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Dragon Ninja
•ICQ#34140852

Advanced Dungeons and Dragons Spells

Fifth level wizard spells

Absorb Level Drain
Abjuration
Components: V,S,M 
Range: Touch 
Casting Time: 5 
Duration: 3 turns per level or until dispel
Saving Throw: Negates 
Area of Effect: One creature 
When cast on a subject, this spell absorbs the next level drain attack on the subject and is then used up. E.g., if the spell were cast on a target who was then later hit by two spectres in the same round, the first hit would only do damage and not drain levels but the second hit would drain levels as normal. 

Acid Spray
Evocation
Components: V,S,M 
Range: 0 
Casting Time: 4 
Duration: Instantaneous 
Saving Throw: ½ 
Area of Effect: See below 
When this spell is cast, it causes a cone shaped spray of acid to extend outwards from the wizards hand. The length of the cone is 5 yards per level of the wizard and the cone terminates with a circular area with a radius of 2 yards per level of the wizard. The start of the cone is a circular area of a 1-foot radius. The damage from the acid is 1d4 + 1 per level of the wizard. The material component of the spell is a vial of acid which is thrown in the direction which the cone will go. Source: Paul D. Walker.

Alpha's Aurora Borealis
Evocation
Components: V,S,M 
Range: 0 
Casting Time: 3 
Duration: Special 
Saving Throw: Special 
Area of Effect: One creature 
This spell causes a sheet of dancing, shifting light to spring up around the wizard, encompassing any area up to the maximum indicated by the 
wizard's level. The Aurora will last as long as the wizard concentrates on it (concentration can be maintained while moving at half-speed, but the wizard cannot fight or cast other spells, though speech is allowed), and for an additional 1 round per level after he ceases concentration. 
Any intelligent creature which views the shifting, dancing patterns of light must save vs. spells or stand fascinated, watching the interplay of  colours and lights (cf. Hypnotic Pattern). A maximum of 2 HD of creatures per level of the wizard can be so affected.
Any creature actually touching the Aurora will suffer 2d6 points of damage, +1 point per level of the wizard. Fungoid monsters, undead, and 
creatures native to the plane of shadow suffer 2d6 points of damage, +2 points per level, from the effects of this spell.
The material component of this spell is a clear gemstone or crystal prism worth not less than 100 GP, a glowworm, and a pinch of phosphorus.

Alpha's Balefire
Conjuration/Summoning
Components: V,S,M 
Range: 0 
Casting Time: 5 
Duration: Special 
Saving Throw: Special 
Area of Effect: 5 x 30 x 15 feet cone 
This spell draws upon a nearly colourless arcane effluvium from the plane of shadow. This mystical stuff burns very hot and is extremely viscous, 
but rapidly dissolves in the thick substance of the prime material plane. Those in the area of effect may attempt a save vs. breath weapon to avoid 
being covered in the stuff. If this save is successful, they are merely splashed with it. Even this small amount, however, is sufficient to cause 
half damage for the initial round, but it burns out in that single round. Those that fail to save and are struck fully by this ghastly stuff suffer 1d6 fire damage per two levels of the wizard (rounded up), up to a maximum of 12d6. The Balefire clings to these poor victims and continues to inflict damage. The damage is reduced by 2d6 each round, and the it burns until all damage potential is exhausted. 
This shadow-stuff burns with a colourless fire that can only be extinguished by magical means (e.g. Wand of Flame Extinguishing, Fire Quench, Dispel Magic, or a magical cold spell such as Ice Storm, Cone of Cold, Wall of Ice, or Otiluke's Freezing Sphere, although spells involving ice may also cause impact damage to the would-be rescuee); even total immersion in water will have no effect on it. This flame is so hostile to natural (i.e. prime material) matter that it will burn through one inch of wood or soft metal, one quarter inch of hard metal, or one eighth inch of stone per die of damage that it would inflict to living targets each round it is active.
Any individual who is struck fully (i.e. fails to save) must make item saving throws vs. magical fire for all exposed equipment in each round that the Balefire clings to him, though these saves are at +1 cumulative for each round after the first. Occasional dark green or red flickerings can be observed in an active Balefire. The material component is a standard opal (not a black or fire opal) worth at least 500 GP and a bit of pitch.

