New Spells:

First Level

Flame Ray

Evocation [Fire]

Author: Tharg

Level: Sor 1, Wiz 1

Components: V, S

Casting Time: 1 action

Range: Close (25 feet + 5 feet/level)

Target(s): 1 target

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

This spell fires a focused beam of fire at its target, inflicting 1d4+1 damage/ 2 levels of experience. It does a max damage of 6d6+1
 
 

Precision Grease

[Gherman created this] Identical to Grease, except that it can be targeted more precisely, such as into the interior of a mechanism, into the buckles of armor to make it fall off, etc.
 
 

Rimmer's Optical Stenographer

Transmutation, Divination

Author: Rimmer

Level: Sor 1, Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Close (25 feet + 5 feet/level)

Target(s): 5 pages/level

Duration: Fast as you can read them

Saving Throw: None

Spell Resistance: Yes

This spell copies five pages of material per level or stencils down images from your mind. You must be able to see what you're copying. You can, in general, read about one page per minute.
 
 

Tuff

Abjuration

Author: Gherman

Level: Protection 1, Sor 1, Wiz 1

Components: V, S

Casting Time: 1 action

Range: Self

Target(s): Self

Duration: Until Destroyed

Saving Throw: None

Spell Resistance: Yes

This spell creates an ablative skin-tight field around the caster, providing 6 extra hit points. Incoming damage destroys the field before affecting the body.

Second Level

Conjure Keys

Conjuration

Author: Ilyana

Level: Sor 2, Wiz 2

Range: Close (25 feet + 5 feet/level)

Components: V

Casting Time: 1 action

Duration: 1 round/level

Effect: 10 foot cube

Saving Throw: None

Spell Resistance: No

This spell conjures up the correct keys to unlock everything in the area of effect. The keys will shut off all mundane traps, but do not bypass any magical defenses, and they won't open wizard locked things. Anyone can use the keys for the duration of the spell; they vanish when the spell ends.
 
 

Bakusai Tenketsu

[Gherman created this] Similar to Shatter, but it breaks a part of a larger object. This level version requires touching the object.
 
 

Detect Illusion

Greater Divination

Author: Lola

Level: Bar 2, Sor 2, Wiz 2

Range: 0

Components: V, S, M (F)

Casting Time: 1 action

Duration: 3 rounds + 1 round/level

Target(s): 90 degree cone in the direction the wizard is facing, 10 feet long/level of experience

Saving Throw: None

Spell Resistance: No

The wizard must don a special glass visor in order to cast this spell. For the duration of the spell, the wizard can pierce any illusion within the area of effect, both knowing it for an illusion and seeing through it to whatever may hide beyond it. The wizard thus effectively automatically saves against any illusion spell. [You make the 'disbelief' will save. In the case of 'shadow' illusions, this means you automatically make the disbelief save, but not necessarily any secondary saves] Component: A glass visor worth 50 GP.
 
 

Ilyana's Instant Genius

Transmutation

Level: Brd 2, Clr 2, Knowledge 2, Sor 2, Wiz 2

Range: Touch

Components: V, S, M

Casting Time: 1 action

Duration: 1 hour per level

Target(s): Person Touched

Saving Throw: Will negates (but why would you want to?)

Spell Resistance: Yes.

This spell boosts the recipient's intelligence for the duration of the spell, by 1d4+1, adding the usual benefits to Intelligence spells, and potentially allowing one to prepare and cast higher level spells than one normally could.

The material component is a bit of fur or feather from an animal traditionally considered to be smart or cunning.
 
 

Ilyana's Song of Heroism

Enchantment/Charm [mind-affecting]

Level: Brd 2, Sor 2, Wiz 2

Range: Close (25 feet + 5 feet/level)

Components: V, S

Casting Time: 1 action

Duration: 1 round/level

Target(s): 1 creature/level, no two of which may be more than 20' apart

Saving Throw: Will negates (but why bother?)

Spell Resistance: Yes (although I can't see why you'd want to)

This spell enables the caster to sing an inspirational song, as per Bardic inspiration abilities, and thus grants +2 to save vs. charm and fear and a +1 morale bonus to hit and damage for the duration of the spell to those affected.
 
 

Lola's Glib Answers

Divination

Level: Brd 2, Sor 2, Wiz 2

Range: Self

Components: V, S

Casting Time: 1 action

Duration: 1 minute/level

Target(s): Special

Saving Throw: Special (Will negates)

Spell Resistance: Yes

For the duration of this spell, the caster can give the response to any challenge or question which best disarms the suspicions of the person or persons within a ten foot radius of himself whom he or she is addressing. For example, if challenged by a sentry, you will automatically give the password. The first time you address someone, they get a saving throw to become immune to its effects. There may be situations where nothing you can say will disarm a person's suspicions, however; if you are found plunging a knife into the high priest's eyes, this spell won't save you. It also doesn't work on anyone who is in combat with you.
 
 

Sneakiness

Transmutation

Author: Lola

Level: 2

Range: Self

Components: V, S, F

Casting Time: 1 action

Duration: 1 minute/level

Target(s): Self

Saving Throw: None.

Spell Resistance: No

This spell grants the caster +5 to Hide and Move Silently per four levels of experience. The material component is a set of boots and a cloak made by an Elf.
 
