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Bigby's Bookworm Bane (Evocation) |
Duration: 1 turn/level |
Level: 1 |
Casting Time: 1 segment |
Range: 20 yds. |
Area of effect: Special |
Components: V, S, M |
Saving Throw: None |
This spell is used to seek out and destroy one of the most feared enemies of
the mage: the bookworm. When cast, the spell creates a disembodied hand that
will search through the library and crush all bookworms it finds. The hand can
search through 100 books or scrolls/round, seeking out bookworms with a 95%
chance of detection. Once a worm is found, the hand will pursue the bookworm
relentlessly, attacking with the skill of a fighter equal in level to the
caster. The hand cannot be harmed by physical attacks, but four or more points
of magical damage can destroy it. The hand is incapable of performing any other
functions. The material component is a child-sized glove of tough leather.

Bigby's Feeling Fingers (Evocation) |
Duration: 1 hour+1 turn/level |
Level: 1 |
Casting Time: 1 segment |
Range: 60 yds. |
Area of Effect: Special |
Components: V, S, M |
Saving Throw: None |
This spell calls into existence a disembodied hand under the casters command.
The hand cannot hold, grasp, or carry, but it does have an amazingly sensitive
touch. The hand sense of touch is so fine that it can note miniscule cracks,
separations, or openings in a surface, and thus detect the presence of a secret
or concealed door with a 50% chance of success. The hand can search a 10' by 10'
area each turn. The hand cannot be destroyed by physical attacks, but it is
dispelled if dealt four or more points of magical damage. The hand can trip a
nonmagical trap if the location of the trap is known. The material components
for the spell are a child-sized silk glove and swans feather.

Burning Mouth (Conflagration) |
Duration: instant |
Level: 1 |
Casting Time: 1 segment |
Range: 0 |
Area of effect: All within range |
Components: V, S, M |
Saving Throw: None |
Similar in some ways to burning hands. This spell causes 1 hit point of heat
or fire damage per level of the caster, with the above limitations on range and
area of effect. The material components for this spell are six jalapeno peppers,
which must be eaten as the spell is cast.

Charm Man I (Enchantment/Charm) |
Duration: 2-5 turns |
Level: 1 |
Casting Time: 1 segment |
Range: 16' radius |
Area of Effect: 5-8 men |
Components: V,S |
Saving Throw: Neg. |
A magic-user must have a charisma score of at least 11 to cast this spell. It
affects victims the same as a charm person spell. If there is a leader with a
group of men, he may dispel the charm if his charisma plus a roll of 1d8 is six
points higher than the magic-users charisma. If a leader does not dispel the
spell, each man within the area of effect must attempt a save vs. spells. A
successful save negates the effect of the spell for that man only. If there are
more men within range than the maximum number who can be affected, the spell is
directed against the lower-level men first. The spell won't work on any man who
has taken damage from any other action of the same magic-user during the current
encounter.

Control Vapor (Alteration/Enchantment) |
Duration: 1 turn |
Level: 1 |
Casting Time: 1 segment |
Range: 10'/level |
Area of Effect: 3" diameter sphere |
Components: V,S |
Saving Throw: None |
A quantity of gas or vapor may be controlled and moved about, with a maximum
movement of 6" per round. The spell-caster may move while controlling the
gases, but may not begin casting another spell while the control is being
maintained. The duration of the spell is 1 turn or until dispelled.

Detect Object (Cerebration) |
Duration: Special |
Level: 1 |
Casting Time: 3 segments |
Range: 0 |
Area of Effect: 1" radius/level |
Components: V,S,M |
Saving Throw: None |
By means of this spell, the magic-user can detect the presence of one or more
objects within the area of effect. The spell does not disclose the size, nature,
or number of these objects; it lasts as long as the magic-user continues to
concentrate. The material component for this spell is any object of convenient
size, which must be held just above the tip of the spell-casters nose throughout
the duration of the spell.

Drawmij's Beast of Burden
(Alteration) |
Duration: 2 hours/level |
Level: 1 |
Casting Time: 1 round |
Range: 30 yds |
Are of Effect: Special |
Components: V,S,M |
Saving Throw: None |
This spell partially lightens goods placed upon a single mount. One-half, in
effect doubling the amount of weight the mount can carry reduces the effective
encumbrance of all objects on the mount, including riders.
A mount that suddenly finds itself carrying 1 1/2 its maximum load without
the spell's protection can not walk, slowly sinks to the ground, and stands a
50% chance of going lame. A mount suddenly burdened by twice its maximum load
collapses to the ground, suffering 1d6 points of damage and automatically going
lame.
The material components are a loadstone and a pinch of metal filings.