Alpha's Blue Blaze
Evocation, Conjuration
Components: V,S 
Range: 0 
Casting Time: 5 
Duration: Instantaneous 
Saving Throw: Special 
Area of Effect: 50-foot long, 20-foot wide at end cone 
By utterance and extending either arm, the wizard causes a fan-like sheet of heated, purplish, acidic vapours and blue flames to leap forth from his
outstretched hand. Any creature in the area of effect must save twice (once vs. the fire, once vs. the acid) or suffer 1d6 per 2 levels of the wizard (rounding up) from each effect. All exposed items must save vs. acid, regardless of the result of the save. Item saves vs. magical fire are only necessary if the a victim fails his save vs. that effect.

Alpha's Elemental Form
Alteration
Components: V,S,M 
Range: Touch 
Casting Time: 1 turn 
Duration: Special 
Saving Throw: None 
Area of Effect: One creature 
Use of this spell enables the wizard to transform the matter of a creature's body into the stuff of a particular elemental plane. The elemental form enables the character to engage in normal combat with an elemental of the same or opposite form (i.e. water would allow combat vs. water or fire elementals), or an elemental creature, without needing a magical weapon to hit. It also provides protection vs. the same element as if a Ring of warmth (+2 on saves, -1 per die of damage, regenerate 1 hp of elemental-caused damage per turn). The subject can also exist without danger on the appropriate elemental plane, and can move normally there. It does not empower the subject with perceptions not normally possessed (e.g.seeing through the rock of elemental earth), but it does prevent elemental damage. A character possessing a ring of elemental command who assumes Elemental Form of the same type gains the cumulative effects of both, and IS empowered with senses on the appropriate plane as if in normal air. 
If this spell is cast on the prime material, the spell will last 1 turn per level of the wizard. If cast on the appropriate elemental plane, or in the border ethereal of that plane, it will last 12 turns per level. If cast while on an elemental or para-elemental plane different from the form assumed, start with the base of 12 turns per level and halve the duration for each plane removed. An Elemental Form in opposition to the plane the wizard is on (air vs. earth, fire vs. water) cannot be assumed at all. The material component is a small amount of the appropriate element on hand (a handful of clay or earth or a torch flame will suffice). 

Alpha's Incantation of Elemental Domination
Abjuration, Enchantment
Components: V,S,M 
Range: 0 
Casting Time: 1 turn 
Duration: 3 turns per level 
Saving Throw: None 
Area of Effect: The wizard 
In the casting of this spell, the wizard must choose one element to have dominance over. Elementals of this plane cannot approach within 5 feet of the wizard or attack the wizard in any way. The wizard can forego this protection if desired, and attempt to charm the elemental (cf. Charm Monster), applying a -2 penalty to the save. If this is attempted, than this total ward against elementals is lost.
In any event, any elemental creature (water weird, xorn, etc.) is at -1 to hit and -1 per die of damage when attacking the wizard. The wizard makes all saves vs. their attacks at +2. The wizards own attacks are at +4 to hit (or -4 to the target's save) and +6 to damage. He can further affect any elemental creature with any weapon, regardless of its level of enchantment.
The wizard may converse with creatures of the chosen element, and they will respect him if alignments are similar, or fear (if the wizard appears strong) or hate and desire to slay (if the wizard appears weak) if alignments are dissimilar.
The spell's association with one element results in a saving throw penalty to the wizard while the spell is in effect, depending on which element is chosen:
Element Saving Throw Penalty
Air -2 vs. fire
Earth -2 vs. petrification
Fire -2 vs. water or cold
Water -2 vs. electricity
The material component is a substantial amount (at least 1 cube foot) of the element in opposition to the element the wizard desires to dominate. 