 

Tharg's Firey Aura

Evocation

Level: Sor 2, Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target(s): One weapon

Duration: 3 rounds + 1 round/level

Saving Throw: Fortitude for Half

This spell surrounds a chosen weapon with a firey aura that does 1d6 extra damage (save for half) on a successful strike. Cold and water creatures take double damage from the aura. The material component is a source of flame.
 
 

Tharg's Flaming Dart

Identical to Melf's Acid Arrow, but with fire instead of acid, and now an Evocation spell.
 
 

Tharg's Inner Voice of Etiquette

Transmutation [mind-effecting], Enchantment [mind-effecting]

Level: Adept 1, Brd 2, Sor 2, Wiz 2

Range: Touch

Components: V, S, F

Casting Time: 10 minutes

Duration: 1 hour per level

Target(s): Person Touched

Saving Throw: Will negates

Spell Resistance: Yes

This spell enables its recipients to pass muster in human or demi-human society. For the duration of the spell, any charisma penalties they possess are removed. The material component is a reusable silver tongue worth 10 GP.
 
 

Tharg's Lightning Ball

Evocation

Level: Sor 2, Wiz 2

Range: Long (400ft + 40/level)

Components: V, S, M

Casting Time: 1 action

Duration: Instantaneous

Target(s): 1 target

Saving Throw: Reflex for 1/2 damage

Spell Resistance: Yes

This spell enables the caster to hurl a small ball of lightning at the target. He must roll to hit (as a fighter of the same level he is as a wizard), gaining +4 to hit if the target is wearing metal armor, carrying a metal weapon more than 6 inches long, or standing in water. The lightning ball does 2d6 damage per 3 levels of experience of the caster (2d6 at levels 1-3, 4d6 at 4-6, 6d6 at 7-9 and so on). The material component is a small crystal or glass sphere and a small patch of wool.
 
 

Tongues of Air

Divination

Author: Gherman

Level: Air 2, Sor 2, Wiz 2

Range: Touch

Components: V, S, M

Casting Time: 1 action

Duration: 10 minutes/level

Target(s): Creature Touched

Saving Throw: None

Spell Resistance: No

The recipient of the spell becomes able to talk to any creature native to the plane of Air in their own tongues. This tends to impress Air creatures, who aren't used to humans talking to them in that way, and thus the caster gains a +2 bonus to any charisma skill use with regard to them unless the creatures are hostile to human kind on general principle. The material component is a small bottle of perfume.

Lesser Wind Shield

Abjuration

Author: Lola

Level: Sor 2, Wiz 2

Range: Self

Components: V, S

Casting Time: 1 action

Duration: 3 rounds + 1 round/level

Target(s): Self

Saving Throw: None

Spell Resistance: Yes for creatures attempting Hand-to-Hand attacks through it

This spell creates a spinning circle of air in front of oneself similar to a Shield spell, which provides nine-tenths cover (+10 AC, +4 to Reflex saves against directional attacks, such as lightning bolt) against missile, hurled weapons, and spells which require a to-hit roll for some hurled or fired projectile, such as Chromatic Orb, Lightning Ball, Melf's Acid Arrow, and others. It does not stop any spell which automatically hits, however, such as Magic Missile. Hand-to-hand attacks from the front are made against the Wizard's normal AC, but suffer a -4 to hit due to the weapon being buffeted about.
 
 

Third Level

Bakusai Tenketsu

[Gherman created this] Similar to Shatter, but it breaks a part of a larger object. This level version has a range of Medium (100 feet + 10 feet/level)

Conjure Bed and Breakfast

Conjuration

Author: Ilyana

Level: Sor 3, Travel 3, Wiz 3

Range: Close (25 feet + 5/level)

Components: V, S, F

Casting Time: 10 minutes

Duration: 8 hours

Effect: Special

Saving Throw: None

Spell Resistance: No

This spell conjures up a four poster canopied bed with silk and satin sheets and lots of pillows. It is a king-sized bed, large enough for two easily, and probably three or four in a pinch. (up to eight people if they just want to get out of the sun and are sitting, not trying to sleep). After eight hours, a bell rings loud enough to wake anyone on the bed and a small table appears with enough breakfast (either cereal and fruit, toast and eggs, or sausage and pancakes) for two people. Once someone eats the breakfast, or thirty minutes after the breakfast appears, the bed and breakfast table both vanish. If the bed is destroyed before the eight hours are up, breakfast will not be served. The reusable material component is a miniature bed and breakfast table made of the same materials as the real ones, costing 50 GP due to the level of craftsmanship required.
 
 

Conjure Enchanted Weapon

Conjuration

Author: Ilyana

Level: Sor 3, Wiz 3

Range: 25 feet +5 feet/level

Components: V, S, M

Casting Time: 1 action

Duration: 1 hour per level

Effect: 1 enchanted weapon

Saving Throw: None.

Spell Resistance: No

This spell conjures up an enchanted hand weapon of the same kind as the silver miniature replica of the weapon used as the spell component. (The silver replica must have a value of 10 * the Plus of the conjured weapon in GP). The weapon has a +1 bonus per three levels of the caster. Anyone can use the weapon if it is handed to them, or stolen from its holder.
 
