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Audible Curse (Vociferation) |
Duration: Instant |
Level: 2 |
Casting Time: 1 segment |
Range: 0 |
Area of Effect: 10 miles |
Components: V |
Saving Throw: None |
This spell allows the caster to pronounce his or her favorite four-letter
word, with feeling and at maximum volume. It is up to the DM to prevent
characters from exercising this option without casting the spell, which will at
least increase the range at which the word will be heard (drawing any number of
interested wandering monsters, of course).

Bigby's Dexterous Digits
(Evocation) |
Duration: 3 turns/level |
Level: 2 |
Casting Time: 2 segments |
Range: 90 yds. |
Area of Effect: Special |
Components: V,S,M |
Saving Throw: None |
This spell summons into existence a pair of disembodied hands that will
follow the mage's every order. The hands can perform all the functions of an
unseen servant, but can also accomplish deeds requiring fine coordination, such
as tinkering with tools, working with laboratory equipment, sculpting, painting,
or playing a musical instrument. The hands can perform any task the caster can
accomplish, including, non-weapon proficiencies known by the mage. The hands
will perform with dexterity equal to that of the caster. Each hand can hold and
carry up to 200 g.p. weight individually, or 500 g.p. weight together. The hands
can move 120' per round, regardless of weight carried, but can move no farther
that 90' away from the caster or they vanish. The hands cannot act out the
somatic components of a spell. The hands cannot wield a weapon in melee or punch
or grapple. Although the hands are immune to physical attacks, six or more
points of magical damage can destroy them. The material components are a pair of
gloves embroidered with the mage's initials.

Bigby's Interposing Eye
(Astigmatic) |
Duration: 2 round/level |
Level: 2 |
Casting Time: 5 rounds |
Range: 2" |
Area of Effect: Special |
Components: V,S,M |
Saving Throw: None |
Casting this spell causes a disembodied and sightless human eye, of normal
size, to interpose itself between the spell-caster and any attacking creature.
This eye is as effective as any normal eyeball in impending on rushing and
enraged monsters, although it might deter the more squeamish dungeon denizens.
The material components for this spell is a human eye, and the magic-user better
have one handy before casting the spell; the ability of this dweomer to
""improvise'' can be attested by Mooncalf the Monocular, among others.

Drawmij's Adventurer's Luck
(Alteration) |
Duration: 3 turns |
Level: 2 |
Casting Time: 1 round |
Range: Touch |
Area of Effect: Creature touched |
Components: V,S,M |
Saving Throw: None |
This spell bestows upon the touched creatures a special form of luck. For the
duration of the spell, the recipient of this magic can act as though he or she
were holding a luckstone and using its magical effects. The material components
are 5,000 g.p. worth of ruby dust sprinkled over the creature's head; this
vanishes after the spell expires.

Drawmij's Breath of Life
(Alteration) |
Duration: 5 turns |
Level: 2 |
Casting Time: 1/6 segments |
Range: 100 yds. |
Area of Effect: 1 creature/level |
Components: V |
Saving Throw: None |
With the power by this spell, the mage can endow one or more creatures with
sufficient endurance to hold their breath for five full turns. Affected
creatures cannot drown or be subjected to the effects of inhaled gases while
holding their breath. The caster can bestow the spell upon one creature for
every level of experience. The spell is only one word long, and has no somatic
or material components, so the mage can cast the spell quickly in an emergency.

Drawmij's Scent Mask
(Illusion/Phantasm) |
Duration: 1 turn/level |
Level: 2 |
Casting Time: 2 segments |
Range: Touch |
Area of Effect: 1 creature/level |
Components: V,S,M |
Saving Throw: Special |
This spell will conceal all odors emanating from a creature for the duration
of the spell. If cast upon the mage or another person, that person cannot be
detected by scent.
An animal cannot track the recipient of this spell or being that uses its
sense of smell to track, such as a bloodhound. If cast upon a creature that uses
its odor as a weapon or form of defense, the spell negates the odor if the
creature fails a save vs. spells. The musky odor of a skunk or wolverine or the
stench of a troglodyte could be suprised by the spell. The material components
are a scentless flower.

Drawmij's Swift Mount
(Alteration) |
Duration: 2-hr.+1/2 hr. per level |
Level: 2 |
Casting Time: 1 round |
Range: Touch |
Area of Effect: One mount/2 levels |
Components: V,S,M |
Saving Throw: None |
This spell will double the movement rate of any mount that runs, swims, or
flies for the duration of the spell. After the spell expires, the mount is
completely exhausted and refuses to move any farther for 24 hours. The spell
will in no way increase the amount of weight a mount can carry. The maximum
encumbrance limit for the mount is unaffected. Overloading the amount beyond its
limit automatically negates the spell. Drawmij's Beat of Burden cannot be
combined with Swift Mount to increase the load a racing mount can carry. The
material components are a hare's foot or a bit of fur from a cheetah.

Explosive Familiar (Demolition) |
Duration: Instant |
Level: 2 |
Casting Time: 2 segments |
Range: 1"" |
Area of Effect: 2'' radius |
Components: V |
Saving Throw: None |
When this spell is cast, the spell-caster's familiar explodes, doing 1-4 hp
damage to all within the area of effect (note spell range) and doing rather more
damage to the familiar. Special familiars (brownies, imps, quasits, etc.)
explode for 2-5 hp damage and make a nicer noise.

Locate Hands (Confirmation) |
Duration: 1 round/level |
Level: 2 |
Casting Time: 2 rounds |
Range: 2'/level |
Area of Effect: Special |
Components: V,S |
Saving Throw: None |
Casting this spell enables the magic-user to find his own hands, even in the
dark. Ordinarily, he will find them at the ends of his arms (one each), unless
remove hands has been previously cast. In the latter case, this spell could be
quite useful; however, it has a limited range and an extensive somatic
component, either which might compromise its effectiveness in finding detached
hands.


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