.
 
             Effects for 1d4---------------
                  1 = 1d4 damage per 4 levels when directed at a target.
                  2 = 1d4 damage per 3 levels when directed at a target.
                  3 = 1d4 damage per 2 levels when directed at a target.
                  4 = 1d4 damage per level when directed at a target.
 
             Effects for 1d8---------------
             Even numbers rolled - Whatever even number you rolled, take
             that number and multiply it by half your current level,
             rounding down. This is the amount of damage done to you.
             Odd numbers rolled -
                  1 or 3 = No effect.
                  5 = Check to see what member of the party you hit doing
             1d20 damage.
                  7 = Same as if 5 were rolled except damage is done to
             caster.
 
             Effects for 1d10----------------
                  1 = 1 flaming arrow hits target, killing on impact.
                  2 = A spear forms and when it hits its target the
             recipient must make a special saving throw or go insane.
                  3 = 1000 arrows are released in a 360 degree circle
             away from the caster's location doing 1d6 per hit.
                  4 = 11 arrows of light hit opposing targets
             automatically and force opponents struck to make friends
             with the spell caster and show him their hoard.
                  5,7,9 = The caster and his party are immune to non-
             magical missile weapon attacks for 6 turns (rocks included)
                  6,8,10 = The caster and his party are immune to all
             magic spells of 2nd or lower level aimed at the party.
 
             Effects for 1d12----------------
                  1-4 = The caster has summoned a BIZARRE spell
             specialist.  He has 5 BIZARRE spells per day.  These 5
             spells are rolled up as stated in the main text.
                  5-8 = When one of these numbers is rolled the spell
             caster vanished into the ethereal plane.
                  9-12 = When an even number is rolled the spell caster
             receives double the regular amount of first level spells.
             When an odd number is rolled he cannot cast any first level
             spells.
 
             Effects for 2d8---------------
             Roll two different colored d8 and call a color.  These are
             the effects on the die you called (roll extra points on
             called die)
                  1-2 = 1d8 damage per 3 levels when directed at a
             target.
                  3-4 = 1d8 damage per 2 levels when directed at a
             target.
                  5-6 = 1d8 damage per level when directed at a target.
                  7 = 2d8 damage per level when directed at a target.
                  8 = 3d8 damage per level when directed at a target.
             In addition, the effects of the other d8 are:
                  1-6 = 1d8 + 20 damage per level to the nearest rock.
                  7-8 = 1d8 damage per 3 levels to the caster.
 
             Effects for 1d20----------------
                  1 = Roll 1d20, multiply that number by your level and
             that is the damage done to the target.
                  2,3 = Roll 1d4,1d6,1d8 and multiply the total by 4.
             That is  the damage done to the target.
                  4,5,6,7 = All the spell casters in the party can throw
             a first level spell along with any other known spell during
             any round.  This lasts for 1 turn.
                  8,9 = 10 Liquid Giants appear and surround the party.
             They attack immediately throwing 3 large stones each, and
             doing 1d10 per hit.  They then disappear before the
             party can take action.
                  10,11,12 = Roll 3d10. Multiply the total by your level,
             divide by the number of people in the party.  Then roll
             percentile dice.  Divide the number rolled on percentiles by
             the number rolled on the 3d10 and add 13.  The final total
             is the amount of damage done to a target.
                  13 = Roll 13d12 and add 13 to determine the amount of
             damage done to a target.
                  14,15,16 = 1-10 spears appear. Each spear will hit its
             target no matter what protection spells/devices are up, and
             impale that person through the heart causing death in
             one round.
                  17 = The caster cannot use this spell, BIZARRE, for six
             months time.
                  18 = The caster is immune to 1st through 3rd level
             spell attacks for one day times his prime requisite.
                  19 = Square the caster's level and that is the amount
             of damage 1-4 individuals within a 1" radius take.
                  20 = Pick any BIZARRE special effect you want.
 
             Black Burst
             Level: 13                          Duration: Instantaneous
             Casting Time: 1 round              Saving Throw: None
             Area of Effect: 2" radius          Special Save: Special
             Components: S,V                    Range: 5"
                  This spell taps the negative plane to release a burst
             of pure negative energy.  The resulting explosion drains 2-5
             (d4+1) levels from any within the area of effect.  Creatures
             making a successful special saving throw lose only 1 level,
             as they catch only the fringes of the blast.
 
             Death's Speed
             Level: 13                        Duration: 2 rounds/level
             Casting Time: 1 segment          Saving Throw: N/A
             Area of Effect: 1 creature       Special Save: N/A
             Components: N,S,V                Range: Touch
                  The recipient of this spell is endowed with DEATH'S
             SPEED and thus moves 10 times faster than normal.  The
             character will be able to attack 10 times per round and is
             aged 4 years.  This spell is usable on fighter class
             characters only.  (Take care racing down corridors; at 150"
             movement hitting a wall can be hazardous to your health.)
 
             Duplicate:  Scroll
             Level: 13                       Duration: Until Dispelled
             Casting Time: Special           Saving Throw: Special
             Area of Effect: 1 target        Special Save: N/A
             Components: S,V                 Range: 3'
                  This spell makes an exact duplicate of any scroll.  No
             duplicatecan be made while there is another duplicate in
             existence.  Duplicates cannot be duplicated.  Casting time:
             1 day per spell level on scroll.
                  Note:  Prior to duplicating, the caster must cast an
             ANALYZE:  SCROLL spell.
 
             PSIONIC REFLECTION
             Level: 13                             Duration: 1 turn/level
             Casting time: 1 round                 Saving Throw: N/A
             Area of Effect: Personal              Special Save: N/A
             Components: M,S,V                     Range: 0
                  This spell causes all psionic energy directed at the
             spell caster to be reflected back toward the being who
             initiated the attack.
 
             REPEAT
             Level: 13                            Duration: 1 round/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: M,S,V                    Range: 0
                  This enchantment causes spells cast during the next
             several rounds to linger in the spell caster's mind,
             allowing him to recast them in the same  round.  Said spells
             must have a casting time of 9 rounds or less.  The second
             spell of every sequence is cast independently of the first
             and is treated as such, i.e., it may be cast at a different
             target.
 
             SECURITY FORCE
             Level: 13                               Duration: Special
             Casting Time: 1 turn                    Saving Throw: None
             Area of Effect: Special                 Special Save: None
             Components: M,S,V                       Range: Infinite
                  The casting of this spell summons a SECURITY FORCE to
             protect the spell caster's territory in his absence.
             Appearing are a 20th level lich, 2 ghosts, 5 specters, and,
             last but not least, an efreeti.  The monsters demands in
             return for services rendered are that they have free run of
             the territory while the caster is gone, and they are paid
             5,000 gold pieces per day, with 50% of the estimated total
             being paid in advance.  Upon completion of their duties,
             they are each given a magic item that they can use.  In
             return they will promise to guard the caster's territory and
             keep his followers safe from harm.  If they don't, the
             caster gets this party free for 3 months, with no hard
             feelings.  The undead wear amulets of protection versus
             clerics.
 
             SENILITY
             Level: 13                          Duration: Until dispelled
             Casting Time: 1 round              Saving Throw: None
             Area of Effect: 1 creature         Special Save: Negates
             Components: M,S,V                   Range: 3"
                  This spell puts a curse on the recipient which causes
             him to totally forget the text of 1 spell (of highest level
             he can cast) per week.  It also gives him a 10% chance of
             misplacing items, losing possessions or not noticing an
             object has been pilfered, etc., which increases by 2% for
             each year the victim ages subsequent to the casting of this
             spell.  Forgotten spells must be rememorized after the
             senility has been dispelled.
                  Note:  Once cumulative forgetfulness reaches 26%, spell
             casters lose the ability to cast spells.
 
             SERPENTINE
             Level: 13                             Duration: 1 turn/level
             Casting Time: 1 round                 Saving Throw: N/A
             Area of Effect: Personal              Special Save: N/A
             Components: M,S,V                     Range: 0
                  This spell transforms the caster into a black, snake-
             like creature with wings and emerald green eyes.  While the
             caster is still able to use spells, he is of course limited
             in attacks physically.  He constricts for 1 point of damage
             per level.  A successful bite inflicts 1-10 points of damage
             and injects venom into the wound.  The saving  throw  versus
             this deadly poison must be made at -3.  Armor class and hit
             points are equal to that of the caster's normal form, but
             armor class is never worse than 0 due to nature of skin,
             speed, etc.  The creature is 2% resistant to magic per
             level of caster.  Flying speed is 36".  Length is 1' per
             level.  It has benefits of all items worn (not held) by the
             caster.
 
             SPECIAL DELIVERY
             Level: 13                               Duration: 1 day
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: Personal                Special Save: N/A
             Components: M,S,V                       Range: 0
                  When cast before an expedition this spell enables three
             of the spellcaster's spells to do maximum damage that day.
             This spell does not affect saving throws, immunities, etc.
 
             SPECIAL IMMUNITIES
             Level: 13                               Duration: 1 day
             Casting Time: Special                   Saving Throw: None
             Area of Effect: 1 creature              Special Save: None
             Components: M,S,V                       Range: Touch
                  This spell will give immunities to a person from any
             spell that the spell caster knows and is willing to give.
             In order to be immune from a certain spell the caster casts
             this fine spell, and follows up with the spell SPELL
             IMMUNITY is desired for, deducting both  spells.  Example:
             If a magic user wants to be immune from ALUAP'S BLIZZARD he
             casts this spell, deducts it and follows up with the ALUAP'S
             BLIZZARD spell.   Casting time is the same number of rounds
             as the level of the spell the recipient is being protected
             from.
 