 

Electrical Aura

Evocation

Author: Lola

Level: Sor 3, Wiz 3

Range: Self

Components: V, S

Casting Time: 1 action

Duration: 3 rounds +1 round/level

Target(s): Special

Saving Throw: None

Spell Resistance: Yes

For the duration of the spell, the caster is imbued with an electrical aura which uncontrollably discharges every time the caster either touches metal or is touched by it. If the caster strikes someone in combat either with a metal weapon or the wizard's bare flesh, the victim takes 1d10 electrical damage from the blow in addition to any other damage. Anyone striking the wizard with wood remains unhurt. Those striking with bare hands or body weaponry take 1d4+2 damage. Those who wear metal or strike with metal weapons take 1d6+2. The spell has two major flaws and a major quirk. If the caster gets wet or is struck by a creature made out of water, the spell discharges in an electrical explosion that does 1d6/round remaining in the spell in a ten foot radius around the caster, including the caster. Secondly, the caster cannot turn off the spell automatically before it expires, but must 'ground' himself by striking something conductive while holding metal. This does 1 point of damage to the caster per round remaining in the spell. The major quirk is that while it does not protect from lightning, any lightning attack on the caster extends the spell duration by 1 round for every 4 points of damage it inflicts.
 
 

Gherman's Ballistic Return

Transmutation

Level: Brd 3, Sor 3, Wiz 3

Range: 100 miles per level

Components: V, S, M

Casting Time: 1 action

Duration: 1 hour per level

Target(s): 1 object

Saving Throw: None

Spell Resistance: No

This spell allows the recipient of a ballistic message to send a reply; they have five minutes plus one per level to compose the reply and cast this spell. If they take too long, they'll have to use Gherman's Ballistic Messenger (level 4) to actually send a reply. The material component is the object fired by the original spell.
 
 

Gherman's Tornadic Slingshot

Evocation

Level: Air 4, Sor 3, Wiz 3

Range: 50 feet +10 feet/level

Components: V, S, M

Casting Time: 1 action

Duration: 1 action

Target(s): 1 target

Saving Throw: None

Spell Resistance: No

Spell concept: Just as the winds of a tornado can propel a straw through

a plank, this spell creates a miniature tornado to fire high-velocity

projectiles at a target.

Details:

When cast, a miniature tornado appears on the ground and sweeps up a

number of objects. Because a more experienced wizard can presumably

create more-powerful tornados, his will sweep up more objects -- one

object per level. These objects will be spun 'round in the tornado and

then fired at the target. Typically, this does 1d4 damage per object.
 
 

Lola's Beast of Burden

Summoning/Conjuration

Level: Sor 3, Wiz 3

Range: Close (25 feet + 5 feet/level)

Components: V, S, M

Casting Time: 10 minutes

Duration: 2 days + 1 day/level

Effect: 1 Beast of Burden

Saving Throw: None

Spell Resistance: No

This spell conjures up either a pack mule or a very strong human (20) to carry things for you. The beast of burden will not fight, but comes equipped with saddlebags or clothing and a sack as appropriate. It automatically understands anything the caster says in any language. The material component is a silver figurine of a mule or strong human as appropriate.
 
 

My Little Pony

Conjuration

Author: Lola

Level: Sor 3, Wiz 3

Range: Close (25 feet + 5 feet/level)

Components: V, S, F

Casting Time: 10 minutes

Duration: 2 days + 1 day/level

Effect: 1 pony

Saving Throw: None.

Spell Resistance: No

This spell conjures up a riding pony with tack for the duration of the spell. The pony obeys all commands from the caster to the extent that any riding horse will. It will not flee combat, but cannot attack, either. The material component is a small silver figurine of a pony.
 
 

Rimmer's Incandescent Sunburst

Evocation [Light]

Author: Rimmer

Level: Sor 3, Wiz 3

Range: Long (400 feet + 40/level)

Components: V, S, F

Casting Time: 3

Duration: Instant

Area: As Fireball

Saving Throw: Reflex half

Spell Resistance: Yes.

When cast, this spell releases a shaft of positive material plane energies from the casters hand, exploding into a ball upon impact with the target. Treat as a Fireball with regard to blast radius.

The energies do 6 points of damage, plus 1d6 per level of the caster, to any being which draws energy from the Negative Material Plane (undead, some extraplanar beings, etc). They may make a saving throw at -2 to take half damage. Other beings caught in the blast must make a saving throw or suffer a sunburn effect of 2d6 points of damage. Clerics or Paladins who worship sun deities are automatically immune to this; their long experience at channeling such energies shields them.

Note that the light burst is not actual sunlight, but radiation from the Positive Material Plane.

Components: A golden bead with Continual Flame which has been

blessed by a cleric of good, a small prism, cloth which has

been used to wipe the blade of a Sunsword.
 
