TSUGUA's LITTLE BLACK SPELL BOOK.

     Herein are collected a sampling of the original spells known and used
by the sometime a number of renowned mages.  A brief description of each of
these mages is listed below:

         Dheryth Fealana Thindgulh (Jim Gitzlaff).  Dheryth is a very
      long-running character that has spent a large portion of his
      time (i.e.  those playing sessions when his controlling player
      was off at Purdue) studying and researching new spells.  For the
      most part, Dheryth created them while studying at the library of
      magic in Glantri city, so our thanks must extend to the proctors
      of that fine institution.


         Nahald (Neil Rabideau) Nahald, better known as TBK (The Blue
      Knight) was a Ranger of great renown.  (As was Neil himself.)
      Neil is currenly settled down somewhere on the east coast with
      his small happy family.

         Kestrel, a WeaveMaster of Kaeal (Thomas Watson) One of the
      granted powers WeaveMasters receive from Kaeal is an additional
      language slot at each level from 2nd to 8th.  Since in our
      campaign languages are not just automatically gained, but
      require a teacher and time to learn them, Kestrel has a number
      of vacant language slots to be filled.  That's why he researched
      one of the spells below.  Also, our group seems to be slogging
      through sewers and the like a great deal, and he was tired of
      worrying about keeping his spellbooks and scrolls dry, hence one
      of the other spells.  And, since 100gp pearls, and specific gems
      for spell components are not always available for easy purchase
      in our campaign world (and also because gold just gets so heavy,
      and Kestrel only has a 9 strength), he created the following
      Gold to Gems spell.

         Taz (Gregg Buntin) A Monty-Haul character type and damn proud
      of it.  His character originally was a MAGIC USER/FIGHTER/THIEF
      and of course he was a dwarf.  After playing around with much
      too much magic, Taz ended up as a "near" human.  It is still
      rummored that he is traveling the universe in search of a
      CONTROL DM scroll.

         Thorgon (Brock Neverman) The magic user, you know, a real
      magic user type.  Send in the cannon fodder then call in
      Thorgon.  Got to be high level by being pretty neutral about
      everything.  Has ammassed one of the largest set of defensive
      spells and has his own personal "guard" of over 20 very high
      level fighters, bards and wanderers.   Tsugua (August Neverman)
      This should read Tsugua the fiftieth.  My character has died so
      many times that I just kept extra copies of him around.  It took
      about 2 years of gaming to finally get Tsugua the 7th past 2nd
      level.  After that he started getting a little more chicken, ie
      running away from that 50th level BLACK KNIGHT or that GREATER
      RED DRAGON.  He started into business of getting other
      characters killed instead of himself.  That ended Tsugua the
      7th.  Tsugua's protege Tsugua the 8th however turned out to be a
      more "amiable" character and has survived to date, though,
      barely so.  Since his last bout of ground zero fireball
      (HELLLPPP CLERRIICC!!!!)

     Also thanks to: SWALKER (Tannis Half-Elven), Nemesis (Find the Chair),
STUBEST, MKINNEY, Jason Wright, Jeff Tolle and last but not least CKEROAK.

[Any similarity between these spells and others, either official or
unofficial, is wholly coincidental.]



SPELLS BY LEVEL

First Level Spells

Awake *
Find the Chair *
Flu *
Glow *
Hallucinatory Steps *
History *
Inaudibility *
Influence Other *
Static Charge *
Waterproof *


Second Level Spells

Dream Control *
Fog Phantom *
Gold to Gems *
Hair Growth *
Magic Eye *
Sexual Imagaination *


Third Level Spells

Bleed *
Control Normal Fires *
Dheryth's Tomelore *
Gofer *
Improved Continual Light *
Leap *


Fourth Level Spells

A Lert *
Delusion *
Fog Warrior *
Force Bolt *
Silhouette *
Summon Sorb Renraw Level I *
Thorgons Faithful Steed *
Wind Blast *
Spasm *


Fifth Level Spells

Dheryth's Stone Integrity *
Kestrel's Skill Eraser *
Lycantrhopy *
Nisicaj's Portal *
Sonic Blast *
Sting *
Tsugua's Uncontrollable Hiccups *


Sixth Level Spells

Dheryth's Energy Cloak *
Dheryth's Energy Globe *
Dheryth's Energy Lance *
Minor Poltergeist *
Orgasm *
Rape Trick *
Rebels Fly *
Summon Sorb Renraw Level II *
Super Mirror Image *


Seventh Level Spells

Between *
Drain Spell Power *
Ghostly Army *
Inferno *
Luck *
Read Mind *


Eighth Level Spells

Animate Object *
Fire Gem *
Guardian *
Remember *
Seizure *


Ninth Level Spells

Bodyguard *
Degenerate *
Delayed Ice Blast *
Major Poltergeist *
Regenerate *
Shadow Warrior Army *
Steal Spell Power *
Telepathy *


Tenth Level Spells

Asmodeus's Instant Summons *
Conduit *
Greater Meteor Swarm *
Learn Language *
Object Reading *
Precognition *
Sunburst *


Eleventh Level Spells

Answer *
Command Wish *
Grant Spell Power *
Immortality *
Innate *


FIRST LEVEL SPELLS:

Awake (Evocation)
Author:  August Neverman
Level:  1                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: This spell will wake a character (or characters)
  to full alertness instantaneously.  It can be set to trigger on a
  specific action such as a word or action.  The primary component is a
  horn (which can be reused).  Each being that may be woke up must be named
  in the spell when cast.


Find the Chair (Evocation)
Author: Nemesis
Level: 1                              Components: V
Range: 1' per level                         Casting Time: 1 segment
Duration: instantaneous                     Saving Throw: none*
Area of Effect: 10' per level

Explanation/Description: When cast this spell will help the usually
  intoxicated person sit steadily, when their is a brawl going on it will
  automatically summon the nearest chair so the caster may be comfortable
  in watching the battle.




Flu (Alteration)
Author:  August Neverman
Level:  1                                   Components: V,S,M
Range:  1"/level                            Casting Time:  2 segments
Duration:  special                          Saving Throw:  see below
Area of Effect:  one creature

Explanation/Description: This spell will cause the victim to get the flu
  which will last 1d6 days + the level of the caster.  The "flu" is
  contagious and anyone within 1" of the victim will get this flu.  It
  reduces surprise by 5%, and combat attack and defense rolls by 5% for the
  duration of the spell.


Glow (Alteration)
Author:  August Neverman
Level:  1                                   Components: VSM Fireflies
Range:  1' per level                        Casting Time:  5 segments
Duration:  1 hour per level                 Saving Throw:  see below
Area of Effect:  One Creature

Explanation/Description: This spell causes the object or person affected to
  emit an erie glow.  The color ranges from blue to green.  It cannot be
  dispelled but it can be negated by a darkness spell.  Saving throw is 5%
  per level of the victim (or hit dice) minus the level of the caster.  The
  glow is not bright enough to read with but is easy to spot in the dark.



Hallucinatory Steps (Phantasm/Illusion, Alteration)
Author:  NAHALD (August Neverman)
Level:  1                                   Components: V,S,M
Range:  1' per level                        Casting Time:  1 turn
Duration:  see below                        Saving Throw:  see below
Area of Effect: one creature

Explanation/Description: This spell can be cast on anyone.  The duration is
  2d6 rounds + 1 round per level.  It will cause the effected person to
  keep thinking there is a just one more step (or stair) in front of them,
  you know like when you go up 10 flights and start forgetting you have
  gotten to a landing and take that extra step.  It reduces movement rate
  by 5% and is EXTREMELY annoying.  This happens even when the effected
  person is walking on flat ground.


