AOH :: TOME-MAG.TXT

The Tome of Magic, MASSIVE amounts of spells for AD&D Wizards and Priests.


      				  Introduction
 
 
                  Some of the spells in this file were not part of the
             original Tome, but have been picked up or designed by myself
             and my gaming group.  I included them to save time in
             preparing a new spell book.
                  When I got this file, it contained no distinctions
             between wizard and clerical spells.  It also gave no
             instructions on how to allow characters access to these
             mighty spells.  In turn, I did my best to design a system
             for how characters can get these spells and to divide them
             into the two classes.  I have also included expanded
             Progression Tables for both clerics and wizards up to 50th
             level.
                  Also, there were, for most spells, no material
             components listed.  It is assumed that the DM can come up
             with some suitable item.
                  You will note that the wizards spells far outweigh the
             clerical spells (in terms of the number available.)  Perhaps
             this can be allowed for by considering that high level
             clerics usually settle down and form a church or mission,
             while high level wizards settle down and do spell research.
                  All of these spells were originally written for the
             first edition game.  I have done some editing to make them
             usable for the second edition, mostly in terms of revising
             the casting time.  Remember:  A number by itself is the
             initiative modifier.  If it says rounds, the spell will go
             into effect at the end of that many rounds (example:  a 1
             round spell will be cast last in the current fighting
             round), and turns are blocks of 10 minutes.  If you find a
             reference to "Segments", a segment is six seconds.
                  I took out references to illusionists and druids (as
             these classes have been nuked).  I did not put any spell
             schools or spell spheres; these are at DMs discretion.
                  Special Saves:  Special Saves are for characters who
             have certain powerful magic items (such as a Luck Sword)
             which give them the ability to save in situation where there
             is not usually a save.  A special save is what happens upon
             a success.
                  Wishes:  As far as I understand the current design, the
             9th level wish spell has the ability to duplicate or negate
             the effects of any spell 9th level or lower.  This means
             that the wish spell will be unable to duplicate (or negate)
             the high level spells.  I have attempted to solve this by
             including the 15th and 20th level wish spells.  The addition
             of these spells make the 9th level spell a little less
             powerful while still allowing a single spell to cover many
             possibilities.
 
 
                  I would like to give a special thanks to the following
             people:
                  Arianna (the cleric) -  The tank (with an AC of -4) who
                                          was also a mobile hospital.  
                                       [ananda%bsu.decnet@msus1.bitnet]
				    or [ananda%bsu.decnet@msus1.msus.edu]
 
                  Rhianne (the MUT or magic user-thief) - Who had no
                                          qualms about nuking an attacking 
                                          army
					[bltchem%bsu.decnet@msus1.bitnet]
				     or [bltchem%bsu.decnet@msus1.msus.edu]
 
                  Sarte (the geomancer) - Who climbed towers and offered
                                          philosophical advice
 
                  Syrig (the quad or magic user-thief-fighter-cleric) -
                                          Who had a unique way of looking 
                                          at the world.
 
                  Skylar (the fighter-druid) - Who never quite could get
                                          playing a neutral down.
					[kaor%bsu.decnet@msus1.bitnet]
				    or  [kaor%bsu.decnet@msus1.msus.edu]
 
                  Killian (the fighter-thief) - Who charged blindly into
                                          anything, and paid the price 
                                          (cursed to be Lawful Good)
 
                  The summer of '90 was great.  Never forget the stupid
             rabbits or Skylar doing the dance of death at the hands of
             21 magic missiles (thank goodness for RAISE DEAD).
 
             "May your armour never rust and your swing never falter."
 
 
 
 
                        Rules for Obtaining High Level Spells
 
 
             Wizard:
 
             1)   Intelligence Requirements
 
                 Intelligence                        Maximum Level
                      16                                  8
                      17                                  8
                      18                                  9
                      19                                  10
                      20                                  11
                      21                                  13
                      22                                  15
                      23                                  17
                      24                                  19
                      25                                  20
             *** -  any creature of at least demigod status has no
             restrictions based on intelligence, although they may not
             use the spell simply based on their nature.
 
 
             2)  Acquisition
                  There are generally two accepted ways for obtaining a
             spell:  spell research and copying the spell from somewhere.
             With the higher level (levels 10 plus) spells, it becomes
             important that characters not be given the power casually.
             There are a number of ways that this can be accomplished.
                  A)  Force the characters to research the spells at a
             rate of 1d4 weeks per spell level and a cost of 1,000 to
             2,000 gp. per spell level.  If the characters are designing
             a new spell that is powerful enough to be placed into these
             upper levels, the times and costs are doubled or tripled.
                  B)  A series of hard adventures, perhaps one adventure
             to get each spell component (one adventure would yield the
             list of material components, another the hand gestures, a
             third the verbal commands.)  Remember, the enemy that the
             characters must overcome to get the spell will already know
             the spell and will probably use it.
                  C)  Allow the spells to be obtained in the normal
             manner, but make the casting of one temporally lower the
             caster's intelligence by one for about an hour.  This will
             decrease the availability of high level spells until the
             effect wears off.  For non-combat spells, this makes little
             difference, but when a hoard of hungry ogres are breathing
             down your neck, this can really suck.  Note:  High level
             spells that enhance the effects of the next spell cast would
             be exempt from this rule.
                  D)  Feel free to design you own rules.  One should make
             it difficult to obtain these spells; but not impossible.
             Remember:  Any spell the characters have, someone else will
             also have; and that someone else might be in a bad mood.
                  
             3)  Scrolls
                  Scrolls containing the high level spells should not
             exist.  Consider the fact that a 15th level spell scroll
             would be extremely long and that the wizard would not have a
             very good chance of producing the scroll.  If the characters
             desire to make scrolls and all the checks succeed, use the
             following effect.
             -----The user's mind is temporally shorted out.  All spell
                       casting for the next 2 turns will fail.  The user
                       will still be able to fight and use reasoning, but
                       spells do not work.  Also, regardless of the spell
                       on the scroll, the user will age one year.
 
             Cleric:
 
             1)  Wisdom Requirements
 
                  Wisdom                             Maximum Level
                    16                                    5
                    17                                    6
                    18                                    7
                    19                                    8
                    20                                    9
                    21                                    10
                    22                                    10
                    23                                    11
                    24                                    11
                    25                                    12
             *** -  any creature of at least demigod status has no
             restrictions based on wisdom, although they may not use the
             spell simply based on their nature.
 
             2)  Acquisition
                  For clerics, spells are gained from their deity through
             prayer.  Clerics should be able to gain spells up to level
             12 using normal procedures.
                  Feel free to require the cleric to go on a series of
             adventures, to appease his/her god.  Once the spell is
             gained for the first time, all subsequent prayers for that
             spell have the normal chances of success.
 
                  Levels 13-15 are special cases:
                  These spells are given on a one for one basis.  The
             cleric must be able to tell his/her god exactly what the
             spell will be used for.  If the god feels that the spell is
             being requested for a good reason, the cleric will have it
             granted.  There is a wisdom requirement of 25 for these one
             time spells.
 
             -----Level 13:
                  A)  The cleric must have a following of 100,000 beings.
                  B)  The cleric must make a sacrifice of some personal
                       magic item (not money) to the god.
                  C)  Must spend 2 weeks in prayer and meditation.
                  D)  Must have a very good reason for the requesting of
                       the spell.
 
             -----Level 14:
                  A)  The cleric must have a following of 250,000 beings.
                  B)  Must sacrifice 3 personal magic items.
                  C)  Must spend one month in prayer and meditation.
                  D)  Must have an even better reason for requesting the
                       spell.
 
             -----Level 15:
                  Level 15 spells are not available to anyone of less
             than demigod status.  No mortal can ever cast CREATE PLANE
             or DIVINE ASCENTION.
 
             3)  Scrolls
                  Scroll use for clerical spells follow the same rules as
             with wizard scrolls.  No spell above 12th level can be put
             on a scroll.
                  
 
 
 
                            Wizard Spell Progression Table
 
 
             Level                        Spell Level                   |
                     1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
               1     1 - - - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               2     2 - - - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               3     2 1 - - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               4     3 2 - - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               5     4 2 1 - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               6     4 2 2 - - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               7     4 3 2 1 - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               8     4 3 3 2 - - - - - -- -- -- -- -- -- -- -- -- -- -- |
               9     4 3 3 2 1 - - - - -- -- -- -- -- -- -- -- -- -- -- |
              10     4 4 3 2 2 - - - - -- -- -- -- -- -- -- -- -- -- -- |
              11     4 4 4 3 3 - - - - -- -- -- -- -- -- -- -- -- -- -- |
              12     4 4 4 4 4 1 - - - -- -- -- -- -- -- -- -- -- -- -- |
              13     5 5 5 4 4 2 - - - -- -- -- -- -- -- -- -- -- -- -- |
              14     5 5 5 4 4 2 1 - - -- -- -- -- -- -- -- -- -- -- -- |
              15     5 5 5 5 5 2 1 - - -- -- -- -- -- -- -- -- -- -- -- |
              16     5 5 5 5 5 3 2 1 - -- -- -- -- -- -- -- -- -- -- -- |
              17     5 5 5 5 5 3 3 2 - -- -- -- -- -- -- -- -- -- -- -- |
              18     5 5 5 5 5 3 3 2 1 -- -- -- -- -- -- -- -- -- -- -- |
              19     5 5 5 5 5 3 3 3 1 -- -- -- -- -- -- -- -- -- -- -- |
              20     5 5 5 5 5 4 3 3 2 -- -- -- -- -- -- -- -- -- -- -- |
              21     5 5 5 5 5 4 4 4 2  1 -- -- -- -- -- -- -- -- -- -- |
              22     5 5 5 5 5 5 4 4 3  2 -- -- -- -- -- -- -- -- -- -- |
              23     5 5 5 5 5 5 5 5 3  2  1 -- -- -- -- -- -- -- -- -- |
              24     5 5 5 5 5 5 5 5 4  3  2 -- -- -- -- -- -- -- -- -- |
              25     5 5 5 5 5 5 5 5 5  4  2  1 -- -- -- -- -- -- -- -- |
              26     6 6 6 6 5 5 5 5 5  4  2  2 -- -- -- -- -- -- -- -- |
              27     6 6 6 6 6 6 6 5 5  4  3  2  1 -- -- -- -- -- -- -- |
              28     6 6 6 6 6 6 6 6 6  4  3  3  2 -- -- -- -- -- -- -- |
              29     7 7 7 7 6 6 6 6 6  4  3  3  2  1 -- -- -- -- -- -- |
              30     7 7 7 7 7 7 7 6 6  4  4  3  2  2 -- -- -- -- -- -- |
              31     7 7 7 7 7 7 7 7 7  4  4  4  3  3 -- -- -- -- -- -- |
              32     8 8 8 8 7 7 7 7 7  4  4  4  4  4  1 -- -- -- -- -- |
              33     8 8 8 8 8 8 8 7 7  5  5  5  4  4  2 -- -- -- -- -- |
              34     8 8 8 8 8 8 8 8 8  5  5  5  4  4  2  1 -- -- -- -- |
              35     9 9 9 9 8 8 8 8 8  5  5  5  5  5  2  1 -- -- -- -- |
              36     9 9 9 9 9 9 9 8 8  5  5  5  5  5  3  2  1 -- -- -- |
              37     9 9 9 9 9 9 9 9 9  5  5  5  5  5  3  3  2 -- -- -- |
              38     9 9 9 9 9 9 9 9 9  5  5  5  5  5  3  3  2  1 -- -- |
              39     9 9 9 9 9 9 9 9 9  5  5  5  5  5  3  3  3  1 -- -- |
              40     9 9 9 9 9 9 9 9 9  5  5  5  5  5  4  3  3  2 -- -- |
              41     9 9 9 9 9 9 9 9 9  5  5  5  5  5  4  4  4  2  1 -- |
              42     9 9 9 9 9 9 9 9 9  5  5  5  5  5  5  4  4  3  1 -- |
              43     9 9 9 9 9 9 9 9 9  5  5  5  5  5  5  5  5  3  2 -- |
              44     9 9 9 9 9 9 9 9 9  5  5  5  5  5  5  5  5  4  2  1 |
              45     9 9 9 9 9 9 9 9 9  5  5  5  5  5  5  5  5  5  3  2 |
              46     9 9 9 9 9 9 9 9 9  6  6  6  6  5  5  5  5  5  4  2 |
              47     9 9 9 9 9 9 9 9 9  6  6  6  6  6  6  6  5  5  4  3 |
              48     9 9 9 9 9 9 9 9 9  6  6  6  6  6  6  6  6  6  4  3 |
              49     9 9 9 9 9 9 9 9 9  7  7  7  7  6  6  6  6  6  4  4 |
              50     9 9 9 9 9 9 9 9 9  7  7  7  7  7  7  7  6  6  5  4 |
 
