
Third-Level Spells

Bone Club (Enchantment,
Necromancy)

Range: 0
Components: V, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One bone
Saving Throw: None

A wizard can use this spell to enchant
a bone, causing it to become a magical
club. This magical weapon acts as a
club +4 against undead, inflicting 5-10
(1d6+4) hit points of damage, and a
club +1 against all other opponents,
inflicting 2-7 (1d6  + 1) hit points of
damage. The bone can be from any ani-
mal,  providing the bone normally
could be wielded as a club; for instance,
a human femur could be enchanted by
this spell, but a skull could not. At the
end of the spell's duration, the bone
club reverts to a normal bone.
 If the proficiency rules are being
used, characters with a weapon profi-
ciency with a club also have a profiency
with a bone club.  Those wielding a
bone club without the club profiency
suffer the penalties described on page
52 of the Player's Handbook. And re-
member that wizards cannot use clubs
at all.
  The material components for this
spell are an appropriately-sized bone
and a pinch of dirt from a grave.


Delay Death (Enchantment,
Necromancy)

Range: 30 yards
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None

  This spell enables one person or crea-
ture to postpone death. If delay death is
cast before the indicated creature or per-
son reaches O hit points, he is able to
fight, cast spells, communicate, and take
all other normal actions until he reaches
-10 hit points. However from the time
he reaches 0 hit points until he is reduced
to -10 hit points, the affected person or
creature makes all attack rolls and saving
throws at a -2 penalty and his move-
ment rate is reduced by half.
  When the subject reaches -10 hit
points, he is dead and delay death is no
longer in effect. Note that the spell has
a limited duration; it the spell expires
after the affected subject has reached 0
hit points but before he has been re-
duced to -10 hit points, the subject
dies instantly. A deceased subject previ-
ously under the effect of delay death
can be raised normally by raise dead
and similar spells.
  The material component for this
spell is a chip from a tombstone or a
sliver of wood from a coffin.


Hovering Skull (Necromancy)

Range: Special
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

 This spell creates a glowing human
skull with sharp fangs. The skull hov-
ers about a foot above the caster's
shoulder; as the caster moves, the skull
hovers along with him. If the caster
stops moving and concentrates, he can
mentally command the hovering skull
to move in any direction within a 30-
foot radius.
  The caster can see through the skull's
eyes as if they were his own; for in-
stance, the hovering skull could be or-
dered to investigate a dark cave or peek
over a high wall . Additionally the cast-
er can order the hovering skull to at-
tack victims with its razor-sharp teeth.
If the casters concentration is inter-
rupted while controlling the skull, the
skull immediately drops to the ground
(but it takes no damage). If the caster
resumes concentration, he can continue
to command the skull.
 The hovering skull has the same sta-
tistics as the caster, except the skull has
3 hit points and inflicts 1-6 hit points of
damage with its bite. Attacks directed
at the skull do not harm the caster, nor
does damage directed at the caster af-
fect the skull.
  The material component for this
spell is the tooth from human skull.


Invisible Mail (Evocation,
Abjuration)

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

  A variation of the armor spell, this
spell enables the caster to cover his
body with an invisible suit of plate mail
to temporarily raise his AC to 3. Its ef-
fects are not cumulative with other ar-
mor or magical protection (a character
cannot improve his AC better than 3
through use of this spell), but Dexterity
bonuses still apply.
  For each level of the caster, the invisi-
ble mail absorbs 1 hit point of damage
that would normally hit AC 3; how-
ever, the invisible mail offers no protec-
tion  against  magical  weapons  or
attacks. When the invisible mai1 has
absorbed as many hit points of damage
as the wizard has levels of experience,
the invisible mail disappears. The invis-
ible mail does not hinder movement,
nor does it add weight or encumbrance.
It does not interfere with spell casting.
  Example: A wizard with a normal
AC of 10 has shielded himself with in-
visible mail. The first opponent attacks
with a normal dagger; the attack is
made against the AC 3 of the invisible
mail. The attack is successful, causing 2
hit points of damage, but this damage is
absorbed by the invisible mail and the
wizard is unharmed. A second attack is
made with a sword + 1 . The invisible
armor offers no protection against this
magical weapon, so the attack is made
against the wizard's normal AC of 10.
 The material component is a small
fragment of plate mail.


