Energy Field
(Conjuration/Summoning)(Summoning)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  9
Area of Effect:  1/2-yard per level radius
Saving Throw:  Special

In order to cast this spell, the caster must have negative plane protection cast upon him. The spell summons energy from the positive material plane and sends it around caster. Every undead creature in the field must save versus death magic or be utterly destroyed. If the saving throw is successful, it takes 1d4+1 points of damage per level of the caster and is blinded for 1d6 rounds. If it saves versus spell, it is not blinded and takes only half damage. All living creatures in the field must save versus spell or be stunned and blinded for 1d6 rounds.
Any magic resistance the undead or creatures from the lower planes might have, is reduced by 2% per level of the caster, because positive energy is very hard for them to resist.
The material components of this spell are the priest's holy symbol and a ball of platinum worth at least 1000 gp. These are not consumed by the spell. When the caster completes this spell, he must roll a system shock check or pass out for 1d6 turns because of the massive energy surge that goes through him.

Eyes of the Beholder (Alteration)

Sphere:  Animal, Combat
Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  Special
Area of Effect:  Creature touched
Saving Throw:  None

This spell enchants the touched creature (possibly the caster) with abilities similar to those of a beholder with respect to the eyes. By using this spell, the eyes of a creature (or the caster) can be enchanted with one spell like power each. For most demihumans and humanoids this is two. The casting time is one turn for each enchantment cast plus the casting time of the enchantment. To cast this spell, the caster first casts eyes of the beholder and then casts the desired enchantment. The first spell captures the energies of the second spell and those energies, which cannot be dispelled, flow in an eye of the caster's choice. The creature affected can then cast that spell as though it were an innate ability. The DM rolls a 1d6 to determine the number of days the spell lasts for each eye affected and keeps the result secret. As long as the spell is in effect, eye colour generally changes to represent the effect of the enchantment. For every level of the caster beyond the enchantment cast upon the eye, the spell remains in effect for another day. This spell has the potential to be very powerful especially if both eyes are enchanted with wish. In this case, DMs are advised to use this spell with caution and possibly reserve it as a psionic enchantment. On the plus side, the material components are difficult to get: one of an actual beholder's eyes is necessary to cast this spell. The DM may also rule that the eye must have the same enchantment that the caster wishes to bestow.

