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Dragon Ninja
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Advanced Dungeons and Dragons Spells

Fourth level wizard spells

A Lert
Conjuration/Summoning, Evocation
Components: V 
Range: 0
Casting Time: 1 
Duration: 1 turn per level 
Saving Throw: None 
Area of Effect: 10-foot per level radius 
This spell summons into being a lert, which is a small, blue, humanoid creature. This creature is insubstantial, and thus can neither attack, nor be attacked. A lert's main purpose is to alert the party members of imminent danger. It can sense behind doors and around corners, and will telepathically inform the wizard of any danger it senses, provided the wizard is awake.
Author: Jeff Tolle

Advanced Magic Mouth
Alteration
Components: V,S,M 
Range: 10 feet 
Casting Time: 4 
Duration: Special 
Saving Throw: None 
Area of Effect: One object 
This spell is identical to Magic Mouth except in that the maximum activation range is only 10 feet and that it will continue to function as instructed, over and over, until the object is destroyed or the dweomer dispelled.

Alcoreax's Icetrail
Evocation
Components: V,S,M 
Range: 0 
Casting Time: 4 
Duration: 1 round/level 
Saving Throw: Neg. 
Area of Effect: See below 
This spell creates a wave of hardened ice which the wizard actively directs. After casting, the wizard simply taps the ground to activate the spell. The wave of ice begins where the wizard taps the ground, and reaches its full dimensions after advancing only 10 feet. It travels at a speed of 40 feet per round. The crest of the wave is 10 feet high and 15 feet wide; after the crest of the wave has passed, the height of the remaining "trail" is only 3 feet high. Creatures coming into contact with the crest suffer 2d6 points plus 1point damage per level of the wizard, or half this amount if the creature is cold-using (in general, cold-dwelling creatures take half damage from this spell, rounded down, and cannot suffocate as a result of this spell). In addition, creatures of less than large size must save against paralysation or be buried under the crest. Buried individuals take an additional 1d3 points of cold damage each round and must initially make another save against paralysation or start to suffocate under the ice (use the rules for drowning). Trapped creatures may break free, taking 1 more point of damage per level of the wizard from sharp ice. The crest of the wave can be disrupted by 30 or more points of fire damage, or negated by a Wall of fire in any case. At the end of the spell duration, the crest of the ice wave immediately loses all momentum and melts; the spell will cause no more damage, and trapped creatures can easily break free taking no damage. The material components for this spell are a steel pin and a glass of icewater. Alcoreax is the headmaster of Talarin Niulivius, one of the better magical schools on the continent of Niulivia. Alcoreax's Icetrail is the only spell he has researched. This one took him over five years to develop.

Alpha's Acid Rainstorm
Conjuration/Summoning
Components: V,S,M 
Range: 240 yards 
Casting Time: 5 
Duration: Instantaneous 
Saving Throw: ½ 
Area of Effect: 30-foot square 
This spell, which functions only out of doors, causes thin streams of hissing violet acid to fall within its area of effect. All within the area
must save vs. spells or suffer full damage. The spell inflicts 1d8 per two levels of the wizard (rounded up). All exposed items in the area must also
save vs. acid or be destroyed. Characters under heavy cover which is not destroyed by the acid are fully shielded from the effects of the spell. The acid, once it strikes the ground, harmlessly disappears. The material component for the spell is a small vial of aqua regia and a strip of zinc.

Alpha's Acid Resistance
Abjuration
Components: V,S,M 
Range: Touch 
Casting Time: 1 round 
Duration: Special 
Saving Throw: None 
Area of Effect: Creature touched 
This spell grants the subject complete immunity to acid, up to a point. The spell's basic duration is 10 rounds per level of the wizard. However, 
for every point of acid damage that would have been suffered by the character (after saving throws and any other protections have been considered), the duration of this spell is reduced by one round for every point of acid neutralised by the spell. This spell also protects the subjects equipment from needing to make any Item Saving Throws vs. acid for as long as the spell is in effect. The material component is a small glass vial containing lye and water.

