Undetectable School Casting
(Abjuration, Metamagic)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  5 rounds
Area of Effect:  Creature touched
Saving Throw:  Special

This spell creates a warping effect only for those spells or proficiencies which can identify which school of spells is cast. Once this spell is cast, the touched creature gains 3 spell levels per caster level. With these it can cast spells in such a way that any means that can determine the kind of school or even the name of the spell are thwarted in the same manner as a non-detection spell: the creature who casts the protected spell (not the caster of the detection spell) gains a saving throw versus spell; if it succeeds, nothing will be detected; if it fails, the true spell school (or even name) will be detected. This spell cannot be used to block Rednog's magic tracer nor Rednog's identifier. This spell can be used multiple times until a maximum of 12 times caster level in spell levels is reached. This spells lasts until all spell levels are used up. The effects of this spell remain even if the caster is not present any more or if the spell which was cast with this spell has a permanent duration (or is made permanent): the caster casts a permanent illusion with this spell and leaves the area, then some years later somebody tries to determine what spell was cast to give the area this beautiful meadow look, the spell would have to save at the saving throw of the original caster to prevent the detector from finding out what spell was cast.
The material component is a mithril mirror with many differently angled polished sides made from diamonds. This mirror has to be worth no less than 5000 gp.
Some alignment problems have been noted with those who use this spell often - not due to character actions, but due to the spell: it may cause the character to forget his alignment as he tends to forget what kind of spells he casts during this spell's effects. Once per week, he needs to make a Wisdom check. If he fails, roll a die for the character's alignment for the next day (when he may try a next Wisdom check to regain his alignment):

	D10 Roll	Resulting alignment
	1	Chaotic evil
	2	Lawful Good
	3	True Neutral
	4	Lawful Evil
	5	Neutral Good
	6	Chaotic Neutral
	7	Neutral Evil
	8	Lawful Neutral
	9	Chaotic Good
	10	Truly insane (but only fun, OK?)

This effect happens only to those characters that have a Wisdom of less than or equal to 16 (thus, most wizards are affected).