             WHOLE
             Level: 13                               Duration: Permanent
             Casting Time: 1 turn                    Saving Throw: N/A
             Area of Effect: 1 object                Special Save: N/A
             Components: M,S,V                       Range: Touch
                  This spell will make a broken magic item whole as if it
             had never been broken.  It will totally replenish abilities
             (including charges), and restore the item to its original
             condition.
                  Note:  The spell incapacitates the spell caster for 1
             day and ages him 5 years.
 
 
                                       Level 14
 
             Analyze:  Any Creature
             Level: 14                  Duration: Instantaneous
             Casting Time: 1 turn       Saving Throw: Negates
             Area of Affect: 1 target   Special Save: N/A
             Components: S,V            Range: 1"
                  This spell analyzes and confers to the spell caster all
             pertinent information concerning the creature it is cast
             upon.  The information will include:  all attack and defense
             capabilities, special powers or abilities, class of magic
             and highest spell level usable in each class, resistances,
             immunities, all strong and weak points, usefulness of parts,
             etc.
 
             Area Effect
             Level: 14                          Duration: Special
             Casting Time: 1 round              Saving Throw: N/A
             Area of Effect: 1 spell            Special Save: N/A
             Components: M,S,V                  Range: 0
                  This spell will increase the area of effect of the next
             spell cast to a 1" per level radius sphere.  Spells which
             affect only one creature are not affected by AREA EFFECT.
 
             Bestow Special Saving Throw
             Level: 14                          Duration: 1 turn/level
             Casting Time: 1 round              Saving Throw: Negates
             Area of Effect: 1 creature         Special Save: N/A
             Components: M,S,V                  Range: 5"
                  This spell endows the recipient with incredibly good
             fortune.  When attempting to avoid an event versus which
             there is no normal saving throw, he may attempt a special
             saving throw.  To successfully make this saving throw a
             perfect die roll is required {20}.   His chances are,
             however, modified by any bonuses which would normally apply
             to the saving throw.
 
             Black Tornado, The
             Level: 14                          Duration: 1 turn/level
             Casting Time: 1 round              Saving Throw: N/A
             Area of Effect: Special            Special Save: Special
             Components: M,S,V                  Range: 1"/level
                  This spell summons a creature that looks like a
             whirlwind and is black in color.  The creature is initially
             10 hit die.  It has 1 attack per round and if it scores a
             hit the victim is absorbed and loses 2 to 5 levels.  If
             allowed a special saving throw, the victim may attempt the
             special saving throw each round to escape the black tornado.
             Each round inside this creature the victim loses 2 to 5
             level and may take no other action.  For each level drained,
             the creature gains 1 hit die and 8 hit points.   It may
             obtain no more than 36 hit dice, but will continue to gain
             hit points indefinitely.  The duration is extended by 1 turn
             for each level drained.  THE BLACK TORNADO is capable of
             absorbing 1 giant sized creature, 4 ogre sized creatures, 8
             man sized creatures, or 16 halfling sized creatures.  The
             creature's armor class is 2, and it can only be hit with +1
             or better weapons. Its movement rate is 36".
 
             Cremation
             Level: 14                        Duration: 1 round/level
             Casting Time: 1 round            Saving Throw: None
             Area of Effect: 1 creature       Special Save: Special
             Components: S,V                  Range: 1"/level
                  This spell causes the victim to be covered in flames
             and take 50% of his total remaining hit points in damage
             each round, for the duration of the spell.  Any resistance
             or immunity to fire or heat will reduce the damage by one
             half and if a special saving throw is made this will also
             cut the damage by half.  For the duration of the spell, the
             victim can take no action at all for he is desperately
             trying to put out the flames.  There is no possible saving
             throw versus this effect.
 
             Duplicate:  Rods/Wands/Staves
             Level: 14                       Duration: Until Dispelled
             Casting Time: 6 turns/charge    Saving Throw: Negates
             Area of Effect: 1 object        Special Save: N/A
             Components: M,S,V               Range: 3'
                  This spell makes an exact duplicate of any rod, staff,
             or wand.  No duplicate can be made while there is another
             duplicate in existence.  Duplicates cannot be duplicated.
                  Note:  ANALYZE: RODS/WANDS/STAVES must be cast prior to
             duplicating.
 
             Eridor's Ebon Bolt
             Level: 14                         Duration: Instantaneous
             Casting Time: 7 segments          Saving Throw: None
             Area of Effect: 1 creature        Special Save: 1/2 damage
             Components: S                     Range: 1"/level
                  This bolt of strange ebon energy does 4 points of
             permanent damage per level when cast.  Only very powerful
             magics will affect it.  A wish might restore one quarter of
             the hit points lost, while a deity could possibly cure it
             normally.
 
             For Your Benefit
             Level: 14                           Duration: 5 years
             Casting Time: 1 week                Saving Throw: N/A
             Area of Effect: Personal            Special Save: N/A
             Components: M,S,V                   Range: 0
                  This spell may be cast only once every five years.  If
             any creatures does a nasty deed to the spell caster he can
             exercise his option and turn that nasty deed into a
             beneficial one.  For example, if an energy draining creature
             drains 2 energy level from you, tell the Game Master that
             you are exercising your option and instead of losing 2
             levels, you gain 2 levels.  If a creature bites you for 24
             points of damage, you add those 24 points to your maximum
             hit point total.  If a harmful spell hits you, you may
             exercise your option and become immune to that spell.  This
             spell ages the recipient 12 years at the time the option is
             exercised and one exercised, the effect becomes permanent.
                  Note:  Only one incident may be reversed per spell.
                  Note:  Death cannot be reversed (you're too dead to use
             the option.
 
             INSANE SPELL CASTER
             Level: 14                               Duration: 1 turn
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: Personal                Special Save: N/A
             Components: M,S,V                       Range: 0
                  This spell enables the spell caster to go berserk.  He
             is  immune to psionic attack, attacks as if he were ten
             levels higher, and increases his hit points and spell points
             by 50%.  However, he cannot cast spells not already known to
             him.  Bed rest for 30 days is needed before the caster can
             use any more spells.  For example, the  twelfth level spell
             caster Slydoom, with 38 hit points, feels the need to save
             his hide,  So, he cast this spell with the  following
             effects:  he would become 22nd level, have 57 hit points
             and his THAC0 would change.  At the expiration of the spell
             Slydoom MUST bed rest for 30 days without casting any
             spells.
 
             NEGATION BLAST
             Level: 14                            Duration: Instantaneous
             Casting Time: 1 round                Saving Throw: Special
             Area of Effect: Special              Special Save: N/A
             Components: S,V                      Range: 1"/level
                  Negation Blast will affect all magic within a 1"
             diameter sphere.  Any magic items must save at -3 or become
             nonmagical for 2-5  turns.  A successful saving throw
             results in the items becoming nonmagical for one turn.  All
             magical spells currently in use are negated.
                  NOTE: This spell does not affect artifacts or relics.
 
             SHOCK FIELD
             Level: 14                           Duration: 1 day
             Casting Time: 1 round               Saving Throw: None
             Area of Effect: Special             Special Save: 1/2 damage
             Components: M,S,V                   Range: 1"/level
                  When cast, this spell sets up a 3" radius invisible
             sphere around the spell caster which prevents spells less
             than third level from entering.  Fourth through seventh
             level spells have a 25% chance of being stopped.  When a
             person or creature enters the shock field he will take twice
             the spell caster's level in point of damage, unless a
             special  saving  throw at -2 is made.  Spells cast from
             within the field are not hindered.
 
             TSUNAMI
             Level: 14                              Duration: Permanent
             Casting Time: 1 day                    Saving Throw: Special
             Area of Effect: 6 mi. x 2 mi.          Special Save: Special
             Components: M,S,V                      Range: 500 miles
                  This spell creates a large tidal wave which will cause
             100-400 structural points to any structure.  Any creature
             which makes a special saving throw will be safe.  Without a
             successful special save, the percentage chance of drowning
             is equal to the percentage of the range inland minus 2% per
             level, i.e., a 4th level character on the shore has an 8%
             chance of not drowning or a 92% chance of drowning.
 
             UNDEATH PLAGUE
             Level: 14                             Duration: 1 week/level
             Casting Time: 6 turns                 Saving Throw: None
             Area of Effect: Special               Special Save: None
             Components: M,S,V                     Range: 1 mile
                  The area of effect is 1 square mile per every 2 levels
             of experience.
                  Undeath Plague brings down a terrible curse upon the
             area of effect.  Any creature who dies within the area,
             during the duration of the spell, will arise as an undead
             creature of appropriate strength on the night of the next
             full moon.  (RAVENLOFT?)
 
             WHO'S WHO?
             Level: 14                   Duration: 1 turn + 1 round/level
             Casting Time: 2 rounds      Saving Throw: N/A
             Area of Effect: Special     Special Save: N/A
             Components: M,S,V           Range: 1"
                  This spell creates two additional spell casters besides
             the spell caster himself.  Their levels, hit points and
             natural armor class are 1/2 of the spell caster's, but
             cannot be better than the spell casters natural armor class.
             Each duplicate may have up to 7 magic items, not necessarily
             the same, that are in the caster's possession.  This spell
             may be cast only once per day.
 