Alpha's Ball Lightning
Evocation
Components: V,S 
Range: 10 yards + 10 yards/level 
Casting Time: 5 
Duration: 4 rounds 
Saving Throw: ½ 
Area of Effect: Special 
The caster of this spell can create one to four spheres of glowing electrical energy. These spheres resemble Dancing Lights (q.v.), and the wizard can control them in the same way. The spheres can be moved up to 120 feet per round. Each ball is about 5 feet in diameter, and any creature(s) approaching within 5 feet will dissipate that ball's charge. A save vs. spells results in half damage, indicating that contact was across an air gap. Note that more than one creature approaching within 5 feet in a single round can be affected by the ball is that occurs. The charge values are:
Number of Lightning Balls Damage Done
1
4d12
2
5d4 each
3
2d6 each
4
2d4 each
This spell has no material components.

Alpha's Chill of the Void
Alteration, Evocation
Components: V,S,M 
Range: 0 
Casting Time: 5 
Duration: 1 round 
Saving Throw: None 
Area of Effect: 20-foot wide, 5-foot/level long path 
This spell brings forth a wave of supernatural cold, rolling forth from the wizard's outstretched arms to the maximum area of effect. Its cold vacuum kills all normal vegetation in the area except for trees, which have a 50%-100% chance to survive (DM's discretion, based on size and native environment). This cold inflicts 3d4 damage and the vacuum an additional 3d4 to all living creatures within the area of effect. Vegetable and fungoid monsters suffer double damage from this spell. The material component is a piece of ice.

Alpha's Firefall
Alteration
Components: V,S,M 
Range: 10 yards/level 
Casting Time: 4 
Duration: Special 
Saving Throw: Special 
Area of Effect: Special 
This spell is an improved version of the second-level Pyrotechnics spell (q.v.), specifically the "fireworks" application of that spell. That 
portion of the spell functions exactly as the Pyrotechnics spell does with respect to duration, area of effect, saving throw, and the blinding effect created. However, the "fireworks" created by this spell are more along the lines of a geyser of brightly burning liquid fire, arcing upwards 
approximately 60 feet into the air and raining down within a 30-foot radius area surrounding the perimeter of the basic fire source. All in this area of effect suffer 2d6 fire damage with no saving throw allowed. Further, a central prominence of flame is thrown upwards by this spell, and the wizard may direct this column of fire at a single target within 60 feet of the fire source. This plume of fire will inflict 4d10 damage to the victim, although a saving throw vs. breath weapon is possible to halve this damage. The liquid fire continues to burn during the following round, under the 
same conditions as during the first round, although the fire is less intense and causes only half the damage caused during the first round. Combustibles in the area of effect must save vs. normal fire (if struck only by the burning spray) or magical fire (if the victim of the central plume fails his saving throw or if the central plume is directed at an inanimate object) to avoid being set afire. A creature who is within the area of the spray who is targeted by the central plume will not also suffer fire damage from the spray, as this minor flame is all but lost in the fury of the central prominence. The spray does not fall within the area of the original fire source, but only within 30 feet of the perimeter of the fire source. An aerial creature flying within 60 feet above the rising geyser of liquid fire is affected just as a creature on the ground would be, and may also be targeted with the central plume, if the wizard so desires. The material component for this spell is a lump of pitch mixed with sulfur, saltpeter, and magnesium, as well as an existing fire source.