History  (Divination)
AUTHOR:  Jim Gitzlaff
Level:  1                                   Components:  V,S,M
Range:  touch                               Casting Time:  1 turn
Duration:  special                          Saving Throw:  none
Area of Effect:  one object or place (max. 1000 square feet)

Explanation/Description: This spell allows the caster to "tune in" to the
  psychic impressions left on an object or small area.  This power gives
  the wizard the ability to divine hidden purposes, prior owners, secret
  compartments, and powerful alignment bends.

     The spell will not identify a magic item per se, but would (for
  instance) tell the caster that the ordinary looking gold ring he holds is
  in fact the signet ring of a long deceased noble house.  Further, use of
  the History spell doubles the chance that the value of an antique or
  relic will be correctly guessed.

     This spell is usually used on non-magical plunder, books, and items
  sold at auctions (to verify claims made about their antiquity).  Although
  the casting time is long, it is unobtrusive, and only a single touch is
  required to make the spell work.


Inaudibility (Illusion/Phantasm)
Author: Kestrel (Thomas Watson)
Level:  1                                   Components: V,S,M
Range:  Touch                               Casting Time:  1 segment
Duration:  1 turn/level                     Saving Throw:  None
Area of Effect:  Creature Touched

Explanation/Description: By means of this spell, all sounds made by the
  recipient become inaudible--breathing, talking, walking, and the like.
  Items on the caster's person are likewise silenced, but thrown or dropped
  items may make noise once released.  While under the effect of this
  spell, the caster cannot cast any spell with a verbal component.

     Unlike a silence spell, inaudibility masks only the sounds made by the
  recipient or items in his/her possession, so it provides no defense
  against sound-based attacks such as harpy singing, a horn of blasting,
  etc.  The spell remains in effect until it is magically dispelled, until
  the caster or the recipient cancels it, or until its duration has passed;
  it is not dispelled by the recipient attacking another creature.  The
  material component is a small wad of cotton.


Influence Other (Alteration)
Author:  NAHALD (August Neverman)
Level:  1                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: On success of the spell, the caster may cause the
  victim to produce any of the following bodily functions.

      Giggle, BELCH, Hiccup, Sneeze, Wink, Spit, pee, trip, fall, gag,
      congest, choke, stumble, limp, nod, punch self, Faint, nap,
      sleep, drool, think, moan, screech, giggle, bark, hoot,
      caterwaul, shout, yell, boo, whoop, cry, cheer, applaud, bawl,
      roar, whimper, shriek, scream, hiss, heckle and any others you
      can think of..

  Success of each is determined as 10% chance of failure for each level the
  victim has higher than the caster.  (max 99% min 1%)


Static Charge (Alteration, Reversible)
Author:  NAHALD (August Neverman)
Level:  1                                   Components: VSM
Range:  Touch                               Casting Time:  2 segments
Duration:  4 rounds/level                   Saving Throw:  see below
Area of Effect:  One Creature

Explanation/Description: This spell causes the victim to have a SERIOUS
  static charge for the duration of the spell.  The static charge causes
  the effected creature to be very edgy and irritable.  Saving throw is 5%
  per level of the victim (or hit dice) minus the level of the caster.  The
  components are a glass rod and wool.


Waterproof (Evocation, Alteration)
Author: Kestrel (Thomas Watson)
Level:  1                                   Components: V,S,M
Range:  Touch                               Casting Time:  1 segment
Duration:  1 turn/level                     Saving Throw:  None
Area of Effect:  Creature/Item Touched

Explanation/Description: This spell creates an invisibly thin membrane
  around the recipient and any objects in his/her possession, through which
  water may not pass, except at the mouth (water breathing, for example, is
  not hindered if it is in effect, but it is not otherwise provided by this
  spell).  Its purpose is to protect and keep dry objects that could
  otherwise be damaged or destroyed by water (e.g., spellbooks, torches,
  tinderboxes, etc.), since precipitation merely beads and rolls off the
  recipient and bodies of water do not penetrate the barrier.  The spell
  does not confer any special abilities to survive or breathe underwater,
  but it will keep the caster and his/her possessions dry while there.

     If used against a creature native to the Elemental Plane of Water, the
  spell inflicts 1d4 points of damage on a successful attack roll.

     The caster may affect an additional man-sized creature for every extra
  level of experience.  The material component of the spell is a duck
  feather or a small square of oilcloth.


SECOND LEVEL SPELLS:

Dream Control (Illusion/Phantasm, Charm/Enchantment)
Author:  August Neverman
Level:  2                                   Components: V,S,M
Range:  1"/level                            Casting Time:  1 segment
Duration:  Special                          Saving Throw:  None
Area of Effect: 1 creature

Explanation/Description: This spell causes the victim to have dreams
  exactly as the caster lays them out.  Nightmares, messages, fantasies are
  all possible actions in the dreams.  These dreams will seem real.  If the
  person finds out about the source of the dreams it is likely that
  he/she/it will NOT take kindly to them.  The chance of success is
  10%/level of caster minus 5% per level of victim (less 5% per degree of
  extremeness as determined by DM as is the effect of the dream on the
  victim).  The victim must have been touched at some time by the caster to
  use this spell.


FOG PHANTOM (Conjuration/Summoning)
Author:  NAHALD (August Neverman)
Level:  2                                   Components: VSM
Range:  50' + 2' per level                  Casting Time:  3 segments
Duration:  1 turn/level                     Saving Throw:  none
Area of Effect:  1"/level

Explanation/Description: This spell creates a vaguely human shaped pillar
  of fog.  The fog phantom can do no damage, however it can be controlled
  remotely by the caster.  The Phantom moves at 1" + 1"/level of the
  caster.  The magic user can "see" and "hear" through the Fog Phantom.
  This spell requires complete concentration, disturbances will cause the
  termination of the spell before the end of its duration.  The Fog Phantom
  cannot pass through cracks or the like, also strong winds, intense heat
  or cold will cause the Fog Phantom to disintegrate.





Gold to Gems (Alteration, Reversible)
Author: Kestrel (Thomas Watson)
Level:  2                                   Components: V,S,M
Range:  Touch                               Casting Time:  1 round
Duration:  permanent                        Saving Throw:  None
Area of Effect:  200 gp/level

Explanation/Description: By means of this spell, the caster converts a
  number of gold pieces, minus some random percentage, into a single gem of
  equal value.  The caster places the gold pieces in the left pan of an
  ordinary balance, speaks a command word, and the coins vanish.  A single
  gem appears in the right pan, equal in value to the amount of coins minus
  1d10%.  This extra amount is the material component.  The caster can
  convert up to 200 gold pieces per level per use of the spell.  Thus, a
  5th- level caster could convert up to 1000 gold pieces into a single gem.

     The reverse of the spell, gems to gold, converts a single gem (subject
  to level limits), placed in the right pan of the balance, into gold coins
  of equal worth, minus 1d10% of the value of the gem.  If too many coins,
  or a gem of greater value than the caster can convert at his/her current
  level, are placed on the balance, the spell is lost but nothing is
  expended materially.  The type of gem obtained can be specified by the
  priest.  Otherwise, the most appropriate type for the amount converted
  (as per the DM) will appear.


Hair Growth (Abjuration, Evocation, Reversible)
Author:  M. Kinney
Level:  2                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: Causes hair to grow (reverse eliminates *all*
  hair) on the target.


Magic Eye (Alteration)
Author:  August Neverman
Level:  2                                   Components: V,S,M
Range:  touch/special                       Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: By means of this spell the caster, creates a
  "third eye" much like the spell wizard eye except that it remains in a
  specific location once cast.  It can be triggered in two ways, one is a
  "predefined" event occurring, such as some creature passing in front of
  it.  The second can be done from anywhere on the same plane, by willing
  it to activate.  Once activated the eye lasts 2 rounds per level and may
  again be deactivated (each activation uses at a minimum of 2 rounds).
  The "eye" sees as well as the caster, if caster can see NORMALLY
  invisible so can the eye, magic enhancements do not work through the
  Magic Eye, such as spectacles or See Invisible.