 

Savoir-Faire

Enchantment/Charm and Divination

Author: Ilyana

Level: Bard 3, Sor 3, Travel 3, Wiz 3

Range: Personal

Components: V, S

Casting Time: 3 rounds

Duration: 1 hour/level

Target(s): Self

Saving Throw: None

Spell Resistance: No

This spell enables the caster to not just pass as a native, but to pass as a dashing and well-cultured native wherever you go. It provides the following benefits: mastery of whatever language is considered most culturally elevated at your current location, and bonuses of 5(+1 per two levels) to all of the following skills: diplomacy, knowledge (etiquette), knowledge (local history), performance, and one skill appropriate to the high culture of the area. For example, in the Five Shires, you would speak Hin fluently and gain bonuses to diplomacy, knowledge (etiquette), knowledge (local history), performance, and pipe smoke ring blowing [okay, so Five Shires High Culture isn't all that high...]. In Thyatis, you would speak Classical Thyatian, and gain Rhethoric as the high culture skill.
 
 

Shabon Spray, Freezing

Conjuration

Author: Ilyana

Level: Sor 3, Wiz 3

Range: Medium (100 feet + 10 feet/level)

Components: V, S

Casting Time: 3

Duration: 1 round/level

Effect: Up to 20' high and 10 '/level along the other two dimensions

Saving Throw: Reflex half

Spell Resistance: Yes.

This spell creates a freezing cloud of fog. It does d10+ 2 HP/Level the first round of its existence (save for half), and 1 HP/Level (save for half) the second round. Fire creatures take double damage from this spell, and continue to take d10 +1 HP/Level damage every round after the first. However, the spell's duration drops by 1 round for every 8 HD of fire creatures effected by the spell (their heat makes it evaporate). Ice para-elementals are actually healed by this spell, instead of damaged. During its entire existence, it reduces visibility to five feet against both normal and infravision, and any attempt to move silently or hide inside its area of effect gains +1 per level of the caster. The caster is immune to all of its effects (except for gaining hide or move silently bonuses, although these bonuses do not apply to attempts against the caster).
 
 

Tharg's Dancing Sword

Transmutation

Level: Sor 3, Wiz 3

Range: Close (25 feet + 5 feet/level)

Components: V, S, F

Casting Time: 1 full action

Duration: 3 rounds +1 round/level

Effect: 1 hand weapon

Saving Throw: None

Spell Resistance: No

This spell causes the targeted weapon to rise into the air and fight to defend the caster. It can either attack or parry once a round with an attack bonus of +1 with an extra +2 per every three levels, gaining any to hit or damage bonuses the caster possesses. Component: a miniature of the weapon in iron on marionette strings.
 
 

Tharg's Improved Lightning Ball

Evocation

Level: Sor 3, Wiz 3

Range: Medium (100 feet + 10 feet/ level)

Components: V, S

Casting Time: 1 action

Duration: Instantaneous

Target(s): 1 Target

Saving Throw: None

Spell Resistance:

This spell summons a one foot sphere of lightning which the mage then hurls at the target. The lightning does 1d6+1 damage per level of the caster. The mage gains a bonus of +1/2 levels to hit with the sphere. The target may save for half damage.
 
 

Tharg's Light Barrage

Evocation

Level: Sor 3, Wiz 3

Range: Medium (100 feet + 10 feet/level)

Components: V, S

Casting Time: 1 action

Duration: Instantaneous

Target(s): Up to 1 creature/level, no two of which may be more than 10' apart

Saving Throw: None

Spell Resistance:

This spell creates a beam of light which splits into many smaller beams that arc around obstacles to reach their target or targets. Each beam does 1d4 damage, no saving throw, and can be directed at one person within the area of effect. Multiple beams can be directed at the same target as desired.
 
 

Tongues of Elementals

Divination

Author: Gherman

Level: Brd 2, Sor 3, Wiz 3

Range: Touch

Components: V, S, M

Casting Time: 1 action

Duration: 10 minutes/level

Target(s): Creature Touched

Saving Throw: None

Spell Resistance: No

The recipient of the spell becomes able to talk to any creature native to one of the elemental planes in their own tongues. This tends to impress elemental creatures, who aren't used to humans talking to them in that way, and thus the caster gains a +2 bonus to any charisma skill use with regard to them unless the creatures are hostile to human kind on general principle. The material component is a small bottle of perfume.
 
 

Undead Summoning 1

Necromancy and Conjuration

Author: Rimmer

Level: Sor 3, Wiz 3

Range: Medium (100 feet + 10 feet/level)

Components: V, S, M

Casting Time: 1 action

Duration: 4 Rounds, plus 1 rd per level of the caster

Target(s): Summoned Creatures

Saving Throw: None

Spell Resistance: No

A nasty variation on Summon Monster, this spell calls already-existing minor undead to fight on behalf of the caster. The undead appear in the ground directly beneath the target... a frightening and effective tactic if the ground is soil or thin wood, but fairly useless if it is rock or stone.

The undead summoned are (roll percentile dice):

01 - 40: 2d4 Skeletons

41 - 70: 1d4 Zombies

71 - 95: 1d3 Ghouls

96 - 00: DM Special

Use of this spell is not an evil act - it does not _create_ undead, and frequently helps to destroy already existing ones - but neither is it a good one. Most good aligned wizards will shun the spell, and frequently its caster. Components: Carved bone, grave dirt, a marrionette
 
 
 
 

Windblast:

As per Fireball, but an explosion of wind

Windbolt:

As per Lightning Bolt, but a bolt of wind
 
 

Fourth Level

Advanced Tuff

Abjuration

Author: Gherman

Level: Protection 4, Sor 4, Wiz 4

Components: V, S

Casting Time: 1 action

Range: Self

Target(s): Self

Duration: Until Destroyed

Saving Throw: None

Spell Resistance: Yes

This spell amplifies an existing Tuff spell, raising the field's protection to 24 points.
 