Alpha's Lightningarmour
Abjuration, Evocation
Components: V,S,M 
Range: Touch 
Casting Time: 1 round 
Duration: 3 rounds per level 
Saving Throw: None 
Area of Effect: Creature touched 
The subject of this spell cannot be wearing metal armour of any sort, nor carrying a metallic weapon larger than a shortsword. Bracers are permissible. The creature touched is completely protected from electrical damage of any sort so long as the spell is in effect. This protection is not absolute, having a maximum absorption of 10 points of electrical damage per level of the wizard. Damage is absorbed by the Lightningarmour after saving throws and any other protections have been taken into account.
A creature under the effects of this spell carry a negative electrical charge, and skin-to-skin contact with another creature will cause 1d4 electrical damage with no saving throw, as will contact through a conductor. Anyone striking the protected creature with a conductive object must save vs. paralysation at +1 or drop the object due to temporary numbness in the member holding the weapon. Those within 5 feet of a character with this spell in effect may catch a faint scent of ozone and feel their hair standing a bit on end. The material component of this spell is a bit of copper wire and glass thread wrapped in clay. Source: Jason Nelson.

Alpha's Moons of Munnopoor
Alteration, Invocation/Evocation
Components: V,S,M 
Range: 0 
Casting Time: 2 rounds 
Duration: Special 
Saving Throw: None 
Area of Effect: Special 
By the use of this spell, the wizard calls upon the magical influences of the other-dimensional Moons of Munnopoor. The wizard can call upon the power of one, two, or all three of the Moons. This spell always creates an area of light equal to the Alpha's Moonlight spell, centered on the wizard
and moving with him. However, the area of effect is only 50% that of the normal Moonlight spell if one moon's power is invoked, 100% normal is two moons are called upon, and 150% normal if all three moons are utilised. This Moonlight has all of the effects of actual moonlight under a full moon, including effects on lycanthropes. The duration of this spell is also determined by the number of moons called upon: if one Moon, the duration is 2 rounds per level of the wizard; if two, it's 1 round per level; and, if all three, it's 1 round per 2 levels of the wizard. Besides the light produced by the images of the appropriate moons appearing above the wizard, each moon provides a specific magic-enhancing effect as follows:
Blue Moon: All water-related (including fog-, ice-, and steam-related) spells used by the wizard gain a bonus of +1 per die of damage (though not
exceeding the normal maximum - e.g., an Ice Storm spell would inflict 3d10+3 damage, up to a maximum of 30) if the spell causes physical damage,
including the damage caused by summoned water elemental creatures; applies a penalty of -4 to saving throws and -20% to magic resistance to targets of spells which cause no hit point damage but do affect an unwilling target in some way; or increases the duration of other spells of this genre which do not fall into the above categories (e.g. Water Breathing, Wall of Fog), doubling duration if it is a first- up to third-level spell, increasing by 50% if the spell is fourth- up to sixth-level.
Bright Moon: All spells relating to stars, moons, and other astronomical phenomena are affected in the same way that water-related spells are affected by the Blue Moon.
Silvery Moon: All mind-controlling and influencing spells used by the wizard apply a -4 penalty to saves and a -20% penalty to magic resistance checks by targets of such spells.
The material components for this spell are a white pearl or sapphire to invoke the Blue Moon, a diamond for the Bright Moon, and a silver pearl or
moonstone for the Silvery Moon. Whatever the combination of moons invoked, the spell also requires a piece of black velvet along with a crushed pearl and a crushed moonstone, and a pinch of diamond dust.

Alpha's Saint Elmo's Fire
Evocation
Components: V,S,M 
Range: 5 yards per level 
Casting Time: 5 
Duration: 1 round per 2 levels 
Saving Throw: Special 
Area of Effect: Special 
This spell ionises the air around the target of the spell, surrounding him with a blue-white, glowing nimbus of electrically charged air in a 5-foot radius. The target of the spell may save vs. breath weapon at -2 to avoid the spell. This save is at an additional -2 if the target is carrying large, mostly metallic weapons (e.g. swords, battle axes) or wearing partial metal armour (e.g. studded, ring), and at -4 if wearing full metal armour (scale or heavier). If successful, the target will suffer only 3d6 electrical damage as he dodges out of the area of effect, and the spell will then dissipate that round without a focus to coalesce about. If the save is failed, the victim will suffer 5d6 damage every round until a save vs. breath weapon (with modifiers as for the initial save, but with a +1 cumulative per round bonus) is successful, at which point the spell will dissipate.
Any creature entering the 5-foot radius nimbus suffers 1d6 electrical damage with no save. Any creature that touches or is touched by the victim of the spell will suffer 3d6 damage with no save if the contact was skin-to-skin, or 2d6 if it was through a conductor. If the target is in water, the electricity will inflict 3d6 damage with any contact, 2d6 within 5 feet, and 1d6 within 15 feet. The target of this spell may, if desired, intentionally try to use the nimbus of electricity and the personal electrical charge as a weapon. The wizard may end this spell at any point, if desired. The material components are phosphorus, a bit of fur, amber, and a bit of cold iron.