Iron Mind (Abjuration)

Range: Touch
Components: S, M
Duration: 1 hour
Casting Time: 3
Area of Effect: One creature
Saving Throw: None

  The person or creature affected by
iron mind is immune to all charm and
hold spells for a full hour. Additionally,
he automatically disbelieves all illu-
sions cast by 3rd-level wizards (or their
equivalent) or lower.
  The material component for this
spell is a small chunk of iron ore or any
small item made of solid iron, such as a
nail.


Pain Touch (Necromancy)

Range: Touch
Components: V, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: None

 Pain touch enables the caster to
touch an opponent in such a way as to
induce extreme pain. The spell works if
the caster touches any exposed part of
an opponent's body. The caster must be
within arm's length of the opponent for
the spell to work. The spell requires a
normal attack roll.
 The pain causes no damage, but for
the next 1-4 rounds, the victim will be
-2 on his chance to hit and his AC is
worsened by 2. The caster can cast the
spell and touch the victim in the same
round. Pain touch is only effective on
human,  demihuman,  and humanoid
opponents.
 The material components for this
spell are a needle and the finger from a
scorched glove .


Snapping Teeth (Conjuration,
Alteration)

Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature or object
Saving Throw: None

 By means of this spell, the caster
causes a set of teeth to appear on a per-
son or object; the teeth appear in the
exact location touched by the caster.
The snapping teeth are contained in a
mouth-like orifice about 6 inches in di-
ameter and are capable of snapping at
victims within 1 foot. A person or crea-
ture with the snapping teeth can cause
them to snap at will, effectivelly giving
him an extra attack per round. A nor-
mal attack roll is made, and a success-
ful hit inflicts 1-4 hit points of damage.
Note that the victim must be within
range of the teeth and that normal fac-
ing considerations must be accounted
for (for instance, snapping teeth in the
back of a person's head can only attack
victims that are behind the person).
  Snapping teeth can also be placed on
a non-living object, such as a tree or a
door. In such cases, the snapping teeth
are invisible until they make an attack.
The snapping teeth will attack any vic-
tim that comes within 1; they at-
tack as a 4 HD monster, and each
successful hit causes 1-4 hit points of
damage. These attacks are automatic
and are not controlled by the caster.
 Attacks cannot be directed against
the snapping teeth, but dispel magic
causes them to vanish.
 The material component for this
spell is a tooth from any carnivorous
animal, such as a wolf, shark, or ser-
pent .


Level Spells

Duplicate (Conjuration)

Range: Touch
Components: S, M
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: One object
Saving Throw: None

This spell creates an exact copy of
any single item the caster touches. The
item to be copied must fit inside a 20-
foot cube. The spell has no effect on liv-
ing creature, including undead,  nor
will it copy magical items. The dupli-
cated item is identical to the original in
every way-for instance, a duplicated
sword can be wielded to inflict damage
as a normal sword-but detect magic
can reveal its true nature and dispel
magic can cause it to disappear. The du-
plicated object exists for 1 hour/level of
the caster, at which time it vanishes;
permanency does not affect duplicated
items.
  The material component for this spell
is a pinch of coal dust .


Fire Aura (Abjuration)

Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: caster
Saving Throw: special

By means of this spell, the caster sur-
rounds his body with an aura of magi-
cal green fire. The fire aura extends 1
foot from the caster's body and pro-
vides illumination in a 10-foot radius.
The fire aura provides complete immu-
nity to all forms of fire, both natural
and magical; the flames can be extin-
guished only by dispel magic or a simi-
lar spell. Those touching the fire aura
suffer 2-8 (2d4) hit points of damage;
additionally, if the touched victim fails
to make his saving throw, his body is
set afire with green flames.
  The flames persist for 2-8  (2d4)
rounds and can be extinguished only by
dispel magic or a similar spell. Each
round the victim is engulfed in these
flames, he suffers an additional 1-6 hit
points of damage; the victim's attack
rolls are made with a - 2 penalty during
this time.
  The material components for this
spell are a scrap of singed paper and a
piece of flint.