Drawmij's Light Step (Alteration) |
Duration: 5 rounds/level |
Level: 1 |
Casting Time: 1 segment |
Range: Touch |
Area of Effect: one creature |
Components: V,S,M |
Saving Throw: None |
This spell gives a creature a very limited form of levitation. The creature
walks normally over any surface but walks so lightly that no tracks are left
behind. If the creature breaks into a charge or run the spell ends immediately.
The creature can also move across a fluid as well as a solid surface, but the
movement rate is reduced to 1/2 the creatures' normal walking rate as the
creature must step carefully. The spell will not enable creatures to walk across
turbulent waters. The spell actually makes the creature unable to activate
traps. It doesn't allow the creature to leap higher or jump safely from a cliff,
only to walk with a lighter step. This spell will also increase the movement
rate of the creature by 50%. The material components are a bit of fur taken from
a cat's paw and a ducks feather.

Find Terrain (Examination/Indention) |
Duration: instant |
Level: 1 |
Casting Time: 2 segments |
Range: touch |
Area of Effect: personal |
Components: V,S |
Saving Throw: None |
Casting this spell enables the magic-user to locate the terrain (i.e. the
ground beneath his feet). The somatic component of this spell consists of
falling flat on one's face to get a closer look, doing 1-4 hp. damage.

Fire water (Alteration) |
Duration: 1 round |
Level: 1 |
Casting Time: 1 segment |
Range: 1" |
Area of Effect: 1 pint/level |
Components: V,S,M |
Saving Throw: None |
By means of this spell the magic-user changes a volume of water to a
volatile, flammable substance similar to alcohol and likewise lighter than
water. If this substance is exposed to flame, fire, or even a spark, it will
burst into flames and burn with a hot fire. Each creature subject to firewater
flame will suffer 2-12 hp. of damage. The firewater created will evaporate and
be useless within 1 round, even if it is securely contained and sealed, so it
must be ignited within 10 segments of it's creation. The material components of
this spell are a few grains of sugar and a raisin.

Grease (Evocation) |
Duration: Permanent |
Level: 1 |
Casting Time: 1 segment |
Range: 1" |
Area of Effect: V,S,M |
Components: V, S, M |
Saving Throw: Special |
A grease spell creates an area covered by a slippery substance of a fatty,
greasy nature. Any creature stepping upon this area will have to save vs.
petrifaction or slip, skid, and fall. Of course, if a creature is aware of the
area, it can possibly be avoided. The spell can also be used to cause a greasy
coating on some surface other than that underfoot-a rope, ladder rungs, weapon
handle. Etc. Lone material objects will always be subject to such a spell use,
if the magic is cast upon an object being wielded or employed by a creature, the
creature must fail a saving throw vs. spell for the grease spell to be
effective. A single saving throw will negate the effects. The material
components of the spell are a bit of pork rind, butter, or other greasy

Invisible Runes (Circumspection) |
Duration: Perm. |
Level: 1 |
Casting Time: 1 turn/rune |
Range: 0 |
Area of Effect: 5 runes/level |
Components: V,S,M |
Saving Throw: None |
This spell enables a magic-user to inscribe runes that are completely
undetectable to all forms of normal and magical inspection (including all those
available to the caster himself). The runes have no other magical powers. This
is an excellent way to create really secret documents or to simply kill an
afternoon without accomplishing anything. Material components for this spell
include at least one potion of invisibility (for the ink) and anything else the
DM can sucker the player into wasting on an effect indistinguishable from that
of writing with an empty pen.

Magic Disk (Evocation) |
Duration: 10 rounds |
Level: 1 |
Casting Time: 1 segment |
Range: 2" |
Area of Effect: Special |
Components: V,S |
Saving Throw: None |
This magic missile is +3 to hit if cast by a magic-user of level 1-16 and +4
to hit if cast by a magic-user of level 17+. The disk may be thrown around
corners if the caster is in plain view of the corner and has just seen an
opponent go in that direction, but the missile is only +1 to hit when thrown
around corners. The disk damages opponents requiring magical weapons to be hit.
It may be thrown once each round for up to 10 rounds, scoring 1 hp damage per
each successful hit. Or it may be thrown once only for a fixed amount of damage
(if it hits). If thrown once, damage is 4 hp for levels 1-3, 8 hp for levels
7-9, 10 hp for levels 10-12, 12 hp for levels 13-16, and 14 hp for levels 17 and
higher. The caster may specify subdue damage only, as per the procedure for
subdue outlined for dragons in the MM. The spell is usable once per day.

Minor Quest (Evocation) |
Duration: 6 hours |
Level: 1 |
Casting Time: 1 segment |
Range: 2'' |
Area of Effect: 5" diameter sphere |
Components: V,S |
Saving Throw: Neg. |
The spell affects up to 12 experience levels worth of humanoid opponents, or
up to six levels of monsters, with lowest level opponent in a group affected
first. The caster must be able to verbally communicate with the opponents for
the spell to work. By using this spell, the mage can send the attackers away
from him on an imaginary errand for themselves, such as going to a nearby river
to get water. If the intended victim or victims fail a saving throw, they are
compelled to attempt the errand, provided it poses no danger to their safety or
well being. There is a 20% chance, plus 1% per level of the caster, that the
quested being or beings forget about the mage after the spell has worn off or
after the quest is completed, which ever comes first.