Alpha's Spectral Hound
Conjuration, Phantasm
Components: V,S,M 
Range: Special 
Casting Time: 1 turn 
Duration: 6 turns per level 
Saving Throw: None 
Area of Effect: Special 
This spell brings into being a quasi-real beast appearing as a war dog with black fur, gray ruff and tail, milky gray eyes, and insubstantial paws which make no sound. The creature will have average (8-10) Intelligence and can converse with the wizard in the common tongue. The creature can fight, attacking as a 2+2 HD monster and inflicting 2d4 points of damage per hit. It can, however, affect creatures struck only by magical weapons. The beast itself is AC 0, and can take up to half the wizard's full hit points (rounding up) before being dispelled.
The Hound can track any creature known to the wizard, provided the wizard concentrates on a mental picture of the figure for 2 full rounds. The Hound can follow the trail of such a creature with 100% certainty, -5% per hour the trail is old. The Hound also has infravision to 90 feet, can spot
hidden (such as in shadows) things 80% of the time, invisible objects 65% of the time, and astral, ethereal, or out-of-phase things 50% of the time. The Hound normally moves at 12, though it can run at 24 for 3 rounds each hour. Further, the Hound may cross muddy or swampy ground, or even water, as if were solid, dry ground. The Hound leaves no tracks.
By concentrating for 1 full round, the wizard can make use of the Hound's sensory abilities for as long as desired, though this does not allow communication beyond normal vocal range.
The Hound is unaffected by any spells which alter its form (Flesh to stone, Polymorph, etc.) or restrict or affect its movement (Haste, Slow, Hold, etc.). If a mind control spell is cast upon the creature and it fails its save (saving throws of the Hound are as for the wizard), then it wills itself out of existence. It is further immune to poison and death magics. The hound will speak only to the wizard, and, if the wizard is killed, feebleminded, charmed, or otherwise mentally incapacitated, then the hound will immediately cease to exist. The material components of this spell are three canine statuettes; one of ivory or alabaster, one of silver or platinum, and one of jet, onyx, obsidian, or ebony. These statuettes must be worth at least 200 GP each, and, in the course of the spell, the three merge to become the Spectral Hound. When the spell ends, the Hound simply fades slowly out of existence.

Alpha's Star-Powered Magery
Invocation
Components: V,S,M 
Range: 0 
Casting Time: Special
Duration: Permanent 
Saving Throw: None 
Area of Effect: The wizard 
This spell can only be cast outdoors under a night sky where stars are visible. The spell requires 2 turns to cast for each level of spells the wizard is able to cast (e.g. a 12th-level wizard can cast 6 levels of spells, and so would require 12 turns). Upon completion of the spell, the wizard's mind and body are refreshed and restored as though the wizard had rested a full day. 1d3 hp, plus the wizard's Constitution bonus, if any, are restored if the wizard is at less than full health. The power of the spell also allows the wizard to memorise spells in one-half the usual time, save for first-level spells, which may be memorised in a single round. During the lengthy casting of this spell, the wizard is suffused with a pale white glow, and is fully aware of things going on nearby. If the spell is interrupted, either by being struck by an attack or voluntarily by the wizard, then the effect is wasted and the wizard must sleep for spells as usual. The material component is a diamond worth at least 1000 GP.