Halo of Eyes (Abjuration,
Conjuration)

Range: 0
Components: V, M
Duration: 1 turn/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
 Halo of eyes creates a halo of func-
tional eyeballs that sits atop the caster's
head, enabling the caster to see in all di-
rections at the same time. Additionally,
these magical eyes all have infravison
to a distance of 60 yards . The caster can
see opponents on all sides of him, pro-
viding they are not invisible, and there-
fore can never by struck from behind or
suffer a penalty for a back attack. Un-
der normal conditions, the caster can-
not be surprised. Attacks cannot be
directed against the magical eyeballs,
but their vision is obscured by blind-
ness and other magical and natural ef-
fects that would hinder the wizard's
normal sight.
  The material components for this
spell are the feather of an eagle and an
eyelash from the corpse of any crea-
ture.


Otiluke's Dispelling Screen
(Evocation, Abjuration)

Range: 5 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: 20-foot square
Saving Throw: None

  This spell creates a shimmering
screen of violet energy in any shape the
caster desires.  Any creature passing
through the screen is affected by dispel
magic with the same level of effective-
ness as that spell cast by the wizard.
  The material components for this
spells are a sheet of fine lead crystal and
a chysolite gemstone worth 1,000 gp
(both vanish after the spell is cast).


Wind Breath (Evocation)

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Cone 60 yards long and
30 yards wide at the base
Saving Throw :1/2

  A variation of gust of wind, this spell
allows the caster to fill his lungs with air
and expel a powerful wind. The
strength of this wind is about 5 miles
per hour for every level of the caster.
Those outside the area of effect do not
notice the tremendous winds, though
objects may be blown out of the spell's
area into their path. The DM should de-
termine the precise effects of the wind
breath using the following parameters
as guidelines.
 If the wind breath is 30-50 miles per
hour, there is a 20 percent chance that
small boats capsize, a 1 percent chance
that ships capsize, and a 10 percent
chance that a man is knocked down.
There is a 20 percent chance that
branches snap, light articles are blown
away, and tents and sails tear. Crea-
tures caught in the cone of the wind
breath suffer 1 hit points of damage
from blown sand and grit.
  If the wind breath is 50-70 miles per
hour, there is a 70 percent chance that
small boats capsize, a 20 percent
chance that ships capsize, and a 50 per-
cent chance that a man is knocked
down. Trees bend and there is a 70 per-
cent chance that branches snap, and a
20 percent chance that a trunk snaps.
Medium-sized articles are blown away,
and there is a 50 percent chance that
tents and sails are torn, and a 40 per-
cent chance that shacks are blown
down. Creatures caught in the cone of
the wind breath suffer 1-4 hit points of
damage from sand and grit.  Flying
creatures are blown back 10-40 (10d4)
feet . )
  If the wind breath is 70 miles per
hour or more, there is a 100 percent
chance that small boats capsize, a 70
percent chance that ships capsize, and a
70 percent chance that a man is
knocked down and blown 10-40 (10d4)
feet to suffer 1-6 hit points of damage
per 10 feet blown. There is a 70 percent
chance that tree trunks snap, and a 100
percent chance that branches are ripped
from trees. Heavy articles are blown
away, medium articles are ripped from
fastenings, and tents and sails have a 70
percent chance of being destroyed.
There is a 20 percent chance that com-
mon buildings are blown down and a
60 percent chance that shacks are flat-
tened. Creatures caught in the cone of
the wind breath suffer 1-8 hit points of
damage from blown objects. Flying
creatures are blown back 50-100
(40 + 10d6) feet.
 The material component for this
spell is a handmade silk fan with a val-
ue of at least 1 gp.


Fifth-Level Spell

Force Shapechange
(Necromancy)

Range: 10 yards/level
Components: V, S, M
Duration : Instantaneous
Casting Time: 5
Area of Effect: One creature/level
Saving Throw:1/2

 With this spell, the caster can force
any shapechanger or magic-wielder us-
ing any form of a shapechanging spell
to instantly revert to his true form (or
his most common form). To use the
spell, the caster points at creatures he
knows or believes to be shapechangers.
If the creatures are indeed shape-
changers, they must make a successful
saving throw or immediately revert to
their true form and suffer 3-30 (3d10)
points of damage from the wracking
pain caused by the forced change. The
change takes a full round, during which
time a victim can take no other actions.
If the saving throw was successful, the
victim does not change form, but still
suffer half damage (3d10/2).
  The material components for this
spell are a hair from the hide of any ly-
canthrope and a live butterfly, released
when the verbal component is uttered.