 

Banish Heat

Abjuration, Transmutation

Author: Ilyana

Level: Cleric 4, Druid 4, Sor 4, Wiz 4

Range: 0

Components: V, S, M

Casting Time: 10 minutes

Duration: 1 hour/level

Target(s): 10 foot radius around the caster

Saving Throw: None

Spell Resistance: Yes

This spell reduces the temperature around the caster by up to 7 degrees Farenheit per level of the caster. The caster can cancel the spell at any time, but cannot change the thermostat on the spell once it is selected. The material component is a transparent crystal or hunk of glass carved into a 1 inch cube.
 
 

Cobras of Wrath

Evocation

Author: Tharg

Level: Sor 4, Wiz 4

Range: Medium (100 feet + 10 feet/level)

Components: V, S

Duration: Instantaneous

Target(s): 1 or more creatures in a 10 foot cube

Saving Throw: None

Spell Resistance: Yes

This spell fires cobras made of pure magical energy at the targeted victims. It creates 1 cobra per level of the caster, and each cobra does 1d4+1 points of damage with no saving throw. The cobras of wrath never miss.
 
 

Deep Submerge

Conjuration

Author: Ilyana

Level: Sor 4, Water 5, Wiz 4

Range: Medium (100 feet + 10 feet/level)

Components: V, S, M

Casting Time: 1 action

Duration: Instantaneous

Target(s): Special

Saving Throw: Special

Spell Resistance: Yes

Upon casting this spell, the wizard creates a powerful tide of water which begins at some point within the spell range chosen by the caster and rushes forward from that point in a straight line, defying gravity if necessary. The tide of water is ten feet wide and forty feet long. If it strikes a barrier it can't batter down, it splits and spreads along the surface of the barrier until it reaches its full length, becoming five feet wide in each direction. The victim or victims take 1d6 damage per level of the caster (Reflex save for half), must make a Strength check DC 20 or be knocked off their feet and flung to the final endpoint of the bolt (taking 1d4 per 10 feet shoved if this slams them into something solid), must make a Reflex save or drop everything held, and must make a Fortitude save or be stunned for 2-5 rounds. The material component is a cup of water.
 
 

Empower Animal

Transmutation

Author: Rimmer

Level: Animal 4, Druid 4, Sor 4, Wiz 4

Components: V, S, M

Casting Time: 4d6 Hours

Range: Touch

Target(s): Target animal

Duration: Permanent

Saving Throw: Will save negates

Spell Resistance: Yes

This spell converts a small animal into a 'super-familiar'. The caster gains all the benefits of a normal familiar from the animal. In addition, the familiar's forepaws become sufficiently humanlike to use tools, wield weapons, etc. The familiar can speak all languages spoken by his master and raises all its stats by 2 (in addition to the way in which familiars gain intelligence as their masters rise in level). The Empowered Animal has hit points equal to its master's. The spell costs 500 GP in material components, and the Empowered Animal's master must spend 30 GP per month on toys, special food, etc, to keep his ally happy. A mage can have a bond to only one Empowered Animal at a time.

Extended Tornadic Slingshot

Evocation

Level: Air 5, Sor 4, Wiz 4

Range: Medium (100 feet + 10 feet/level)

Components: V, S, M

Casting Time: 1 action

Duration: Special

Target(s): 1 target

Saving Throw: None

Spell Resistance: No

Spell concept: Just as the winds of a tornado can propel a straw through a plank, this spell creates a miniature tornado to fire high-velocity projectiles at a target.

Details:

When cast, a miniature tornado appears on the ground and sweeps up a number of objects. Because a more experienced wizard can presumably create more-powerful tornados, his will sweep up more objects. The advanced form of this spell fires objects equal to the caster's level the first round, the level - 2 the second round, level -4 the third round, and so on until finally it dies out completely. The objects typically do 1d4 damage per round.
 
 

Gherman's Ballistic Messenger

Transmutation

Level: Brd 4, Sor 4, Wiz 4

Range: 100 miles per level

Components: V, S, M

Casting Time: 10 minutes

Duration: 1 hour per level

Effect: 1 object

Saving Throw: None

Spell Resistance: No
 
 

This is a spell for delivering actual physical messages or objects (as opposed to mental or audible messages) from one point to another. It propels a single small object over very long distances to a pre-chosen target by the most direct route. The object would be enclosed in a small capsule of force, as in the shield or armor spell, to reduce or eliminate the potential for damage en route.

The basic mechanism for the delivery would be a semiballistic flight. The capsule would be launched almost vertically, and would arc upwards in flight to quickly take it out of range of objects on the ground, low-flying birds, and the like. Then the capsule would arc downwards, to land at its designated destination. It takes, on average 1 hour of flight time for every hundred miles of transit.