Alpha's Starshield
Abjuration, Alteration
Components: V,S,M 
Range: 0 
Casting Time: 1 round 
Duration: 4 rounds per level 
Saving Throw: None 
Area of Effect: The wizard 
When this spell is cast, the wizard's body is sheathed in a nearly skin-tight magical screen. This screen has the appearance of a black night sky filled with stars. Whenever a light-related spell of any sort is cast at the creature using the Starshield, the spell will be harmlessly absorbed and redirected back at the caster of the spell. This includes such spells as Light (if cast so as to blind), Colour Spray, Sunray, and Prismatic Spray. An area-effect spell where the wizard is the sole target will automatically be reflected in this way. Area-effect light spells in which others are also targeted have a chance of being intercepted and redirected by the wizard as above equal to the wizard's chance to negate the spell with a Dispel Magic spell.
The protected wizard will be unaffected by the spell in any event and, if the spell is successfully absorbed, those behind the wizard who would have been in the area of effect are spared the effects of the spell. By making a successful check as if to Dispel Magic, the wizard may attempt to pass through a Prismatic Sphere or a Prismatic Wall. Darkness spells (e.g. Darkness, 15-foot radius, Nystul's Blackmote, priest's Continual Darkness) will also be reflected, just as light spells are, and the wizard may attempt a saving throw vs. death magic each round to attempt to see through any area of magical darkness within normal vision range. If outdoors under the night sky, the wizard can see as if in broad daylight, even through magical areas of darkness, and also absorbs stellar radiation, regenerating 1 hp per round that the spell is in effect. The material component for this spell is a black sapphire and a star sapphire, both of which must be worth not less than 1000 GP.

Alpha's Wizard Light
Alteration, Evocation
Components: V,S,M 
Range: 10 yards per level 
Casting Time: 1 round 
Duration: 1 turn per level
Saving Throw: None 
Area of Effect: 30-foot radius sphere 
This spell creates a pearly-white globe of light equivalent to Continual Light (q.v.). Within the area of effect, all shadow and darkness (even of magical origin) is dispelled, and all hidden or invisible creatures or objects are outlined in a pale blue radiance which lasts as long as the Wizard Light itself, even if the object or creature so outlined moves out of the area of effect. Further, all Glyphs of warding, Symbols, and other magical writings and wards are revealed, glowing a luminous blue, and the area of effect of such wards is similarly outlined.
This spell does not reveal astral, ethereal, or out-of-phase creatures, nor does it reveal purely mechanical traps and secret doors, although traps or secret doors disguised by or utilising magic will be revealed. A wizard using the Duo-Dimension (q.v.) spell would appear as a thin line of blue radiance in mid-air. This spell does not reveal what an illusion is hiding nor the appearance of an invisible creature (except for its outline), but merely reveals reveals its presence and location. Hence, a Cloak of Displacement is useless within the Wizard Light. The light does not set off magical guards, but it does reveal the form of glyphs and such things for possible identification and deactivation. The material component for this spell is a diamond worth at least 500 GP.

Anti-Anti-Magic Shell
Evocation
Components: V,S 
Range: 0 
Casting Time: 1 
Duration: 1 turn per level 
Saving Throw: None 
Area of Effect: 1-foot per level diameter 
This spell prevents the effects of an Anti-Magic Shell within its area of effect, provided that this spell is cast prior to the casting of the Anti-Magic Shell. This spell was researched by Grimbor.

Auralon's Deflective Plates
Evocation
Components: V,S,M 
Range: 0 
Casting Time: 5 
Duration: 1 turn per level 
Saving Throw: None 
Area of Effect: The wizard 
Casting of this spell creates up to five glowing, circular plates of force which hang in the air in a 3-foot radius around the wizard. These plates move to deflect magical energies aimed at the wizard of which the latter is aware. The plates are effective against magical rays, beams, bolts and missiles from both spells and magic items. The target of these offensive spells has only a cumulative 15% chance per plate to be protected against totally accurate spells (such as magic missile), but a 19% chance per plate of avoiding magic requiring a to hit roll (such as Melf's acid arrow).
Upon impact with the plates, the offensive magic is deflected at full strength in a random direction away from the target (roll 1d4 for height: 1 or 2=same height, 3 or 4=up; roll 1d6 for direction relative to the defender: 1=left, 2=left and front, 3=up in front or back at rival wizard, 4=right and front, 5=right, 6=either straight up or is absorbed and destroys a plate). The plates can be brought down by disintegrate or dispel magic, impact with a rod of cancellation or shatter (destroys one plate), or a limited wish or wish. The plates do not protect against non-magical attacks or magical attacks of a type not listed above.
At the end of the spell's duration, the plates disappear two per round until all are gone. The material components for this spell are tiny disks cut from 50 GP gems, one for each plate to be invoked; the disks are used up in the casting. 
Auralon's Deflective Plates is a spell Auralon devised in his spare time while serving under the Mageoclave, and before becoming a member of that group.

