Sanh's Slippery Surface
(Alteration, Evocation)

Range:  1 yard per level
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  Special
Saving Throw:  Special

When cast, this spell covers a surface (usually a floor) with an unstable, rapidly shifting force field, rendering it extremely slippery. Anyone within the spell's effect must roll a Dexterity check for every action taken to avoid slipping and falling. The following penalties apply:
•	Standing: -1
•	Walking: -3
•	Running: -5
•	Fighting: -9
Anyone who falls will slide toward the edge of the area affected. Creatures with magic resistance roll each round to be unaffected for that round only.
The area of effect is one 10?10 feet square per level (100 square feet), and the duration is one round. If the wizard wishes, area may be traded for duration, for instance, a 10th-level wizard may affect 1000 square feet for 1 round, 500 square feet for 2 rounds, 250 square feet for 4 rounds, etc. The area affected must, however, be at least 10 square feet (that would be 10 square feet for 100 rounds for our 10th-level wizard).
The surface the spell is cast on must be relatively smooth. A wooden floor with a loose board or two, or a slightly bumpy stone surface is OK, gravel, however, is not. It is also possible to cast Sanh's Slippery Surface on a wall (rendering it impossible to climb on) or a ceiling.
The material component for this spell is a small vial of oil, or a fresh banana peel. Using oil of slipperiness (one tenth of an ounce) doubles the effect of the spell and adds an additional -1 penalty to all Dexterity rolls.
Note: Using oil of etherealness as a material component is an invitation to disaster. If this is done, roll 1d100 on the following table:

	D100 Roll	Effect
	01-85	Opens a rift to the ethereal plane, see below
	86-95	Spell fizzles
	96-99	Spell functions at half the wizard's level
	00	Spell functions normally

The wizard must save versus death magic or be destroyed. All within 20 feet of wizard save versus death magic or be thrown into an ether cyclone. The wizard is automatically sucked in. 20 feet diameter rift to ether lasts 1d6 turns + 1 turn per level of wizard. There is a 1% chance per level of the (very foolish) wizard that the rift will be permanent.