Invulnerability to Normal
Weapons (Abjuration)

Range: 0
Components: V, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: 5-foot radius
Saving Throw: None

  This spell creates an immobile, faint-
ly shimmering magical sphere around
the caster that cannot be penetrated by
non-magical blunt weapons, edged
weapon, or missile weapons. The cast-
er can use these weapons from inside
the sphere to attack opponents normal-
ly. Spell can also be cast through the
sphere. The sphere can be negated by
dispel magic.
  The material components for this
spell are a piece of a broken non-
magical weapon and a scale from a
dragon.


Know Value (Divination)

Range: 10
Components: V, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 10-foot cube
Saving Throw: None

  Know value enables the caster to
know the total value of all coins, gems,
and jewelry within the area of effect,
within the limits that follow.
  The items must be clearly visible.
They cannot be concealed on people,
hidden in a chest, or buried in the
ground. The items must also be con-
tained within an area no larger than a
10-foot cube, and this area can be no
farther than 10 yards from the caster.
  Further, know value will only reveal
the value of 75 % of the total number of
objects in a treasure pile, up to a maxi-
mum of 10 pieces; the DM determines
which pieces the spell affects, and the
caster does not know which particular
pieces have been appraised. The spell
does not detect the presence or value of
magical items, and it ignores the value
of personal property, such as clothing,
weapons, and other equipment. Know
value does not reveal the number or na-
ture of any type of hidden objects.
  The material components for this
spell are a copper piece and a phony
gem .


Mordenkainen's Private
Sanctum (Alteration, Abjuration)

Range: 0
Components: V, S, M
Duration: 1 hour/level
Casting Time: 2 turns
Area of Effect: One room
Saving Throw: None

  With this spell, privacy is ensured in
a room of up to 1600 square feet (40 feet
x 40 feet, or the equivalent). From the
outside, the windows of the room ap-
pear to be dark and cloudy, preventing
those with normal vision, infravision,
or any other type of vision from seeing
inside. Those inside the room can see
out the windows as they normally
would. No sounds of any kind can es-
cape from the room. Scrying attempts,
such  as  ESP  clairaudience,  clairvoy-
ance, and crystal balls cannot penetrate
the room, and a wizard eye cannot en-
ter. The caster can leave the room with-
out affecting the spell.
  The material components for this
spell are a thin sheet of lead, a piece of
opaque glass, a wad of cotton or cloth,
and a pinch of powdered chrysolite.


Mummy Rot (Necromancy)

Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: One victim
Saving Throw: Special

 This spell allows the caster to attack
with a rotting touch similar to that of a
mummy. If the caster touches a human,
demihuman, or humanoid victim, the
victim immediately loses 2-12 (2d6) hit
points and is infected with a rotting dis-
ease which is fatal in 1-6 months. For
each month the rot progresses, the vic-
tim permanently loses 2 points of Cha-
risma.  While infected, the victim
recovers lost hit points at 10 percent of
his normal rate.
  The rotting disease can be cured only
with a cure disease spell; cure wounds
has no effect. A regenerate spell will re-
store damage but will not otherwise af-
fect the course of the disease. If a victim
makes a successful saving throw, he is
not infected, but he still suffers 2-12 hit
points of damage.
  The material components for this
spell are a piece of rotten fruit and a
piece of a mummy's cloth wrapping.