 
 
                            Cleric Spell Progression Table
 
                         Level               Spell Level    |
                                 1 2 3 4 5 6 7 8 9 10 11 12 |
                           1     1 - - - - - - - - -- -- -- |
                           2     2 - - - - - - - - -- -- -- |
                           3     2 1 - - - - - - - -- -- -- |
                           4     3 2 - - - - - - - -- -- -- |
                           5     3 3 1 - - - - - - -- -- -- |
                           6     3 3 2 - - - - - - -- -- -- |
                           7     3 3 3 1 - - - - - -- -- -- |
                           8     3 3 3 2 - - - - - -- -- -- |
                           9     4 4 3 2 1 - - - - -- -- -- |
                          10     4 4 3 3 2 - - - - -- -- -- |
                          11     5 4 4 3 2 1 - - - -- -- -- |
                          12     6 5 5 3 2 2 - - - -- -- -- |
                          13     6 6 6 4 2 2 - - - -- -- -- |
                          14     6 6 6 5 3 2 - - - -- -- -- |
                          15     7 7 7 5 4 2 - - - -- -- -- |
                          16     7 7 7 6 5 3 1 - - -- -- -- |
                          17     8 8 8 6 5 3 1 - - -- -- -- |
                          18     8 8 8 7 6 4 1 - - -- -- -- |
                          19     9 9 9 7 6 4 2 - - -- -- -- |
                          20     9 9 9 8 7 5 2 - - -- -- -- |
                          21     9 9 9 9 8 6 2 1 - -- -- -- |
                          22     9 9 9 9 9 6 3 1 - -- -- -- |
                          23     9 9 9 9 9 7 3 2 - -- -- -- |
                          24     9 9 9 9 9 8 3 2 - -- -- -- |
                          25     9 9 9 9 9 8 4 2 1 -- -- -- |
                          26     9 9 9 9 9 9 4 2 1 -- -- -- |
                          27     9 9 9 9 9 9 5 3 2 -- -- -- |
                          28     9 9 9 9 9 9 6 3 2 -- -- -- |
                          29     9 9 9 9 9 9 7 3 2  1 -- -- |
                          30     9 9 9 9 9 9 8 4 3  1 -- -- |
                          31     9 9 9 9 9 9 9 4 3  2 -- -- |
                          32     9 9 9 9 9 9 9 5 3  2 -- -- |
                          33     9 9 9 9 9 9 9 6 4  2  1 -- |
                          34     9 9 9 9 9 9 9 7 4  3  1 -- |
                          35     9 9 9 9 9 9 9 8 5  3  2 -- |
                          36     9 9 9 9 9 9 9 9 6  3  2 -- |
                          37     9 9 9 9 9 9 9 9 7  4  2  1 |
                          38     9 9 9 9 9 9 9 9 8  4  3  1 |
                          39     9 9 9 9 9 9 9 9 9  5  3  2 |
                          40     9 9 9 9 9 9 9 9 9  6  3  2 |
                          41     9 9 9 9 9 9 9 9 9  7  4  2 |
                          42     9 9 9 9 9 9 9 9 9  8  4  3 |
                          43     9 9 9 9 9 9 9 9 9  9  5  3 |
                          44     9 9 9 9 9 9 9 9 9  9  6  3 |
                          45     9 9 9 9 9 9 9 9 9  9  7  4 |
                          46     9 9 9 9 9 9 9 9 9  9  8  4 |
                          47     9 9 9 9 9 9 9 9 9  9  9  5 |
                          48     9 9 9 9 9 9 9 9 9  9  9  6 |
                          49     9 9 9 9 9 9 9 9 9  9  9  7 |
                          50     9 9 9 9 9 9 9 9 9  9  9  8 |
 
 
 
 
                                    Wizard Spells
 
             Level 1                  Level 2
             Acid Hands               Bladethirst
             Alteration               Cloud Walk
             Avoid Solicitation       Cold Snap
             Crate                    Detect Chaos (Reversible)
             Easy Catch               Energize  
             Fire Darts               Illusionary Spell
             Frost Hands              Locate Water
             Map It                   Moving Crate
             Protection from          Nimanril's Invisibility
                Chaos (Reversible)    Resist Cold    
             Seasoning                Secret Message      
             Stone of Detection       Sense of Direction
             White Tornado, The       Target         
                                      Think Positive                
                                      Tobelin's Regenerating
                                         Mushroom
 
 
             Level 3                  Level 4
             Bedlam                   Acid Cloud
             Clear Sight              Analyze:  Plant
             Cloud Formation          Anti-Gate
             Detect Reefs, Shoals,    Arnvid's Unseen Limb
                and Shallows          Blast of Sound
             Healing Sleep            Burrow
             Hey, Bartender!          Controlled Incendiary
             Incineration             Empath
             My, What A Large         Fighter Skills           
                Helmet You Are        Four Eyes
                Wearing               Guzzler, The
             Peephole                 Hydro Shield
             Protection from          Life Force Transfer
               Chaos, 10' Radius      Mana Magic
               (Reversible)           Radiate Heat/Cold
             Protection from          Resist Acid    
                Friendly Missiles     Rotary Polarization
             Psychic Signal           Sand Blaster        
             Resist Electricity       Sleep Darts         
             Resist Fire              Sleeping Gas        
             Snowball                 Slippery Smallfellow
             Status                   Troll Power         
             Weapons Magic            Ultravision                   
                                      Wimp
 
 
             Level 5                  Level 6
             Analyze:  Animal         Accelerated Metabolism
             Analyze:  Mechanism      Analyze:  Potion
             Anti-Magic Zap           Anti-Life Energy
             Charmer's Knock          Bind
             Cloud Hardening          Cloud Altitude Adjustment
             Cone of Acid             Component Substitute Spell
             Cone of Fire             Double One Effect
             Dagger Plus              Etherealness
             Duplicate:  Plant        Freeze Storm I
             Forced March             Ida's Mighty Mojo
             Handle                   Ida's Trap
             Ida's Mystical Mount     Illian's Mystical Fantasy
             Illusionary Party        In the Bottle
             Just passing Through     Mass Fumble
             Moldyr's Spell Theft     Prodigy
             Nimanril's Revela-       Sandstorm
                tionary Blast         Wall of Freezing
             Nose Dive                Vampire Dagger
             Psionic Shield
             Puff of Smoke
             Siren
             Steely Termites
             Tear Jerker
             Thunderous Clap
 
             Level 7                  Level 8
             Aluap's Zufferooma       Aluap's Lonely Hearts Club
             Analyze:  Scroll         Analyze:  Armor
             Cling Fire               Eridor's Emerald Wall
             Delayed Blast Acid       Exchange
                Cloud                 Freeze Storm II
             Delayed Blast Snowball   Homicidal Mania
             Evaporate (Reversible)   Ida's Final Lesson
             ICE SPEARS               Major Globe of Invulnerability
             Llewllynn's Wall         Miss
                of Force              No Restrictions
             Mistaken Identity        Polarity
             Pseudodamage             Resist Magic
             Psionic Sanction         Showdown
                                      Spell Engine
                                      To Whom it May Concern
                                      Wizard's Shield
 
 
             Level 9                  Level 10
             Aluap's Dragon           Analyze:  Ring
             Analyze:  Monster        Duplicate:  Animal
             Bloodlust                Duplicate:  Mechanism
             Crossbreed               Engage
             Empathic Revenge         Eridor's Ebon Cloud
             Fighting Magic           Escape
             Floating Weapons         Fall Short     
             Heat Dissipation         Floor Plan     
             HTK Battery              Freeze Bolt
             Immolation               Freeze Frame
             Magic Dispersion         Greek Fire
             Master                   Ida's Marvelous Marble
             Master Switch, The       Karma Enhancer
             Power Word Fragment      Master's Roar, The
             Reverse                  Planar Pathfinder
             Sky Kennels              Poison Missile
             Special Extension        Tobelin's Button
             Sticky Floors  
             Vorpal Blades  
             Weapons Damper
                (Reversible)
 
             Level 11                 Level 12
             Aluap's Curse            Alter Spell Book
             Analyze:  Rods/          Black Sheet of Death
                Wands/Staves          Cease Aging
             Between                  Curse of the Djinn       
             Boat in the Bottle       Duplicate:  Potion
             Camouflage               Emotion Alteration
             Control Gravity          Ethereal Traps
             Discover                 Finger Snakes
             Double Trouble           Mind Rake
             Eridor's Nemesis         Psionic Shield II
                Web                   Pyromania
             Eridor's Planar          Sadistic Statistics
                Curtain               Special Summons
             Fall of the Ice          Summon the Dastardly
                Asteroid                 Filingerixersifed
             Not for Me     
             Protection from
                Energy Drainers
             Rally
             Rubbery Stuff  
             Seeker
             Stat Swap
             Symbol of Power-
                lessness
 
 
             Level 13                 Level 14
             Aluap's Blizzard         Analyze:  Any Creature
             Analyze:  Weapon         Area Effect
             Backfire                 Bestow Special Saving Throw
             Bizarre                  Black Tornado, The
             Black Burst              Cremation
             Death's Speed            Duplicate:  Rods/Wands/Staves
             Psionic Reflection       Eridor's Ebon Bolt
             Repeat                   For Your Benefit
             Security Force           Insane Spell Caster
             Senility                 Negation Blast
             Serpentine               Shock Field
             Special Delivery         Tsunami
             Special Immunities       Undeath Plague
             Whole                    Who's Who?
 
 
             Level 15                 Level 16
             Analyze:  Any Item       Duplicate:  Ring
             Duplicate:  Monster      Equalize
             The Lady's Smile         No Class
             Negative Energy Bolts
             Reconstruct
             Wish (Level 15)
 
 
             Level 17                 Level 18
             Anti-Dispel Magic        Deadly Claws, The
                Spell                 Duplicate:  Weapon
             Duplicate:  Armor        Soul Suck
 
 
             Level 19                 Level 20
             Duplicate:  Any          Create Plane (Reversible)
                Creature              Duplicate:  Any Item
             Ice Darts                Wish (Level 20)
             Last Strike
 
 
 
                                       Level 1
 
             Acid Hands
             Level: 1                           Duration: 1 round
             Casting Time: 1 segment            Saving Throw:  None
             Area of Effect:  Special           Special Save:  None
             Components:  V,S                   Range: 0
                  This spell is very similar to the 1st level mage spell
             BURNING HANDS, except that the caster's hands eject a
             corrosive acid.  Damage is one hit point per level of the
             caster.
 
             Alteration
             Level: 1                           Duration: Until Dispelled
             Casting Time: 1                    Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: S,V                    Range: Touch
                  This spell will adjust the size of one piece of non-
             magical clothing to fit the wearer.  It will not, however,
             increase or decrease the size of a piece of clothing by more
             than 50%.
 
             Avoid Solicitation
             Level: 1                           Duration: 1 turn
             Casting Time: 1                    Saving Throw: Negates
             Area of Effect: 1 creature         Special Save: N/A
             Components: M,S,V                  Range: 1"/level
                  If annoyed and bothered by solicitors, the spell caster
             may use this enchantment to cause them to leave their
             present target.  The caster may then direct the solicitor
             towards another being within his line of sight.
 
             Crate
             Level: 1                          Duration: Permanent
             Casting Time: 1 segment           Saving Throw: N/A
             Area of Effect: 2'x2'x2'          Special Save: N/A
             Components: M,S,V                 Range: 10'
                  With the casting of this spell, a normal 2'x2'x2' crate
             appears within 10' of the caster.
 