Alpha's Flames of Falroth
Alteration, Evocation
Components: V,S,M 
Range: 10 yards 
Casting Time: 1 round 
Duration: 1 round/level 
Saving Throw: Special 
Area of Effect: Special 
This spell conjures an extra-dimensional black flame to surround a single object or creature within range. This fire has exactly the opposite effect of normal fire, in that it restores creatures or objects burned to destruction by fire or acid to their original state. This will not restore life to a person slain by a Fireball spell, but it will restore the body to full health, such that a Raise Dead spell will bring the character back to full physical health (though an amount of time equal to the time dead must be spent recovering from the psychological shock). Similarly, it will not restore enchantment to a once-destroyed magic item, though a Limited Wish spell is capable of restoring the lost enchantment to the item reconstructed by the Flames of Falroth.
In order to restore an item or creature, the target must fail a saving throw of the same type that resulted in its destruction. Hence, plate mail destroyed by the breath of a black dragon must fail a saving throw vs. acid, and an adventurer felled by a Fireball must fail a save vs. spells. For effects against which there is no save (e.g. Wall of Fire), assume the save to be as against breath weapon for creatures or magical fire for items. It is thus more difficult to restore items that were more difficult to destroy in the first place. One such save may be attempted each round, and as many saves as desired may be attempted during the use of this spell. No object can ever be affected by this spell after the spell has been used on it once, whether or not it was successful. Once the save is failed, the object will take 2 rounds to be fully reconstructed from its remains. The Flames of Falroth may be moved to another object or creature at any time during the spell's duration, with 1 round of concentration on the part of the wizard.
The Flames of Falroth are very hostile to ordinary fire. They may be used as a fire extinguisher or sorts, and will extinguish a 10-foot cube of normal flame every round. Magical fire spells must be checked as per Dispel Magic, but multiplying the wizard's level by 2 for the purposes of determining whether the target spell has resisted the effects of the Flames of Falroth. If this Dispelling attempt is unsuccessful, the Flames of Falroth will vanish back from whence they came.
If cast at an elemental fire creature of any sort, the Flames of Falroth will automatically cause 6d6 damage to that creature. After this initial attack, the target creature may make a save vs. spell at -3. If successful, the Flames disappear without causing further harm. If failed, however, the Flames continue to attack the creature's very substance, causing 3d6 damage every round. A new saving throw is allowed each round, the chance to save improving by 1 each round (-2 after the second round, then -1, etc.). This continues until the creature is dead, the wizard moves the flames away (after which time that creature will no longer be affected by the Flames of Falroth), or until the spell expires or a save is made - in both of these cases, the Flames disappear.
A fire-using or dwelling creature that uses fire but is not native to the elemental plane of fire (e.g. fire giant, red dragon, chimera) will not be harmed by the Flames of Falroth, but any external fire powers (fire breath, spells, immolation, etc.) will cause only half normal damage, as their effectiveness is mitigated by the Flames. The material component is a bit of green wood, a handful of ashes, a smoky quartz crystal, and a piece of obsidian.

Alpha's Hunting Pack
Conjuration/Summoning
Components: V,S,M 
Range: 30 yards 
Casting Time: 1 round 
Duration: 5 rounds/level 
Saving Throw: None 
Area of Effect: Special 
This spell summons into the wizard's vicinity a pack of canines who will fight on behalf of the wizard, if such is required. The composition of the pack will be as follows:
Roll Pack
01-10 4d4 jackals
11-60 3d4 wild dogs 
61-90 2d4 wolves
91-00 1d4 dire wolves
The pack will follow commands to the best of its ability, so long as they are relatively simple (attack, return, heel, etc.). If attacked by the wizard or his fellows, all creatures summoned will instantly disappear. The hounds can track as well as a fifth-level ranger, and can be commanded to perform this activity if it is requested of them (such as by allowing them to smell an article of clothing from the creature to be tracked, etc.). The hounds will arrive 1d10 rounds after the spell is cast. The material components are a piece of fresh, uncooked meat and a finely crafted silver or ivory hunting horn, worth not less than 100 GP, which must be sounded during the casting of the spell. 

Alpha's Rainbow Blast
Evocation 
Components: V,S,M 
Range: 0 
Casting Time: 4 
Duration: Instantaneous 
Saving Throw: Neg. 
Area of Effect: 1-foot wide, 10-foot + 5 foot/level long beam 
This spell is very much like the second-level Alpha's Rainbow Beam spell, but is much more powerful. Besides a slightly larger area of effect, and 
the fact that a solid object will not stop the beam unless larger than 2 feet wide and formed of solid stone or some such similar dense material, i.e. the beam is not stopped by mere flesh, even if armoured, but would be stopped by a stone wall.
The spell does 1d6 hp of damage + 1 hp per level of the wizard. The swirling, coruscating tendrils of multi-hued light also have properties as listed under the Rainbow Beam spell. A target resistant to one or more of these forms of attack takes -1 point of damage per die per attack that it is resistant to. The obverse applies for creatures that are particularly vulnerable to a certain form of attack (e.g. a frost giant is immune to cold, but is not particularly vulnerable to fire, so it would take -1 point of damage per die. A green slime, vulnerable only to fire and cold, would take -5 points of damage per die.) The indigo (holy water) beam does normal damage except to creatures affected by unholy water (paladins, lammasu, etc., who are considered as being resistant), and those affected by holy water (undead, demons, etc., who are considered as specifically vulnerable).
The victim is entitled to a saving throw, which, if successful, indicates that the beam has missed. It may hit another target, though. Also, if a target is struck by the beam, he must save vs. petrification or be struck in the face and blinded for 1d4+2 rounds. The material component for this spell is a small diamond worth not less than 100 GP. 