Sexual Imagination (Enchantment/Charm, reversible)
Author:  T.B.K. (Neil Rabideau)
Level:  2                                   Components: V,S,M
Range:  1"/level                            Casting Time: 1 turn
Duration:  1 turn/level                     Saving Throw: see below
Area of Effect:  specific location

Explanation/Description: By means of this spell, the victim is caused to
  become terribly horny for the duration of the spell.  The victim has a
  saving throw relative to a charm spell.  This spell causes the victim to
  actively seek sex (or in the reverse abhor it) for the duration of the
  spell.


THIRD LEVEL SPELLS:

Bleed (Alteration, Physical)
Author:  August Neverman
Level:  3                                   Components: V,S,M
Range:  5" + 1"/level                       Casting Time:  3 segments
Duration:  1 turn/level                     Saving Throw:  1/2
Area of Effect:  1 creature

Explanation/Description: When cast this spell causes the victim's nose to
  bleed for the duration of the spell.  The victim will loose one hit point
  every turn of the spell.  The spell will also cause the victim to be
  highly uncomfortable and therefore fight at only 97% of efficiency.  This
  spell can be negated by a cure light wounds or having the nose completely
  bound and having the victim to lay motionless for the duration of the
  spell.  One component is a drop of blood.


Control Normal Fires (Alteration)
Author:  THORGON (Brock Neverman)
Level:  3                                   Components: V,S,M
Range:  1"/level                            Casting Time:  2 Segments
Duration: 1 round/level                     Saving Throw:  see below
Area of Effect: 1 cubic foot/level

Explanation/Description: This spell enables the magic user to cause small
  fires as small as a torch or lantern to become as large as a 6' diameter
  bonfire or to cause the bonfire to shrink to the size of a torch or
  explode into a fire with a diameter of 18'.  In this process fuel is
  burned according to the size of the fire.  Also heat dissipation can be
  adjusted which will also affect the amount of fuel used.

     The amount of change a caster can effect in a fire is determined as
  follows: casters level divided by 2 rounded down.  This is the max
  multiplier or divisor for the size and effects of the fire.

Dheryth's Tomelore (Divination, reversible)
AUTHOR:  Jim Gitzlaff
Level:  3                                   Components:  V,M
Range:  touch                               Casting Time:  15 rounds
Duration:  special                          Saving Throw:  none
Area of Effect:  one book or scroll

Explanation/Description: With this spell, the caster knows whether or not a
  book or scroll is cursed, what language it is in, whether or not its
  contents are encoded/enciphered, and other general information about its
  contents.

  None of the following things will be revealed by the spell, though:

  1.  ABSOLUTELY ZILCH will be told about the special books listed in the
     DIG (e.g.  Libra of Ineffable Damnation, Manual of Pussiant Skill at
     Arms, etc.).  Likewise, very powerful (artifact/relic) books will be
     utterly out of this spell's power.

  2.  Specific spells and scrolls will NOT be revealed (e.g.  "Secret Page
     spell on p.2," "Fire Trap cast on cover," "Explosive Runes on
     binding," etc.), nor will the exact nature of a curse, if present, be
     told.

  3.  If the book/scroll contains spells, the caster will not be told
     precisely which spells are there, although the DM might allow weak
     statements like "20 pages are devoted to spells," or "a few weak
     spells seem to be inside this tome."

     The reverse of this spell ("Tome Shield") must be cast on a particular
  book/scroll, which is thenceforth immune to Tomelore for 1 month.  It
  further resists the operation of the History and Identify spells,
  granting the protected book a save vs.  spell as if it were a wizard of
  the same level as the one who cast Tome Shield.


Gofer (Phantasm, Conjuration/Summoning)
Author:  August Neverman
Level:  3                                   Components: V,S,M (gofer tail)
Range:  1" per level                        Casting Time:  2 rounds
Duration:  2 hours/level                    Saving Throw:  see below
Area of Effect:  1 creature

Explanation/Description: When cast this spell causes the victim to be
  followed by a crazed man who is convinced that the victim is a gofer.
  The man has a magic wand that shoots "magic missile" like projectiles.
  However the "man" always misses but he shows up at the worst times, ie.
  when sneaking up on a sleeping dragon.  Even though he misses he will
  attempt to shoot the victim succeeding in destroying the area where the
  victim is.

     The man has A.C.  -2, 200 hit points, regenerates 2 hp per melee, has
  an intelligence of 5 and a wisdom of 3.  He just loves to yell "FREEZE
  GOFER" at the top of his voice.  While this spell is in effect, the
  victim has a -95% chance to surprise.

Improved Continual Light (Alteration)
Author:  Thorgon (Brock Neverman)
Level:  3                                   Components: S,M
Range:  1"/level                            Casting Time:  2 segments
Duration:  Permanent                        Saving Throw:  N/A
Area of Effect:  see below

Explanation/Description: This spell is similar to the "continual light
  spell" except that it can be controlled to move and can be formed by the
  magic user into nearly any shape.  The light is stronger than the
  continual light spell.  It can blind easily (effect power of 1/4 power
  word blind).  The chance for permanent blindness is only 5% otherwise the
  blindness is only temporary.  The light can be aimed as a "flashlight".
  This spell is reversible (which will negate the spell), a continual
  darkness (reverse of continual light) spell will not affect this spell.


Leap (Alteration)
Author:  August Neverman
Level:  3                                   Components: V,S,M
Range:  Touch                               Casting Time:  1 segment
Duration:  Special                          Saving Throw:  N/A
Area of Effect:  Touched creature

Explanation/Description: When this spell is cast the individual is
  empowered with the ability to leap.  The distance the individual is able
  to leap is a total of 20'/Level forward, backward or straight up.  Up to
  the number (of levels of the caster) jumps can be made, the total of
  which cannot exceed the above totals.  Also at the end of the leap the
  individual will always land without falling damage.  Leaps must be
  completed within 1 turn plus 1 turn/level after the spell is cast.

     An example: 7th level caster, individual affected can jump up to a
  total of 140' in up to a total of seven jumps.  ie 7 20' jumps..


FOURTH LEVEL SPELLS:

A Lert (Evocation, Conjuration/Summoning)
Author: Jeff Tolle
Level:  4                                   Components: V
Range:  0"                                  Casting Time: 1 segment
Duration: 3 turns per level                 Saving Throw: none*
Area of Effect: 10' per level

Explanation/Description: This spell summons into being a small blue
  humanoid creature.  This creature can neither attack, nor be attacked (it
  has infinate hit points.) The lert's main purpose is to alert the party
  members of danger.  It can sense behind doors around corners, and will
  immediately tell the party members of any danger.

     The desired effect was basically to change a divination spell to a
  summoning spell.  However the player did not specify how the lert will
  warn the players.

Delusion (Alteration, Mental)
Author:  August Neverman
Level:  4                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: This spell causes the affected character to be
  deluded into thinking that one or more statistic or power has been
  modified (positive or negative).


Fog Warrior (Conjuration/Evocation)
Author:  August Neverman
Level:  4                                         Components: V,S,M
Range:  30" + 1"/level                            Casting Time:  1 round
Duration:  1 turn + 1 round/level                 Saving Throw:  N/A
Area of Effect:  see below

Explanation/Description: This spell creates a creature much the same in
  appearance of the spell "Fog Phantom".  This creature can however do
  damage (1 to level of caster in H.P.  Damage).  It can has a strength
  equal to the level of the caster.  The Fog warrior has an armor class of
  -2 and can be hit only by weapons +1 or greater.  It has 10hp + 1hp/level
  of the caster.  It cannot be dispelled by wind or fire, although fire and
  ice will do damage to it.