             Easy Catch
             Level: 1                        Duration: 1 turn
             Casting Time: 1 segment         Saving Throw: None
             Area of Effect: 1000 cubic feet Special Save: None
             Components: M,S,V               Range: Touch
                  EASY CATCH places a charm on the spell caster's
             fishhook.  When the hook is lowered into the water it will
             attract the biggest and best fish within the area of effect,
             not to exceed 25 pounds.  A catch will be made every other
             round.
 
             Fire Darts
             Level: 1                           Duration: Special
             Casting Time: 1 segment            Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 6"
             This spell will cause 1 fire dart to be projected from the
             spell caster's fingertips for every level that the caster
             has obtained.  The dart resembles a small flame and does 1
             point of damage.  It will hit and ignite any flammable
             object that it is aimed at.  No more then 10 darts can be
             fired and each can be aimed at a different target.
 
             Frost Hands (Evocation)
             Level: 1                           Duration:  1 round
             Casting Time: 1 segment            Saving Throw:  None
             Area of Effect: Special            Special Save:  None
             Components: V,S                    Range: 0
                  This spell is very similar to the 1st level mage spell
             BURNING HANDS, except that ice is ejected.  Damage is one
             hit point per level of the caster.
 
             Map It
             Level: 1                                Duration: 1 day
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: Personal                Special Save: N/A
             Components: M,S,V                       Range: 0
                  MAP IT allows the spell caster to travel at normal
             speed through a dungeon without being forced to slow down to
             map.  A map of the area the caster is walking through
             appears upon a specially  prepared scroll in the caster's
             possession.  This covers all that the caster sees, including
             illusions.
                  Material Components: Fine vellum scroll
 
             Protection from Chaos (Abjuration) Reversible
             Level: 1                           Duration: 2 rounds/level
             Casting Time: 1 segment            Saving Throw:  None
             Area of Effect: Creature touched   Special Save:  None
             Components: V, S, M                Range: Touch
                  This spell is very similar to PROTECTION FROM EVIL
             except in its purpose and intent; it keeps out chaotic, as
             well as summoned or enchanted creatures.  It acts as magical
             armour on the recipient; the protection encircles the
             recipient at a one foot distance, thus preventing bodily
             contact by creatures of an enchanted or summoned or chaotic
             nature.  Summoned animals or monsters are similarly hedged
             from the protected being.
                  Furthermore, any and all attacks launched by chaotic
             creatures incur a penalty of -2 from dice rolls "to hit" the
             protected creature, and any saving throws caused by such
             attacks are made at +2 on the protected being's dice.
                  This spell can be reversed to become PROTECTION FROM
             LAW, although it still keeps out enchanted or summoned
             chaotic creatures as well.
                  To complete this spell, the mage must trace a 3 foot
             diameter circle upon the floor/ground with powdered obsidian
             for PROTECTION FROM LAW and powdered glass for PROTECTION
             FROM CHAOS; or in the air using burning incense or burning
             dung with respect to law/chaos.
 
             Seasoning
             Level: 1                                Duration: Permanent
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: Special                 Special Save: N/A
             Components: M,S,V                       Range: Touch
                  Seasoning allows the spell caster to alter the flavor
             of food.  Thus, an old, crispy fried troll's foot can be
             made to taste like a gourmet dinner.
 
             Stone of Detection
             Level: 1                           Duration: Until dispelled
             Casting Time: 1 round              Saving Throw: N/A
             Area of Effect: 1 stone            Special Save: N/A
             Components: M,S,V                  Range: 5 mile/level
                  When cast upon a stone, (maximum 2 pound weight) the
             enchanted stone will glow whenever any living being comes
             within the 10'x10' area it was taken from.  The more
             powerful the creature, the  brighter the stone glows.
 
             White Tornado, The
             Level: 1                             Duration: Instantaneous
             Casting Time: 1 round                Saving Throw: Negates
             Area of Effect: 1 creature           Special Save: N/A
             Components: S,V                      Range: Touch
                  This spell removes all foreign matter from the
             recipient's clothing and possessions.  It does not repair
             damaged items.
 
 
                                       Level 2
 
             Bladethirst
             Level:  2                          Duration:  1 round
             Casting Time:  1 round             Saving Throw:  None
             Area of Effect:  None              Special Save:  None
             Components:  V,S,M                 Range:  Touch
                  By means of a pinch of powdered silver, adamantite, or
             mithral, and at least a drop of (human) blood, the caster
             endows the blade (or blades) of an edged weapon with a +3
             bonus to hit on the following round only.  This temporary
             magic is visible as a blue-white glow about the weapon, and
             fades when the blade strikes a creature or the spell
             expires, whichever first occurs.  The weapon must be touched
             by the caster, and can be wielded by the caster or any other
             creature.  The +3 bonus applies on the round following the
             casting.
 
             Cloud Walk
             Level:  2                          Duration:  1 Turn/Level
             Casting Time:  3                   Saving Throw:  None
             Area of Effect:  1 Creature        Special Save:  None
             Components:  V,M,S                 Range:  Touch
                  By means of this spell the caster may walk on any form
             of fog, cloud, or smoke as if it were solid.  When this
             spell is cast, the caster is enabled to move at normal
             movement rate on any smokey substance.  He may also climb
             any column of smoke at half his movement rate by grasping
             and being carried by the rising smoke.
                  Material Component:  Griffin Feather
 
             Cold Snap
             Level: 2                          Duration: Instantaneous
             Casting Time: 2 segments          Saving Throw: 1/2 damage
             Area of Effect: Special           Special Save: N/A
             Components: S                     Range: 0
                  Upon casting this spell, the caster releases a cone of
             frost from his hand.  This cone is 30' long and 20' wide at
             it's end.  The frost does 2 points of damage per level of
             the caster to all within the area of effect.  If those in
             the area make their personal saving throw they take one half
             damage.
 
             Detect Chaos (Reversible)
             Level: 2                           Duration: 5 rounds/level
             Casting Time: 2 segments           Saving Throw:  None
             Area of Effect: 1" wide path       Special Save:  None
             Components: V,S                    Range: 6"
                  This spell is similar in all respects to the 2nd level
             mage spell, DETECT EVIL (GOOD), except that the mage is
             detecting for chaos (law).
 
             Energize
             Level:  2                          Duration:  5 rounds/level
             Casting Time:  1 round             Saving Throw:  None
             Area of Effect:  1 target          Special Save:  None
             Components:  V,S,M                 Range:  10 yards/level
                  A magic user can use this spell on a creature to delay
             the symptoms of exhaustion.  The target will feel awake and
             refreshed for 5 rounds/level, as if he/she had just woke
             from a long nap.  However, at the spells end, the target
             will feel the strain on his/her body, and must rest for
             double the time energized.  Until this rest is accomplished,
             the target will be considered to have Strength and Dexterity
             ratings of 3, and no spellcasting can be accomplished.
                  The material component is a coffee bean or equivalent.
 
             Illusionary Spell
             Level:  2                          Duration:  See Below
             Casting Time:  See Below           Saving Throw:  None
             Area of Effect:  See Below         Special Save:  None
             Components:  See Below             Range:  See Below
                  This spell allows a wizard to make it appear that
             he/she is casting a different spell.  The illusionary spell
             has none of the actual effects of the spell it is emulating,
             but will appear real to all senses.  Ex: An illusionary
             fireball would be painfully hot, but inflict no damage.
                  Any spell that is basically offensive in nature, even
             one from another class may be duplicated with this.  The
             casting time, components, duration, etc. are all determined
             as if the original spell was being cast.  Illusionary spells
             last until they are dispelled or would normally expire.
                  Note:  No illusion type spells can be duplicated with
             this spell.
 
             Locate Water
             Level: 2                             Duration: Instantaneous
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: M,S,V                    Range: 0
                  This spell will let the location of all natural water
             within a one mile radius become known to the caster, i.e.,
             wells, springs, streams, etc.
 
             Moving Crate
             Level: 2                                Duration: Permanent
             Casting Time: 2 rounds                  Saving Throw: N/A
             Area of Effect: 3'x3'x3'                Special Save: N/A
             Components: M,S,V                       Range: 10'
                  With the casting of this spell, a three wheeled,
             3'x3'x3'  wooden crate appears within 10' of the spell
             caster.
 
             Nimanril's Invisibility
             Level: 2                                Duration: Special
             Casting Time: 2 rounds                  Saving Throw: N/A
             Area of Effect: 1 creature              Special Save: N/A
             Components: M,S,V                       Range: Touch
                  This spell will make the recipient invisible to
             creatures of opposing alignments (good vs. evil, law vs.
             chaos), and lasts until  dispelled or until the recipient
             attacks.
 
             Psychic Scrambler
             Level:  2                          Duration:  1 round/level
             Casting Time - 1 round             Saving Throw:  None
             Area of Effect:  Caster            Special Save:  None
             Components - V,S                   Range:  0
                  This spell scrambles an individuals psychic and magical
             aura, effectively jamming all magical detection efforts
             against him.  Note:  this does not make him invisible to
             scrying, only jams it.
                  The following are some rough guidelines for effects on
             spells and magic items:
                  Crystal Ball (Scry Spells) - Static.  Target may appear
             as hazy shape in middle of snowstorm.   
                  Telepathy - Anything sent by the shielded person can be
             read only by the intended recipient.  No incoming images can
             be received.
                  Detect Magic - The target will radiate weak magic of an
             unidentifiable type.
                  Detect Good/Evil - See detect magic.  Note:  the spell
             will register "GOOD", regardless of the target's true
             nature.
 
             Resist Cold
             Level: 2                           Duration: 1 turn/level
             Casting Time: 1 round              Saving Throw:  None
             Area of Effect: Creature touched   Special Save:  None
             Components: V,S,M                  Range: Touch
                  Except as noted above, this spell is identical to the
             1st level clerical spell RESIST COLD.
 
             Secret Message
             Level: 2                            Duration: 2 rounds/level
             Casting Time: 2 rounds              Saving Throw: N/A
             Area of Effect: Special             Special Save: N/A
             Components: M,S,V                   Range: 1"
                  This spell allows the spell caster to speak and
             understand a language that can only be understood and spoken
             by the other recipients of this spell.
 
             SENSE OF DIRECTION
             Level: 2                             Duration: 6 turns/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: M,S,V                    Range: 0
                  SENSE OF DIRECTION makes the caster aware of the
             compass directions (N,S,E,W) and allows him to follow a
             straight path without error.
 
             TARGET
             Level: 2                           Duration: Until dispelled
             Casting Time: 2 rounds             Saving Throw: Negates
             Area of Effect: 1' diameter        Special Save: N/A
             Components: M,S,V                  Range: 10"
                  The recipient of this spell is privileged with the
             receipt of a bull's eye target.  The spell caster merely
             points his finger and a target appears.  A saving throw at
             -1 negates.
 
             Think Positive
             Level: 2                              Duration: 1-4 rounds
             Casting Time: 2 rounds                Saving Throw: Negates
             Area of Effect: 1 creature            Special Save: N/A
             Components: M,S,V                     Range: 3"
                  When cast on an unsuspecting being, the creature will
             agree with the caster on any subject discussed.  He will not
             give the caster anything, but he will nod his head or say
             yes to every topic brought up.
 
             Tobelin's Regenerating Mushroom
             Level: 2                           Duration: Until dispelled
             Casting Time: 1 round              Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 1"
                  This spell creates a 3' tall mushroom which is both
             edible and nutritious.  It tastes like any food the consumer
             craves and totally regenerates itself every 8 hours.
 
 
 
                                       Level 3
 
             Bedlam
             Level: 3                           Duration: 1 turn/level
             Casting Time: 3 segments           Saving Throw: Negates
             Area of Effect: 10" radius         Special Save: N/A
             Components: M,S,V                  Range: 1"/level
                  When cast upon a group of beings, this interesting
             spell will cause each and every individual in the area of
             effect to speak in a different and unknown language.  There
             can be no communication between beings and all affected by
             the spell are at -2 on all reaction type rolls due to
             confusion.
 