Azura's Death Shadow
Conjuration/Summoning, Necromancy
Components: V,S,M 
Range: Touch 
Casting Time: 1 round 
Duration: 1 day per level 
Saving Throw: None 
Area of Effect: One person 
Upon casting a death shadow, the wizard brings forth a special creature from the elemental plane of shadow. The recipient of the death shadow feels a chilling sensation followed by warmth as it merges with his actual shadow. Thereafter, once a situation occurs where the recipient takes a death stroke of any sort (failing to save vs. poison, taking damage from an attack which causes death etc.) the shadow pushes him to a place of safety and takes the death stroke itself, disappearing in a black puff of smoke. The spell may last up to one day per spell level of the wizard before the shadow departs.
Note that the death shadow does not provide an instant escape route from certain death (e.g., being immersed in acid, falling off a cliff, etc.). It merely takes one death blow which would have normally killed the character, and there must be an immediate place of safety within 10 feet for the shadow to place its host. The material components for this spell are coal, special incense (value 200 GP), and a drop of blood, all of which are burned at the start of casting.

Cellular Implosion
Evocation
Range: 20 met. +3/level 
Components: VS
Duration: instant
Time: 5
Effect: one target whose body is made of living (or undead) cells.
ST: no
The spell crushes the target's cells inflicting 1d4+1 damage for each of the caster's levels. No saving throw is permitted. The maximum damage is 15d4+15.
Source: Zappo

Demonic Infestation
Demonology, Summoning, Enchantment
Range: Special
Area of Effect: one person and one deamon/devil
Duration: Special
Casting Time: 30 Turns
Saving Throw: neg
Components: VSM
Demonic Infestation is a haneous spell researched by the evil wizard Mysrule. The intent if this spell is to bestow a deamon/devil with a corporal body. To accomplish such a feat, the demon/devil must be placed within the body of a living, humanoid creature.
This is a long and difficult ritual. First the special syringe must be obtained (see below). Next, the deamon that is to infest the host body must be summoned using the proper summoning spell. That deamon must be conjured within an appropriate circle of protection, sharing this circle with the caster. Then the casting of this spell may begin. The nature of this spell may be explained to the deamon, at the casters discretion. Blood must be drawn from the deamon in question with the special syringe. This grants the deamon one free action (the action of removing the blood is treated as an attack on the creature for purposes of the conjuring...refer to the rules for conjuring deamons). If the blood is given freely, the circle becomes dedicated exclusively to the deamon, and all creatures can come and go as they please. The duration of the deamon's stay on the prime material plane is extended to be as long as the circle remains intact. The caster then goes through a long ritual to purify the blood, reducing it to the mere essence of the deamon's soul (a thick liquid occupying approximatly one tenth the volume of the origonal amount drawn). This "essence" is then placed back into the syringe.
The essence of the deamon remains intact for up to one week. During that time, the essence may be injected into a humanoid body (designated at the beginning of the spell). It must be injected into the back of the target's neck. Once injected, a saving throw vs. spell is made by the victim. If succesful, the transference is failed, and the deamon is free to roam the Prime material plane for one day. During this day, he cannot be controlled by the person who summoned him. If the transferrence is succesful, the struggle for dominance begins. Once a week, a check is made to see if the deamon can take control of the body. This check is made by opposing intelligence checks between the deamon and the target, the deamon's roll adjusted by the following table:
HD Difference Die Adjustment
-9 or less +4
-8 to -6 +3
-5 to -3 +2
-2 to 0 +1
+1 to +4 0
+5 to +8 -1
+9 to +12 -2
+13 or more -3
Once the deamon takes control, the victim can see what he is doing, but has no power to act or speak. The deamon/devil's body then dissipates.
There are only two possible ways to counter this spell. One is to have the caster extract the essence (using the same syringe that was used to inject the deamon). Also, a Remove Curse can send the deamon back to its own plane. The caster of the Remove Curse must be of a higher level then the caster of this spell at the time this spell was cast, and the deamon/devil gets a magic resistance roll (if applicable) to prevent it. If the remove curse fails, it cannot be tried by that caster until he gains another level.
Once the demon/devil gains control of the host body, it regains all of its innate spell abilities and magic resistances. The deamon/devil has its former mind and personality. It starts in the world as a first level creature of any class with hit points and skills appropriate to its class. It is then free to progress as a normal humanoid. It is bound by the physical statistics of the new body, and ages appropriately. Once the deamon/devil reaches 20th level, it tranforms into its origonal form, and can freely move between the Abyss/Baator and the prime material plane until such a time as it is killed on the prime material plane (at which time it returns to its home plane), killed on its home plane (at which time it is dead), or is otherwise banished from this plane. The host and it's body are forever destroyed at 20th level.
The material components for this spell are excrutiatingly outrageous to say the least. The required materials are blood from the devil/deamon to be implanted, extracted using a platnium syringe (costing 500 gp in materials and labor), a hair from the targeted host, diamond dust (100 gp worth) that is added to the circle of protection, the expecting deamon bound to the prime material plane via this spell, and any material components required for the spells cast during this spell.
Source: Mysrule.