 
                                       Level 15
 
             Analyze:  Any Item
             Level: 15                          Duration: Instantaneous
             Casting Time: 1 turn               Saving Throw: Negates
             Area of Effect: 1 target           Special Save: N/A
             Components: S,V                    Range: 3'
                  This spell analyzes and confers to the spell caster all
             pertinent information concerning anything it is cast upon.
             Magical items save at the level of their enchanter.
 
             Duplicate:  Monster
             Level: 15                         Duration: Until Dispelled
             Casting Time: Special             Saving Throw: Negates
             Area of Effect: 1 object          Special Save: N/A
             Components: M,S,V                 Range: 3'
                  This spell makes an exact duplicate of any monster.
             The monster to be duplicated must be alive.  No duplicates
             can be made while there is another duplicate in existence.
             Duplicates cannot be duplicated.  Duplicates cannot advance
             in levels, they do not age (are immune to aging) and they do
             not naturally improve.
                  Note:  Prior to duplication, the caster must cast an
             ANALYZE:  MONSTER spell.
 
             THE LADY'S SMILE
             Level: 15                               Duration: 1 turn
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: 1 creature              Special Save: N/A
             Components: M,S,V                       Range: 1"/level
                  The  round after this spell is cast, the recipient is
             blessed by the smile of Lady Luck.  Any action performed by
             the recipient that turn will work for maximum benefit.  This
             spell may not be made permanent by any means, due to the
             fact that it requires the personal attention of Lady Luck to
             function.
 
             NEGATIVE ENERGY BOLTS
             Level: 15                            Duration: Instantaneous
             Casting Time: 1 round                Saving Throw: Negates
             Area of Effect: Special              Special Save: N/A
             Components: M,S,V                    Range: 1"/level
                  When this spell is cast at a creature, it must make a
             saving throw at -2 or lose half its levels, hit dice and
             appropriate hit points, spells, etc.  The spell can also be
             aimed at two creatures, but they then get a normal saving
             throw.
 
             RECONSTRUCT
             Level: 15                               Duration: Special
             Casting Time: 1 turn                    Saving Throw: None
             Area of Effect: Special                 Special Save: None
             Components: M,S,V                       Range: Infinite
                  Any item once possessed by the spell caster which  was
             lost or destroyed not by his own doing, will be instantly
             returned intact when this spell is cast.  Destroyed items
             will be returned with no complications.  However, items
             still in the possession of another being will come with that
             being, who must be defeated to regain ownership of the item.
             A victorious opponent is returned to the location from
             which he was summoned,  with the item.  Destroyed artifacts
             and relics may not be reconstructed by use of this  spell,
             but stolen ones may be recovered.
 
             Wish (Level 15)
             Level:  15                         Duration:  Special
             Casting Time:  Special             Saving Throw:  Special
             Area of Effect:  Special           Special Save:  None
             Components: V                      Range:  Unlimited
                  See the 9th Level WISH spell for additional information
             on wishes.
                  This is a more powerful version of the 9th level WISH
             spell.  It is many times more powerful then the lesser
             version, allowing the duplication of any spell of levels 15
             or lower and also cancel the effect of like spells.
                  Once the spell is cast, the caster will be weakened for
             1d4 days (-6 on Strength) and require 2d4 weeks of bed rest.
             The spell will age the caster 10 years.
 
 
                                       Level 16
 
             Duplicate:  Ring
             Level: 16                        Duration: Until Dispelled
             Casting Time: 5 days             Saving Throw: Negates
             Area of Effect: 1 object         Special Save: N/A
             Components: M,S,V                Range: 3'
                  This spell makes an exact duplicate of any ring it is
             successfully cast upon.  No duplicate can be made while
             there is another duplicate in existence.  Duplicates cannot
             be duplicated.  A duplicate ring can only be dispelled by a
             spell caster of at least twice the level of the caster.
                  Note:  Prior to duplication the caster must cast an
             ANALYZE: RING spell.
 
             Equalize
             Level: 16                        Duration: Special
             Casting Time: 1 round            Saving Throw: None
             Area of Effect: Special          Special Save: 1/2 effect
             Components: M,S,V                Range: 6"
                  When battling a spell caster of greater level this
             spell may be used to equalize powers.  Levels are drained
             from the victim and added to the spell caster sufficient to
             make them equal in levels.  This does not allow casting of
             spells not known before but should increase the power of
             spells already known.  The added levels last but for 1 round
             per level of the caster but the levels drained are
             permanent.  If the victim makes a special saving throw, only
             1/2 the specified number of levels are drained and added to
             the spell caster.
 
             NO CLASS
             Level:  16                             Duration: Special
             Casting Time: 2 rounds                 Saving Throw: None
             Area of Effect: 1 creature             Special Save: Negates
             Components: M,S,V                      Range: Infinite
                  When cast, the recipient loses his character class and
             becomes a 0 level character.   Only divine intervention can
             restore him to his former level.  Otherwise, effect is
             permanent.
 
 
                                       Level 17
 
             Anti-Dispel Magic Spell
             Level: 17                          Duration: Until dispelled
             Casting Time: 2 rounds             Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: Touch
                  This enchantment renders a magic almost impossible to
             dispel.  There will be a base 1% chance to dispel the magic
             and this chance may be modified by a wish or something
             similar.
 
             Duplicate:  Armor
             Level: 17                          Duration: Until Dispelled
             Casting Time: 5 days               Saving Throw: Negates
             Area of Effect: 1 object           Special Save: N/A
             Components: M,S,V                  Range: 3'
                  This spell makes an exact duplicate of any armor it is
             successfully cast upon.  No duplicate can be made while
             there is another duplicate in existence.  Duplicates cannot
             be duplicated.  Only a spell caster of at least twice the
             level of the caster can dispel duplicated armor. Note:
             Prior to duplication, the caster must cast an ANALYZE:
             ARMOR spell.
 
 
 
				Level 18
 
             Deadly Claws, The
             Level: 18                        Duration: 1 round/level
             Casting Time: 2 rounds           Saving Throw: Special
             Area of Effect: Special          Special Save: N/A
             Components: M,S,V                Range: 3"
                  This spell allows the caster to create two deadly
             clawed hands that attack the creature of the caster's
             choice.  The caster does not have to concentrate on the
             hands.  They move at 15" per round, to a maximum distance of
             30" from the caster.  The hands cannot be dispelled by any
             form of magic, and each hand can absorb double the amount of
             hit points the caster has before crumbling.  They are the
             armor class of the spell caster.  Each hand has seven digits
             and each digit has five-inch fingernails that can penetrate
             any armor on an 18 or better on a d20.  With each nail comes
             a poison which does 10 to 80 (10d8) points of damage the
             first round it penetrates, and each and every round
             following until the victim is at 0 hit points.  If a saving
             throw at -3 is made, the effects of the poison is halved.
                  The caster can also use the hands to crush his
             opponents.  If a save at -3 is missed, the creature will die
             in 1-4 rounds due to the force of the hands.
 
             Duplicate:  Weapon
             Level: 18                       Duration: Until Dispelled
             Casting Time: 5 days            Saving Throw: Negates
             Area of Effect: 1 object        Special Save: N/A
             Components: M,S,V               Range: 3'
                  This spell makes an exact duplicate of any weapon it is
             successfully cast upon.  No duplicate can be made while
             there is another duplicate in existence.  Duplicates cannot
             be duplicated. A duplicate weapon can only be dispelled by a
             spell caster of at least twice the level of the caster.
                  Note:  Prior to duplicating the caster must cast an
             ANALYZE:  WEAPON spell.
 
             SOUL SUCK
             Level: 18                           Duration: Special
             Casting Time: 1 round               Saving Throw: None
             Area of effect: 1 target            Special Save: 1/2 effect
             Components: S,V                     Range: 3"
                  This spell sucks away the victim's soul, leaving him
             totally and irrevocably dead, null and void.  The caster
             gains the victim's levels in addition to his own for 1 round
             per level of the victim.  This affects the caster's combat
             ability and saves, as well as his proficiency with the
             spells he knows, but no new spells are obtainable.  Would-be
             victims who make their special saving throw lose one half
             their levels.  (The caster gets no benefit from these.)
 
 
                                       Level 19
 
             Duplicate:  Any Creature
             Level: 19                       Duration: Until Dispelled
             Casting Time: Special           Saving Throw: Negates
             Area of Effect: 1 creature      Special Save: N/A
             Components: S,V                 Range: 3'
                  This spell will make an exact duplicate of any creature
             it is successfully cast upon.  No duplicate can be made
             while there is another duplicate in existence.  Duplicates
             cannot advance in levels, are immune to aging and they do
             not grow or naturally improve.
                  Note:  Prior to duplication, the caster must cast an
             ANALYZE:  ANY CREATURE spell.
 
             ICE DARTS
             Level: 19                           Duration: Instantaneous
             Casting Time: 1 round               Saving Throw: Special
             Area of Effect: Special             Special Save: None
             Components: S                       Range: 1"/level
                  This spell creates one ice dart per level of the spell
             caster,  which flies  from the caster's finger, always
             striking its target(s).   Each dart has the following
             effect:  The creature struck must save or be frozen (dead).
             If a saving throw is made the creature takes half of the
             caster's level in six sided dice of damage.
 