One must successfully use the Scry skill to target the Ballistic Message. Difficulties are as per the Scrying spell.

Combined with specially prepared bottles and the Miniaturize Object Spell, this spell is the heart of Air Glantri's rapid travel service.

The material component is a feather from a fast bird.
 
 

Ilyana's Infallible Guide

Conjuration

Level: Sor 4, Wiz 4

Range: Close (25 feet + 5 feet/level)

Components: V, S, M

Casting Time: 10 minutes

Duration: 1 hour per level

Effect: 1 conjured ranger

Saving Throw: None

Spell Resistance: No
 
 

This spell conjures a single 3rd level Ranger (HP: 18, AC: 7, Wilderness Lore 6, Hide 5, Move Silently 5, Knowledge (Nature) 4, Search 4, Intuit Direction 4, armed with a longsword, a short sword, and a shortbow with 20 arrows). He has, as well as all standard third level ranger abilities (His racial enemy is the most prevalent local humanoid). He will serve as a guide for one hour per level, and only fights if directly attacked. The material component is a painted lead miniature ranger figurine.
 
 

Ilyana's Marvellous Mount

Conjuration

Level: Sor 4, Wiz 4

Range: Close (25 feet + 5 feet/level)

Components: V, S, F

Casting Time: 10 minutes

Duration: 3 hours + 1 hour/level

Effect: 1 Pegasus

Saving Throw: None

Spell Resistance: No

This spell conjures up a friendly Pegasus with bridle and saddle. The Pegasus will not fight unless directly attacked, but will bear you into battle against ground creatures. (It will attempt to flee anything that has missile weapons or can fly). It has a morale of 15. The material component is a 50 gp figurine of a Pegasus.

Ilyana's Rent-A-Thugs

Conjuration

Level: Sor 4, Wiz 4

Range: 40 yards

Components: V, S, M

Casting Time: 1 action

Duration: 3 rounds + 1 round/level

Effect: 1 Thug/3 levels

Saving Throw: None

Spell Resistance: No

This spell conjures some Thugs who work cheap. You get one Thug per three levels of experience. Each is either a second level rogue (AC 13, HP: 7, +1 init, Climb +4, Move Silently +5, Hide +5, Jump +4, Open Locks +4, Disarm Device +4, Bluff +4, Tumble +4, comes with climbing and lock picking equipment, a longsword and three throwing daggers) or a second level warrior (AC 17 [Chainmail and Shield], HP: 11, Strength 14, specialized in one hand weapon, comes with that handweapon and a quiver of ten javelins). They will either fight for you, bash down doors, or try to climb things, scout, and pick locks/find traps/remove traps, as you like. They can try to do other things, but they aren't so good at other things.

The material component is 1 GP per Rent-A-Thug, which is given as payment for services about to be rendered.
 
 

Pale Horse

Conjuration and Necromancy

Level: Sor 4, Wiz 4

Range: 30 yards

Components: V, S, M

Casting Time: 1 action

Duration: 3 hrs + 2 hrs per level

Target(s): 1 pale horse

Saving Throw: None

Spell Resistance: No

This spell draws energy from the Negative Material Plane and shapes it into the form of a bone white horse, with red-glowing eyes and black steel hooves. The pale horse has the following statistics:
 


Component: A patch of hide from a dead horse.

Rimmers Potent Phylactry

Necromancy, Abjuration

Author: Rimmer

Level: Sor 4, Wiz 4

Range: Touch

Components: V, S, M

Casting Time: 1 day

Duration: Permanent

Effect: 1 phylactry

Saving Throw: Will negates (but would you really want to?)

Spell Resistance: No

This spell is cast on a prepared phylactry of 500 gp value, which is then worn. When the caster is called upon to make a save vs death magic or similar instant-kill effects - such as the wail of a banshee or a Finger of Death spell - and fails his save, the phylactry shatters, destroyed, as it absorbs some of the energy. The caster must then make a second save, this time at +6. Note that only entropic attacks are prevented - the phylactry is of no use vs instant-kill poison or similar 'natural' means of termination.
 
 

Rimmers Vampiric Reverser

Necromancy, Abjuration

Author: Rimmer

Level: Sor 4, Wiz 4

Range: Touch

Components: V, S

Casting Time: 1 action

Duration: One day plus 1 hour per level

Target(s): 1 creature

Saving Throw: Will negates (but would you really want to?)

Spell Resistance: Yes.

When cast, the mage becomes warded against level draining undead and spells. An attempt to drain levels requires the caster to make a fortitude save. If he fails, no levels are drained. If he succeed, no levels are drained AND the attacker loses hit dice equal to the drain that would have occured. Either way, the ward vanishes after the second attack.
 
 

Shiny Aqua Illusion

Evocation, Conjuration

Author: Ilyana

Level: Sor 4, Wiz 4

Range: Short (25 feet + 5 feet/level)

Components: V, S

Casting Time: 1 action

Duration: 3 rounds + 1 round/level

Target(s): 1 target

Saving Throw: Special

Spell Resistance: Yes.
 