Precipitation (Alteration)
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Duration: 1 segment/level
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Level: 1 |
Casting Time: 1 segment
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Range: 1''/level
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Area of Effect: 3"x12" cylinder
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Components: V,S,M
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Saving Throw: None (special)
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When this spell is cast, all water vapor in the atmosphere within the
area of effect is precipitated in the form of a light rain. The rain will
continue for only as many segments as caster has levels since only some 1/100 of
an inch of precipitation falls during the course of a segment, the spell will
have only the following general effects:
 | Thin, light material will become damp in 1 segment and thoroughly wet
thereafter. |
 | Twigs and heavy material such as canvas will be damp in 2 segments and wet
thereafter. |
 | Flat, relatively non-porous surfaces, such as stone floors, rocks, painted
wood, etc., will be damp in 1 segment and filmed with water thereafter. |
 | Semi-porus surfaces and materials will become damp on the surface in 2
segments, and thereafter the damp area will progress downward/inward, until
after 5 segments the surface will be thoroughly wet. |
 | Porous surfaces and materials will simply absorb the rain up to the limit
of their capacity, which probably extends well beyond the duration of the
spell. |
 | Small flames, such as those of candles, will be extinguished by 1 segment
of precipitation. Small fires will slow and become smoky for 1 round after
precipitation has ceased. Large fires will not be materially affected by the
spell.
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Note that if the temperature is above 90f. the duration of the spell will be
extended to double normal except in arid regions. Also, where the temperature
ranges between 33 and 31f, the precipitation will fall as rather thick snow and
most effects will be negated or postponed until the snowmelts. If magical heat
of large area is applied to precipitation, a cloud of warm fog of double area
will be formed. If magical cold is applied to the spell or the water, which
remains thereafter, normal ice will be formed. The material components of the
spell are a pinch of silver dust.

Run (Enchantment) |
Duration: 5-8 hours |
Level: 1 |
Casting Time: 1 round |
Range: Touch |
Area of Effect: humanoid |
Components: V,S,M |
Saving Throw: None |
The run spell enables the recipient to run at full speed (twice normal) for
5-8 hours without tiring. However, after so running the individual must spend a
like number of hours resting, as well as drinking plenty of liquids and eating
heartily. For every 2 levels of experience of the spellcaster another individual
can be effect. Barbarians are immune to the spell. The material component of
this spell is an elixir made from the juice of dried plums boiled in spring
water and the oil of 5-8 beans of a spurge (castor) plant.

Seduction (Enchantment) |
Duration: 2 turns |
Level: 1 |
Casting Time: 1 segment |
Range: 6'' |
Area of Effect: 1 man |
Components: V,S |
Saving Throw: Neg. |
This spell causes the effected man to cast aside all weapons, armor,
and clothing. In an attempt to seduce the mage, leaving the victim virtually
defenseless against attacks from the mage or any other character or creature.
Immediately after the spell wears off or is dispelled, the victim can retrieve
one of his dropped weapons on a roll of 11 or more on a D20. If the roll is 16
or more, the victim may also retrieve a shield or helmet. Rolls may be repeated
each round until successful as long as the victim stays within grasping range of
the weapon or other object to be recovered. The saving throw for this spell is
computed by adding the seduction spell level (1 through 8) to the charisma score
of the mage and subtracting the wisdom score of the intended victim. The
resulting number is used as a modifier (plus or minus) to a roll of 1d20. The
adjusted die roll must be equal to or greater than a certain number, depending
on the class of the intended victim, for the save to be successful. Barbarians
need a 15 to save fighters and rangers need a 13 to save thieves and assassins
12, cavaliers and paladins 10, magic-users and illusionist 9, clerics and druids
and monks need 8 to save.

Taunt (Enchantment) |
Duration: instantaneous |
Level: 1 |
Casting Time: 1 round |
Range: 3'' |
Area of Effect: 2 hit dice/level |
Components: V,S |
Saving Throw: Neg. |
A taunt spell enables the caster to jape and jeer effectively with respect to
any creature with an intelligence of 2 or more. The spell's dweomer gives the
magic-user's words and sounds real meaning to the subject, be insulting, and in
general cause irritation and anger. If the subject creatures fail to save vs.
spell, the taunt spell will cause them to rush forth in fury to do battle with
the spell caster physically using hand held weapons. Separation by an
impenetrable or uncrossable boundary will cause the spell to break. Only one
sort of creature can be effected. The magic affect creature's closets to the
spell caster first. Troops under a strong leader would gain a saving throw bonus
of +1 to +4, at DM's option.


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