Rary's Telepathic Bond
(Divination, Alteration)

Range: 20 yards
Components: V, S, M
Duration: 2 turns per level
Casting Time: 1 round
Area of Effect: Two or more creatures
Saving Throw: None

  With this spell, the caster forms a tel-
epathic bond between two or more
creatures with Intelligence of 6 or
higher. The bond can be established
only between willing creatures who are
within 20 yards of each other. The crea-
tures need not speak the same language
to communicate via the bond.  The
bond can be placed upon one creature
for every three levels of the caster;
therefore, a 9th-level caster can forge a
bond among three creatures. The
bonded creatures can remain in mental
contact as long as they remain on the
same plane of existence. If either crea-
ture enters a different plane, the spell is
terminated.
  Rary's telepathic bond can be cast
only once to affect a single pair of sub-
jects. However, if the caster is able to
cast the spell twice, the same subjects
can be affected again . Example : A wiz-
ard can cast telepathic bond twice. The
first casting links Subject A to Subject
B . The second casting can affect Subject
A again, linking him with Subject C.
  The material components for this
spell are two pieces of eggshell;  the
pieces must be from the eggs of two dif-
ferent species of egg-laying creature.


Throbbing Bones (Necromancy)

Range: 10 yards
Components: V, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: One creature
Saving Throw : 1/2

  This spell causes the bones of the af-
fected creature to throb and pulsate in-
side his body. The spell can be cast upon
any single living creature or person
within the caster's range, providing the
creature has a physical form and has
bones inside its body;  for instance,
throbbing bones will not affect insects,
ghosts, or worms .
  For the duration of the spell, the af-
fected creature's AC is worsened by 2,
its movement rate is halved, and all its
attacks are made with a -2 penalty.
Additionally, it suffers 1-4 hit points of
damage per round;  this damage is
halved if the creature makes a success-
ful saving throw. However, a successful
saving throw has no affect on the move-
ment, attack, and AC penalties.
 The material components for this
spell are both pieces of a small bone that
has been snapped in half.


Wall of Bones (Conjuration,
Necromancy)

Range: 60 yards
Components: V, S, M
Duration: 1 turn
Casting Time: 2 round
Area of Effect: 10-foot square/level;
6-inch thickness/level
Saving Throw: None

 This spell causes a wall of bones to
erupt from the earth in whatever shape
the caster desires within the limits of the
area of effect . The wall is a random con-
struction of bones from many types of
creatures. The wall need not be verti-
cal, but it must rest upon a firm founda-
tion or it will collapse. Since the wall
has many small openings and gaps, it
provides only 50 percent cover. Missiles
can easily be fired from behind the wall,
and creatures of small size (less than 4
feet tall) can wriggle through openings
in the wall at the rate of 10 feet per
round. However, the wall has many
sharp edges and creatures wriggling
through it suffer 1-8 hit points of dam-
age per 10 feet traveled.
  If the spell is cast in an area occupied
by creatures, the wall of bones appears
everywhere except where the creatures
stand. Creatures in the affected area
suffer an immediate 2-16 (2d8) hit
points of damage when the wall ap-
pears. The wall can be smashed by crea-
tures wielding blunt weapons with a
Strength of 18 or greater. Every 10 hit
points of damage causes a 5 foot x 5
foot x 6 inch section of the wall to col-
lapse. The wall of bones is unaffected
by animate dead.
 The material component for this spell
is the branch of a withered tree taken
from a cemetery.

Sixth-Level Spells

Blackmantle (Necromancy,
Enchantment)

Range: 60 yards
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 15-foot radius
Saving Throw: Neg .

  Blackmantle  creates a shimmering
aura around all creatures within the af-
fected area that negates all healing and
regeneration, both natural and magi-
cal. For instance, a potion of healing
has no effect on a creature under the in-
fluence of blackmantle, a troll cannot
regenerate lost hit points, and cure light
wounds is useless.
  Blackmantle is negated for any target
creatures who make successful saving
throw. Otherwise, it persists for 1 turn
per level of the caster. If the creatures
are still alive at the end of the spell's du-
ration, any active curative forces will
operate normally; for instance, a ring
of regeneration will resume its func-
tion. However, consuming a potion of
healing or applying a staff of curing
while blackmantle is in effect will have
no affect when blackmantle wears off,
since these types of magic work in-
stantly. In such cases, the dose of potion
of healing and the charge from a staff of
curing are not only wasted, but the aura
generated by blackmantle actually ne-
gates the potion of healing or the staff
of curing, rendering it useless. If a po-
tion of healing or staff of healing is ap-
plied after the spell wears off,  the
healing magic works normally.
  The material component for this spell
is a small mummified animal, such as a
mouse or a toad