Laboratory Assistant
Conjure/Summoning, Demonology
Range: Special
Components: VSM
Duration: 4 weeks/ level
Casting Time: one day
AOE: Special
Saving Throw: none
This is another spell in Mysrule's list of advanced find familiars. He created this spell because his overwhelmingly chaotic nature too often causes him to put off his spell research indefinately. With this spell, an attempt is made to force an Alu-fiend to become an extended laboratory assistant.
To cast this spell, an Alu-fiend must be summoned and controlled. It must be a magic-using Alu-fiend.  Next, the caster goes through a long ritual to bind the creature to his laboratory. Once completed, another control check must be made. Success indicates that the creature is now an assistant.  Failure means that all Laboratory Assistant's are allowed a new control check. If failed, they are free.
Once successfully bound, the Alu-fiend is forced to work with the wizard in his/her laboratory as an assistant. The advantage of such an assistant is that spell research time is reduced by 1/4 per assistant, though cost is uneffected. Demonology spell research time is reduced by one half.
While in possesion of an assistant, all control checks on other deamons is made at -1. No more then 3 laboratory assistants can be controlled in this manner at any one time. The material components of this spell are a summoned/controlled magic using Alu-fiend, and a diamond worth 1000 gold pieces.
Source: Mysrule.

Lesser elemental ball
Evocation
Range: as fireball
Components: VSM (Sulfer, ice, silt, vial of pure rain water)
Duration: Instantaneous
Casting time: 3
Effect: as fireball
ST: neg
Mage fabricated: Fistandutlis(me) & Mark (my friend)
This spell is similar to the fireball, allowing saving throw and area of effect as such, however the elemental ball uses not only the elemental plane of fire, but the planes of water, earth, and air. When cast the caster must make a saving throw vs spell, if failed the caster takes 1d8, if made the caster takes 1d4 unless above 10th level then none, from the intense power being channeled through his body. The recipient of this spell takes 1d10 per level of the caster. If a creature has immunity or resistance to any of the 4 elemnts within the spell (fire, wind, earth, water) the damage is quartered if immunty or eighthed if resistant. IE, a mage casts lesser elemental ball at a creature immune to all forms of water and cold, the mage rolls 20 for damage. The creature receiving the spell would only take 15 damage due to his immunity to water. Say the same mage casts lesser elemental ball at a creature that resists fire, the mage rolls a 16 for damage the creature only takes 14.
Source: Daniel

Magical Shield
Abjuration
Range: caster only
Components: VSM (a small crystal sphere)
Duration: 8 hours
Time: 1 round
Effect: a magical defense only on the caster.
ST: no
The spell effectively grants the caster 5 extra HP every 2 levels, rounded down. Some unusual damage sources may bypass this protection. The spell lasts 8 hours, or until the extra HP are gone.
Source: Zappo