Alpha's Ray of Paralysis
Alteration
Components: V,S,M 
Range: 10 feet + 5 feet/level 
Casting Time: 1 
Duration: 1 rounds/level 
Saving Throw: Neg. 
Area of Effect: One creature 
The wizard extends his arm, points his finger, and speaks a word to cast the spell. A thin, light blue ray leaps from the wizard's finger. The intended target must save vs. petrification. If the save is failed, then the creature is struck by the beam and, unless the creature possesses some innate magic resistance, is paralysed for 2 rounds per level of the wizard. If the save is made, the pencil-thin ray has missed its original target and continues on in a straight line to the extent of its range. Any creature in the path of the beam must make the same saving throw or be struck and paralysed. If the ray actually strikes, there is no save vs. its effects. Size L creatures must save at -1, size H at -2, and size G at -4. Conversely, size S creatures save at +1 and size T at +3. The ray can affect only target in any event. The material component is a clear gem or a piece of amber worth at least 100 GP.

Alpha's Shadowfire
Evocation, Necromancy
Components: V,S,M 
Range: 0 
Casting Time: 4 
Duration: Instantaneous 
Saving Throw: ½ 
Area of Effect: 1-foot diameter, 5-foot/level long ray 
This spell calls forth a seething black ray shot through with veins of green fire. All creatures in the path of the spell will suffer 1d4 damage per level of the wizard, up to a maximum of 20d4. A successful save vs. breath weapon will result in only half damage. A creature that is immune to fire or to energy drain will suffer only one-half damage (one-quarter if a successful save is made). If the damage rolled exceeds a target's remaining hit points, that target is disintegrated. The material component is a black opal worth at least 500 GP.

Alpha's Sheet Lightning
Evocation
Components: V,S,M
Range: 30 yards
Casting Time: 4
Duration: Instantaneous 
Saving Throw: Special 
Area of Effect: 10-foot/level long square 
This spell creates a very bright flashing jolt of sheet lightning within the area of effect. All those in the area receive 4d4 electrical damage with no saving throw. In addition, those within must save vs. petrification to avoid being blinded for 1d3 rounds and must save vs. breath weapon to avoid being stunned for 1d3 rounds. Those carrying large, mostly metallic weapons (e.g. swords, battle axes) or wearing partial metal armour (studded-chain) save at -2 vs. the stunning and suffer +1 per die of damage. Those in full metal armour (splint or better) save at -4 vs. the stunning and suffer double damage. The material component is a bit of fur and a sheet of fine crystal worth at least 50 GP.

Atom Blast
Invocation/Evocation
Components: V,S 
Range: 5 feet/level 
Casting Time: 1 
Duration: Instantaneous 
Saving Throw: None 
Area of Effect: 1 pound/level 
This spell causes any solid, non-animate, non-magical, non-living substance to explode from within causing 1d4 points of damage per level of the wizard to creatures within ten feet of blast.

Attacking Mist
Conjuration/Summoning
Components: V,S,M 
Range: 10 yards 
Casting Time: 3 
Duration: 1 round/level 
Saving Throw: None 
Area of Effect: Special 
This spell can summon a Class II type of intelligent mist from the elemental plane of air. The creature is summoned when an event triggers the spell (similar to Magic Mouth). The spell attacks first person encountered. The mist will stop an attack after it has been summoned upon conditions set by the wizard. The mist is actually a being from the elemental plane of air (albeit a low powered one). The difference between intelligent mists and other summoned creatures is that the mists actually have access to the knowledge of their summoner. This includes 1 language (chosen by the wizard) and information (not spells) dictated by the casting wizard. See here a detailed description of the various types of intelligent mists. Whether the mist stops attacking or wins the battle, it will not return to its own plane until either dispelled or the spell duration expires.
For example, Raji casts an Attacking Mist spell. He states that a mist will be summoned when anyone comes into this room, and will cease to attack anyone who speaks his name.