Dead Man's Eyes (Necromancy)

Range: Special
Components: S, M
Duration: 1round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

  Dead Man's Eyes causes the whites of
the caster's eye to turn black and his
pupils to reshape themselves into small
white skull. The caster can affect one
victim per round, providing the victim
is withing 3 feet of the caster and meets
his gaze. Victims are affected as fol-
lows:
 ø Victims with 2 Hit Dice or fewer
(or victims of level 2 or lower) instantly
die. No saving throw is allowed.
 ø Victims with 2 Hit Dice (or
victims of level 3-5) instantly die unless
they save vs. death magic at a - 2 pen-
alty. Those who succeed in their saving
throws suffer 2-12 (2d6) hit points.
  · Victims with 5 + Hit Dice or more
(or victims of level 6 or greater) suffer 2-
12 (2d6) hit points of damage unless
they save vs. death magic.
  If the caster's gaze is reflected back on
him (by a mirror, calm water, etc.), he
must make a saving throw vs. spells or
suffer the same effects as a 5 + Hit Dice
victim. At the end of the spell's dura-
tion, there is a 5 percent chance that the
caster will become blind for the next 5-
10 (1d6 + 4 hours).
  The material components for this
spell are two eyeball-sized glass mar-
bles. The marbles must be the same
color as the caster's eyes.


Dragon Scales (Abjuration)

Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None

  This spell causes the body of the
caster (or any single person or creature
touched by the caster) to become com-
pletely covered with dragon scales, ef-
fectively  raising  the  subject`s  Armor
Class by 2 for the duration of the spell;
this modification is in addition to the
subject's normal AC (for instance, if the
subject's AC is 6, dragon scales raises it
to 4) .
  The color of the dragon scales is the
same as that of the scale used as the
spell's material component; however,
the color has no bearing on the effect of
the spell. Dragon scales also temporar-
ily reduces the subject's Charisma by 2
points.
  The material component of a spell is
a scale from any dragon.


Invulnerability to Magical
Weapons (Abjuration)

Range: 0
Components: V, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 5-foot radius
Saving Throw: None

  This spell creates an immobile,
faintly shimmering magical sphere
around the caster that cannot be pene-
trated by magical blunt, edged, or mis-
sile weapons; all such weapons are
harmlessly deflected (missile weapons
strike the sphere, then immediately fall
to the ground). However, the sphere
offers no protection against magically-
created creatures (such as golems) or
from creatures whose attacks are mag-
ically based (such as the gaze of a me-
dusa) . The sphere offers no protection
against spells such as magic missile, or
spells that simulate the effects of weap-
ons.
  The caster can use magical weapons
from inside the sphere to attack oppo-
nents normally. Spells can also be cast
through the sphere. The sphere can be
negated by dispel magic.
  The material component for this spell
is a piece of a broken magical weapon.

Tentacles (Conjuration, Alteration)

Range: 0
Components: V, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None

  By means of this spell, the caster
causes two 10-foot-long greenish tenta-
cles to grow from his body. One tenta-
cle grows on each side of the caster's
body, centered between his armpit and
his thigh. The caster can use the tenta-
cles as normal appendages to grasp
tools, use weapons, or help with climb-
ing.
 Each tentacle can make an attack, ef-
fectively giving the caster two extra at-
tacks per round; a tentacle can strike to
inflict 1-6 hit points of damage, or it can
wield a sword, dagger, or other weapon
(at the same ability of the caster). The
flexible tentacles can easily reach vic-
tims on any side of the caster's body.
  If an unarmed tentacle makes a suc-
cessful strike against a victim who is
man-sized or smaller (less than 7 feet
tall), it also grabs and holds the victim
to inflict an automatic 2-8 (2d4) hit
points of damage in every subsequent
round. To free himself, the victim must
sever the tentacle; there is no way to
loosen the grip other than severing the
member, killing the caster, or negating
the spell with dispel magic. A tentacle is
severed if it takes 10 hit points of dam-
age; damage directed at the tentacle has
no adverse effects on the caster.
  A  caster with  two intact tentacles
adds a 40 percent bonus modifier to his
climbing success rate (see page 122 of
the Player's Handbook,) and adds a 20
percent modifier if he has only one in-
tact tentacle.
  The material component for this spell
is a dried tentacle from a small octopus.