             Clear Sight
             Level: 3                           Duration: 1 round/level
             Casting Time: 3 segments           Saving Throw: N/A
             Area of Effect: 5" radius          Special Save: N/A
             Components: M,S,V                  Range: 1"/level
                  CLEAR SIGHT greatly improves visibility in the area of
             effect.  Fog, smoke, gasses, etc., which would normally
             obscure vision can be seen through easily by use of this
             spell.
 
             Cloud Formation
             Level: 3                          Duration: 1 turn/level
             Casting Time: 1 round             Saving Throw: N/A
             Area of Effect: 1 creature        Special Save: N/A
             Components: S,V                   Range: 12"
                  This spell creates a cloud at an altitude of 100 feet.
             It is roughly in the shape of a disk of the following
             dimensions:  10' plus 1'/level thick and 20' plus 2' per
             level in radius. The cloud takes one turn to form.
 
             Detect Reefs, Shoals, and Shallows
             Level: 3                         Duration: 1 turn/level
             Casting Time: 1 round            Saving Throw: N/A
             Area of Effect: 1 mile radius    Special Save: N/A
             Components: M,S,V                Range: 0
                  This spell is a must for seagoing characters.  When
             cast, it will make known to the spell caster all reefs,
             shallows, and other navigational hazards in the area of
             effect.  It reveals no information on tides, currents, or
             living creatures.
 
             Feadin's Gas Breathing
             Level:  3                         Duration: 6tr/lv or 2tr/lv
             Casting time: 3                   Saving Throw:  None
             Area of effect: 1 creature        Special Save:  None
             Components: V,S,M                 Range: Touch    
                  This spell allows someone to breathe easily in an
             atmosphere full of unbreathable gases.  If these are mainly
             water or carbon dioxide, the duration is 6 turns per level.
             Otherwise, it's 2 turns per level.  The spell doesn't grant
             any protection against harmful effects of the gases
             breathed, like chocking because of dust, poison...
                  Material component: some very thin cotton, applied on
             the mouth of creature receiving the spell.
 
             Healing Sleep
             Level: 3                           Duration: Special
             Casting Time: 1 round              Saving Throw: N/A
             Area of Effect: 1 creature         Special Save: N/A
             Components: V                      Range: Touch
                  This spell may only be cast upon a willing recipient.
             The recipient will fall into a deep sleep from which he will
             not awaken for 8 hours.  During this time the recipient will
             be healed for 20 points of damage, plus one per level of the
             caster.
 
             Hey, Bartender!
             Level: 3                          Duration: Special
             Casting Time: 3 segments          Saving Throw: None
             Area of Effect: Special           Special Save: None
             Components: M,S,V                 Range: 1"
                  This magic summons a humanoid figure and his cabinet
             filled with all sorts of spirits.  He will politely inquire
             as to the spell caster's preference, and fill his order
             within one or two rounds.  He will then disappear with his
             cabinet.
                  The bartender can also attempt to mix a standard
             potion.  There is a 15% chance plus 1% for each level of the
             caster's experience that the bartender will be able to
             produce the potion.  If the potion is unable to be made, the
             bartender expresses his apologies and leaves.
                  If the potion is produced, it must be used within 2
             turns or it will become useless.
 
             Incineration
             Level: 3                              Duration: 2-8 segments
             Casting Time: 3 segments              Saving Throw: None
             Area of Effect: 10' radius            Special Save: Negates
             Components: S,V                       Range: 1"/level
                  This spell causes all nonmagical, inanimate, organic
             objects in the area to be consumed by fire in 2-8 segments.
             The resulting blast of heat will cause 1-8 points of damage
             to all living beings within the area of effect.
 
             My, What A Large Helmet You Are Wearing
             Level: 3                               Duration: Special
             Casting Time: 3 rounds                 Saving Throw: Negates
             Area of Effect: 1 creature             Special Save: N/A
             Components: M,S,V                      Range: 1"/level
                  When cast at a being with anything atop its head that
             resembles a hat, helmet, etc., the head covering will grow
             to a large enough size so that it covers the being's eyes.
             One of the following will happen, roll 1d8 and use
             accordingly.  Saving throw at -2 negates.
                  1,2 = Person so affected trips.  All attacks on this
             person are at +4 to  hit and he will not counter attack.  He
             will get back up in one round with the helmet off (reduce
             armor class if applicable).
                  3,4 = Affected person must roll his dexterity score of
             less, or lose all initiative rolls and will always attack
             last.  Duration is four rounds, after which the helmet slips
             off.
                  5,6 = The affected person has a 50% chance of attacking
             a fellow party member, a 25% chance of attacking the person
             who cast the spell or a 25% chance of attacking the opposite
             party  but not the spell caster responsible for his helmet
             problem.  All  attacks during the next turn by the affected
             person are at -3.
                  7,8 = If the target is carrying a weapon in his
             hand(s), this spell will cause him to trip and fall upon it
             doing NORMAL damage to  himself.  If  no  weapon is
             currently being carried then the target is not affected by
             this spell.
 
             Peephole
             Level: 3                           Duration: Until dispelled
             Casting Time: 3 rounds             Saving Throw: Special
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: 1"
                  When cast, a 1/2 inch diameter peephole will appear
             through any door, thus allowing someone to see inside with a
             viewing angle of 120 degrees.  If the door is made out of
             wood, the peephole will take only one round to form.  A door
             which is made of any material other than wood will delay the
             formation for 1-4 rounds.  Enchanted doors save to no
             effect, and the maximum thickness of any door affected is
             2'.
 
             Protection from Chaos, 10' Radius (Reversible)
             Level: 3                           Duration: 2 rounds/level
             Casting Time: 3 segments           Saving Throw:  None
             Area of Effect: 10' radius sphere  Special Save:  None
             Components: V, S, M                Range: Touch
                  This spell is the same as the 1st level spell
             PROTECTION FROM CHAOS except with respect to its area of
             effect.
 
             Protection from Friendly Missiles
             Level: 3                              Duration:1 turn/level
             Casting Time: 3 rounds                Saving Throw: N/A
             Area of Effect: 1 creature            Special Save: N/A
             Components: S,V                       Range: Touch
                  This spell prevents the recipient from being
             accidentally struck by any missile not intended for him.
             PROTECTION FROM FRIENDLY MISSILES is exceptionally useful in
             battle.
 
             Psychic Signal
             Level: 3                                Duration: Special
             Casting Time: 1 round                   Saving Throw: None
             Area of Effect: Special                 Special Save: N/A
             Components: V                           Range: 1"/level
                  This spell causes the spell caster to know when a
             specific event has taken place.  Thus, he can wake at a
             desired time, or awaken when a particular creature has come
             into his vicinity.  He can use it to know when conditions
             are right for an attack on a neighboring stronghold ("Notify
             me when the Wizard Ronan leaves his castle"), or when a
             roasting beef is ready for eating.  This spell is extremely
             versatile.  Information will not transverse the planes.
 
             Resist Electricity
             Level: 3                           Duration: 1 turn/level
             Casting Time: 1 round              Saving Throw:  None
             Area of Effect: Creature touched   Special Save:  None
             Components: V,S,M                  Range: Touch
                  Except as noted above, this spell is identical to the
             2nd level clerical spell RESIST FIRE except the effects are
             against electrical attacks.
 
             Resist Fire
             Level: 3                           Duration: 1 turn/level
             Casting Time: 1 round              Saving Throw:  None
             Area of Effect: Creature touched   Special Save:  None
             Components: V,S,M                  Range: Touch
                  Except as noted above, this spell is identical to the
             2nd level clerical spell RESIST FIRE.
 
             Snowball
             Level: 3                           Duration: Instantaneous
             Casting Time: 3 segments           Saving Throw:  1/2
             Area of Effect: 2" radius sphere   Special Save:  None
             Components: V,S,M                  Range: 10" + 1"/level
                  A snowball is an explosive burst of cold gas, which
             comes into being with a loud "whoosh" and delivers damage
             proportional to the level of the mage who cast it, i.e. one
             six-sided die (d6) per level of the spell caster, to a
             maximum of 10d6.  The snowball doesn't expend a considerable
             amount of pressure, and it will generally conform to the
             shape of the area in which it occurs, thus covering an area
             equal to its normal spherical volume. [The area which is
             covered by the snowball is a total volume of roughly 33,000
             cubic feet.  Besides causing damage to the target, the
             snowball freezes all liquids within its radius.  Items
             exposed to the spell's effects must make a saving throw to
             avoid being affected.  Items with a creature which makes its
             saving throw are considered to be unaffected.  The mage
             points his finger and speaks the range (distance and height)
             at which the snowball is to come into being.  A streak
             flashes from the pointing digit and unless it impacts upon a
             material body prior to attaining the predescribed range,
             blossoms into the snowball.  If creatures fail their saving
             throws, they all take full hit point damage from the spell.
             Those who make their saving throw manage to dodge, fall flat
             or roll aside, and thus take only half damage from the
             effect of the spell.
                  The material component of this spell is a hollow
             crystal filled with water; suspended in the water are tiny
             white quartz flakes.
 
             Status
             Level: 3                               Duration: Special
             Casting Time: 1 round                  Saving Throw: None
             Area of Effect: Special                Special Save: Negates
             Components: S,V                        Range: 0
                  This spell causes a 10% loss of current hit points,
             rounded down, to creatures of lower level than the spell
             caster who fail to refer to the caster as he requests.  The
             being must understand what is expected of him for the spell
             to affect him.  "That's Lord Eridor to you!"  This spell
             last for 1 week.
 
             Weapons Magic
             Level: 3                        Duration: 4 rounds + 1/level
             Casting Time: 1 round           Saving Throw: N/A
             Area of Effect: 1 weapon        Special Save: N/A
             Components: M,S,V               Range: Touch
                  This spell imparts a magic upon any weapon it is cast
             upon.  The weapon has no bonuses to hit or damage, but is,
             in effect,  a +0 weapon.  It can be used to attack creatures
             that can only be hurt by magic weapons, but does not affect
             creatures needing +1 or better weapons to be hit.
 
 
 
                                       Level 4
 
             Acid Cloud
             Level: 4                           Duration: 3 rounds
             Casting Time: 3                    Saving Throw:  special
             Area of Effect: 2" radius sphere   Special Save:  None
             Components: V,S,M                  Range: 10" + 1"/level
                  This spell, when cast, will shoot a golf-ball-sized
             globe of light from the caster's pointed finger.  Once the
             globe has travelled a predetermined distance, it explodes
             into a cloud of corrosive acid.  If the globe impacts with
             something prior to reaching the distance, it will explode.
                  The amount of damage and the applicable saving throws
             are as follows:
                  Round 1:  1d6 points of damage to a maximum of 10d6.
             Save for 1/2.
                  Round 2:  1/2 original damage.  Save for none.
                  Round 3:  1/4 original damage.  Save for none.
 
             Analyze:  Plant
             Level: 4                           Duration: Instantaneous
             Casting Time: 1 turn               Saving Throw: N/A
             Area of Effect: 1 target           Special Save: N/A
             Component: S                       Range: 1"/level
                  This spell analyzes and confers to the spell caster all
             pertinent information concerning any natural plant it is
             cast upon.  This information will include strong and weak
             points in the plant.  This may be used on living or dead
             plant matter to include not only photosynthetic plants, but
             also algaes, fungi, etc.
 
             Anti-Gate
             Level:  4                          Duration:  Instantaneous
             Casting Time: 4 rounds             Saving Throw:  See Below
             Area of Effect:  1 Gate            Special Save:  None
             Components:  V,S,M                 Range:  5 yards/level
                  This spell is used to attempt to close a magically
             created gate.  The caster subtracts the level of the gate
             creator from his/her own MU level.  He/She must then roll a
             D20 for that amount or less.  If the spell succeeds, it has
             the following effects:
                  A - The gate attempts to recall all who have traveled
             through it.  Creatures who do not wish to return must make a
             saving throw versus spells or be sucked back to their home
             world, regardless off distance.
                  B - The gate is then sealed shut, as if it had never
             existed.  Any creatures still remaining are trapped until
             another gate is opened.
 