Force Bolt (Evocation, Alteration)
Author:  THORGON (Brock Neverman)
Level:  4                                   Components: V,S,M
Range:  see below                           Casting Time: 2 segments
Duration:  see below                        Saving Throw: see below
Area of Effect:  see below

Explanation/Description: This spell causes an invisible bolt to launch
  forward from the casters fingertip.  The bolt does not explode on contact
  with whatever is pointed at, but rather burrows through almost any
  object.  (note +5 or better armor deflects it) The bolt has 10 hit points
  + 2 hit points per level of the caster, these hit points are "burrowing
  points".  For each 10 hp of damage a normal magical item takes it will
  loose a plus.  A normal shield/splint mail or leather armor will use up 5
  hit points, chain mail will use up 7 hit points, and full plate will use
  up 10 hit points.  For some reason standard elven chain will ALWAYS cause
  this spell to reflect (plussed elven chain does not have this effect
  unless it is +5 or higher).

Silhouette (Abjuration, Evocation)
Author:  August Neverman
Level:  4                                   Components: V,S,M
Range:  1 round/level                       Casting Time: 1 round
Duration:  special                          Saving Throw: see below
Area of Effect: one creature

Explanation/Description: This spell causes the affected persons shadow to
  REBEL, for the duration of the spell.  The shadow will not act properly,
  will disappear at will, reappear in the wrong place and in general do
  everything in its power to make the affected person/thing look really
  bad.


Summon Sorb Renraw Level I (Conjuration/Summoning)
Author:  August Neverman
Level:  4                                   Components: V,S,M
Range:  1' per level                        Casting Time:  1 round
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: Various brightly colored creatures appear.  These
  creatures cannot be killed although you can piss them off.  One creature
  will appear for every two levels of the caster.  These creatures have
  variable intelligence from 1 to 20.  They can produce items at will, such
  as phantom weapons and tools.  These phantom items only affect other Sorb
  Renraw Creatures.  P.S.  Read the name backward.


THORGON'S FAITHFUL STEED (Conjuration/Summoning)
Author:  THORGON (Brock Neverman)
Level:  4                                   Components: V,S,M see below
Range:  see below                           Casting Time:  4 segments
Duration:  see below                        Saving Throw:  none
Area of Effect:  see below

Explanation/Description: When cast this spell creates a horse within 10
  feet of the caster.  The horse can pass over nearly any surface and even
  fly short distances (caster level*20) feet.  The horse lasts 1/4 day per
  level of the caster.  The horse can run at speeds up to 40".  The steed
  will respond perfectly to the caster.  The steed has 10 hit points +
  2/level of caster.  The steed can only be hit by +2 or better weapons.
  As the "power" of the caster increases so does the appearance of the
  steed change ie 9th level caster would get a good steed, a 20th level
  caster would get a "pegasus" or similar creature.  It can kick for 1 to
  (level of caster) for hit points in damage.  The steed is immune to
  normal magical attacks such as fireball, lightning and magical ice.

Wind Blast (Evocation, Alteration)
Author:  August Neverman
Level:  4                                   Components: V,S,M
Range:  see below                           Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  1 cubic foot/level

Explanation/Description: This spell creates a wall of wind.  The wall moves
  forward at a rate of (level*2)" per round.  The wall will rip all loose
  materials along with it.  This wall will pull along leaves, papers,
  twigs, small flying creatures, loose tapestry, and will cause an opponent
  to loose balance on a 3 in 6 (depending on size and weight).  The wall of
  wind puts out fires in its path and will stop nearly any sort of breath
  weapon or similar area effect spell or spell-like effect.

     If cast in an enclosed area it will cause an explosion (DM discretion
  on damage).  If cast at a door, it will likely blow the door down AND
  cause an explosion.  (Treat as Strength=Level of Caster) When cast in an
  enclosed remember, walls and ceilings may collapse and cause further
  damage.  If two walls of wind happen to be cast at each other add the
  levels of the casters and roll 1 D6/level for damage as an explosion
  reducing in damage by 10hp/5 feet from impact.

     The wall of wind will last for 1 segment per level of the caster over
  4th level.


Spasm (Enchantment/Charm)
Author:  Neil Rabideau
Level:  4                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:




FIFTH LEVEL SPELLS:

Dheryth's Stone Integrity (Abjuration, Reversible)
Author:  Jim Gitzlaff
Level:  5                                   Components:  V,S,M
Range:  10 yards/level                      Casting Time:  1 turn
Duration:  1 year                           Saving Throw:  none
Area of Effect:  one 20 foot cube per level of the caster

Explanation/Description: This spell, cast upon a volume of rock, prevents
  the correct operation of the Transmute Rock to Mud spell in the following
  way:

  1.  If the caster of Stone Integrity is a higher level than the caster of
     Transmute Rock to Mud, the latter spell automatically fails.

  2.  If the caster of Transmute Rock to Mud is a level equal to or high er
     than the caster of Stone Integrity, the former spell has a chance of
     correctly operating equal to 10% plus 10% per level that the former
     spell caster is higher than the latter.  Even if Transmute Rock to Mud
     works, its area of effect is reduced to a percentage equal to its
     chance of working.  For instance, if TRtM has only a 30% chance to
     work (and does), its area of effect is only 30% of what it should have
     been.

     Stone Integrity grants no other bonuses to the rock and may be
  dispelled.  The "reverse" of this spell is Earth Integrity, and prevents
  the operation of Transmute Mud to Rock in a manner like above.


Kestrel's Skill Eraser (Alteration, Necromancy)
Author: Kestrel (Thomas Watson)
Level:  5                                   Components: V,S,M
Range:  Touch                               Casting Time:  5 segment
Duration:  Special                          Saving Throw:  Neg.
Area of Effect:  Creature Touched

Explanation/Description: This spell completely removes a single weapon or
  non-weapon proficiency slot from a character.  The character thus
  affected forgets any knowledge about and loses any abilities granted by
  that particular proficiency, and may elect either to relearn that
  proficiency or to learn a new one.  This learning process, however, takes
  the remainder of that character's present level; i.e., she will basically
  gain a proficiency slot when she attains her next level.

     Each application of this spell only affects a single proficiency slot;
  e.g., if a character had specialized in a weapon, the first use of the
  spell would erase the benefits of specialization but not proficiency, and
  another use of the spell could then be used to erase the proficiency.
  Similarly, a proficiency requiring two slots (i.e., healing) would only
  be reduced to half its normal ability check through a single use of this
  spell.

     Use of this spell on an unwilling recipient requires a successful
  to-hit roll, and the subject still receives a saving throw vs.  the
  spell.  A clerical restoration spell or a wish can restore the lost
  proficiency slot immediately.  The material component is a leaf from a
  rubber plant, which is rubbed on the person to be affected.


Lycanthropy (Alteration, Necromancy)
Author:  August Neverman
Level:  5                                   Components: V,S,M
Range: Touch                                Casting Time:  20 minutes
Duration: special                           Saving Throw:  see below
Area of Effect: 1 creature

Explanation/Description: Inflicts Lycanthropy on a character or creature.



Nisicaj's Portal (Abjuration, Evocation)
Author:  Eric Jacisin
Level:  5                                   Components: V,S,M
Range:  1"/level                            Casting Time:  1 round
Duration: 1 segment/level                   Saving Throw:  none
Area of Effect: 10 cubic meters/level

Explanation/Description: This spell causes a portal to be opened to the
  elemental plane of Garbage.  Letting TONS of garbage of all sorts dump
  through the portal, causing whatever damage you want.