Seventh-Level Spell

Zombie Double (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

 This spell creates a ju-ju zombie dupli-
cate of the caster. The zombie double has
the same memories, consciousness, and
alignment as the caster; essentially, the
caster now exists in two bodies simulta-
neously. In all other respects, the zombie
double is the same as a normal ju-ju
zombie (AC 6; MV 9; HD 3 + 12; #AT 1;
Dmg 3-12; SA strike as a 6 HD monster;
SD immune to all mind-affecting spells,
including illusions;  immune to sleep,
charm, hold, death magic, magic mis-
siles, electricity, poisons, and cold-based
spells; edged and cleaving weapons in-
flict normal damage while blunt and
piercing weapons inflict half-damage;
magical and normal fire inflicts  half-
damage); THACO 16.
  The zombie double cannot cast
spells, but it can use any weapons that
the caster can use. It is also able to
climb walls as a thief (92 percent). The
zombie double can be turned as a spec-
tre. If it strays more than 30 yards from
the caster, the zombie double becomes
inactive and collapses to the ground; it
becomes active again the instant the
caster moves within 30 yards.
  The material components for this
spell are a bit of wax from a black can-
dle and a lock of hair from the caster.


Eighth-Level Spells

Defoliate (Necromancy)

Range: 30 yards
Components: S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 50-foot square/level
Saving Throw: None

 By means of this spell, the caster
causes all vegetation within the affected
area to wither and die, crumbling into
black ashes. All vegetation is affected,
from the tallest tree to the tiniest blade
of grass. Intelligent plant life, such as
treants, are also destroyed. The power
of a wish or its equivalent is required to
restore the destroyed vegetation; other-
wise, nothing can grow in the defoli-
ated area for a full year. Note that since
defoliate causes plants to crumble to
ash, there is no danger of a creature be-
ing struck by a toppling tree; however,
creatures hiding in trees will find them-
selves plummeting to the ground when
this spell is cast.
 The material component for this
spell are the petal from a withered
flower and a sliver of charred wood.


Fear Ward (Abjuration)

Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 5 foot radius
Saving Throw: None

 Fear ward creates an aura around the
caster that makes him immune to all
forms of fear, including that caused by
dragons. Additionally, fear ward pro-
tects the caster from attacks by all
forms of undead; the spell is equally ef-
fective against physical and magical at-
tacks . Dispel magic has no effect on fear
ward, but a wish will negate it.
 The material components for this
spell are the fangs of a spider and a hair
from the head of a ghoul.

Shadow Form (Necromancy)

Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None

 By means of this spell, the caster tem-
porarily  changes  himself into a
shadow.  The caster gains the move-
ment rate, Armor Class, hit dice, and
all abilities of a shadow. His chilling
touch (requiring a normal attack roll)
inflicts 2-5 (1d4 +1) hit points of dam-
age on his victims as well as draining
one point of Strength. Lost Strength re-
turns in 2-8 (2d4) turns after being
touched. If a human or demihuman vic-
tim is reduced to 0 hit points or 0
Strength by the caster in shadow form,
the victim has lost all of his Iife force
and is immediately drawn into the Neg-
ative Material Plane where he will for-
ever after exist as a shadow.
  All of the caster's weapons and
equipment stay with him, but he is un-
able to use them while in shadow form.
He is also unable to cast spells while in
shadow form, but he is immune to
sleep, charm, and hold spells, and is un-
affected by cold-based attacks. He is 90
percent undetectable in all but  the
brightest of surroundings. Unlike nor-
mal shadows, a wizard in shadow form
cannot be turned by priests.
  At the end of the spell's duration,
there is a 5 % chance that the caster will
permanently remain as a shadow.
Nothing short of a wish can return the
caster to his normal form.
  The material components for this
spell are the shroud from a corpse at
least 100 years old and a black glass
marble.