             Arnvid's Unseen Limb
             Level:  4                     Duration: 6 turns/level
             Casting Time :1 round         Saving Throw:  None
             Area of Effect:  Touch        Special Save:  None
             Components:  V,S,M            Range:  Touch
                  When ARNVID'S UNSEEN LIMB is cast, the magic user
             causes an invisible limb (arm, hand, leg, or foot) to come
             into being.  This limb may replace a missing limb or it may
             be used to create an extra one.  The invisible limb
             functions exactly as a normal limb, except that, at the
             option of the recipient of the spell, parts of it may become
             immaterial so as to pass through solid objects.  For
             example, the limb could be used to uncork a potion inside a
             closed chest and dump the bottle out, but it could not
             remove the potion from the chest.  The limb has normal touch
             sensations.  It may be used to wield a weapon only if the
             limb is replacing a missing arm or hand.  The limb bestows
             no extra senses other than touch, so it cannot be used, for
             example, to add a second shield arm in the middle of the
             recipient's back.  The invisible limb has no hit points or
             armor class as such, and it cannot be harmed unless it is
             Dispelled.
                  The material component of the spell is the tail of a
             lizard (any type that regenerates lost body parts).  This is
             touched to the place on the body where the limb is to be
             restored.
 
             Blast of Sound
             Level: 4                             Duration: Instantaneous
             Casting Time: 4 rounds               Saving Throw: Negates
             Area of Effect: Special              Special Save: N/A
             Components: M,S,V                    Range: 3"
                  This spell creates a shrieking noise of 100 decibels
             causing all creatures under 3rd level or 3 hit dice to flee.
             4th level and above must make a saving throw or retreat
             also.  The area of effect is a sphere 2" radius per level of
             the caster.
 
             Burrow
             Level: 4                          Duration: Special
             Casting Time: 4 segments          Saving Throw: N/A
             Area of Effect: Personal          Special Save: N/A
             Components: M,S,V                 Range: 0
                  This spell has a duration of 1 turn plus 1 turn per
             level.  This spell allows the spell caster to move through
             the ground at 1" to 6" per round, depending upon the density
             of the ground:  1" through solid stone, 6" through loosely
             packed dirt.  The ground caves in behind him, thus none can
             follow.  The caster's need for oxygen is temporarily reduced
             so that breathing is no trouble.
 
             Controlled Incendiary
             Level: 4                          Duration: Instantaneous
             Casting Time: 4 segments          Saving Throw: 1/2 damage
             Area of Effect: Special           Special Save: N/A
             Components: S,V                   Range: 2"/level
                  This spell causes a fiery explosion of *any size* the
             spellcaster desires, up to 40 foot diameter sphere.  Damage
             done to those caught in the explosion is determined by
             rolling 1d6 per level to a maximum of 10d6.  Any and all
             combustibles in the area of effect will be ignited.
 
             Empath
             Level:  4                            Duration:  Permanent
             Casting Time:  5 rounds              Saving Throw:  None
             Area of Effect:  Target              Special Save:  None
             Components:  V,S,M                   Range:  Touch
                  The EMPATH spell enables the caster to transfer a
             certain loss in hit points from another creature to himself,
             thus curing the recipient.  Up to 2 hp per level of the
             spell-caster may be transferred, so a 10th level magic-user
             could cure his friend of 20 hp wound (but the magic-user
             will then take 20 hp in damage himself).  The hit-point loss
             could have originally resulted from physical attacks,
             certain poisons, spell effects, diseases, or curses (except
             those that cannot be removed by REMOVE CURSE).  This spell
             cannot restore amputated limbs, drained life levels, or
             death.  It also cannot undo any continuously acting poison
             or disease, so the spell only temporarily reverses such
             harm, which will the continue to affect the victim.  If the
             caster is brought below zero hit points by use of EMPATH, he
             begins to die.  No effect results from casting EMPATH on the
             deceased character.  The material components of this spell
             are hair and blood from both the recipient and the caster,
             two newt eyes, and two wolf teeth (each from a different
             animal).  The components disappear in the casting of the
             spell.
 
             Fighter Skills
             Level:  4                          Duration:  1 round/level
             Casting time:  See Below           Saving Throw:  None
             Area of Effect:  Caster            Special Save:  None
             Components:  See Below             Range:  Touch
                  This spell allows a mage to imbue him/herself with the
             abilities of a fighter.  This spell has several liabilities,
             and requires some preparation.  The first step is to have
             prepared by a smith a set of full plate, enchanted so as to
             be able to receive magical energy.  The Magic User then
             casts the first part of the spell onto the armor, reducing
             it to the size and weight of a dagger.
                  The mage must then find a fighter willing to be the
             subject for the second portion of the spell which transfers
             the fighter's knowledge of battle into the armor.  The
             fighter must be of at least 8th level.  This process takes
             only 3 rounds, but for the next 12 hours, the fighter will
             combat as if he/she was level 1.  The suit is then stored
             and carried with the caster.  At the uttering of the final
             command word, the suit envelops the caster in the full size
             full plate mail.  The mage will then be able to fight as a
             fighter of 1/2 his/her level, rounded up.
                  The spellcaster may not cast spells while under the
             effect of this spell.  The spell may be cancelled at any
             time by the caster, at which time the armor will
             disintegrate.  Please note that the armor involved with this
             spell is very expensive, although already prepared suits
             have been known to appear in dungeons, waiting only for a
             magic user to utter the final word.  Any magic user may use
             any magical suit.  Also note that the fighter may charge a
             significant amount to lend his/her powers.  The Mage's
             statistics are not changed by this spell.  Dispel Magic has
             the normal chances of success.
 
             Four Eyes
             Level: 4                            Duration:  Special
             Casting Time: 4 segments            Saving Throw: N/A
             Area of Effect: 1 creature          Special Save: N/A
             Components: M,S,V                   Range: Touch
                  This spell has a duration of 1 turn plus 1 round per
             level.
                  With the casting of this spell, four enchanted eyes
             appear around the head of the recipient. These eyes are
             quite agile, and it takes a hit at armor class 2 to touch
             any one of them.  Each eye has 3 hit points.  If an eye is
             destroyed, it passes the excess damage on to the
             spellcaster.
                  The eyes have the following abilities, once each:
                  1 -  Throw 2 Magic Missiles as per the spell
                  2 -  Hold one person
                  3 -  Sleep as many hit die of creatures as the caster
             has levels.
                  4 -  Cure Light Wounds
                  The eyes also give the caster a 360 degree field of
             vision, which may affect surprise.
                  The caster must concentrate to activate the special
             abilities of the eyes, but does not need to do so to see in
             all directions.
                  Material Components:  Four cut gems of not less than
             2500 GP value each.  If an eye is destroyed, the gem is also
             destroyed.
 
             Guzzler, The
             Level: 4                          Duration: 1 turn
             Casting Time: 4 segments          Saving Throw: N/A
             Area of Effect: Line of Sight     Special Save: N/A
             Components: M,S,V                 Range: 1"
                  When cast, a small fly-like insect will fly to the
             spellcaster's hand.  When told where to attack it will
             commence to indulge itself.  This enchanted bug craves
             unusual liquids and has the ability to drink up to one
             gallon before being sated.  It is immune to the harmful
             effects of any drink it consumes. It prefers enchanted
             elixirs and has the innate ability to detect the proximity
             of such liquids.  Its movement is 15".
 
             Hydro Shield
             Level: 4                            Duration: Special
             Casting Time: 4 seg                 Saving Throw:  None
             Area of Effect: Personal            Special Save:  None
             Components: V,S,M                   Range 0
                  By casting this spell, the mage appears to be covered
             in a mist of water.  Variation A is coloured blue or green;
             Variation B is coloured violet or blue.  Any creature
             striking the spell caster with body or hand-held weapons
             will inflict normal damage upon the mage, but the attacker
             will take double the damage so inflicted!
                  The other powers of this spell depend on the variation
             being used:
                  Version A:  Any electrical attacks will be saved at +2
             on the die, and will do either half damage (if save is
             failed) or no damage at all (if save is made).  Acid based
             attacks are normal, but if the mage fails the required
             saving throw, he sustains double damage!
                  The material component for this version is a bit of
             tree gum.
                  Version B:  Any acid attacks will be saved at +2 on the
             die and will do either half damage (on an unsuccessful save)
             or no damage (if save is successful).  Electrical attacks
             are normal, but if the mage fails to make the required save
             he sustains double damage from that attack.
                  The material component for this version is an alkaline
             substance.
 
             Life Force Transfer
             Level:  4                           Duration: Instant
             Casting Time:  4 segments           Saving Throw:  None
             Area of Effect:  One creature       Special Save:  None
             Components:  V,S,M                  Range:  12"
                  This spell allows the caster to transfer some of his
             life-force to another creature.  When cast, the spell
             transfers 1 hp/level of the caster to the target creature,
             plus an additional 1-4 hp.  The hit points are added to the
             target's current hit point total and deducted from the
             spellcaster's.  Thus a 7th level magic user can transfer
             8-11 hp from himself to another creature.  The caster can
             transfer only as many hit-points as he has; if he
             purposefully or accidentally transfers more, his current
             hit-point total plus 1-4 hp are transferred to the target,
             while that amount is subtracted from the caster's total (and
             the caster begins to die).  The target creature cannot gain
             more hit points than its full normal total; such extra hit
             points are merely lost.  The magic user's hit point losses
             can be regained by normal healing or magic.  After the
             transfer is complete, the magic user loses four points of
             constitution temporarily; each point may be recovered by six
             turns of rest.  If the casters constitution drops below 3,
             unconsciousness results and full constitution is not
             regained for 24 hours.  The material component of this spell
             is a glass tube filled with the caster's blood, which
             disappears as when the spell is cast.
 
             Mana Magic
             Level: 4                             Duration: 1 round/level
             Casting Time: 4 rounds               Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: M,S,V                    Range: 0
                  This spell turns the spell caster's mana into an
             effective weapon.  All damage inflicted by the caster using
             hand-held weapons is +1 point per level.  All damage
             received from such attacks is at -1 point per level.  There
             are no bonuses or penalties to hit.  The bonus applies to
             each and every attack made for the duration of the spell.
 
             Radiate Heat/Cold
             Level: 4                            Duration: 1 round/level
             Casting Time: 4 rounds              Saving Throw: 1/2 damage
             Area of Effect: 1" radius           Special Save: N/A
             Components: M,S,V                   Range: 0
                  This spell causes the spell caster to radiate his
             choice of heat or cold energy.  The energy causes 1d10 per 3
             levels of experience of the spell caster, to all within the
             area of effect, except the caster.
 
             Resist Acid
             Level: 4                           Duration: 1 turn/level
             Casting Time: 1 round              Saving Throw:  None
             Area of Effect: Creature touched   Special Save:  None
             Components: V,S,M                  Range: Touch
                  This spell is similar to the 3rd level mage spell
             RESIST ELECTRICITY, except this spell provides some
             protection from acid and acid based attacks.  The material
             component for this spell is an alkaline substance.
 
             Rotary Polarization
             Level: 4                             Duration: 1 round/level
             Casting Time: 4 rounds               Saving Throw: None
             Area of Effect: Special              Special Save: Negates
             Components: M,S,V                    Range: 0
                  ROTARY  POLARIZATION enables light rays to enter the
             area of effect, but they cannot leave the area within a 30'
             sphere.  The spell caster can see where he is going, even
             outside the sphere, but opponents cannot see his light.
 
             Sand Blaster
             Level: 4                              Duration: 1 turn/level
             Casting Time: 4 rounds                Saving Throw: N/A
             Area of Effect: 1' diameter sphere    Special Save: N/A
             Components: M,S,V                     Range: 6"
                  This spell is used to clean metal and rock.  It moves
             with the spellcaster and may move independently of him at a
             rate of 1" per round (maximum 6" from  caster).  The caster
             may also attack with this spell.  It does 2d8 in damage and
             requires a roll to hit.
                  Note:  Only one person can be affected by this spell
             per round.
 