Sonic Blast (Evocation)
Author:  August Neverman
Level:  5                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: Deafening sound that causes deafness and can be
  heard for VERY long distances, to include effects on characters ie FEAR,
  COURAGE, FLEE...


Sting (Alteration, Evocation)
Author:  Neil Rabideau
Level:  5                                   Components: V,S,M
Range:  5"/level                            Casting Time: 2 segments
Duration:  1 round/level                    Saving Throw: normal attack
Area of Effect:  1 creature

Explanation/Description: This spell requires a +1 dagger as a component.
  The spell causes the dagger in question to disappear and attack the
  victim for the duration of the spell.  The dagger attacks as a fighter
  equal to the level of the caster including attacks per turn and so on.
  The dagger DOES NOT GET its magical bonus to attack, unless better than a
  +1 dagger is used (ie +2 = +1 to attack, +3 = +2 to attack..) The "sting"
  does however get to negate the use of a sheild, if the victim has one.

     A dimension door, astral spell, blink or other location "blinking"
  spells or spell like effects will successfully avoid the "sting".  The
  caster need not concentrate on the spell for the dagger to attack.  The
  dagger is consumed by the spell.


Tsugua's Uncontrollable Hiccups (Abjuration, Evocation)
Author:  Tsugua (August Neverman)
Level:  5                             Components: V,S,M
Range:  0"                            Casting Time: 1 round
Duration: 1 round/level               Saving Throw: see below
Area of Effect:  1"/level radius globe from the user out

Explanation/Description: This spell causes the affected creatures to hiccup
  uncontrollably for the duration of the spell, during which time they will
  be able to do little other than hiccup.  Persons entering the area of
  affect after the spell is cast will still be affected, and leaving the
  area WILL NOT stop the hiccup until the spell expires!  The caster and
  all others in the area are affected (all fighting is at minus the 1/2 the
  level of the caster).


SIXTH LEVEL SPELLS:

Dheryth's Energy Cloak  (Abjuration, Evocation)
Author:  Jim Gitzlaff
Level:  6                                   Components:  V,S,M
Range:  0                                   Casting Time:  1 round
Duration:  2 rounds/level                   Saving Throw:  none
Area of Effect:  the caster only

Explanation/Description: This spell makes the caster seem to be inside a
  varicolored, shifting aura of light.  He is totally immune to any and all
  spells and powers which deal out damage using pure energy (e.g.  Energy
  Lance (see later), Xag-ya, laser) and has a magic resistance of 40% + 1%
  per level of the caster versus "force" spells (e.g.  Wall of Force,
  Bigby's ...Hand, etc.).  Unfortunately, if the force spell is above 4th
  level, the Energy Cloak is negated if the resistance roll is made.

     Damage from impure sources of positive energy (e.g.  fire and
  electricity) is reduced by one point per level of the caster per round,
  up to a cumulative maximum of 5 times the caster's level in protected
  points.

     Any successful attack by a source of negative energy has the following
  effects:

  1.  Both the negative attack and the Energy Cloak are dispelled.

  2.  Both the Cloaked wizard and the attacker take 3-30 points of damage
      (no save, magic resistance, or other protection).  The attacker is
      only damaged this way if the negative attack was delivered by touch
      (of body, wand, or melee weapon).  Otherwise, see #3, below.

  3.  Everyone not in physical contact with the Cloaked wizard takes 3-30
      points of damage minus 1 per foot of distance between them and the
      Cloaked mage.


Dheryth's Energy Globe (Evocation, Alteration)
Author:  Jim Gitzlaff
Level:  6                                   Components:  V,S,M
Range:  touch                               Casting Time:  3
Duration:  1 segment                        Saving Throw:  none
Area of Effect:  see below

     This spell requires a gem of not less than 50 g.p.  each time it is
  cast.  The gem's center briefly becomes a minute gate to the positive
  material plane, and the energies thus released slowly eat away at the gem
  from the inside out.  When the duration expires or the gem is broken, the
  gem explodes into a sphere of pure energy.  Damage is as follows: (range:
  S=1, M=2, L=3) Hit by gem or within

      2'           : 4 points/level of caster
      2'-5.9'      : 2 points/level of caster
      6'-10'       : 1 point/level of caster

     The gem is thrown as a stone (for which the wizard has proficiency),
  and acts as a grenade-like missile if it misses its intended target.  If
  the gem is thrown against someone or something (and hits), it will only
  break instantly if it fails a save for ceramic versus normal blow (soft
  objects) or crushing blow (hard objects).


DHERYTH'S ENERGY LANCE  (Evocation)
Author:  Jim Gitzlaff
Level:  6                                         Components:  V,S,M
Range:  10' + 1' per level                        Casting Time:  5
Duration:  instantaneous                          Saving Throw:  none
Area of Effect:  one creature or object

Explanation/Description: Energy Lance is a slow spell that works only at
  very short distances.  If the caster can get it off, though, its results
  are rewarding.  This spell causes a gem-tipped wand to spew out a
  directional beam of intense positive energy at a single object or
  creature.  Damage done is 1-6 points per level of the caster (max.  of
  14d6), with no save allowed.  Additionally, if made the SOLE target of
  the spell, objects made of non-magical wood, stone, or metal will have a
  6 inch hole drilled through up to the maximum range of the spell (or out
  the back of the object).  Magical objects will suffer the same fate
  unless they successfully save versus Disintegrate at +1.

     Material components: A 6-8 inch platinum wand (1000 g.p.  value) with
  a clear diamond or any opal (worth at least 100 g.p.  in any case) set on
  the end.  A loose 100 g.p.  value gem is also needed -- it will be
  consumed during the casting.  There is a 10% chance that the gem on the
  tip of the wand will shatter as well, reduced to 5% for a 1000 g.p.  gem
  and to a minimum of 1% for a 10,000 g.p.  value gem.


Minor Poltergeist (Conjuration/Summoning)
Author:  August Neverman
Level:  6                                   Components: V,S,M
Range:  Touch                               Casting Time: 4 turns
Duration:  special                          Saving Throw: 2x fear
Area of Effect:  specific location

Explanation/Description: When cast this spell causes a creatures spirit to
  be bound to a specific area.  The magic user may elect to have the spirit
  enter a building or just to warder about a certain area.  The type of
  spirit depends on the bone which is the material component.  The spells
  duration is one month per level of the caster.  After this time period
  the spirit, is free to do as it pleases, leave stay.

Orgasm (Abjuration, Evocation, reversible)
Author:  Nahald (Neil Rabideau)
Level:  6                                   Components: V,S,M
Range: 5" + 1"/level                        Casting Time:  1 turn
Duration: 1 segment/2 levels                Saving Throw: see below
Area of Effect:  One creature

Explanation/Description: This spell causes the affected creature to reach a
  complete state of physical elation.  The "orgasm" may last for up to the
  length of the spell.

     Saving throws are, victims level - casters level.  This number
  multiplied by 5 is the percent chance of failure.  A one is always a
  failure for the caster and success for the victim.


Rape Trick (Abjuration, Evocation)
Author:  THORGON (Brock Neverman)
Level:  6                                   Components: V,S,M
Range: sight                                Casting Time:  1 segment
Duration: instantaneous                     Saving Throw: see below
Area of Effect:  specific location

Explanation/Description: When cast this spell causes all armor (or clothing
  if thats all that is being worn) to be removed.  This spell cannot be
  stopped once started.  The saving throw is normal save vs.  magic, if a
  save is made the effect is bounced back on the caster.  Clothing can be
  put back on as normal after the spell is cast.  One person for every 2
  levels of the caster can be "un-armored".