             LAST STRIKE
             Level: 19                            Duration: Instantaneous
             Casting Time: 1 round                Saving Throw: None
             Area of Effect: Personal             Special Save: Special
             Components: M,S,V                    Range: 0
                  When cast by the spell caster, all of the spells that
             he knows and wants released will be released within 1 round.
             The incredible strain of casting a LAST STRIKE will "burn
             out" the magic user, causing him to lose all spell casting
             ability, totally and irrevocably.  Unless a Special Save is
             made at -6, the caster will die.
 
 
                                       Level 20
 
             Create Plane (Reversible)
             Level: 20                         Duration: Permanent
             Casting Time: 500 years           Saving Throw: N/A
             Area of Effect: Special           Special Save: Special
             Components: M,S,V                 Range: Special
                  With the use of this spell, a new plane of existence is
             created out of the void.  The creator of this plane is the
             supreme ruler thereof.  This plane is a place of
             nonexistence, that is, anything can happen but nothing has.
             The possibility for life is there but the seeds have not
             been introduced.  For life to achieve a foothold, an amount
             of it must be brought from the Prime Material Plane.  Such a
             new plane of existence requires great concentration by its
             creator for the first 500 years of its existence. This
             concentration precludes any other action except rest and the
             consumption of food.
                  The reverse of this spell, DESTROY PLANE, causes the
             destruction of a plane that the caster has created. This
             requires the same amount of concentration as creation.  The
             spell can be reversed only from the exact original point of
             casting.  During destruction, natural phenomenon on the
             plane will be warped.  The color of the sky will change to a
             color uncommon on that plane, and the world will be plagued
             with earthquakes and volcanos, etc.  Upon completion of 500
             years effort, the plane deteriorates back into the void.
             The caster may escape only if a successful special saving
             throw is made.
 
             Duplicate:  Any Item
             Level: 20                      Duration: Until Dispelled
             Casting Time: 30 days          Saving Throw: Negates
             Area of Effect: 1 object       Special Save: N/A
             Components: M,S,V              Range: 3'
                  This spell makes an exact duplicate of anything (not
             exceeding one million cubic feet).  An item may be
             duplicated only once by this spell. Duplicates made by this
             spell cannot be duplicated, but duplicates by any lesser
             duplicate spell my be duplicated by use of this spell.  A
             duplicate made by this spell can be dispelled only by a
             spell caster of thrice the caster's level.
                  Note:  Prior to duplication, the caster must cast an
             ANALYZE:  ANY ITEM spell.
 
             Wish (20th Level)
             Level: 20                      Duration: Special
             Casting Time: Special          Saving Throw: Special
             Area of Effect: Special        Special Save: None
             Components: V                  Range: Unlimited
                  See the 9th and the 15th level WISH spells for more
             information.
                  This is a more powerful version of the 9th level WISH
             spell.  It is many times more powerful then the lesser
             version, allowing the duplication of any spell of levels 20
             or lower and also cancel the effect of like spells.
                  Once the spell is cast, the caster will be weakened for
             2 weeks (-9 on Strength) and require 2d4 months of bed rest.
             The spell will age the caster 20 years. 
 
 
                                    Cleric Spells
 
             Level 1             Level 2
             Mirror, Mirror           Cooperation
             Protection from          Cure Nausea (Reversible)
                Chaos (Reversible)    Detect Chaos (Reversible)     
                                      Earth Ward     
                                      Flower Power
                                      Follow the Trail
                                      No Trespassing
                                      Store Atmosphere    
                  
             Level 3             Level 4
             Buoyancy                 Crusade
             Courage                  Enhance Normal Weapons
             Detect Life              Freeze Dead
             Headache                 Minor Death Magic
             Protection from Chaos,   Move Tree
                10' Radius            Off/On
                (Reversible)          Reveal True Attitude
             Repair Undead            Savage Seaweed
                (Reversible)          Silence Dead
             Resist Electricity
 
             Level 5             Level 6
             Animate Tree             Atmospheric Independence
             Decay (Reversible)       Boost
             Divine Origin            Component Substitute Spell
                                      Fire Maze
                                      Living Death   
                                      Photozap
                                      Release Undead
              
             Level 7             Level 8
             Create Undead            Defensive Magic
                (Reversible)          Delayed Resurrection
             Demon Trap               Help
             Of the Purest Light      Righteous Fury
             Set's Plague             To the Source
             Starflare                Truce
             Transmute stone to
                Water (Reversible)         
 
             Level 9             Level 10
             Cell Disruption          Death Plague
             Natural Death            Poltergeists
             Wooden Touch             Tangle Weed
                (Reversible)
 
             Level 11       Level 12
             Petition                 Divine Retribution
                                      Jihad
 
             Level 13       Level 14
             Ultimate Immolation      As You Are
 
             Level 15
             Create Plane (Reversible)
             Divine Ascension
             Eradication
 
 
                                       Level 1
 
             Mirror, Mirror
             Level: 1                           Duration: Until dispelled
             Casting Time: 1 round              Saving Throw: N/A
             Area of Effect: 1 sq.ft./level     Special Save: N/A
             Components: M,S,V                  Range: 6"
                  This spell will crystalize the outer layer of any
             solid surface causing it to reflect light.
                  NOTE: This would be effective in reflecting gaze
             weapons.
 
             Protection from Chaos (Reversible)
             Level: 1                           Duration: 2 rounds/level
             Casting Time: 1                    Saving Throw:  None
             Area of Effect: Creature touched   Special Save:  None
             Components: V, S, M                Range: Touch
                  This spell is very similar to PROTECTION FROM EVIL
             except in its purpose and intent; it keeps out chaotic, as
             well as summoned or enchanted creatures.  It acts as magical
             armour on the recipient; the protection encircles the
             recipient at a one foot distance, thus preventing bodily
             contact by creatures of an enchanted or summoned or chaotic
             nature.  Summoned animals or monsters are similarly hedged
             from the protected being.
                  Furthermore, any and all attacks launched by chaotic
             creatures incur a penalty of -2 from dice rolls "to hit" the
             protected creature, and any saving throws caused by such
             attacks are made at +2 on the protected being's dice.
                  This spell can be reversed to become PROTECTION FROM
             LAW, although it still keeps out enchanted or summoned
             chaotic creatures as well.
                  To complete this spell, the mage must trace a 3 foot
             diameter circle upon the floor/ground with powdered obsidian
             for PROTECTION FROM LAW and powdered glass for PROTECTION
             FROM CHAOS; or in the air using burning incense or burning
             dung with respect to law/chaos.
 
 
                                       Level 2
 
             Cooperation
             Level: 2                         Duration: 1 day
             Casting Time: 2                  Saving Throw: None
             Area of Effect: Special          Special Save: Negates
             Components: M,S,V                Range: Special
                  This spell acts as a friendly flag to those of the
             caster's alignment.  All such creatures viewing the caster
             at time of casting will recognize him as an ally. They will
             work together for the duration of the spell, with the weaker
             of the two serving the other.  When the spell expires, or
             before, if the caster and creatures agree, they part ways
             peacefully.  Service is not to exceed that expected of a
             Henchman or Follower, i.e.,"Give me your magic items!" would
             not be heeded.
 
             Cure Nausea (Reversible)
             Level: 2                         Duration: Special
             Casting Time: 5                  Saving Throw: None
             Area of Effect: 1 creature       Special Save: Negates
             Components: M,S,V                Range: Touch
                  This spell cures mild illnesses, i.e., nausea, stomach
             aches, viruses, etc.  The reverse also requires a touch, but
             does not require a material component.  Cause nausea
             inflicts one of the above ailments, causing the victim to
             suffer a -1 on attack dice.  Note that this spell does not
             prevent the recipient from suffering the ailments in the
             future, and that caused ailments will last anywhere from 1
             round per level to one day depending on the ailment
             specified and the constitution of the victims.
 
             Detect Chaos (Divination) Reversible
             Level: 2                           Duration: 5 rounds/level
             Casting Time: 2                    Saving Throw:  None
             Area of Effect: 1" wide path       Special Save:  None
             Components: V,S                    Range: 6"
                  This spell is similar in all respects to the 2nd level
             mage spell, DETECT EVIL (GOOD), except that the mage is
             detecting for chaos (law).
 
             Earth Ward
             Level:  2                          Duration:  Instantaneous
             Casting time - 2 rounds            Saving Throw:  None
             Area of Effect:  200' Radius       Special Save:  None
             Components - V,S,M                 Range:  0
                  Underground Only
                  This spell allows a cleric to call on the ambient
             energy of the surrounding earth to trigger harmlessly all
             non-magical traps in a 200' radius, intervening walls
             regardless.
                  Note:  any creatures still in trapped area will be
             affected normally.  The material component for this spell is
             a piece of lodestone.
 
             Flower Power
             Level: 2                          Duration: Permanent
             Casting Time: 1 Turn              Saving Throw: N/A
             Area of Effect: 10'x10'/level     Special Save: N/A
             Components: S,V                   Range: Touch
                  FLOWER POWER is a beautification spell, especially good
             for landscaping castles, shrines, etc.  At the spell
             caster's touch, flowers bloom in profusion from any plot of
             ground up to 10'x10' in size per level of experience.
 