Blizzard
Evocation
Components: V,S,M
Duration: instant
Time: 8
Range: 108 mt.
This spell creates a 2 meters diameter circle in front of the wizard, vertically placed, and extruding from it 20 small ice shards on the circle's surface. These shards hit the first target on their straigth path up to the maximum range. Each of them causes 1d3 HP.
Source: Alessandro Ongari

Contorted Battlescene
Alteration, Wild Magic
Range: 50 yards
Area of Effect: 20-ft radius
Duration: 4 rounds + 1/three levels
Casting time: 4
Saving Throw: neg
Components: VSM
By means of this spell, 1d3+1 random combatants exchange combat abilities. These abilities include THAC0, weapon proficiencies (including styles and specialization), and attacks per round (if plausible). Example: a cleric could gain the extra attacks per round of a high level fighter, but could not gain the extra bite attacks of a multi-headed creature. The alteration need not be direct. Example: Creature A has the abilities of creature B, creature B has the abilities of creature C, and creature C has the abilities of creature A. Affected creatures instantly know there has been a change, and feel a faint compulsion toward the primary weapon of their new combat persona. An onlooker will immediately notice a change in the person's fighting style. It is not, however, known who has obtained what abilities. A successful saving throw causes a creature to not be affected by the spell. This does count as one creature toward the total effected. If only one or no creatures fail their saving throw, the spell fizzles. The caster cannot cancel the effects of this spell. The material component is a dagger of exquisite craftsmanship, valuing at least 50 gp. This dagger is not consumed during the casting.  The dagger vibrates mildly throughout the duration. Upon completion of the casting of this spell, the dagger flies from the hand of the caster and lands on the ground at the spell's center.  It then begins to rotate clockwise at a rapid speed. With a successful attack roll vs. AC 8, a creature can grasp the dagger. The creature holding the dagger knows which combatants have switched abilities.
Source: Mysrule.

Curse of Undeath
Necromancy
Range: 10 meters
Components: V, S, M (a block of coal and a branch of ebony)
Duration: permanent
Time: 4
Effect: one creature
ST: negates
The victim of this spell won't feel anything, but should he die while the spell is in effect, he will not be resurrected by any means, and will be condemned to turn into an undead similar to a ghast but with the same hit dice and hit points he had before (however, he loses all special abilities he had). The wizard who cast the spell controls the victim, after his death. A remove curse negates the spell if the one who casts it is of higher level than the mage. Otherwise, there is a 5% chance per level of difference that the remove curse fails.
Source: Zappo

Lelarriol's Triple Blade
Range: 0
Components: VS
Duration: 1 turn + 1 round/level
Time: 4
Effect: personal
ST: no
Lelarriol is a warrior-mage and he created this spell to better his efficiency with a sword. The spell augments a lot the damage inflicted by a sword. Every blow inflicts 3d6 additional damage. The weapon leaves a trail when this spell is used, as if two other glowing swords were following the first. It doesn't work on other weapons.
Source: Zappo

Long Range ESP
Range: sight
Components: VSM (a bit of gold)
Duration: 1 round/level
Time: 4
Effect: one creature/round
ST: none
This spell is similar to ESP but works on any subject that can be seen by the caster with the unaided eye. Source: Zappo

