Power Booster I
(Alteration, Evocation/Invocation)

Range:  0
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  4 turns
Area of Effect:  The caster
Saving Throw:  None

Power booster is a spell that boosts the level of the caster for spell effects only. It does not increase the number of spells a caster may learn. Thus, a spell's range, duration, area of effect, etc. might be boosted. This spell works only for those parts of the spell that are already level dependent, i.e., the range of an ice storm might be increased while the damage remains the same. All spells to be boosted have to be started - not necessarily finished - during the duration of power booster. This particular version of power booster can boost spells of up to third level.
The boosting process works as follows: the recipient receives one boost level per 2 caster levels (rounding up). Each boost level can boost one spell level of spells by one casting level. Thus, boosting a 1st-level spell by one caster level requires one booster level, a 2nd-level spell boosted by one caster level costs two booster levels, and so forth. It is possible to boost a single spell by more than one caster level.
An example: a 9th-level wizard receives 5 boost levels for casting a power booster I with which he could choose to boost:
	a single 1st-level spell by five caster levels,
	five 1st-level spells by one caster level each,
	two 2nd-level spells by one caster level (and have one booster level left over),
	one 2nd-level spell by two caster levels and one 1st-level spell by one level,
	one 3rd-level spell by one caster level (and have two booster levels left over),
	any other combination which adds up to five or less booster levels.
Any left over booster levels can be used for another spell.
The boosted spells break the rules concerning the normal damage dice limits for spells like fireball or such: a fireball boosted by 10 levels gains 10 dice over the normal maximum of 10d6 HP of damage. Thus, if the original caster was of tenth level, we would see a full-fledged 20d6 fireball flying around.
The boosted spells have a longer casting time. A spell which has an initiative modifier has this increased by one for every increase of the caster's level. If this increase pushes the casting time over 10 then change the casting time to one round for every 10 increments plus the additional time as an initiative modifier. For example, boosting a 1st-level spell which had an initiative modifier of 1 by 24 caster levels, you get a spell that takes 2 rounds to cast and another initiative modifier of 5 in round three. Other spells that have casting times measured in rounds, turns, hours, days, weeks, etc. have their casting time increased by a further one unit for every caster level increase. For example, a find familiar spell takes up to 1 hour per caster level normally - if boosted by 6 caster levels it takes the usual time plus 6 hours. It is not possible to store power boosted spells in items such as rings, ioun stones, staves, etc. without a certain ritual. If tried without the ritual, these items immediately explode on the person trying this as a caster does who has booster levels in him at the end of the spell's duration (see below).
The power booster spells can be stacked with each other (but don't forget the limit for the spells to be boosted) up to a maximum of one power booster spell per caster level. And yes, you can use the power booster spells to boost your levels to hold more power booster spells, ad infinitum... It is not possible to stack booster or spell levels from spells cast by other wizards.
A cautionary note: a spell cannot be boosted only partially: you have to either give up every required booster level or you have to reduce the increase in caster level to the next possible lower one. So this leads us to the next problem: if any booster levels remain within the caster at the end of the duration of a power booster and no other spell is in the process of being cast with the help of a power booster, the situation can grow quite dangerous. For every booster level in the character at the end of the duration, the character has to make a saving throw versus spell and a saving throw versus paralysation. For each failed saving throw versus spell, the character receives 1d6 HP of damage. For every failed saving throw versus paralysation, the character loses one point of either Intelligence, Wisdom, Constitution or Charisma permanently until they reach a minimum of 2 (always reduce the highest ability first). Thus, this character could in the long run be damaged massively by frequent use of this spell. By the way, if you dispel these spells and a character has booster levels still remaining in him, well, tough luck, roll your saving throws... So you should not cast dispel magic on yourself if you have just stacked up well over 50 or 60 boosted levels, because that could hurt quite a bit.
The material components for this spell are rather expensive: one 4000 gp ruby plus one freshly taken drop of blood from the caster for each booster level, plus a single freshly ripped out hair from the casters head to be tied completely around each ruby. All material components radiate a strong magic which prevents them from being destroyed, altered, reused, or changed in any way, until the durations of all power booster spells on the person have ended. The components can be given away in this enchanted state, but they cannot be used for this or any other spell. If tried, the other spell will fail.