             Follow the Trail
             Level: 2                            Duration: 3 turns/level
             Casting Time: 1 round               Saving Throw: N/A
             Area of Effect: Special             Special Save: N/A
             Components: M,S,V                   Range: 0
                  When this spell is cast, a trail for 10" in front of
             the caster will glow dimly.  This will work for normal
             trails or roads, and will allow a party to follow said trail
             in bad weather and/or at night.
 
             No Trespassing
             Level: 2                                Duration: Special
             Casting Time: 2 rounds                  Saving Throw: N/A
             Area of Effect: 1" radius               Special Save: N/A
             Components: M,S,V                       Range: 0
                  When a spell caster uses this informational spell he
             will be able to determine whether or not he is trespassing
             on private property.  If the spell caster is trespassing he
             will feel ill at ease, he will remain this way until he is
             no longer trespassing.
 
             Store Atmosphere
             Level:  2                          Duration:  Until Released
             Casting Time - 2 rounds            Saving Throw:  None
             Area of Effect:  100 yard radius   Special Save:  None
             Components - V,S,M                 Range:  0
                  This spell allows the cleric to compress a large volume
             of gas into a smaller space for transport and storage.  To
             use this spell, the cleric must have an airtight container
             available.  The effectiveness of the spell depends on the
             type of container.  A wooden sealed container will store 20
             times its volume, glass 10X, Ceramic 15X, Steel 50X, Forged
             Steel 75X.  Any type of gas may be stored.
                  Uses for this spell include pressure bombs,
             flamethrowers (alcohol fumes), SCUBA-type apparatus, etc.
                  Note:  The contents of these containers are under
             extreme pressure.
                  Damage calculation:  1d4 per volume of air trapped to a
             maximum of 25d4 due to flying dust and debris (example:
             glass bottle will do 10d4 damage if burst.)  The area of
             effect of the explosion will be a 1 foot radius per volume.
                  Getting the sealed container will be fairly expensive.
             Assume a cost of at least 500 gp. per volume of air.  Also,
             note that it can be very difficult to crack open a steel or
             forged steel container.
                  The resulting explosion of a shattered container will
             produce effect much like a GUST OF WIND spell.  Torches and
             fires will be blown out and small flying creatures will be
             thrown about.  The effects of a bursting container will be
             instantaneous.
 
 
                                       Level 3
 
             Buoyancy
             Level: 3                          Duration: 6 turns/level
             Casting Time: 1                   Saving Throw: N/A
             Area of Effect: Special           Special Save: N/A
             Components: S,V                   Range: 10"
                  With the casting of this spell, the spell caster can
             cause a person or creature to float on liquid.  The caster
             can float 200 pounds per level of ability.
 
             Courage
             Level: 3                          Duration: 1 turn/level
             Casting Time: 1 round             Saving Throw: N/A
             Area of Effect: 1 creature        Special Save: N/A
             Components: S,V                   Range: Touch
                  This spell increases the morale of friendly creatures
             viewing the recipient by 1% per level of the recipient.  The
             spell has a reverse effect on the morale of opponents.
             Opponents gain a normal saving throw versus the effects of
             the spell.
 
             Detect Life
             Level: 3                           Duration: Special
             Casting Time: 3                    Saving Throw: None
             Area of Effect: 3" radius          Special Save: Negates
             Components: M,S,V                  Range: 0
                  This spell has a duration of 1 turn plus 1/2 turn per
             level.
                  This spell informs the spell caster of any and all life
             forms within the area of effect.  They are not necessarily
             identified.  The caster merely knows numbers, direction and
             vaguely how strong the life force is, i.e., a powerful demon
             would show up more intensely than a mere goblin unless
             wounded near the point of death.
                  Note:   Undead are not alive.
 
             Headache
             Level: 3                           Duration: 1 turn/level
             Casting Time: 3                    Saving Throw: Negates
             Area of Effect: 1 creature         Special Save: N/A
             Components: M,S,V                  Range: Touch
                  When directed at a spell caster, all of his spells will
             take twice as long to cast due to a headache.  When directed
             at fighting men, they have -2 to hit.  Saving throw at -3
             negates.
                  Note:  a person can only be affected by one HEADACHE
             spell.
 
             Protection from Chaos, 10' Radius (Reversible)
             Level: 3                           Duration: 2 rounds/level
             Casting Time: 3                    Saving Throw:  None
             Area of Effect: 10' radius sphere  Special Save:  None
             Components: V, S, M                Range: Touch
                  This spell is the same as the 1st level spell
             PROTECTION FROM CHAOS except with respect to its area of
             effect.
 
             Repair Undead (Reversible)
             Level: 3                               Duration: Permanent
             Casting Time: 3 rounds                 Saving Throw: Special
             Area of Effect: 1 creature             Special Save: N/A
             Components: M,S,V                      Range: 1"
                  This spell will repair 1d8 worth of damage to undead
             creatures.  The effects are permanent, but nothing keeps the
             creature from losing hit points when he goes into battle
             again, of course.  DAMAGE UNDEAD does 1d8 in damage to
             undead.  Damage lasts until this or a similar spell is used
             to repair it, or the creature regenerates normally if it
             has that ability.
 
             Resist Electricity
             Level: 3                           Duration: 1 turn/level
             Casting Time: 1 round              Saving Throw:  None
             Area of Effect: Creature touched   Special Save:  None
             Components: V,S,M                  Range: Touch
                  Except as noted above, this spell is identical to the
             2nd level clerical spell RESIST FIRE except the effects are
             against electrical attacks.
 
 
                                       Level 4
 
             Crusade
             Level: 4                         Duration: 6 turns/level
             Casting Time: 1 turn             Saving Throw: None
             Area of Effect: Special          Special Save: None
             Components: M,S,V                Range: Special
                  While under the effects of this spell, all loyal zero
             level followers of the spell caster within the area of
             effect will fight as first level men-at-arms.  These
             fighters, which can be of any age above 12 years and of
             either sex, will be totally loyal to the caster.
             Consequently, they have a +1 on all morale rolls.  No more
             that 4 beings per level of the caster can be affected.  Due
             to the fact that all in the area profess to be loyal
             followers of the caster, there can be no saving throw for
             this spell.  Followers must swear an oath of fealty to the
             spell caster, either publicly or in writing.
                  The power of this spell increases proportionally as the
             spell caster increases in levels of experience.  Thus, at
             8th level a caster can cause 0 level beings to fight at 1st
             level; at 12th level, 0 levels may fight at 2nd level; at
             16th level, 0 levels fight as third level fighters; at 20th
             level he may cause 0 levels to fight as 4th and at 24th
             level the caster may cause 0 level beings to fight as 5th
             level fighters.  This is the maximum level.
                  Morale roll bonuses progress along with fighting
             ability:  +1 at 1st level ability, +2 at second, etc., up to
             +5 at fifth level.
 
             Enhance Normal Weapons
             Level: 4                          Duration: 6 turns/level
             Casting Time: 1 turn              Saving Throw: N/A
             Area of Effect: 1 weapon/level    Special Save: N/A
             Components: M,S,V                 Range: Touch
                  When this spell is cast, the spell caster's touch will
             bestow a magic upon any normal weapon.  Weapons touched will
             hit creatures that can be hit only by silver or magic
             weapons but will not hit creatures that need +1 or better
             weapons to hit.  This spell gives no plus to hit or damage.
 
             Freeze Dead
             Level:  4                          Duration:  1 year/level
             Casting Time:  3                   Saving Throw:  Negates
             Area of Effect:  1 Target          Special Save:  None
             Components - V,S,M                 Range:  Touch
                  As with SILENCE DEAD, this spell is placed upon a dead
             creature to prevent its animation.  This spell is only proof
             against animate dead, and is permanent until removed by a
             dispel magic.  Such things as being resurrected, or turning
             into a vampire are not prevented.
                  The material component is an iron chain.
 
             MINOR DEATH MAGIC
             Level: 4                             Duration: Instantaneous
             Casting Time: 5                      Saving Throw: None
             Area of Effect: 1 creature           Special Save: Negates
             Components: S,V                      Range: 6"
                  This spell will slay one creature whose hit dice or
             level is no greater than one half the spell caster's level,
             rounded down.
 
             Move Tree
             Level: 4                                Duration: Permanent
             Casting Time: 1 turn                    Saving Throw: N/A
             Area of Effect: 1" radius/level         Special Save: N/A
             Components: M,S,V                       Range: 0
                  In the week after the casting of this spell, all trees
             in the area will uproot themselves and creep out of it.
             Only natural (nonmagical) trees are affected by this spell
             and once out of the area they will replant themselves in the
             first desirable spot.  In the center of some farmer's field
             for example.
 
             Off/On
             Level: 4                                Duration: Special
             Casting Time: 4 rounds                  Saving Throw: None
             Area of Effect: 3" radius               Special Save: None
             Components: M,S,V                      Range: 0
                  Using this spell, all torches and light related spells
             utilized by the party can be automatically turned off and on
             by the spell caster.  The caster can turn a torch or lantern
             off and on once or every level he has.   Example:  A 7th
             level magic user could turn the torches/lanterns off (1st
             time), then on (2nd time), and off again (3rd time), etc.
 