Mysrule's Box of Wonder
Enchantment Charm, Wild Magic
Range: 100 yards
AOE: special
Duration: 1rd/lvl
Casting Time:
Saving Throw:
Components: VSM
This spell brings into existance a 5x10x5 stone box glowing from behind (even if all sides are viewed), and weighing 400 pounds. The box lures creatures, causing them to open it (if it has not yet been opened), and makes the creature unable to let go of the box or look away from it. Each round the box is in existance, a d100 is rolled. All creatures touching the box are subject to the effect rolled. Any humanoid that come within 10 yards of Mysrule's Box of wonder are struck with awe, and unless a succesful save vs. spell is made, the creature must approach, and open the box (or remain in contact with the box if it is already opened). Each round a new saving throw is made to see if the creature can break the magical lure of the box on himself/herself. Once a saving throw is made, contact with the box can be broken at any time. All described effects are only for the current round unless otherwise specified or otherwise useless.
1) complete enthrallment for this round, roll again next round 51) reluctancy to do anything for a day
2) heal 1 hit point 52) inspiration
3) can read the thoughts of a selected person within the spell range 53) energy, mr increased by 1 for a day
4) relive traumatic life experience 54) pulled into extradimensional space20x20x20x?, faced with a black abishai for 1d4 rounds relative time
5) nourished for a day 55) recipient falls in love with creature within 20 feet (in none exist, falls in love with self)
6) adopt major nemesis of caster as own 56) eyes change color permanently
7) can cast known spell from caster's memory, spell retained 57) box disappears, affected creatures stunned for this round, then free to act normally
8) can cast known spell from memory of creature within spell range, spell retained 58) immunity to all other magic for this round, including pre-existing magics
9) target has minor hallucinations 59) fireball explodes from box, automatic save
10) target has major hallucinations 60) all creatures mildly magnatized for one hour (1/10 lb metal objects attracted w/in 20ft)
11) target becomes obsessed with caster for 1d10 weeks 61) all creatures moderatly magnatized for 30 rounds (as mild, and 1lb metal objects attracted w/in 15ft)
12) extreme euphoria 62) all creatures strongly magnatized for 10 rounds (as moderate, and 10 lb metal objects attracted w/in 10 ft)
13) major introspective revelation 63) all creatures touching the box become pure electricity for this round, then return to box; possesions remain material and do not reappear on caster at the end of the round; electrical bodies are attracted to largest metal deposit within range, if in contact with a creature, that creature takes 5 damage per electrical being
14) orgasm 64) immunity to missiles for 5 turns
15) heightened awareness of surrounding area (-2 surprise for 1hr/caster level) 65) hair changes color permanently
16) live out fantasy 66) eye grows on back of head, lasts 1 hour
17) intimate detail gained about selected creature within spell range 67) voice amplified 5x for one day
18) find new hope within self 68) affected creatures break into a chorus of a drinking song
19) inflated ego for a day 69) glib tongue, +1 cha for a day
20) become generous for a day 70) waterfall sputs from box, 10ft high
21) ability to cast alternate reality once over the next week 71) flowers spout out of box, cover 15ft radius
22) gain 5 hit points (can exceed maximum) 72) dancing lights appear inside of the box
23) refreshed as if slept for 8 hours 73) hatred of all life for a day
24) increased wisdom (+1) for a day 74) recipient affected by the spell Mescaline
25) perfect insight about one location or incident (2 min. of knowledge) 75) box becomes center of a torture spell for 3 rounds
26) body cleaned as if  had taken a bath 76) magic missile(s) emerge from box, 1 strikes each creature
27) gain 10 hit points (not to exceed maximum) 77) one finger falls off, regenerates in 1 day
28) drunkeness 78) euphoria
29) dimensional door to home of each effected person (or closest equivalent) appears within the box 79) death mask, all participants are effected as if death mask had been cast on them
30) inside of box becomes extradimentonal space for 1 turn, suitable for human existance 20x20x20x? 80) recipiants become a conduate for negative material energy for this round, once this occurs 20 times, creature becomes a free willed undead (details are left to the DM)
31) greatly increased pheromone production for one week 81) creatures develope a second, repressed personality (1% chance that this is the dominate personality each day) that is radically different from the normal personality; can be ended by a remove curse
32) ability to send message (by spell description) 82) presence causes domestic animals to become frantically aggressive while in the presence of the caster; duration: 1 day
33) can each cause one mundane object to appear in box (no larger then 1 foot cube, not to exceed 2 gp value) 83) 2 small horns grow out of head, remain for 1day
34) enhanced intelligence (+1) for a day 84) fifth level assasin within 50 miles is commisioned to kill all touching the box, will locate each creature within one month
35) bliss 85) a test tube full of an exotic mixed drink appears in each creatures' hand (one shot)
36) 10 points of damage 86) all rodents touched by creature for next weak die
37) pulled into extradimentional space and forced to fight a mane (no matter how long the battle lasts, only one round of real time passes) 87) fountain of lantern oil erupts from the box for this round, drenching all touching the box
38) intense feelings of persecution 88) all creatures effected by heal spell
39) sharpened knife appears in box 89) all creature effected by harm spell
40) skin stuck to box, can only be removed by prying it loose, 1 point of damage 90) all creatures have the ability to command skeletons and zombies at will for a week
41) confusion (by spell) (box no longer exists) 91) glowing ball appears within box, opposed dex checks to see who recovers it; ball causes posseser to be immune to all spells; ball exists for 1d10 days
42) intence pain throughout body, con check or faint for 1rd/lvl 92) opium resivoir appears within box (1 lb), must be removed by end of spell of disappears with the box
43) blood begins seeping from every orifice, lasts 1d4 rounds; creatures with less then 5 hit die sv or drown 93) all magics currently affecting creature are dispelled/removed (items are not effected, but curses are removed), automatic success
44) rat within range becomes intelligent (13), all can ask one question 94) all creatures completely subsurviant to caster for 1 hour
45) hysteria (1rd/lvl) 95) all creatures sucked into extradimentional space, cannot exit until one is dead or spell expires
46) box acts as if demonic vision cast inside 96) Time shift, all creatures and box jump 10 rounds into the future
47) forget one common associate for one week 97) maggots swarm out of box, and take up residence within every creature; no natural healing occurs until magically removed, burned for 1/2 total hp in damage, or remain 2/3 submerged in water for 15 hours
48) self mutilation, loose 1/4 current hps 98) all on-hand silver, platinum, and gold must be placed within box, and appear at random creature's home
49) sacrifice one valued possesion to box 99) cocaine high for 3d10 rounds, treat as a haste spell, but no aging side effect
50) enter berserker rage for 3 rounds, then return to box 100) peace, all effected creatures no longer care to harm each other
Source: Mysrule.

