F.A.E.
(Evocation)

Range:  1000 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2 turns
Area of Effect:  One 200-foot per level radius sphere
Saving Throw:  None

When cast, F.A.E. creates a large (25 feet long, 5 feet in diameter at base) indestructible missile from the wizard's concoction (described later) that heads to its target, better known as ground zero. The missile cannot be stopped or manipulated naturally or magically, it always gets to its destination (of course DMs may make exceptions to this rule). Once ground zero is reached, the missile lightly disperses a very strong, somewhat gaseous, magical alcohol that is then ignited, causing immense damage and complete loss of oxygen in the area of effect.
The spell's range to ground zero is 1000 feet for every level of the caster. This allows an 18th-level wizard to centre the spell as much as three miles away. This would indicate that the wizard is well within enemy borders in most cases when the spell is cast, although he is still a distance from his target. The area of effect is a sphere with a 200-foot per level radius. The caster cannot control the area of effect. Thus, if the wizard is 18th-level, he will always cast an F.A.E. that is 7200 feet in diameter. Given that 5280 feet comprise a mile, this is quite a distance. The wizard better be good at judging distance, or he might suddenly find himself inside the area of effect of his own spell.
Damage to the victims come by two means. The first is the combustion and compression of the explosion which does 10d10 points of damage. Victims get no saving throw because the area of effect is too large and the explosion is in the very air around the victim, rendering escape impossible. The second means of damage stems from the suffocation resulting from the explosion that uses up all the available oxygen in the area of effect. Every round beginning the round the spell is cast, 2d8 damage is taken from lack of oxygen. A victim that has a chance to take a large breath of air and does not perform strenuous exercise while holding his breath and is not fully encumbered can hold his breath for a number of rounds equal to _ his Constitution, rounded up (non-strenuous exercise includes such activities as normal movement, searching for secret doors, etc.). If a victim is performing strenuous exercise, the number of rounds is cut in half (strenuous exercise includes combat, attempting to subdue or move an uncooperative creature, trying to lift heavy weight, moving at high speed, etc.). If a person does not have a chance to take a deep breath before the spell takes effect, the amount of time is halved (rounded up). This halving is cumulative with that caused by strenuous exercise. Note that anybody can hold his breath for at least one round.
When his breath runs out, a person does not immediately suffer the 2d8 points of damage caused by lack of oxygen. Each round after his breath runs out, the person makes a Constitution check. The first check has no modifiers, but there is a -2 cumulative modifier each round thereafter. A failed check indicates that the victim tries to inhale oxygen, which is not there, and suffers the 2d8 points of damage. He will continue to suffer 2d8 points of damage each round until oxygen diffuses back into the area of effect, until he leaves the area of effect, or until he dies. After detonation of the spell which rids the area of effect of oxygen, the oxygen will diffuse in at a rate of 50 feet per round.
The material components of this spell are usually rare, typically expensive, and quite bulky. During casting, the following ingredients are mixed together:
	Ten gallons of pure alcohol are required. If there is any trace of impurity before casting, the spell will backfire causing the wizard to be the centre of the area of effect. Many armies have foiled wizards by sending an assassin to place a foul liquid, such as skunk water, in the alcohol thus causing the wizard and his comrades to be victims of their own spell.
	One gallon of the highly poisonous blood of a Milwaukee is required. Many adventurers have died trying to kill a Milwaukee just to get its blood.
	One gallon of holy water created by priests of Malus Temulentia (or another appropriate god of the DM's choice).
	A pint of blood from a 9th-level priest of Ebrietas.
	All alcohol from a gland of an alcohol dragon is required. This material component is difficult to get because the gland must be filled to get alcohol from it. Thus, if the alcohol dragon used its breath weapon, the gland would be empty. Only clever adventures can kill an alcohol dragon to get the gland without having the dragon use its breath weapon. Note that capturing the alcohol from the breath weapon won't work because the alcohol enters in an impure state. The pure state of the alcohol can only be found in a gland.
After the ingredients are blended together, the following items must be added to the concoction:
	One living boozeworm.
	A dash of salt and a squirt of lime.
	The ivory tusks of a pink elephant.
	The hide of the sinister Clydesdale breed, Pravus Clydesdale.
	The corpse of one giant alcohol black ant.
	One diamond that has a value no less than 1000 gp.
The material components are perhaps the biggest problem with this spell, for without them the spell cannot be cast. DMs should make the material components hard to come by and adventures should be made just for that. Only very rich people, like kings and other nobles, could afford to purchase some of the more exotic material components. Thus a useful partnership takes place: the ruler needs the wizard for the intense spell, the wizard needs the ruler's resources to collect the components. This spell is a closely guarded secret by those that are fortunate to possess it. Using F.A.E. offensively is great, but being on the receiving end of the spell is not to fun.
Is this spell too powerful?
18 is the minimum level the wizard must be to cast this 9th spell. Hopefully, few 18th-level wizards are roaming around. If a DM allows a character to reach eighteenth level, one of two points can be assumed. Either the DM has been very careful to create game balance, in which case the DM will make this spell very dangerous to cast (via collecting and keeping material components, getting safely to the target area which is no doubt deep in secured enemy territory, etc.), or the DM is an out-of-control Monty-Haulic, in which case it doesn't matter if the spell is to powerful; the argument would be "Is ninth level to high?".