 

This spell freezes the target in a block of ice for its duration (a successful Reflex save prevents the target being frozen at all, but they still take 2d6 ice damage). A frozen, trapped target takes d8+Caster's level in damage per round (save for half). The target can break free by making a difficulty 20 strength check, although this inflicts 2d6 damage from ice shards in the process. Each round, however, the victim takes two points of temporary strength damage, thanks to the cold. If someone tries to hack them free, the ice has an AC of 15, and HP = 1d6 per level of the caster.
 
 

Summon Arms and Armor

Conjuration

Author: Ilyana

Level: Sor 4, Wiz 4

Range: Medium (100 feet + 10 feet/level)

Components: V, S

Casting Time: 1 action

Duration: Instantaneous

Effect: Special

Saving Throw: Special

Spell Resistance: No
 
 

The weapons and armor to be effected by this spell (no more than what one person can carry and wear without use of magical storage devices) must be pre-prepared by drawing a rune on each item, the ink for which costs 50 GP per item. Once this spell is cast, the rune fades. When cast, the spell garbs the caster or a chosen target in the armor and places one of the marked weapons in the subject's hands in a single instant (with the remaining weapons sheathed as appropriate). If someone is wearing the armor or carrying the weapons, the holder must make a Will save. If they succeed, they hold onto the items; if they fail the items are transported to the caster.
 
 

Fifth Level
 
 

Air Elemental Telephone

Divination

Author: Gherman

Level: Air 5, Sor 5, Wiz 5

Range: Special

Components: V, S, M

Casting Time: 10 minutes

Duration: 5 minutes/level

Target(s): Self

Saving Throw: Will negates

Spell Resistance: Yes

This enables one to call up creatures on the elemental plane of air and chat with them for a while. The creature knows who is calling it and can either answer or make a will save to throw off the contact. The material component is two bottles of perfume connected by a string.

Cone of Fire:

[Tharg] As per Cone of Cold, but made of fire.
 
 

Conjure Thunderstorm

Conjuration

Author: Ilyana

Level: Druid 4, Sor 5, Wiz 5

Range: 1 Mile/3 Levels

Components: V, S, M

Casting Time: 10 minutes

Duration: 1 Hour/Level

Target(s): 1 Mile Radius

Saving Throw: None (Reflex save for half against the lightning bolt)

Spell Resistance: No (Yes against the lightning bolts)
 
 

This spell calls up a massive thunderstorm that dumps an inch of rain per hour on the area of effect. It is accompanied by 20-40 mile an hour winds and lightning strikes. Once per ten minutes, the caster can direct down a lightning bolt 10' in diameter that does d8/level damage anywhere visible within the spell's area of effect. In especially humid areas, 1.5 inches of rain falls per hour. In dry areas, only .5 inches per hour, and in utterly dry areas, you just get drizzle (.25 inches/hour), thunder, and lightning.
 
 

Death Goes Better With Jello (Summon Gelatinous Cube)

Conjuration

Author: Ilyana

Level: Sor 5, Wiz 5

Range: Medium (100 feet + 10 feet/level)

Components: V, S, M

Casting Time: 1 action

Duration: 1 round/level

Target(s): Special

Saving Throw: None

Spell Resistance: No
 
 

This spell summons 1 Gelatinous Cube/ 4 levels of experience of the caster. They obey all orders, although it should be kept in mind they're not too bright. The material component is a small crystal cube.

Flying Carpet

Transmutation

Author: Tharg

Level: 5

Range: Close (25 feet + 5 feet/level)

Components: V, S, M

Casting Time: 10 minutes

Duration: 1 hour/level

Target(s): 1 Target

Saving Throw: None

Spell Resistance: No
 
 

This spell enables a carpet or table or boat or some other object able to bear 1 person/level of the caster to fly for 1 hour/level at a speed of 10*Caster's level miles per hour. The object moves at the caster's command; if he is knocked out, it continues whatever course of motion it was pursuing at the time he stopped giving orders until the duration runs out. The material component is the object itself.
 
 
 
 

Love Me Chain

Enchantment [mind-affecting]

Author: Ilyana

Level: 5

Range: Close (25 feet + 5 feet/level)

Components: V, S, F

Casting Time: 1 action

Duration: 3 rounds + 1 round/level

Target(s): 1 target

Saving Throw: Special

Spell Resistance:
 
 

This spell creates a whip like chain of yellow hearts which can be directed at an unfortunate target. The wizard must roll to hit (with an attack bonus equal to that of a fighter of the same level as the wizard) at +2 to hit. If the mage hits, the target must make a Will Save with a -4 penalty or be Held until the duration runs out or the mage terminates the hold effect, and make a second Will save or fall prey to Charm Person (this effect lasts as long as a normal Charm Person). If the target is held or charmed, then the whip cannot be used again. If they make both saving throws or the mage misses entirely, the whip can be used again. Cracking the whip at someone takes the mage's action for the round; she cannot cast another spell while using the whip, although she choose to not use it for a round, then come back to it until the duration runs out. This spell requires a 1 foot length of golden chain as a component.
 