Planar Familiar
Conjure/Summoning, Demonology
Range: special
Effect: special
Duration: permanent
Time: one week
ST: none
Components: VSM
This spell is an advanced form of find familiar.  Upon casting of this spell, the caster calls forth from the Abyss a Quasit, and attaches his/her life energies to that of the Quasit.  At the completion of casting a quasit is brought into the prime material plane to "serve" the caster. This familiar functions within the rules for impish familiars given in the monsterous manual. The caster of this spell must be chaotic evil, or no familiar comes forth.
The quasit's hit points are relative to the current level of the caster. The familiar quasit has 2 hit points per hit die for every three levels of the caster (rounded down). Beyond twelth level the quasit recieves an additional two hit points per level. The material components of this spell are a vial of blood, and a solution requiring at least 3000 gp worth of materials. The power of this spell is such that it cannot be cast more then once every six years. The reverse of this spell, Remove Familiar is the only know way to rid a caster of his planar familiar without harm to himself.  This spell can only be cast once every 10 years, and has material components equaling 1000 gold pieces.  The casting time of  Remove Familiar is only one turn. It is suspected that this spell can be used to conjure Impish familiars by a lawful evil wizard, but to date has not been tested for this purpose.

Saan-Raal's star rain
Range: 60 meters
Duration: instant
Time: 4
Components: VSM
ST: special
Effect: one creatuew
This spell was created by the mad Saan-Raal (a wizard who was killed by a party of adventurers who celebrated his death too soon, actually his is now an undeath!); over the mage 100 small shining spheres appear; these 'stars' can be thrown to a foe causing 10d4 damage. Additionally, if the target has eyes, it must save versus spell with -1 or be blinded for 1 turn by the strong light that the 'stars' emit while flying to him. Source: Alessandro Ongari.

Vampiric Fangs
Necromancy
Range: 0
Area of Effect: Caster
Duration: 1 round/level
Casting Time: 1 round
Saving Throw: None
Components: VSM
Upon casting this spell, the caster establishes a connection with the negative material plane. His/her incisors grow several inches in length, protruding from his/her mouth. The caster must roll a system shock to avoid falling unconscious for the spell’s duration due to the physical strain of sudden contact with the Negative Material Plane. If this roll succeeds, the caster may then attempt to drink the blood of living creatures, taking into him some of their life energies. The caster must successfully bite an opponent using the THAC0 of a warrior of the same level. Each bite inflicts 1d4 points of damage, and rejuvenates the caster an equal amount of hit points. The gained hit points cannot exceed the caster's maximum hit point total, and the target cannot give any more life then they have. Of course, the creature must have blood to be affected, i.e., no undead, puddings, noncorporeal creatures, etc.
The material component of this spell is a beating heart. Removing of the heart is part of the casting. The last action of casting requires the caster to plunge his hand into a target creature’s chest, remove their heart, and take a bite of it. This heals the caster 1 hp, and kills the creature. The creature must be unconscious, stunned, bound, or otherwise prone. It may not have a current hp total greater then 10. It cannot be wearing a metal chest plate, or any other metallic chest protection. The heart, and the victim can remain alive for up to a round. The duration of the spell does not begin until the heart has been eaten. While under the influence of this spell, the caster is considered a free-willed undead at his current Hit Dice for the purposes of spell effects, undead control, and turning. Use of this spell is a very evil act, and non-evil characters must keep that in mind.
Source: Mysrule.