REBELS'S FLY (Abjuration, Evocation)
Author:  THORGON (Brock Neverman)
Level:  6                                   Components: V,S,M
Range:  Touch                               Casting Time:  20 minutes
Duration: 2 turns/level                     Saving Throw:  see below
Area of Effect: 1 creature

Explanation/Description: This spell is similar to the standard fly spell.
  However, it gives the caster air manuevability class A.  It also allows
  the caster to travel at speeds up to 50".  The recepient of this spell
  can carry up to 2x body weight without losing maneuverability.  For each
  more 3x, 4x and so on, the maneuverability class will be reduced.  The
  spell can move at most 1/5 ton at only hover level.


Summon Sorb Renraw Level II (Conjuration/Summoning)
Author:  August Neverman
Level:  4                                   Components: V,S,M
Range:  1' per level                        Casting Time:  1 round
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:





Super Mirror Image (Abjuration, Evocation)
Author:  THORGON (Brock Neverman)
Level:  6                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: This spell is similar to the "mirror image spell"
  except in the following ways.  The images can each take the casters level
  in damage before disappearing and the number of images is equal to the
  level of the caster.  When a image is destroyed it will apparently
  "dimension door" out of the area.  The caster may elect to control the
  actions of the images.  (the images can do no physical harm but are
  INDISTINGUISHABLE from the caster)


SEVENTH LEVEL SPELLS:

Between (Evocation)
Author:  August Neverman
Level:  7                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect: special

Explanation/Description:




Drain Spell Power (Evocation)
Author:  August Neverman
Level:  7                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:



Ghostly Army (Conjuration/Summoning, Evocation)
Author:  THORGON (Brock Neverman)
Level:  7                                   Components: V,S,M
Range:  sight                               Casting Time: 1 turn
Duration: 1 round/level                     Saving Throw: see below
Area of Effect: 10"x10"/level

Explanation/Description:




     It takes the 1 turn for the fog to form and another turn after the
  spell is over before the fog dissipates.  If the area is already foggy,
  it will double the effect.


Inferno (Evocation)
Author:  August Neverman
Level:  7                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:  Fireball, flamestrike....




Luck (Alteration)
Author:  August Neverman
Level: 7                                    Components: V,S,M
Range: Touch                                Casting Time:  20 minutes
Duration: 1 segment/level                   Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: This spell gives the person affected a bonus to
  all rolls of +1 for the duration of the spell.


Read Mind (Alteration, Mental, Reversible)
Author: Tsugua (August Neverman)
Level: 7                                    Components: V,S,M
Range: Touch                                Casting Time: see below
Duration: see below                         Saving Throw: see below
Area of Effect:  see below

Explanation/Description: By means of this spell the caster can read the
  knowledge or memory of the victim.  Only conscious knowledge and memory
  can be read, ie.  a forget spell or a Remember spell can remove or hide
  information from this spell.  The victim may be conscious or unconscious.
  A successful to hit roll must be made on unwilling victims.  Time
  required depends on the information that is required.


EIGHTH LEVEL SPELLS:

Animate Object (Alteration)
Author:  THORGON (Brock Neverman)
Level:  8                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


Bodyguard (Conjuration/Summoning)
Author:  August Neverman
Level:  8                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


Fire Gem (Abjuration, Evocation)
Author:  NAHALD (August Neverman)
Level:  8                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 rounds
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: This spell requires an expensive gem.  The value
  of the gem depends on the number of spell levels that will be cast into
  the gem.  The cost in 5000gp per spell level of the spell or spells
  (cummulative).

     This spell causes a gem to have a flame appear at the center.  The
  flame has no real significance other than that the gem is ready to
  receive spell(s).  After a spell is cast into a gem it can be called
  forth in a single segment.  The spell will act at the level it was cast
  into the gem.  The gem will be destroyed in the process.

     A spell that is going to be placed into a fire gem must be equal to or
  less than the casters level divided by four.  An 18th level caster could
  put up to a 4th level spell into a fire gem.  A 24th level magic user
  could put up to a 6th level spell into a fire gem.

     If a permenancy spell is used on a fire gem, it will allow the spell
  to be cast a number of times per day.  To determine how many times the
  spell or spells can be cast divide the casters level by five times the
  level of the spell.  Ie.  a first level spell cast into a fire gem at
  18th level will be able to be cast 18/5 or 3 times a day.  If a conduit
  spell is added before the permenancy it will double the effects of the
  spell (if appropriate) and double the number of uses per day.

     Remember a permenancy and a conduit spell are a total of 19 spell
  levels.  Therefore a conduit, permenancy and a magic missle would require
  a gem costing 20*5000 or 100,000gp gem.  Also the caster would be unable
  to cast spells for 20 days (due to effect of the conduit spell).


Guardian (Alteration, Conjuration/Summoning)
Author:  THORGON (Brock Neverman)
Level:  8                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


Remember (Alteration, Mental, Reversible)
Author: Tsugua (August Neverman)
Level: 8                              Components: V,S,M
Range: Touch                          Casting Time: see below
Duration: see below                   Saving Throw: see below
Area of Effect:  see below

Explanation/Description: By means of this spell the caster can cause
  knowledge or memory to be "remembered" at a trigger.  The trigger can be
  a word, event, image or any other specific trigger device.  Depending on
  the complexity of the trigger and the level of memory/knowledge
  supression.  This spell is used to sheild from a Read Mind spell.  It is
  especially useful in creating "fake" personna's, for infiltration.


Seizure (super spasm) (Alteration, Physical)
Author:  THORGON (Brock Neverman)
Level:  8                                   Components: VSM
Range:  10" + 5"/level                      Casting Time:  5 rounds
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: When cast this spell causes the victim to lose
  complete control over all muscles in his/her/it's body for the duration
  of the spell.  This causes the victim to "spas out" fall down and flip
  around like a fish out of water.  There is an exception to this spell.
  Any creature not possessing a central nervous system is not affected by
  this spell.  In all other aspects this spell is the same as spasm.  The
  primary component of the spell is psehaw-monkey blood.


Twin (Abjuration, Evocation)
Author:  THORGON (Brock Neverman)
Level:  8                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: This spell causes a creature to appear.  This
  creature is physical but has no self, it is actually only a channel
  though which the caster may operate.  The "duplicate" has only a fraction
  of the hit points of the caster.

                                1 - 2   40%
                                3 - 4   50%
                                5 - 6   60%

     This spell does NOT create posessions for this creature.  The magic
  user will wholly operate through this "twin" and therefore will need
  items for this "twin".

     While the spell is in effect the spell casters body is effectively
  unconscious.  If the caster specifically concentrates he/she can
  partially sense the area around the "real" body.

     If the twin is destroyed the caster and any familiars automatically
  will lose 1/2 their hit points.  Furthermore the caster will be unable to
  cast spells for 1 to 6 days.