 

Petrify Wood

[Gherman created this] Identical to Transmute Mud to Rock, except that it turns Wood into Rock
 
 

Tharg's Burning Mandalas

Evocation

Level: Sor 5, Wiz 5

Range: Medium (100 feet + 10 feet/level)

Components: V, S

Casting Time: 1 action

Duration: Instantaneous

Target(s): 1 or more targets within a five foot radius circle

Saving Throw: Reflex for half

Spell Resistance: Yes
 
 

This spell fires a barrage of flaming mandalas (wheels of fire) at the unfortunate target. The target takes D8/level damage (save for half). The mandalas can be spread out somewhat to hit multiple targets; each mandala does D8 fire damage, and the spell produces mandalas equal to the mage's level. If the target fails his saving throw, he catches fire and burns for damage equal to the mage's level each round until he makes a saving throw.
 
 

Tenken

Necromantic, Chi

Author: Rimmer

Level: Sor 5, Wiz 5

Range: Self

Components: V, S, M

Casting Time: 1 action

Duration: 1 round + 1 per level of the caster

Target: Self

Saving Throw: None

Spell Resistance: No

The mage uses his chi to speed his movements and reactions, becoming a blur of movement with the following effects:

The caster always wins inititive

Movement rates are quadrupled.

While moving, including to attack, the caster is in effect invisible,

with the appropriate bonuses to attack/defend.

The caster gains two additional unarmed attacks per round, or one armed

attack.

The caster gains a +2 bonus to Armor Class and Reflex Saves.

The caster cannot cast any non-chi spells while under the effects of

Tenken.

The caster cannot retreat from battle while under the effects of Tenken.

When the spell effect wears off, the caster must choose to either spend one round incapacitated from exhaustion for each round of the spell, or take 1d4 hps of damage for every round the spell was in effect. The caster can cancel the spell before its normal duration, but must take an extra 1d4 of damage if he does.
 
 
Thunder Dragon

Evocation [Electricity, Sonic]

Author: Tharg

Level: Sor 5, Wiz 5

Range: Medium range (100 ft plus 10/level) or short range (50 ft plus 5/level)

Components: V, S, F

Casting Time: 1 action

Duration: Instantaneous

Area: 5 foot wide to medium range (100 ft plus 10/level) or 10 foot wide to short range (50 ft plus 5/level)

Saving Throw: Reflex half [lightning] and Fortitude negates [thunder]

Spell Resistance: Yes

This spell unleashes a roaring dragon of lightning at your foes, which rushes along the path you choose like a lightning bolt. In addition to doing 1d6/level damage up to 10d6, it also forces the victims to make a fortitude save or be stunned for 2-5 rounds. The material component is a small glass dragon and a wool cloth.
 
 

Wind Shield

Abjuration

Level: Air 5, Sor 5, Wiz 5

Range: Self

Components: V, S

Casting Time: 1 action

Duration: 5 rounds + 1 round/level

Area of effect: A 1 inch thick sphere a few inches out of the caster's reach in radius, or with a hollow space inside with a radius of one foot per level of the caster

Saving Throw: Reflex for half

Spell Resistance: Yes

This spell creates a protective barrier of air around either the caster or a sphere of calm one foot in diameter per level of the caster. It grants a +4 wind bonus against missile weapons, +4 to save vs. fire attacks, +6 against gas attacks, +2 against acid attacks. Anyone attempting to strike through it with hand weapons must make a strength check with a difficulty of 5+Caster's level or be disarmed before they can hit.
 
 

Sixth Level

Tharg's Flame Sniper

Author: Tharg plans to research this.

Evocation

Level: Fire 8, Sor 6, Wiz 6

Range: 240 Yards

Components: V, S, M, F

Casting Time: 1 action

Duration: 1 round/level

Target(s): 1 target per round

Saving Throw: Fortitude save for half damage

Spell Resistance: Yes
 
 

This spell creates a bow of fire and flaming arrows. The wizard can fire the bow with the attack bonus of a fighter of half his current level or his own personal bonus, whichever is better, modified by his dexterity bonus and any other feat/spell/etc bonuses. If the target is at a range of 0-10 yards, the wizard gets a +4 to hit. From 11-80 yards, there is no modifier. At 81-160 yards, the wizard suffers -3 to hit, and at 161-240 yards, the wizard suffers a -5 penalty. Each arrow does 5d6 fire damage (save for half) and 1d6 physical damage. While the wizard cannot cast spells and fire the bow in the same round, the wizard can choose to cast a spell or use a magic item instead of firing, and the bow will hang in the air, waiting to be used (the clock keeps running on its duration running out, though). This spell requires a miniature longbow and quiver of copper headed arrows as a component. The bow can be reused; the arrows are consumed by the spell.

Seventh Level

Vortex of Water

Author: Ilyana plans this one

Conjuration

Level: Sor 7, Water 8, Wiz 7

Range: Medium (100 feet + 10 feet/level)

Components: V, S

Casting Time: 1 action

Duration: Instantaneous

Target(s): 1 target

Saving Throw: Special

Spell Resistance:
 
 

This spell creates a swirling vortex of water under and around the victim. It batters the victim and tries to swirl him about and fling him into the air. He must make a Reflex save or drop everything he is holding and have it flung 10 feet/level. Secondly, he takes 1d10/level damage, but can make a Reflex save for half. Thirdly, he must make another Reflex save, or be flung 10' into the air per level of the caster, after which he plummets back down, taking appropriate falling damage.