             Reveal True Attitude
             Level: 4                               Duration: 1 turn
             Casting Time: 1 round                  Saving Throw: None
             Area of Effect: Special                Special Save: Negates
             Components: S,V                        Range: 3"
                  This spell reveals the true intentions of the recipient
             in regard to a single subject named by the caster.  For
             example:  himself, a friend, a particularily city, a forest,
             an item, etc., as being friendly, neutral  or hostile.  Up
             to 10 creatures may be checked before the spell expires.
 
             Savage Seaweed
             Level: 4                           Duration: Until dispelled
             Casting Time: 1 round              Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 100"
                  This spell creates a mass of thickly matted seaweed in
             the  following approximate dimensions:  1" thick, 10"
             radius per level.  It requires 1 turn for the seaweed to
             form.  The seaweed will retard the movement of ships within
             the area of effect.  It will completely stop any ship if the
             length of the ship does not exceed 5 times the caster's
             level in feet.  It will slow any ship to 1/2 speed if the
             ship does not exceed 10 times the caster's level in feet.
                  Note:  the seaweed is edible.
 
             Silence Dead
             Level: 4                           Duration:  1 year/level
             Casting Time - 3 rds.              Saving Throw:  Negates
             Area of Effect:  One Target        Special Save:  None
             Components - V,S,M                 Range:  Touch
                  This spell allows a cleric to place the equivalent of a
             GEAS spell on a dead creature.  Any creature so affected
             will not respond to any form of Necromantic Communication
             spells, except maybe a wish.  Powerful wizards often have
             this spell cast upon them to preserve their secrets.  The
             material component is a small piece of tar.
 
 
                                       Level 5
 
 
             Animate Tree
             Level: 5                           Duration: 1 turn/level
             Casting Time: 1 round              Saving Throw: N/A
             Area of Effect: 1 tree             Special Save: N/A
             Components: M,S,V                  Range: 10"
                  This spell enables the spell cast to animate and
             control 1 tree which will then have 12 hit dice and 96 hit
             points.  It will have 2 attacks, each doing 2d12 and will
             have an armor class of 0.  Movement rate is 8".
 
             Decay (Reversible)
             Level: 6                         Duration: Permanent
             Casting Time: 6 segments         Saving Throw: Negates
             Area of Effect: 1 creature       Special Save: N/A
             Components: M,S,V                Range: 1"/level
             When this spell is directed at a creature who has teeth,
             there is a 50% chance that the teeth will fall out of its
             mouth, and a 50% chance that it will swallow them.  If they
             are swallowed the creature then has a 15% chance of dying
             due to choking.  If the creature survives swallowing its
             teeth, a 10% loss of current hit points is sustained due to
             internal damage.  A successful saving throw at -2 negates.
             The reverse would heal any dental disorder, leaving the
             recipient with perfect teeth.
 
             Divine Origin
             Level: 5                        Duration: Special
             Casting Time: 1 round           Saving Throw: None
             Area of Effect: 1 creature      Special Save: Negates
             Components: M,S                 Range: 3"
                  This spell will reveal the birthplace or point of
             animation, if such is the case, of a creature.  The spell
             will also reveal the place of origin of an object.
 
 
 
                                       Level 6
 
 
             Atmospheric Independence
             Level: 6                           Duration: 2 hours/level
             Casting Time: 1                    Saving Throw: N/A
             Area of Effect: 1 creature         Special Save: N/A
             Components: M,S,V                  Range: Touch
                  This spell continually recycles the oxygen in the
             recipient's body, (or whatever life-sustaining gas it
             breathes), allowing him to live without breathing for the
             duration of the spell.
 
             BOOST
             Level: 6                                Duration: 1 turn
             Casting Time: 6 rounds                  Saving Throw: None
             Area of Effect: 2"x2"                   Special Save: None
             Components: M,S,V                       Range: 1"/level
                  This spell, when cast, will endow any creature with the
             ability to regenerate 5 points per round for the duration of
             the spell.
 
             Component Substitute Spell
             Level: 6                         Duration: Special
             Casting Time: 6 segments         Saving Throw: N/A
             Area of Effect: Special          Special Save: N/A
             Components: V                    Range: 0
                  This spell allows the spell caster to substitute
             components.  The casting time of the spell to be affected
             will be doubled.  Note that only the next spell is affected.
 
             Fire Maze
             Level: 6                          Duration: 1 turn
             Casting Time: 6 segments          Saving Throw: Negates
             Area of Effect: 10'x10'x10'       Special Save: N/A
             Components: M,S,V                 Range: 1"/level
                  When the spell caster casts this spell, up to 10
             creatures are caught in a maze that causes all inside to
             lose 10% of their current hit points, rounded down, for each
             round inside as a result of fire damage.  Creatures must
             make a saving throw at -1 to manage to find their way out of
             the maze or to avoid the effects.
 
             Living Death
             Level:  6                          Duration:  Permanent
             Casting Time:  6 turns             Saving Throw:  Negate
             Area of Effect:  1 Target          Special Save:  None
             Components:  V,S,M                 Range:  Touch
                  This powerful spell is only used by lerics of an "Evil"
             deity.  This spell allows the cleric to create undead from
             living bodies.  The cleric must bind his/her victim (unless
             willing) to an altar sacred to his/her deity.  The cleric
             then begins to chant the spell.  This takes 6 turns.  This
             process is extremely painful for the victim as their body
             undergoes the hideous changes into a Living Zombie.  The
             flesh begins to decay, etc.  If the casting process is
             interrupted, the spell fails, and the victim is restored to
             normal.  Even some willing subjects will change their minds
             once the pain begins and attempt to escape.  Successful
             saving throws at -4 will then negate the spell.
                  The Zombie created by this spell has the following
             attributes:  All original characteristics of the victim,
             except dexterity, which is lowered to 8.  The zombie retains
             all fighting ability, but loses the ability to cast spells
             and use triggered magic items (wands, etc.)  All hit points
             are retained.  The zombie is under the complete control of
             the casting cleric.  If that cleric is killed, the zombie
             will lose all special abilities and become a normal zombie.
             The living zombie appears in all respects equal to a regular
             zombie, except that players may recognize the victim.  The
             Living Zombies abilities may only appear when he attacks.
                  This condition can be removed in four ways:  Death, the
             application of a RAISE DEAD spell within 1 month, the use of
             a RESURRECTION spell, or a WISH spell.  Other methods may
             succeed at the DM's discretion.  The Living Zombie may well
             resist these efforts under the command of its new master.
                  Note: Zombies are turned on the turning table as
             Wraiths or higher
 
             PHOTOZAP
             Level: 6                            Duration: Instantaneous
             Casting Time: 6 rounds              Saving Throw: None
             Area of Effect: 1 creature          Special Save: 1/2 damage
             Components: S,V                     Range: 1"/level
                  This spell turns light into a destructive force.  If
             the light source is sufficient, the caster can cause a bolt
             of light to strike one creature.  If sunlight is used,
             example, damage would be 1-100 points.   A spell that
             creates a brilliant light, such as STARFLARE, could be used
             for 3-30 points or a less powerful spell for 1-10.  There is
             no normal save, but damage might be modified by heat
             protection (Game Master's option).
                  NOTE: Light waves can be obstructed.
 
             RELEASE UNDEAD
             Level: 6                               Duration: Permanent
             Casting Time: 6 rounds                 Saving Throw: Special
             Area of Effect: Special                Special Save: N/A
             Components: M,S,V                      Range: 10"
                  This spell causes one hit die of undead per level of
             the spell caster to become normal, non animate dead; thus
             their spirits are free to seek the afterlife.  Intelligent
             undead are entitled to a saving throw.  A successful saving
             throw negates.
 
 
                                       Level 7
 
             Create Undead (Reversible)
             Level: 7                        Duration: Permanent
             Casting Time: 1 round           Saving Throw: Special
             Area of Effect: 1 creature      Special Save: N/A
             Components: S,V                 Range: 3"
                  When this spell is cast on a dead character type he/she
             is transformed into an undead creature of appropriate
             strength, excluding Lichs.  Exceptionally powerful
             characters who were more powerful than any normal undead
             might be transformed into vampires with some of their old
             character abilities (at the Game Master's option).  The
             reverse slays undead who miss their saving throw.
 
             Demon Trap
             Level: 7                           Duration: Until Dispelled
             Casting Time: 7 segments           Saving Throw: None
             Area of Effect: 1 creature         Special Save: Negates
             Components: M,S,V                  Range: 6"
                  This subtle enchantment will prevent a demon, ghost or
             similar creature from leaving a body it has possessed, thus
             condemning it to the fate of the body.  Instead of the demon
             escaping when the body dies, he dies with it.  Immortal
             creatures, of course, would not die permanently; they would,
             however, be treated as if killed on this plane, i.e.,they
             would be dispelled to their own plane.  This would also
             effect spell casters using magic to possess a creature.
 
             OF THE PUREST LIGHT
             Level: 7                              Duration: Special
             Casting Time: 7 rounds                Saving Throw: Negates
             Area of Effect: 3" radius             Special Save: N/A
             Components: M,S,V                     Range: 6"
                  This spell has a duration of 1 round per every 2
             levels.
                  With the casting of this spell the spell caster brings
             into existence a small globe of light from the Positive
             Material Plane.  This light is of pure positive energy, so
             when brought into existence, it will add a +2 to all morale
             rolls and add a +1 to hit and damage rolls (this applies
             only to good characters).  In addition, this light, being
             at exact opposition with the forces that give undead their
             power, will cause the undead to flee in panic when faced
             with the light if a saving throw is not made.
 