             Sleep Darts
             Level: 4                             Duration: Instantaneous
             Casting Time: 4 rounds               Saving Throw: Special
             Area of Effect: Special              Special Save: N/A
             Components: M,S,V                    Range: 6"
                  When this spell is cast, 1 sleep dart per 2 levels of
             the  spellcaster's ability,  rounded up (maximum of 10
             darts), flies from the caster's hand.  Each dart hits
             automatically and unless the victim saves versus poison  he
             will be sound asleep for 4 turns.  In addition, the victim
             takes 1 point of damage per dart.
 
             Sleeping Gas
             Level: 4                             Duration: 1 round/level
             Casting Time: 4 rounds               Saving Throw: Special
             Area of Effect: 3"x3"x2"             Special Save: N/A
             Components: S,V                      Range: 1"
                  This spell creates an oderless, colorless gas which
             causes any creature with 4 hit dice or less to fall asleep
             immediately.  Creatures with 5 or fewer hit dice save at -4,
             and creatures with  6 or more save normally versus the
             cloud.  The spell can be moved at will by the spell caster,
             with a maximum speed of 3" per round.  Creatures sleep for 5
             rounds per level of the caster unless awakened by attack or
             a violent shaking.  Noise will not do it.
 
             Slippery Smallfellow
             Level: 4                             Duration: 1 round/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: S,V                      Range: 0
                  This spell transforms the caster so that while he
             appears the same, but is actually a maximum of 4' tall, he
             moves at double speed and has the consistency of quick
             silver to any who try to grasp him.  He is unable to attack,
             but is immune to most elements such as fire and lightening.
             Cold, however, negates this spell.  Items are not affected.
 
             Troll Power
             Level:  4                          Duration:  1 turn/level
             Casting Time:  5                   Saving Throw:  None
             Area of Effect:  1 Target          Special Save:  None
             Components - V,S,M                 Range:  Touch
                  This spell allows a magic user to bestow the
             regeneration powers of a troll onto a creature.  All
             limitations with regard to troll regeneration still apply.
                  The material component for this spell is a pinch of ash
             from the burned body of a troll.
 
             Ultravision
             Level: 4                        Duration: 12 turns + 6/level
             Casting Time: 1 round           Saving Throw: N/A
             Area of Effect: 1 creature      Special Save: N/A
             Components: M,S,V               Range: Touch
                  This spell allows the recipient to see radiation above
             violet in the normal visible spectrum.  Most of the normal
             atmospheric radiation is screened out underground, making
             ULTRAVISION useless in dungeons without some source of
             ultraviolet light.  The recipients of this spell can see
             clearly up to 30" on a clear night, 10" on an overcast
             night.
 
             Wimp
             Level: 4                             Duration: 1 round/level
             Casting Time: 4 rounds               Saving Throw: Negates
             Area of Effect: 1 creature           Special Save: N/A
             Components: S,V                      Range: 3"
                  This spell reduces a character's level of fighting
             ability by one half.  Spell casting ability and hit points
             are unaffected.
 
 
 
                                       Level 5
 
 
             Analyze:  Animal
             Level: 5                           Duration: Instantaneous
             Casting Time: 2                    Saving Throw: Negates
             Area of Effect: 1 target           Special Save: N/A
             Components: S                      Range: 1"
                  This spell analyzes and confers to the spell caster all
             pertinent information about any natural animal it is cast
             at. This information should include the name, strong and
             weak points, its trainability, and the usefulness of its
             parts. It also includes attack and defense modes.  Familiars
             and giant animals are not natural animals.
 
             Analyze:  Mechanism
             Level: 5                           Duration: Instantaneous
             Casting Time: 3 turns              Saving Throw: N/A
             Area of Effect: 1 target           Special Save: N/A
             Components: S                      Range: 3'
                  This spell analyzes and confers to the spell caster all
             pertinent information about mechanical devices.  This does
             not include electrical or electronic devices, only those
             which require some form of manual labor to operate.  This
             tells the caster the name and function of the device, its
             strong and weak points, and how the device is operated
             safely. It is useful in analyzing traps and locks.
 
             Anti-Magic Zap
             Level: 5                           Duration: Special
             Casting Time: 1                    Saving Throw: Negates
             Area of Effect: 1 creature         Special Save: N/A
             Components: M,S,V                  Range: 60"
                  This spell will de-magic a magic using creature.  In
             otherworlds, it drains the magic from the creature making it
             impossible for that creature to throw spells of any kind.
             It will not, however, disturb things such as a dragon's
             breath weapon.  Priestly spellcasters are not affected
             because their spells are derived from their deity.
 
             Charmer's Knock
             Level: 5                         Duration: Special
             Casting Time: 5 segments         Saving Throw: Negates
             Area of Effect: Special          Special Save: N/A
             Components: M,S,V                Range: Touch
                  CHARMER'S KNOCK allows the spell caster to knock on a
             door with the following results.  If there is anyone home
             that being/creature will be compelled to answer the door due
             to the charm on the door and politely ask, "Who knocketh at
             my dooreth?", to which the person who knocked must answer "I
             (character's name) did."  Then the creature at the door must
             make a reaction roll at +20% plus the charismatic plus (if
             any) of the door knocker.  If a good reaction roll is made,
             the being will talk to the party for three rounds and during
             that time will answer only three questions (90% of the time
             truthfully).  After three rounds the being will ask the
             party to please leave.  If the creature rolled a poor
             reaction roll the person who knocked on the door will
             automatically be attacked by whatever is the best attack
             mode of the being.  If a so-so reaction roll was made the
             creature within will slam the door in the party's face. If
             anyone's nose was in the way of the slam he takes 1-3 points
             of damage.
 
             Cloud Hardening
             Level: 5                          Duration: 12 turns/level
             Casting Time: 1 round             Saving Throw: N/A
             Area of Effect: Special           Special Save: N/A
             Components: S,V                   Range: 10"
                  This spell will cause a small cloud to become hard
             enough to walk upon.  The maximum amount of cloud vapor that
             can be hardened is of the following dimensions:  An
             approximate disk 10' plus 1' per level thick and 20' plus 2'
             per level in radius.
 
             Cone of Acid (Evocation)
             Level: 5                           Duration: Instantaneous
             Casting Time: 5 segments           Saving Throw: 1/2
             Area of Effect: Special            Special Save: None
             Components: V, S, M                Range: 0
                  This spell is much like CONE OF COLD or CONE OF FIRE,
             except that it causes acid damage.  Damage is 1d4 + 1, per
             level of the mage.  The material component is one citrus
             fruit per level of the mage.
 
             Cone of Fire (Evocation)
             Level: 5                           Duration: Instantaneous
             Casting Time: 5 segments           Saving Throw: 1/2
             Area of Effect: Special            Special Save: None
             Components: V, S, M                Range: 0
                  When this spell is cast, it causes a cone shaped area
             of fire originating at the mage's hand and extending
             outwards in a cone 1/2 inch long per level of the caster.
             It causes flammable objects to catch on fire, and great
             heating nonflammable objects.  Damage is 1d4 + 1, per level
             of the mage.  For example, a 10th level mage would cast CONE
             OF FIRE causing 10d4 + 10 points of damage.
                  Its material component is a red garnet(s) worth at
             least 100 gp.
 
             Dagger Plus
             Level: 5                         Duration: 1-4 turns
             Casting Time: 5 segments         Saving Throw: N/A
             Area of Effect: Special          Special Save: N/A
             Components: M,S,V                Range: 0
                  This magical dagger is capable of giving the spell
             caster hit points exceeding his maximum number of hit points
             for the duration of the spell.  Whenever the dagger does
             damage, 1-10 hit points, the amount of damage done is added
             to the caster's hit points.
 
             Duplicate:  Plant
             Level: 5                         Duration: Until Dispelled
             Casting Time: 6 turns            Saving Throw: N/A
             Area of Effect: 1 target         Special Save: N/A
             Components: S,V                  Range: Touch
                  This spell will make an exact duplicate of any natural
             plant.  The original plant may be living or dead.  No
             duplicate can be made while there is a duplicate in
             existence.  Duplicates cannot be duplicated.
                  Note:  Prior to duplication the caster must cast an
             ANALYZE:  PLANT spell.
 
             Forced March
             Level: 5                             Duration: 1 day
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: 4 creatures/level    Special Save: N/A
             Components: M,S,V                    Range: 10"
                  This spell allows the recipients the energy to march
             twice as far as normal, but will not affect speed, i.e.,
             instead of being able to march 50 miles, one can march 100
             miles.  After the third day recipients suffer the loss of
             one hit point every other day spent under the influence of
             this spell.
 
             Handle
             Level: 5                          Duration: 1 turn
             Casting Time: 5 segments          Saving Throw: None
             Area of Effect: Special           Special Save: N/A
             Components: M,S,V                 Range: 1"/level
                  HANDLE allows the spell caster to instantly create a
             handle (the size of a briefcase handle) and have it attach
             to something that does not weigh more than 15 pounds per
             level of the caster.  When attached and within the weight
             limitation, the caster can carry that item or move it with
             ease. For example, a spell caster casts this spell on a door
             that the party has found impossible to move.  The caster
             grips the handle and pulls.  If the door is within the
             weight limitations it immediately comes loose.  Traps on the
             door will go off.  Enchanted doors (magically held) save at
             the level of the enchanter.
 
             IDA'S MYSTICAL MOUNT
             Level: 5                             Duration: 6 turns/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: N/a                  Special Save: N/A
             Components: M,S,V                    Range: 0
                  This spell summons a giant dragonfly which will follow
             the summoner's telepathic orders.  The stats on the
             dragonfly are:
                  AC:       2
                  Movement: 6:/36"
                  HD:       16, 126 hit points
                  Attacks:  0
                  Size:     Wingspan 30 ft.
 
             Illusionary Party
             Level:  5                          Duration:  1 round/level
             Casting Time - 1 segment           Saving Throw:  None
             Area of Effect:  Party             Special Save:  None
             Components - V,S,M                 Range:  Party
                  Upon casting this spell and tossing a small glass bead
             into the air, a wizard causes a spell of invisibility to
             descend on the party, while a group of illusionary
             duplicates proceeds ahead as decoys.  All of the limitations
             of normal invisibility still apply, and it is recommended
             the party stop moving.  Note:  a silence spell is not
             included, but the illusionary party will make appropriate
             noises.
                  The spell lasts until the illusionary party moves 30'
             from the caster, or is dispelled.  The illusion may not
             leave the sight of the caster (cannot go around corners
             unless the party follows).  The invisibility is dispelled
             when the illusion fades.
 
             JUST PASSING THROUGH
             Level: 5                             Duration: 1 round/level
             Casting Time: 5 segments             Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: M,S,V                    Range: 0
                  Just passing through allows the spell caster to walk
             through solid rock at a rate of 3" per round.  This spell
             does not allow casting of spells from inside solid rock.
 
             Moldyr's Spell Theft (Enchantment/Charm)
             Level:  5                            Duration:  Permanent
             Casting Time:  3                     Saving Throw:  None
             Area of Effect:  1 Creature          Special Save:  None
             Components:  V,S,M                   Range:  5 yds/Lvl
                  By means of this spell the caster may receive one spell
             from the nearest spell caster.  The spell is chosen randomly
             from the recipients known spells.  If the recipient does not
             have a spell in memory that the caster knows, then the
             caster rolls to see if he may learn the spell.  If the roll
             is unsuccessful, or the spell is to powerful for the caster,
             then the spell is ruined.  In all cases, the recipiant of
             the spell loses the spell from memory.  In no case should
             the caster be able to copy the spell from his head into his
             spell book, or onto a scroll.
                  The material component of this spell is an ounce of
             doppleganger blood, which is to be drank at the time of
             casting.
 
             NIMANRIL'S REVELATIONARY BLAST
             Level: 5                             Duration: Instantaneous
             Casting Time: 5 rounds               Saving Throw: Special
             Area of Effect: 4" dia. sphere       Special Save: N/A
             Components: S,V                      Range: 2"/level
                  This spell taps the positive material plane releasing a
             burst of pure positive energy which does 1d6 per level in
             damage.  Undead creatures take full damage with no save.
             Evil creatures save to one half damage.   Neutral creatures
             take one half or quarter  damage.   Good creatures are
             unaffected.
 