NINTH LEVEL SPELLS:

Degenerate (Abjuration, Evocation)
Author:  THORGON (Brock Neverman)
Level:  9                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:



Delayed Ice Blast (Evocation)
Author:  August Neverman
Level:  9                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:




Major Poltergeist (Abjuration, Evocation)
Author:  Nahald (August Neverman)
Level:  9                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


Regenerate (Abjuration, Evocation)
Author:  THORGON (Brock Neverman)
Level:  9                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


Shadow Warrior Army (Conjuration/Summoning, Alteration)
Author:  NAHALD (August Neverman)
Level:  9                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:



Steal Spell Power (Evocation)
Author:  August Neverman
Level:  9                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          aving Throw:  see below
Area of Effect:  specific location

Explanation/Description:





Sunburst (Evocation)
Author:  August Neverman
Level:  9                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:






Telepathy (Evocation, Charm/Enchantment)
Author:  THORGON (Brock Neverman)
Level:  9                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:





TENTH LEVEL SPELLS:

Asmodeus's Instant Summons (Evocation, )
Author:  C. Keroak
Level:  10                                  Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: When this spell is cast,wherever Asmodeus is,no
  matter what he's doing (see table below) he will instantly appear at the
  side of the caster.  To cast this spell,one needs to draw a thaumaturgic
  triangle on the ground and stand outside it.  The triangle disappears (as
  do any and all magic protections) once the spell is done.  The table
  below is to determine what Asmodeus is up to at spell casting time:
                        (roll d100)
         1-15........On the pot
        16-35........In an exec board meeting (95% chance of summoning 2-4
                     archdevils)
        36-50........In a "private" meeting (will also summon d12 succubi)
        51-65........Taking a nap
        66-73........Torturing someone
        74-85........Creating a minor devil
        86-90........Consulting with Gary Gygax
        91-95........Tipping off someone (50% chance pious priest, 50%
                     chance hyperactive policeman with nothing better to
                     do)
        96-100.......At a computer terminal randomly shutting down Vax
                     nodes


Conduit (evocation)
Author:  Nahald (August Neverman)
Level:  10                                  Components: V,S,M
Range: Touch                                Casting Time:  3 minutes
Duration: Special                           Saving Throw:  see below
Area of Effect: Creature or Item Touched

Explanation/Description: By means of this spell a conduit to the positive
  material plabe is opened.  This channel can be used to infuse another
  magic user with power or a magic item.

     If another magic user is infused the casters both must make a save vs.
  magic (level of caster), a failure means both instantly pass out, a
  critical failure means death for both.  If the save is successful the
  recepient can cast all spells at triple power and will not "forget" any
  spells currently memorized.

     For each segment the conduit is open the caster cannot cast spells for
  one full hour.  The caster may only keep a conduit open for the number of
  segments equal to his/her constitution+level.  Additionally immediately
  after the conduit is closed the caster will fall unconscious for 1 round
  per segment the conduit was open.

     If the conduit is cast into an object (with permenancy of course) it
  bascially doubles the power of the item.


Greater Meteor Swarm (Conjuration, Evocation)
Author:  August Neverman
Level:  10                                  Components: V,S,M
Range:  1' per level                        Casting Time:  see below
Duration:  special                          Saving Throw:  see below
Area of Effect:  ONE FULL CLICK

Explanation/Description: This spell causes 5 great creatures to come into
  existence.  These creatures carry large magical devices similar to
  Delayed Blast Fireballs.  They drop these items from a very great
  altitude.  The creatures can shoot magic missiles or the like if any
  flying object tries to destroy them.  (Hint: Think Carpet Bombing)
  Casting time: 1 to 3 hours depending on weather.

Learn Language (Divination, Alteration)
Author: Kestrel (Thomas Watson)
Level:  10                                  Components: V,S
Range:  Touch                               Casting Time:  1 segment
Duration:  Permanent                        Saving Throw:  None
Area of Effect:  Caster

     This spell allows the caster to learn to speak and understand a
  desired language known by another creature, or to read and write a
  language found in a book, scroll, manuscript, etc.

     The somatic component is a splayed hand touching the head of the
  creature or the surface of the written object.  There is no saving throw,
  but because the hand must be kept on the subject the entire round of
  casting, the spell is effective only on a willing (or
  unconscious/held/etc.) creature.

Object Reading
Author:  August Neverman
Level:  10                                  Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:





Precognition
Author:  August Neverman
Level:  10                                  Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:







ELEVENTH LEVEL SPELL:

Answer (Divination)
Author:  August Neverman
Level:  11                                  Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: By means of this spell the caster, can ask the DM
  a question and get an answer.


Command Wish (Divination)
Author:  August Neverman
Level:  11                                  Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:



Grant Spell Power (Evocation, Divinition)
Author:  August Neverman
Level:  10                                  Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


Immortality (Divination)
Author:  August Neverman
Level:  11                                  Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


Innate (Divination, Conjuration, Evocation)
Author:  August Neverman
Level:  10                                  Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


Immortality (Divination)
Author:  August Neverman
Level:  11                            Components: V,S,M
Range:  1' per level                  Casting Time:  20 minutes
Duration:  special                    Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Spells that can be used in conjunction with the permenancy spell.

comprehend languages
detect evil
detect illusion
detect invisibility
detect magic
infravision
protection from evil
protection from normal missles
read magic
tongues
ultravision
unseen servant

alarm
deepockets
dispel magic
enlarge
fear
forcecage
gust of wind
invisibility
magic mouth
preserve
prismatic sphere
stinking cloud
wall of fire
wall of force
web
wind wall
glow
static charge
waterproof
fog phantom
thorgons faithful steed
fire gem
conduit
Telepathy
luck * SPECIAL *
Immortality * SPECIAL *

   All permenancy spells cost a point of constitution except fire gem which
uses no point.  All *SPECIAL* spells, randomly require from 1 to 6
constitution points.

Spells that can be used in conjunction with the Innate spell.

jump
leap
magic missle
Rebels fly
fire ball
fog warrior
mirror image
wind blast
gold to gems
Silhouette

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
POWER WORD SMURF (Abjuration, Evocation)
Author:  M. Kinney
Level:  1                             Components: V,S,M
Range:  1' per level                  Casting Time:  20 minutes
Duration:  special                    Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: Must be uttered in place of a noun,or in place or
  a verb (smurfing) or in place of an adjective (smurfy).  Will cause
  confusion for d4 rounds as everyone in a 10' radius tries to figure out
  what the hell the caster was talking about in their sentence.  (If the
  target rolls a 1 when trying to save,they will be helpless with laughter
  for d6 rounds because they will have substituted something obscene for
  "smurf").


Dispel Alignment (Abjuration, Evocation)
Author:   M. Kinney
Level:  3                             Components: V,S,M
Range:  1' per level                  Casting Time:  20 minutes
Duration:  special                    Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: Target can take no action at all for the duration
  of the spell.


BYZUL'S MECHANICAL WONDER (Abjuration, Evocation)
Author:  M. Kinney
Level:  5                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: This spell creates a large metal "egg" that can
  carry up to six people.  It's decorated with a mystic rune that looks
  like a circle inside a circle, with the inner circle divided into four
  equal parts that alternate white-blue-white-blue, and the initials of the
  spell name in between the circles.  Use the tech use charts from
  Expedition To The Barrier Peaks or the The City Beyond The Gate (DRAGON
  #100) to operate.

Uncle Sam's Daemon Summoning I (Abjuration, Evocation)
Author:  C. Keroak
Level:  4                                   Components: V,S,M
Range:  1' per level                        Casting Time:  20 minutes
Duration:  special                          Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: When this very cruel spell is cast,a small bipedal
  form from the Lower Planes appears,with reddish skin and horns and a
  barbed tail in a business suit.  When the command word "audit" is
  spoken,the daemon will open up a small briefcase and cast "confusion" and
  bury the recipient in a 40' deep pile of papers.  Material components are
  a huge sum of recently discovered valuables and a small piece of paper
  with the number "1040" written on it....

DELAYED BLAST ARGUMENT (Abjuration, Evocation)
      Author:  C. Keroak

Level:  4                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: The caster first does a phantasmal force spell
  directed specifically at one person and concludes the spell by dispelling
  it, commenting on the quality of it and uttering the command phrase
  "Siskel".  If the command word "Ebert" is said within one hour,the
  recipient of the spell will grow fat and myopic and will instinctively
  disagree with any of the caster's comments on the illusion until someone
  holds two thumbs up in front of the spell target.  No saving throw.

OTTOLUKE'S SELF NUKE (Abjuration, Evocation)
      Author:  C. Keroak

Level:  6                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description: .....turns the caster's body into a small
  thermonuclear device.  Has been known to be a favorite of the clerics of
  Death.