             SET'S PLAGUE
             Level: 7                             Duration: 1 round/level
             Casting Time: 1 round                Saving Throw: None
             Area of Effect: Special              Special Save: N/A
             Components: M,S,V                    Range: 1"/ 2 levels
                  This spell brings forth one black phantom-like snake
             per level of spell  caster.   The snakes are approximately
             4" long and attack whomever the caster wills.  Upon scoring
             a successful hit they do only 1 point of damage, but inject
             venom into the wound, requiring the victim to save versus
             poison or die.  They are armor class 3, and attack as 4 hit
             die creatures with 6 hit points.  They may hover, or fly at
             up to 12" speed.
 
             STARFLARE
             Level: 7                             Duration: 1 round/level
             Casting Time: 8 rounds               Saving Throw: None
             Area of Effect: 1" radius            Special Save: None
             Components: M,S,V                    Range: 1"/level
                  This ultra bright light will keep all undead away, and
             burns for one round per level of the spell caster.  This
             spell will overcome all darkness.   All undead caught within
             the area of effect take 1 point of damage per level of spell
             caster, and are forced out of the area immediately.
 
             TRANSMUTE STONE TO WATER (reversible)
             Level: 7                           Duration: Until dispelled
             Casting Time: 7 rounds             Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 1"/level
             This spell causes up to the specified amount of
             nonmagical, nonanimate rock to become water.  The reverse
             turns water into granite.  The area of effect is 2000 cubic
             feet per level of the spell caster.  The reverse of this
             spell only functions on natural, standing bodies of water.
 
 
                                       Level 8
 
 
             Defensive Magic
             Level: 8                          Duration: 6 turns/level
             Casting Time: 1 turn              Saving Throw: N/A
             Area of Effect: 1 creature/level  Special Save: N/A
             Component: M,S,V                  Range: Touch
                  When a spell caster casts this spell on himself or
             other beings, the recipients will be endowed with the power
             of not being hit by weapons of other than magical nature.
 
             DELAYED RESURRECTION
             Level:  8                          Duration:  Special
             Casting Time:  See Below           Saving Throw:  None
             Area of Effect:  Personal          Special Save:  None
             Components:  V,S,M                 Range:  Touch
                  This spell allows a cleric to cast a RAISE DEAD upon
             him/herself before it is actually needed, in case just such
             an emergency as, say,...death, comes up.  However, the cost
             of this spell, both materially and magically may be great.
                  The caster must first prepare his/her body physically
             by fasting for two days.  After this has been completed, the
             cleric must then prepare his/her mind by 16 hours of silent
             meditation in a private holy environment, generally a
             temple.  After this has been completed, the cleric is ready
             to begin the ritual.  The cleric must first select an item
             of great personal importance in which to store the energy
             needed for this spell.  This item must be placed in a
             graphic representation of the clerics holy symbol.  After
             intoning the first section of the spell, the cleric must
             direct a total of 30 spell levels of magic onto the object,
             from any source (spell, scrolls, etc.).  Note: the item does
             not need to make a saving throw.
                  After the item has been charged, the cleric chants the
             second half of the spell, allowing the accumulated magical
             output to flow into and purify his/her body.  As the energy
             is leaving it,
                  1> there is a 25% flat chance that the item will be
             destroyed, and
                  2> The cleric must make a roll equal to his wisdom or
             less on 3d6 or lapse into a coma that will last for 2-5
             weeks.  Note:  A curative spell of at least HEAL strength is
             required to break the coma.
                  At the DM's discretion, there may be a modifier based
             on the PERSONAL value of the item (NOT MONETARY, unless that
             is what that character really values, in which case he/she
             should not be a cleric.)  If this roll is successful, all
             the cleric needs to do is cast a RASIE DEAD upon himself to
             complete the process.  Once this spell has been cast, should
             the cleric die, one hour after his death, the body will
             behave as though a raise dead had been cast upon him from an
             outside source, with all appropriate limitations and
             benefits.  The raise dead is considered cast at the level of
             the cleric when he prepared the spell, not his current
             level.
 
             Help
             Level: 8                           Duration: Special
             Casting Time: 1 segment            Saving Throw: None
             Area of Effect: Special            Special Save: Special
             Components: V                      Range: Special
                  When this spell is cast one of the following will
             happen (roll percentile dice):
                  01-25) 50% of hit points are restored to friends.
                  26-40) Random Plane Shift
                  41-45) All invisible creatures become visible (saving
             throw negates)
                  46-60) An attacking monster and his treasure will
             disappear (saving throw negates)
                  61-80) One question is answered.
                  81-00) Wandering monster is attracted (determine
             actions by monster type)
                  The Game Master should continue rolling until something
             applicable to the situation occurs.  Other possibilities are
             at his/her option.
 
             RIGHTEOUS FURY
             Level: 8                              Duration: 1 rnd/level
             Casting Time: 8 rounds                Saving Throw: N/A
             Area of Effect: Personal              Special Save: N/A
             Components: S,V                       Range: 0
                  Once under the spell, the character will attack at
             triple speed.  Any creature normally invulnerable to
             physical attack may be hit on a perfect 'to hit' roll or 20.
                  For the duration of the spell, the caster's current hit
             points are doubled.  Spell casting is impossible while under
             RIGHTEOUS FURY.   The caster will age 3 years during the
             duration of the spell.
 
             TO THE SOURCE
             Level: 8                                Duration: 1-4 turns
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: Personal                Special Save: N/A
             Components: M,S,V                       Range:  Infinite
                  If the spell caster needs to know something and wishes
             not to disturb his deity over a "trivial matter" he simply
             casts this spell and it safely transports him to a place
             within 10' of the answer to his question.  The information
             may be standing 3' away from him.  He must be  observant;
             the answer may walk away within a few rounds of his arrival
             (move or walk away, that is, if it can).  1 to 4 turns later
             the caster is returned to his original position.
 
             TRUCE
             Level: 8                                Duration: 1 turn
             Casting Time: 2 rounds                  Saving Throw: None
             Area of Effect: 2" radius               Special Save: None
             Components: S,V                         Range: 1"
                  Once this spell is cast, no one in the area of effect
             may take offensive action towards another within the area of
             effect until the spell expires.  Attacks from without are
             unaffected, as are attacks from within which are directed
             outside the area.
 
 
                                       Level 9
 
 
             Cell Disruption
             Level: 9                         Duration: Special
             Casting Time: 1 segment          Saving Throw: None
             Area of Effect: 1 creature       Special Save: Special
             Components: S,V                  Range: Touch
                  This spell allows the spell caster's touch to set off a
             chain reaction of cell disruption.  Damage will be one point
             per level of the caster on the first round, 1 point per
             level +1 on the second round, etc.  The caster can touch
             only one creature per spell.  Disruption continues until
             dispelled.
 
             NATURAL DEATH
             Level: 9                               Duration: Special
             Casting Time: 1 turn                   Saving Throw: None
             Area of Effect: Special                Special Save: Negates
             Components: M,S,V                      Range: 10 miles
                  This spell causes the victim to contract a deadly
             disease at the discretion of the caster, which will be fatal
             in  2-8  weeks.  The victim can only be cured by a higher
             level spell caster.
 
             WOODEN TOUCH (Reversible)
             Level: 10                          Duration: Until dispelled
             Casting Time: 1 round              Saving Throw: None
             Area of Effect; Special            Special Save: Negates
             Components: M,S,V                  Range: Touch
                  This spell causes the touch of the caster's hand to
             turn an object into wood.  But, the caster must touch the
             object.  The area of effect is 10 cubic feet per level.  For
             example, if Ida makes a successful die roll to touch the
             fighter Ichronic, he would turn into wood provided he
             missed his special saving throw.  The reverse, NEDOOW
             TOUCH, will restore any creature or object that has  been
             turned into wood back to its original state.
 
 
                                       Level 10
 
 
             Death Plague
             Level: 12                        Duration: 10 days
             Casting Time: 10 turns           Saving Throw: Special
             Area of Effect: 5 mile rad.      Special Save: N/A
             Components: M,S,V                Range: 1/2 mile/level
                  This spell causes a plague of epidemic proportions to
             enter the area of effect.  This results in a 10-40% death
             rate of any creatures less than one full 8-sided hit die.
             Character types are unaffected.  Death occurs over a 10 day
             period.
 
             POLTERGEISTS
             Level: 13                          Duration: Until dispelled
             Casting Time: 1 round              Saving Throw: None
             Area of Effect: 3" radius          Special Save: Special
             Components: M,S,V                  Range: 1"
                  Upon completion of this spell the area of effect will
             be filled with terrifying ghostly music.  All creatures
             within the area of effect will die of fright unless a
             successful Special Save is made.  Surviving creatures will
             run in fear until they die of exhaustion or the enchantment
             is dispelled.  Even after leaving the area of effect the
             creatures will continue to hear the music echoing in their
             ears.  A remove curse or remove fear spell on a running
             character will stop the haunting music
 
             TANGLE WEED
             Level: 12                          Duration: Until dispelled
             Casting Time: 1 turn               Saving Throw: N/A
             Area of effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 1"/level
                  This spell will create an area of foliage that will
             attack and attempt to strangle either a particular type of
             creature or any creature that enters the area of effect
             (spell caster's option when casting a spell).  When the
             specified creature(s) enters the area it is attacked.  The
             weeds attack each creature with the area of effect 10 times
             per round.  Any hit will entangle a creature so that it can
             take no action and the entangled creature will die in 2 to
             12 rounds.  Treat weeds as a 10 hit die creature.  The area
             of effect is a 5" radius, plus an additional 1" per level
             above that required for use.
 