             NOSE DIVE
             Level: 5                               Duration: Special
             Casting Time: 5 rounds                 Saving Throw: Negates
             Area of Effect: 1 creature             Special Save: N/A
             Components: M,S,V                      Range: Touch
                  When the caster of this spell touches a creature, it
             must run for the nearest pit, or any drop of at least 10',
             and make a dive.  The saving throw is made at -2.  1d6
             points of damage per 10' fallen is the impact is on a hard
             surface.
 
             PSIONIC SHIELD
             Level: 5                               Duration: Special
             Casting Time: 5 rounds                 Saving Throw: None
             Area of Effect: Personal               Special Save: Negates
             Components: M,V,S                      Range: 0
                  This spell renders the spell caster immune to the first
             round of psionic attack.  After this the shield goes down
             and psionic combat resumes as normal.
 
             PUFF OF SMOKE
             Level: 5                                Duration: Permanent
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: 1 creature              Special Save: N/A
             Components: S                           Range: Touch
                  Heroes, even evil heroes, are often called upon with
             little or no advance notice.  To use this spell, a list of
             the caster's usual adventuring gear must be made ahead of
             time.  At any time thereafter, with a wave of his arm, the
             spell caster will be hidden by a flash of light and a puff
             of smoke, which quickly clears to reveal him ready for
             action.   This spell will not work if the caster's gear has
             been taken away from him, only if it is in his abode or some
             other such place.
 
             SIREN
             Level: 5                             Duration: 1 round/level
             Casting Time: 5 rounds               Saving Throw: Negates
             Area of Effect: 1 creature           Special Save: N/A
             Components: M,S,V                    Range: 6"
                  This spell causes the recipient to hear charming  music
             which entrances him for one round per level of the spell
             caster.  Saving throw at -3 negates.
 
             STEELY TERMITES
             Level: 5                           Duration: Until Dispelled
             Casting Time: 5 rounds             Saving Throw: N/A
             Area of Effect: 100"x100"x100"     Special Save: N/A
             Components: M,S,V                  Range: 3"
                  These wood eaters not only eat wood, but also bore
             through steel and stone.  They eat one pound of material per
             day, per level of the spell caster.  The termites have 2 hit
             points each.  This spell creates 100 termites for each level
             of the wizard.
 
             TEAR JERKER
             Level: 5                               Duration: Special
             Casting Time: 1 round                  Saving Throw: Negates
             Area of Effect: 1" radius              Special Save: N/A
             Components: S,V                        Range: 0
                  This spell is used to escape punishment.  The casting
             of this spell involves the telling of a tragic story of
             one's life.  It stirs pity in those who listen.   Evil
             beings are unaffected, of course.  Neutrals save normally.
             Creatures of good alignment save at -5.  Those missing their
             save will want to have mercy on the caster and set him
             free.   Good beings who miss their save must make  an
             additional normal saving throw or give the caster 10 gold
             pieces per level of attainment, or its equivalent to help
             him make a new start in life.
 
             THUNDEROUS CLAP
             Level: 5                               Duration: Special
             Casting Time: 1 round                  Saving Throw: Special
             Area of Effect; Special                Special Save: N/A
             Components: S                          Range: 0 A
                  THUNDEROUS CLAP stuns all creatures in a cone for 2-5
             rounds and deafens them for 1-4 turns.  While deaf, they
             attack and defend at -1.  A successful saving throw results
             in the creature being affected for one half the stated time.
             Upon clapping his hands, (the  somatic component), the
             caster must save for each hand or break it, sustaining a 5%
             loss of hit points for each hand broken.  The area of effect
             is a cone:  3" long, 2" wide at base.
 
 
 
                                       Level 6
 
 
             Accelerated Metabolism
             Level:  6                           Duration: 1d6+1 tn/lvl
             Casting Time:  6                    Saving Throw:  Negates
             Area of Effect:  One creature       Special Save:  None
             Components:  V,S,M                  Range:  Touch
                  This spell speeds up the life processes of the
             recipient at a rate of 1 day/turn for the duration of the
             spell.  All life processes (sleeping, eating, healing, etc.)
             progress at this accelerated pace.  If insufficient
             nourishment is provided, the recipient suffers from thirst
             and starvation.  Three rounds of rest per turn must be
             allowed, otherwise exhaustion results and no healing is
             possible.  The other seven rounds must be spent eating and
             drinking a day's rations.  The recipient regains 1 hp/turn
             for the first seven turns (minus any penalty due to poor
             constitution).  In subsequent multiples of seven turns,
             characters with constitution bonuses additionally receive
             their constitution bonus.  In any case 28 turns of
             accelerated metabolism heal a character completely.
             However, each turn ages the recipient a week (as opposed to
             a day), due to the stress of the artificially high metabolic
             rate.  Note that the character does not move or fight any
             faster than normal.  Also, if the recipient of the spell is
             unwilling, a saving throw is applicable.
                  The material component for this spell is a candle,
             which must be lit at both ends.  The candle must burn for
             the duration of the spell; if it is extinguished, the spell
             ends prematurely.  The candle is completely burned if the
             spell runs its normal course.
 
             Analyze : Potion
             Level: 6                           Duration: Instantaneous
             Casting Time: 1 turn               Saving Throw: N/A
             Area of Effect: 1 target           Special Save: N/A
             Components: S                      Range: Touch
                  This spell analyzes and confers to the spell caster all
             pertinent information concerning any potion it is cast upon.
             This information should include the name of potion, side
             effects caused by the potion, color, odor, and consistency
             of potion.  This works on anything which can be classified
             as a potion, whether magical or not, and including elixirs,
             ointments, oils, salves, and other brews, such as wine, ale,
             etc.
 
             Anti-Life Energy
             Level: 6                           Duration: Special
             Casting Time: 6                    Saving Throw: None
             Area of Effect: 3' radius          Special Save: Negates
             Components: M,S,V                  Range: 0
                  This energy affects all beings the same.  The basic
             effect of this spell is to reduce the life energy of a
             being.  The life energy is the level of the being but this
             spell does not steal levels but temporarily negates life
             energy.  When the spell is cast, an area of grey haze
             surrounds the magic-user. All within this area are subjected
             to the ANTI-LIFE ENERGY. The life energy of a being is
             reduced at a rate of 1 level per round and if it is reduced
             to zero that being loses all will to live and simply "rolls
             over and dies".   All are subjected to severe melancholy for
             the 1-4 turns.  When the spell is ended all that are still
             alive will regain their will to live at a rate of 1 level
             per turn. The spell caster is also affected though at a rate
             of 1 level per 2 rounds and may stop the spell at any time
             he wishes.  Undead are unaffected by this spell and the
             spell OF THE PUREST LIGHT will negate it.
 
             Bind
             Level: 6                           Duration: Until Dispelled
             Casting Time: 1 round              Saving Throw: Negates
             Area of Effect: 1 object           Special Save: N/A
             Components: M,S,V                  Range: 1"/level
                  When this spell is cast on an object, it will bind two
             parts of the object together.  The two surfaces must be
             brought into contact for the spell to function.
 
             Cloud Altitude Adjustment
             Level: 6                          Duration: 12 turns/level
             Casting Time: 1 round             Saving Throw: N/A
             Area of Effect: Special           Special Save: N/A
             Components: S,V                   Range: 10"/level
                  This spell will cause a cloud up to 10' plus 1' per
             level thick and 20' plus 2' per level in radius to either
             increase or decrease in altitude by 10' per level of the
             caster.  If this spell is used in conjunction with the CLOUD
             HARDENING spell, up to 200 lbs. per level may be raised.
             Two spells may raise double that amount and so on, or 2
             spells may raise the base amount twice as high.
 
             Component Substitute Spell
             Level: 6                         Duration: Special
             Casting Time: 6 segments         Saving Throw: N/A
             Area of Effect: Special          Special Save: N/A
             Components: V                    Range: 0
                  This spell allows the spell caster to substitute
             components.  The casting time of the spell to be affected
             will be doubled.  Note that only the next spell is affected.
 
             Double One Effect
             Level: 6                       Duration: 1 turn
             Casting Time: 1 round          Saving Throw: N/A
             Area of Effect: Special        Special Save: N/A
             Components: V                  Range: 0
                  DOUBLE ONE EFFECT enables the spell caster to double
             any one of the following of the next spell he casts:  Range,
             duration or area of effect.
                  Note:  Casting DOUBLE ONE EFFECT twice in a row will
             allow the doubling of two effects or the quadrupling of one
             effect.
 
             Etherealness
             Level: 6                      Duration:  Permanent
             Casting Time: 5 per Person    Saving Throw:  See below
             Area of Effect: Special       Special Save:  None
             Components: V,S,M             Range: Touch
                  This spell allows the caster and 1 additional person
             for every 3 levels (round down, i.e. 0 at 1-3, 1 at 4-7...)
             to be transported to the border ethereal.  As such the
             creatures are invisible (except with detect invisibility or
             some other means) and cannot be hit by weapons of less than
             +1 enchantment.  The people affected can now move about as
             they see fit (see manual of the plane for details on
             ethereal movement) but cannot get back to the prime unless
             the reverse of this spell is cast.
                  Material components are a drop of phase spider blood or
             a pinch of ghost blood.
                  The revers of this spell causes the caster and any
             creatures he can touch (up to 1/ 3 levels) to be transported
             to the plane whose border ethereal they are in.  This in no
             way confers survival or movement in that plane.
                  The material components of the reverse are the blood or
             life substance from a creature of the plane that is being
             entered.
 
             Freeze Storm I
             Level: 6                         Duration: 1 round/level
             Casting Time: 6 segments         Saving Throw: Negates
             Area of Effect: 3"x3"            Special Save: N/A
             Components: M,S,V                Range: 6"
                  This spell causes rain, sleet and freezing temperatures
             in the area of effect.  All within the storm must make a
             saving throw or be frozen immobile for 1 round per level of
             the spell caster.  This will cause a loss of current hit
             points by 10% per round, rounded down.
 
             IDA'S MIGHTY MOJO
             Level: 6                              Duration: 1 turn/level
             Casting Time: 1 round                 Saving Throw: Negates
             Area of Effect: 1 creature            Special Save: N/A
             Components: M,S,V                     Range: 12"
                  The victim of this spell will suffer a -4 to hit, save,
             and a penalty of 4 on armor class.  All opponents of the
             victim will gain a bonus of 4 in these areas.  The victims
             charisma will effectively be a 0, and all wandering monsters
             will attack.
 
             IDA'S TRAP
             Level: 6                                Duration: Special
             Casting Time: 1 round                   Saving Throw: N/A
             Area of Effect: 1 object                Special Save: N/A
             Components: M,S,V                       Range: 1"
                  This  spell acts as a holding device and a trigger when
             cast upon  an object.  Any spell, up to ninth level, may be
             placed into the trap.  The spell caster may open the object
             safely.  However, when another creature attempts to open the
             object, the spell goes off instantly.  The spell affects the
             nearest living being.
 
             Illian's Mystical Fantasy
             Level:  6                          Duration:  1 round/level
             Casting Time:  8                   Saving Throw:  Negates
             Area of Effect:  1 Target          Special Save:  None
             Components:  V,S,M                 Range:  10 yards/level
                  When cast, this spell causes the target's mind to be
             filled with visions of his/her/Its wildest fantasies.  The
             target gets a saving throw versus spells.  If unsuccessful,
             the creature will be ensnared in the dream world and be
             unable to take ANY actions.
                  He/She/It will not notice any outside stimuli, even
             pain.  If the creature makes the saving throw, the spell has
             no effect.  The spell lasts until expired or dispelled with
             one exception.  Creatures with high intelligence ratings may
             attempt another saving throw every 4 rounds.
 
             IN THE BOTTLE
             Level: 6                               Duration: Special
             Casting Time: 6                        Saving Throw: Negates
             Area of Effect: 1 creature             Special Save: N/A
             Components: M,S,V                      Range: 6"
                  This spell will cause a creature to turn into a mist
             and flow into a bottle so designated by the spell caster.
             If the  bottle is then stoppered, the creature will remain
             in the bottle until it is unstoppered.  The victim is in a
             state of suspended animation and cannot be harmed.
 