DETECT NORMAL FIRES (Abjuration, Evocation)
Author:  ?
Level:  6                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:
  (range:touch, effect improved by immersing hand in
  kerosene)


KESTREL'S BERLITZMENT
Author: Kestrel (Thomas Watson)
Level:  4                                         Components: V,S,M
Range:  Touch                                     Casting Time:  1 segment
Duration:  1 turn/level                           Saving Throw:  None
Area of Effect:  Creature/Item Touched


HEALING RAIN
Author:  August Neverman
Level:  5                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


SALT STORM
Author:  August Neverman
Level:  5                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


Freeze
Author:  August Neverman
Level:  5                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:



ECHO - weird noises
Author:  August Neverman
Level:  5                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


Melt
Author:  August Neverman
Level:  5                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:


AWAKE! (Abjuration, Evocation)
Author:  August Neverman
Level:  3                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:




Real/Loonies/munchkins...
  Real Role-Players cast Find the Path
  Loonies cast Otto's Irresistible Nose-Picking
  Munchkins cast Smite Ruler/Transfer Loyalty of Populace
  Real Role-Players cast Demoralize on their foes
  Loonies cast Befuddle on their friends
  Real Men cast Dominate Human on others
  Real Role-Players cast Damage Resistance on their familiars/ themselves
  Loonies cast Dominate Human on themselves
  Real Men cast Berserker on themselves
  Loonies cast Face Chaos on the Crimson Bat
  Munchkins cast Timestop
  Real Men use Body Weaponry
  Real Role-Players use Shape Alteration
  Loonies use Sea Anemone Hypnosis
  Munchkins use Assume Godhood

Transmute Rock to Stone
Explosive Familiar (The mage's familiar blows up)
Invisible Runes (can't be read by any means whatsoever)
Drawmij's Instant Death (Drawmij dies, no saving throw)
Speak With Mud (mud keeps standard mud intelligence)
Charm Dead (won't work on UNdead)
Monster Invulnerability
Feign Invisibility (but everyone now thinks they can see invisibility)


    Power Word Armageddon :When uttered,will provoke a war between every
         living thing on that plane.  No saving throws.


CANTRIPS

     Gnats - A bunch of normal gnats appear and fly incessantly around the
             casters head.  Duration 4 hours or until 1000 gnats killed.


     Cut - This cantrip causes any random piece of leather or regular cloth
           to be cut on the casters person.  Will not cut magical cloth ie
           bag of holding, but will cut through thin leather.

     Sting - The caster is stung by a bee.

     Horn - Roll percentile to determine the number of honks that will
            randomly go off around the caster.  Usually not too loud, time
            between "honks" is 1d6 rounds.

     Listen - The caster will be able to competently listen to
              him/her/itself.

     Catfeet - little dirty cat paw marks appear all over the casters body
               and face.

     Color - will randomly change the color of something near the castor,
             something the caster is carrying or wearing or even the
             caster.  Duration: permanent (until washed)

     Dampen - The caster will appear to have wet his/her/its pants.

     Vomit - The caster will vomit, no saving throw.  And work at a
             strength -1 for 1 to 8 rounds.

     KNOT - some tie or bow, on the casters body or in a pack will become
            so terribly knotted that it will take from 4 to 16 minutes to
            untie it.


     Purify Food and Water 1/2 - (from Dragon Magazine) components are
                 salt, pepper, garlic, onion and lots of catsup, everyone
                 knows that if you put enough spices and catsup on
                 something you can eat it.

HASTE FOOT (Abjuration, Evocation)
Author:  August Neverman
Level:  3                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:

Level 1, casting time 2 segments
Area of effect: ONE AND ONLY 1 OF THE CASTERS FEET
     This spell is easily confused with the haste spell, however the
  components are only half the normal required.  The spell causes the
  caster to run in circles at high speed.

INVISIBLE POOP (Abjuration, Evocation)
Author:  August Neverman
Level:  3                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:
Level 1, casting time 1 segment
Area of effect: depends on size of components
Components:    Dog poop, or horse poop, or bat poop, or pig poop,
Duration: couple of weeks
     This spell causes a noticeable stench in the area where the spell is
  cast.  It will be impossible to get rid of the smell unless a see
  invisible is used or a "Detect Invisible Poop" spell is cast.

FOOLS COPPER (Abjuration, Evocation)
Author:  August Neverman
Level:  3                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:
Level 1, casting time 1 round
components, large hammer and users forehead.
     This spell causes the caster to think that COPPER is more valuable
  than gold and will trade a gold coin for a copper coin, whenever
  possible.  Duration 1-4 days + 2 hours per level.

CHARM SELF (Abjuration, Evocation)
Author:  August Neverman
Level:  3                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:
Level 2, casting time 3 rounds
Area of effect: caster.
     This spell will simply cause the caster to fall in "love" with
  him/her/itself.  For 1 round + 1 turn per level.

WARRIOR VOICE (Abjuration, Evocation)
Author:  August Neverman
Level:  3                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:
      By means of this spell the caster, creates a "third eye" much

Level 2, casting time 4 hours
components any combination of two: Arnold Swartzneggar, Claude Von Damme, The ba
movies.
     This spell will allow the caster to talk like a real "barbarian".
  Temporary intelligence loss of 1 to 4 points for 4 to 16 hours.

DETECT VISIBILITY (Abjuration, Evocation)
Author:  August Neverman
Level:  3                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:
      By means of this spell the caster, creates a "third eye" much
Level 2, casting time 1 segment
components nothing,
     This spell will tell the caster whether or not he "THINKS" he can see.
  It will not detect effects of hallucinatory steed or other similar
  spells.  Duration 2 segments.


DISEASE (Abjuration, Evocation)
      Author:  August Neverman

Level:  3                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:
      By means of this spell the caster, creates a "third eye" much
Level 3, casting time 12 segments,
components 1 heavily soiled snot covered towel and some vomit.
     This spell will cause the caster and anyone within 1d4" + level caster
  to get a really bad disease which will last 1d6*10 days + the level of
  the caster*2.


FLAMING HOUSE (Abjuration, Evocation)
      Author:  August Neverman

Level:  3                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:
      By means of this spell the caster, creates a "third eye" much
Level 4, casting time 1 segment
components natural gas, 1 match
     This spell will result in the area the caster is inhabiting to EXPLODE
  doing 10d6 damage + 1d10 per level of caster to ANYTHING in the area.

DORKENMAINENS FAITHFUL KITTEN (Abjuration, Evocation)
Author:  August Neverman
Level:  3                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:
Level 4
Casting time: 1 hour to 1 week          Duration: Semi-Permanent
Components: Saucer of milk
     Basically causes you to get a baby kitten as a pet.  It is cute
  lovable and cuddly and totally useless in the game (or at least mostly
  useless).  DM can make it neat if he/she wants.

OMINOUS SOUND (Abjuration, Evocation)
      Author:  August Neverman

Level:  3                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:
      By means of this spell the caster, creates a "third eye" much

Level 1, casting time instantaneous
components a large cone shaped piece of paper or cardboard.
Area of effect is persons in the area.

     By means of this spell a sound, like the one you hear in all the
  movies when the bad guy shows up, emanates from the caster.  Duration is
  1 round per level of caster.

HALLUCINATORY STEED (Abjuration, Evocation)
      Author:  August Neverman

Level:  3                                         Components: V,S,M
Range:  1' per level                              Casting Time:  20 minutes
Duration:  special                                Saving Throw:  see below
Area of Effect:  specific location

Explanation/Description:
Level 2, casting time 1 round
components: raven feather, horse hair, a marble
     This spell will create a horse that seems to be rideable but if anyone
  tries to ride it, it will get away.  THERE IS NO WAY to ride it and it
  will stick around for 2d20 hours plus the level of the caster.  Of course
  it eats like a regular horse, appears to sleep, and all the other fun
  stuff.