                                       Level 11
 
             PETITION
             Level: 11                               Duration: Special
             Casting Time: 1 turn                    Saving Throw: N/A
             Area of Effect: Special                 Special Save: N/A
             Components: M,S,V                       Range: Special
                  This spell is usable only by those who are in very good
             standing with their deity.  It involves a request for some
             specific aid by the spell caster.  If the request is
             relatively simple (within the power of a wish, for example)
             the deity's minions will take care of it and there are
             usually no complications.  If the request is really special,
             however, the deity himself/herself must be consulted,  and
             the request had better be justifiable and accompanied by
             valuable sacrifices.
                  If the deity is satisfied, the request will be
             granted, though some service may be expected in return.  In
             any event, this spell ages the caster by 5 years due to
             divine contact.
 
 
                                       Level 12
 
 
             Divine Retribution
             Level: 12                       Duration: Instantaneous
             Casting Time: 1 segment         Saving Throw: None
             Area of effect: Special         Special Save: Negates
             Components: S,V                 Range: 6"
                  This spell, when cast, annihilates the target and all
             living creatures within 1" of it.  When the spell is cast,
             the spell caster's level is expressed as a fraction over the
             level of the most powerful creature in the area of effect.
             This is the percentage chance that the spell will work.  For
             example, the deity Set granted Eridor the ability to cast
             this spell.  At 30th level of ability, he casts this spell
             at a 40th level wizard.  30/40 equals 75%.  There is a 75%
             chance that the wizard and all living creatures within 1" of
             him will be annihilated.  If the percentage roll is not
             made, the caster loses one level.  Annihilated creatures are
             restored only by a wish or similar magic.
 
             JIHAD
             Level: 12                            Duration: 6 turns/level
             Casting Time: 1 turn                 Saving Throw: None
             Area of Effect: Special              Special Save: None
             Components: S,V                      Range: Special
                  This spell invokes a divine crusade which, when cast,
             raises all zero level followers of the deity to 10th level
             men at arms.  The followers can be of any age above 12 and
             either sex.  The followers always make their morale roll.
             The area of effect of the spell is line of sight.
 
                                       Level 13
 
             ULTIMATE IMMOLATION
             Level: 13                             Duration: 1 turn/level
             Casting Time: 1 round                 Saving Throw: N/A
             Area of Effect: Personal              Special Save: N/A
             Components: M,S,V                     Range: 0
                  This spell calls on all the spell caster's mana for
             one, final, grand exit.   The caster bursts into flames
             which burn in the deity's colors.  These flames do damage
             equal to the caster's hit points to any creature touching
             him.  The flames quickly spread along any weapon connecting
             the caster with another creature, whether he wields it or
             has it used against him, so any weapon strike inflicts the
             immolation damage.  Upon the caster's death an explosion
             occurs which does damage equal to his prime requisite
             multiplied by his level to all creatures within a 10"
             radius.  When the duration expires, the caster will die, so
             the explosion occurs then if it hasn't already.  When this
             happens, one of two events will follow:
                  1) The caster will be totally, automatically,
             irrevocably destroyed in the explosion
                  2) The caster will be saved by his deity, whether it be
             for REINCARNATION, DIVINE ASCENSION or some other position.
             Either way, the body of the caster will be unraisable.  A
             successful special saving throw reduces all damage caused by
             this spell to one half.
 
 
					Level 14
 
             As You Are
             Level: 14                          Duration: Permanent
             Casting Time: 1                    Saving Throw: None
             Area of Effect: 1 creature         Special Save: Special
             Components: M,S,V                  Range: Infinite
                  With the use of this spell, a deity or very high level
             cleric terminates the ability of a particular being to
             advance in either physical or metaphysical expertise i.e.,
             levels, hit dice, etc.  Successful special saving throw at
             -3 negates.  Only the deity worshipped by the being has the
             power to remove the effects of this spell.
                  Note:  No special save is applicable versus a being's
             own deity.
 
 
					Level 15
 
             Create Plane (Reversible)
             Level: 15                         Duration: Permanent
             Casting Time: 500 years           Saving Throw: N/A
             Area of Effect: Special           Special Save: Special
             Components: None                  Range: Special
                  With the use of this spell, a new plane of existence is
             created out of the void.  The creator of this plane is the
             supreme ruler thereof.  This plane is a place of
             nonexistence, that is, anything can happen but nothing has.
             The possibility for life is there but the seeds have not
             been introduced.  For life to achieve a foothold, an amount
             of it must be brought from the Prime Material Plane.  Such a
             new plane of existence requires great concentration by its
             creator for the first 500 years of its existence. This
             concentration precludes any other action except rest and the
             consumption of food.
                  Note:  The plane created is an alternate prime material
             plane, as per The Manual of the Planes.
                  The reverse of this spell, DESTROY PLANE, causes the
             destruction of a plane that the caster has created. This
             requires the same amount of concentration as creation.  The
             spell can be reversed only from the exact original point of
             casting.  During destruction, natural phenomenon on the
             plane will be warped.  The color of the sky will change to a
             color uncommon on that plane, and the world will be plagued
             with earthquakes and volcanos, etc.  Upon completion of 500
             years effort, the plane deteriorates back into the void.
             The caster may escape only if a successful special saving
             throw is made.
 
	     Divine Ascention
             Level: 15                        Duration: Special
             Casting Time: 1 round            Saving Throw: None
             Area of Effect: 1 creature       Special Save: None
             Components: None                 Range: Infinite
                  This mighty magic grants the recipient demigod status.
             The casting off this spell usually involves a fantastic
             celestial display, the nature of which will be determined by
             the granting deity's personality.
                  The following are the requirements the recipient must
             meet in order to qualify for DIVINE ASCENSION according to
             the second edition Legends & Lore manual:
                  1)  Must be of an experience level at least twice as
                       high as the average experience level in the  
                       campaign.  No matter what the average experience
                       level is in the campaign, the recipient must be at
                       least 15th level.
                  2)  The recipient must have at least one attribute
                       score that has been raised to 19 or above.
                  3)  The recipient must have a charisma of 18, with a
                       body of at least 200 followers that regard him as
                       virtually a deity already,
                  4)  The recipient must be a true and faithful follower
                       of his alignment, having committed no more than
                       one incongruous act during his/her lifetime.
 
                  During the ceremony the recipient will be summoned
             before the deity and granted the following abilities:
                  Immortality:  No  demigod can be killed except by a god
                       of higher statue.
                  Teleport:  Demigods can teleport to any point on the
                       same plane.
                  Initiative:  All demigods, when dealing with mortals,
                       automatically receive the initiative, although
                       they may wait to see what the mortals do.
                  Comprehend Languages:  All demigods understand and can
                       speak any language.  This includes written   
                       languages, magical languages, and unusual forms of
                       communication such as the light and colour based
                       dialect of the will o'wisp.
                  Magic Use:  All demigods may use any spell of any
                       level.  This includes both priest and wizard
                       spells and intelligence/wisdom has no effect.  No
                       spell books, prayers, or material, verbal, or
                       somatic components are required.
                  Magic Resistance:  70% resistant to mortal magic, 40%
                       resistant to magic of other demigods, and 20%
                       resistant to the magic of gods of greater stature.
                  Saving Throws:  Demigods have a base saving throw of
                       "4" in all categories.
                  Sensing Ability:  Demigods have the ability to know
                       what is happening within one mile of themselves or
                       of any of their own worshippers.
                  Multi-tasks:  Demigods can perform any two tasks at
                       one, without penalty.
                  Granting Abilities:  Demigods can grant any power or
                       spell of up to 5th level to their worshippers and
                       priests.
                  
             Eradication
             Level: 15                        Duration: Instantaneous
             Casting Time: 2 segments         Saving Throw: None    
             Area of Effect: 1 creature       Special Save: None
             Components: None                 Range: Line of Sight
                  This spell is very rare and all powerful.  The victim
             will cease to exist, will vanish from the multiverse and
             even from the minds of those who knew him or knew of him.
             Great deeds accomplished by the victim will be accredited to
             someone else.  Items possessed by the victim will be
             scattered to various hoards of powerful monsters (who will
             remember them being there all along, of course!) in the far
             flung reaches of the multiverse.
                  NOTE:  There is no creature living who remembers ever
             successfully casting this spell.  Mortals get NO SAVING
             THROW and magic resistance is ineffective.  Demigods fail
             only on a "00" (1%) on a 1d100 in addition to their magic
             resistance.  All other divine creatures are unaffected.
 
 
 
                                       Credits
 
 
 
                                        Editor
                                   Robert A. Hayden
 
 
                                 Contributing Editors
             Douglas Bohlman          Craig Addison     James A. Dees
             Arthur O'Mary      Michael A. Pouyadou     Doug Price
             Paula Rae Pouyadou        Roger Walker     David Speight
             Linda Woodard       Michael D. Woodard     Dean Yoas
 
 
                               Originally Published By:
 
                            North Pole Publications, Inc.
                                    P.O. Box 8009
                             Mobile, Alabama  36689-0009