             MASS FUMBLE
             Level: 6                               Duration: Special
             Casting Time: 6 rounds                 Saving Throw: Negates
             Area of Effect: Special                Special Save: N/A
             Components: M,S,V                      Range: 1"/level
                  Mass fumble causes all within a 20"x20"x20" area of
             effect to trip unless a saving throw at -5 is made.  Those
             who fall will take 1-3 rounds to get back up if there are
             others who fall.  If one creature falls, he will require 1
             round to get back up.
 
             PRODIGY
             Level: 6                             Duration: 6 turns/level
             Casting Time: 1 round                Saving Throw: N/A
             Area of Effect: Personal             Special Save: N/A
             Components: V                        Range: 0
                  This spell allows the caster to master any nonmagical
             skill in one hour if someone who knows it is willing to
             teach him.  Thus, if a thief were available and willing, the
             caster could learn to pick locks at the level of ability
             possessed by the thief.  However, the knowledge is only
             temporary.
 
             SANDSTORM
             Level: 6                            Duration: 3 rounds/level
             Casting Time: 6 rounds              Saving Throw: 1/2 damage
             Area of Effect: 1" diameter         Special Save: N/A
             Components: M,S,V                   Range: 0
                  When cast, a swirling barrier of sand  appears around
             the spell caster.   All within 1" take 1d6 per level of the
             caster.  The SANDSTORM is mobile and will follow the caster.
             Visibility is reduced to 3" for the caster.  Visibility
             within the sand barrier itself is zero.
 
             WALL OF FREEZING
             Level: 6                              Duration: 1 turn/level
             Casting Time: 6 rounds                Saving Throw: Special
             Area of Effect: Special               Special Save: N/A
             Components: M,S,V                     Range: 1"/level
                  WALL OF FREEZING creates a wall with 3 layers of equal
             thickness whose dimensions are 5' thick, 20' tall, and 10'
             per level long.  The two outer layers are made of ice, while
             the inner layer consists of liquid nitrogen.  If a creature
             breaks through this wall it is frozen solid unless it makes
             a saving throw.  If it makes this saving throw, the affected
             creature takes 1/2 its total hit points in cold damage.
             When the wall is broken, it will require 1-3 rounds for the
             liquid nitrogen to flow out completely.  During the release
             of the nitrogen, any creature with 10' of the breakage will
             take 2-20 points of damage.  Once this has occurred, treat
             the wall as normal ice.
 
             Vampire Dagger (Necromantic)
             Level:  6                         Duration:  1 turn/level
             Casting Time:  6 segments         Saving Throw:  Negates
             Area of Effect:  Personal         Special Save:  None
             Components:  V,S,M                Range:  0
                  By casting this spell on a specially prepared
             nonmagical dagger, the magic-user is able to drain hit
             points from other creatures that he strikes with it and
             bestows those hit points on himself.  The magic-user must
             attack the creature normally with the dagger.  If the hit is
             successful, the creature takes normal damage from the dagger
             (1-4 for small and man sized creatures, 1-3 for large sized
             creatures, plus any strength bonus), plus damage of 1 hp for
             every two levels the spellcaster has.  The magic-user in
             turn gains this bonus damage as curative hit points.  If the
             victim makes its saving throw vs. death magic, it takes
             damage from the dagger but no hit points are transferred to
             the spellcaster.  If the save is a natural 20 the magic user
             takes the bonus damage instead of the victim.  If the spell
             drains more hit points from a victim than remain in that
             victim, the victim dies; only those hit points left to the
             victim after the dagger's damage (with strength bonuses) is
             subtracted are transferred to the magic-user.
                  The magic user cannot gain hit points above his normal
             hit point total; all extra hit points are lost.  For
             example, a 16th level magic user hits a Minotaur with 26 hp
             and rolls a 2 for damage, doing a total of 10 hp damage.
             The Minotaur fails its saving throw, and the magic user
             gains 8 hp (he lost 10 hp in a previous fight).  The next
             round the magic user hits again and does 1+8=9 hp damage.
             The Minotaur makes its save so no hit points are
             transferred.  On the next round the magic user hits again
             and does 2+8=10 hp damage.  The Minotaur fails its save and
             dies, having only 7 hp left.  Thus, only 7-2=5 hp can
             transfer to the caster.  The caster gains only 2 hp,
             however, since this increase puts him at his maximum hit-
             point total.  This spell is ineffective against creatures
             that can be harmed only by magical weapons (undead excluded)
             and creatures that have no blood (e.g. golems).  If the
             dagger is used in an attempt to drain an undead being, the
             magic user must save vs. death magic with each strike or die
             himself; the undead being only takes damage from the dagger
             and associated strength bonuses.
                  One of the material components of the spell is a dagger
             that has a channel inside it running from the tip through to
             the handle.  The dagger must be forged from an alloy of
             silver and steel that has been mixed with crushed bone of a
             vampire.  The minimum cost of such a dagger is 2,000 g.p.
             Blood from the dagger's wound must travel through the cannel
             and touch the bare flesh of the magic-user's hand for the
             hit points to be transferred.  The dagger remains after the
             spell is cast. The other material component of this spell is
             the claw of a vampire, which disappears after the spell is
             cast.  The effects of this spell do not protect the caster
             from any unusual effects of the victim's blood.
 
 
 
                                       Level 7
 
             Aluap's Zufferooma
             Level: 7                           Duration: Instantaneous
             Casting Time: 7                    Saving Throw: None
             Area of Effect: Special            Special Save: None
             Components: M,S,V                  Range: Infinite
                  This horrid looking camel cannot be attacked by fire,
             cold, lightning or weapons of less than plus 2.  It arrives
             instantly when summoned and will take the spell caster to
             his castle, with a movement rate of 36" per round, flying.
             The camel is surrounded by a continuous 1" diameter
             sandstorm, doing 12d12 to all within a 1" diameter sphere,
             excluding itself and the spell caster.
 
             Analyze:  Scroll
             Level: 7                           Duration: Instantaneous
             Casting Time: Special              Saving Throw: N/A
             Area of Effect: 1 target           Special Save: N/A
             Components: S,V                    Range: Touch
                  This spell analyzes and confers to the spell caster all
             pertinent information about any scroll, without opening the
             scroll.  This tells the number of spells, the level of each
             and the names of the spells.  It also tells if the scroll is
             cursed or dangerous in any other manner, and if so the
             nature of the danger.  Casting time: 1 turn per spell level
             on scroll.
 
             Cling Fire
             Level: 7                           Duration: 1 round/level
             Casting Time: 7 segments           Saving Throw: Special
             Area of Effect: 1 weapon           Special Save: N/A
             Components: S,V                    Range: Touch
                  This spell imparts a magical fire upon any hand-held
             weapon.  When a creature is struck by this weapon it
             inflicts physical damage and also transfers the magical fire
             onto the being hit by the weapon.  If a successful hit is
             not made during the duration of the spell, the weapon will
             be totally consumed by the fire.  The fire does 1d4 the
             first round, 2d4 the second round, 3d4 the third round, etc.
             Successful saving throw results in the victim taking one
             point of damage per round for the duration.
 
             Delayed Blast Acid Cloud
             Level: 7                           Duration:  Special
             Casting Time: 7                    Saving Throw:  Special
             Area of Effect: 2" radius sphere   Special Save:  None
             Components:  V,S,M                 Range: 10" + 1"/level
                  This spell creates an ACID CLOUD with +1 on each of its
             dice of damage.  The spell will not release its burst for 1
             to 5 rounds, according to the command upon casting.  In
             other respects, this spell is the same as the 3rd level
             spell ACID CLOUD.
                  Damage and Saving Throws are as follows:
                  Round 1:  1d6+1 Damage to a maximum of 10d6+10.  Save
             for 1/2
                  Round 2:  1/2 original Damage.  Save for none.
                  Round 3:  1/4 original Damage.  Save for none.
                  
             Delayed Blast Snowball (Evocation)
             Level: 7                           Duration:  Special
             Casting Time: 7 segments           Saving Throw:  1/2
             Area of Effect: 2" radius sphere   Special Save:  None
             Components:  V,S,M                 Range: 10" + 1"/level
                  This spell creates a SNOWBALL with +1 on each of its
             dice of damage.  The spell will not release its burst for 1
             to 5 rounds, according to the command upon casting.  In
             other respects, this spell is the same as the 3rd level
             spell SNOWBALL.
 
             Evaporate (Reversible)
             Level: 7                             Duration: Special
             Casting Time: 7                      Saving Throw: Negates
             Area of Effect: Special              Special Save: N/A
             Components: M,S,V                    Range: 1"/level
                  When directed at a creature or item, this spell
             completely dehydrates that being or item.  An item is
             defined as a non-living object no larger in volume that 10
             cubic feet.  If a saving throw is missed, then the creature
             or the item is transformed into a dodecahedron no larger
             than a man's head. Only the reverse, HYDRATION, will restore
             the object or creature to its original form.
 
             ICE SPEARS
             Level: 7                                Duration: 3 turn/lvl
             Casting Time: 1 round                   Saving Throw: N/A
             Are of Effect: 2 spears/level           Special Save: N/A
             Components: M,S,V                       Range: 1"
                  This  spell creates two icicles per level of the spell
             caster  which are +3  spears  and shatter on impact, doing
             1-8 plus  3  points of damage.  The icicles will always hit.
             No more than 20 icicles can be shot.
 
             Llewllynn's Wall of Force (Evocation)
             Level: 7                           Duration: 1 round/level
             Casting Time: 7                    Saving Throw:  None
             Area of Effect: 10 square ft/lvl   Special Save:  None
             Components: V,S,M                  Range: 1" to 3"
                  This spell is equivalent to the 5th level mage spell
             WALL OF FORCE in all respects save one:  the caster is able
             to manipulate the force wall.  The following variations are
             possible:
                  Version 1:  The mage can cast the wall in a
             hemispherical or spherical shape around himself with himself
             as the center point.  The mage can then move about and the
             wall will move with him.  This version is tinted red.
                  Version 2:  The mage can cast the spell as a wall (2-
             dimensional barrier) and then move in a direction with the
             wall moving 1" to 3" in front of him.  The wall will always
             be in front of the caster, and will turn as he turns.  This
             version is tinted blue.  Note that this version cannot be
             cast horizontally.
                  The material component for Version One is a pinch of
             diamond dust and a pinch of ruby dust.  The material
             component for Version Two is a pinch of diamond dust and a
             pinch of sapphire dust.
 
             MISTAKEN IDENTITY
             Level: 7                                Duration: Special
             Casting Time: 1 round                   Saving Throw: None
             Area of Effect: 1 creature              Special Save: None
             Components: M,S,V                       Range: Touch
                  This spell has a duration of 4 turns plus 1 turn per
             level.
                  This spell will make nondivine beings believe the spell
             recipient is another creature.  The creature imitated will
             recognize the recipient as an imposter.  A good example
             would be an evil wizard taking on the appearance of a good
             cleric to perform evil acts and discredit him.
                  NOTE: Any attacks by the recipient will break the
             spell.
 
             PSEUDODAMAGE
             Level: 7                            Duration:1 round/level
             Casting Time: 1 round               Saving Throw: -3 negates
             Area of Effect: Special             Special Save: N/A
             Components: M,S,V                   Range: 1"/level
                  This is a powerful illusionary spell.  When cast on an
             opposing party (maximum 20 creatures) the party will believe
             that all damage taken has been doubled.  A successful saving
             throw at -3 negates.
 
             PSIONIC SANCTION
             Level: 7                          Duration: 1 round/3 levels
             Casting Time: 1 round             Saving Throw: N/A
             Area of Effect: Personal          Special Save: N/A
             Components: S                   Range: 0
                  This spell causes a shield to surround the spell caster
             through which no psionic energy can pass.  The caster cannot
             attack or be attacked psionically.
 
 
 
                                       Level 8
 
 
             Aluap's Lonely Hearts Club
             Level: 8                           Duration: Special
             Casting Time: 1 turn               Saving Throw: N/A
             Area of Effect: Special            Special Save: N/A
             Components: M,S,V                  Range: Infinite
                  This spell is used to procure a mate(s).  By use of
             this spell, the caster may issue an invitation to one
             prospective mate of similar capabilities, per level.
             Included in this invitation is a