Magic Mist
Conjuration/Summoning
Components: V,S,M 
Range: 10 yards 
Casting Time: 3 
Duration: 1 round per level 
Saving Throw: None 
Area of Effect: Special 
This spell summons a Class III intelligent mist from the elemental plane of air. The creature has spellcasting ability, and can cast its own spells as well as any spells given to it by the wizard (if the wizard had the spells memorised when he cast the Magic Mist spell). Other than this increased ability, these mists conform to the Attacking Mist spell.

Mental Prowess
Necromancy
Range:  10 yards
Components: VSM
Duration: 1 hour/level
Casting Time:  9
AOE: one creature
Saving Throw: Nil (can be optionally failed)
This spell was designed in one of Mysrule's greatest mescalene trips. His enhanced intelligence allowed him a greater understanding of the humanoid mind. This spell manipulates the basic structure of the brain in an attempt to temporarily enhance its potential. When cast, percentile die are rolled to determine the outcome of this mental tinkering.
 

%

Effect
 1
permanent -1 int
2-5
Unconciousness for 1d10 rounds
6-10
-8 intelligence
11-15
-2 int, -2 wis
16-20
unable to cast spells
21-30
no change
31-40
ability to levitate mentally
41-50
ability to communicate mentally
51-60
ability to use illithid mind blast once per turn
 61-70
telekinesis via mind
71-80
ability to see one (only one) important event occuring within the next week at will
81-90
ability to fly
91-94
+1 int
95-97
+2 int
98-99
+5 int
100
permanent +1 int

The power of this spell is so great that any one creature can only receive this spell once a week. If another attempt is made, nothing happens.
The material component of this spell is powdered brain tissue from a psionic using person or creature. The powdered brain is snorted by the recipient during casting.
Source: Mysrule.

Morving's Flaming Jumping Spinning Iron Ball
Evocation
Range: 1 meter + 1/lev
Components: VSM (sulphur and iron)
Duration: 1 turn + 1 round/level
Time: 5
Effect: one ball, 1 meter wide
ST: special
Creates a flaming sphere of iron, which can jump 3 meters, has movement 12, strenght 16 to bash doors, inflicts 1d6 physical damage and 3d6 fire damage to those it hits (automatically). Fire damage can be halved with a ST. If a creature up to 3 meters tall receives more than 12 damage, he has to make a ST vs. paralyisis or fall. The wizard must concentrate to move the sphere.
Source: Zappo

Psionic Drain
Enchantment/charme
Range: 1 meter/level
Components: VS
Duration: instantanous
Time: 5
Effect: one creature
ST: neg.
This spell drains the target of 1d4 PSPs for each level of the caster. If the magic user has psionic powers, he gains half the PSPs he drained, up to his normal maximum.
Source: Zappo.

Shielian Armour
Necromancy
range: 10 yards
components: VSM
Duration: special
Casting Time: 5
Area of Effect: one creature mansized or smaller 
Saving Throw: none
The intent of this spell is to protect the wizard from damage in times of desperate need. Upon casting this spell, the skin is peeled off of the required number of dead bodies (3sm, 2med, 1lg). The skin travels to the target and streach to make a patchwork, form fitting skin covering. Once covered, the target can move about freely and as treated as if he/she is not wearing armour. This armour absorded all forms of physical damage up to and including 1d6*10 hp of damage. While wearing Shielian Armour, the creatures charisma is reduced to 1. There is a 5% chance that the skin accidentally covers the recipiants mouth and nose. In this situation, these orifices must be reopened with a piercing weapon by causing 5pt of damge to the facial region of the armour, which causes a like amount of damage to the armoured person. Each round the victim's mouth is covered by the skin, a con check must be made to remain concious. If a number of rounds equal to the affected creatures con passes and the creatures mouth is still covered, the creature dies from suffication. The required materials are the appropriate number of dead bodies within range (and 3 sm bodies OR 2 man sized bodies OR 1 large body), and a small spool of thread (the later of which is consumed).
Source: Mysrule.