Alvy's Affabile(Alteration) Level: 2 Components: V,S,M Range: Touch Casting Time: 1 round Duration: 1 hour + 1 turn/level Saving Throw: Neg. Area of Effect: 1 Creature This spell is similar to Strength, but affects dexterity instead of strength. The increase is d4 points for all classes, and the score may be increased over that allowed for race. The material component is a strand of hair from a creature with 18 or greater dex (but not the recipient). Alvy's Brillante(Evocation) Level: 3 Components: V,S,M Range: 50 yards Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: 30 foot radius When cast, Alvy's Brillante creates a glowing ball of coloured light which seems to dance in time with the music of the spell, performing tricks, loops and dances designed to attract attention. At the end of the round, everybody within range who was looking at the ball are blinded (save @-4) for 1 turn when the ball explodes in a brillant flash of light. The number of people affected varies according to the situation. In the midst of combat, few (if any) will be watching. In a non combat situation, many will be watching. The spell is cast by playing on an instrument which leaves the mouth free. The material component is the casters instrument, which is not comsumed in the casting. Alvy's Entrancing Performance(Enchantment/Charm) Level: 2 Components: V,S,M Range: 10 yards per level Casting Time: Special Duration: Special Saving Throw: Neg Area of Effect: 1 creature per level To cast this spell, the bard sings a song of such unearthly beauty that it paralyses all those within range. The song must be accompanied by an instrument which leaves the mouth free (no bagpipes etc). All those within range, up to 1 person per level in order of range, must save vs spell with Wis adj or stand paralysed. This occurs at the end of the first round of playing, and those still within range at the end of each round must save vs spells or be paralysed. To succeed in casting this spell, the bard must make a succesful proficiency check with the instrument every round. When the bard fails (a natural 20 always fails), the spell ends. The singing of this spell occupies all the bards concentration for the duration. If the bard succeeds by 4 or more, the save is penalized by -1. This occurs at multiplies of 4 as well. (eg: Alvy the Bard has a score of 23 in harp. He rolls a 4. As he suceeded by 19 points, the save is penalized by 4 points) All creatures to be affected must be able to hear and understand the concept of music (Minimum Int 1). Those who act quickly and pass their initial saves may negate the effects of the spell by blocking their ears, although this takes 1 round. Those already under the effects of the spell will fight to prevent the strains of music from being blocked from them. Undead (including intelligent undead) and other mindless creatures are not affected by this spell. Elves and half elves receive charm resistance to this spell. Animals are particularly susceptible to the spell, and save at -2. Any offensive action against the victims (not including attempting to block the ears) allows them to break free of the spells influence. They will fight whoever has attacked them, but after the immediate danger has passed, will settle back to listen. If the bard loses concentration during the course of this spell (is struck in combat, fails a save, or attempts to move) the spell is negated. Note that the bards companions are not immune to this spell. The material component is the instrument, which is not consumed by the casting. Alvy's Gender Bender(Alteration) Level: 3 Components: VM Range: 5 yards/level Casting Time: 3 Duration: Permanent Saving Throw: Neg Area of Effect: 1 creature This spell reverses the sex of the target unless a save versus spells is made. The targets mind is specifically not affected, although the body is physically changed. The spell can be dispelled normally, and no system shock roll is required. To cast this spell, the caster must sing several bars from the theme song from Priscilla, Queen of the desert. The material component is gold ring. Alvy's Improved Ghostpipes(Enchantment/Charm) Level: 3 Components: V,S,M Range: Touch Casting Time: 3 Duration: Special Saving Throw: None Area of Effect: 1 Instrument This spell is similiar to Ghost Pipes, but the instrument touched by the caster during the spell will play one song, to a maximum duration of 2 rounds per level of the caster. The song will only play once, and at the completion or if anyperson touches the instrument, it will sink to the floor and cease playing. The instrument will play as well as if the caster were playing it. Alvy's indetectability(Illusion/Phantasm) Level: 5 Components: V,S,M Range: Touch Casting Time: 1 round Duration: Special Saving Throw: Neg. Area of Effect: 1 creature Alvy's indetectability combines some of the effects of Invisibility, Alvy's scent suppressor, and Sound bubble. The spell lasts 24 hours, or until an action is taken which would break invisibility. Any noise created by the target will be dampened so that beyond 10 feet no noise can be detected. All other factors (aside from duration) are as the parent spells. The material components are a blown eggshell or soap bubble, and an eyelash and a bit of gum arabic, the former encased in the latter. Alvy's lock pick(Enchantment) Level: 1 Components: V,S,M Range: Caster Casting Time: 1 round Duration: 1 hour + 1 turn/level Saving Throw: None Area of Effect: Caster Alvy's Lock Pick allows the bard to use his pick pockets percentage for Open Locks. It will not automatically open a lock like Knock, but can potentially open more than one lock. The material component is a lock pick, which is not consumed in the casting. Alvy's Scent Suppressor(Alteration) Level: 2 Components: V Range: Touch Casting Time: 1 Duration: 1hr/level Saving Throw: Neg Area of Effect: One Creature This spell negates any scent or smell produced by an object for the duration of the spell. Scent or smell on items carried or worn are also suppressed for the duration of the spell. Unwilling creatures receive a saving throw versus spell to avoid the effects entirely, and an attack roll is required. The effects of this spell can be ended at any time by the mental command of the caster. Miior's banish summoned monsters(Abjuration) Level: 3 Components: V,S,M Range: 120 yards Casting Time: 3 Duration: Instantaneous Saving Throw: None Area of Effect: 30-foot cube This spell banishes all monsters conjured by the Monster Summoning range of spells who are in the area of effect, provided that the caster knows (has in her spellbook) the spell that conjured the creatures. Only Monster Summoning spells I-III are effected. Miior's Blade Mastery(Enchantment/Charm) Level: 9 Components: V,S,M Range: Touch Casting Time: 1 turn Duration: 1 hour/level Saving Throw: None Area of Effect: 1 creature This powerful spell dramatically increases one creature's ability with one type of bladed weapon. The creature becomes a Grand Master in that weapon type for the spell duration. This applies to all classes, although classes forbidden the use of the weapon will still not be able to use it. The material component is a miniture mithil bladed weapon. It has a minimum value of 500gp. Miior's Cage of Sound(Evocation) Level: 5 Components: V,S,M Range: 120 yards Casting Time: 3 Duration: Concentration + 1 round/level Saving Throw: None Area of Effect: 60' x 60' x 60' cube This spell is similar to Wall of sound. It brings forth a shimmering cube of violently disturbed air. The interior of the cube contains a voluminous roar that completely disrupts all communication, command words, verbal spell components, and any other form of organized sound. In addition, all creatures inside must save vs spells or be deafened for 1d4 turns. Sounds produced inside do not carry outside the cube. The exterior of the wall produces no unusual sound. Anyone passing through the wall of the cube suffers d8 points of damage and is is permanently deafened unless he rolls a successful saving throw vs. spell. Deafened creatures suffer a -1 penalty to surprise rolls, a +1 Miior's controlable continual light(Alteration) Level: 4 Components: V,S,M Range: Touch Casting Time: 1 round Duration: Permanent Saving Throw: Neg. Area of Effect: 1 object Miior's controlable continual light allows the caster to enchant one object of a size no greater than 1 cubic foot to shed light in a controlled fashion. The object will recognize 4 commands given to it by the holder of the object or any person within 30' if the object is not held or carried. Any word may be used for each command, but generally words which relate to the functions are used. The functions are: 1) Lantern: Throw light in a 360 degree arc (ie like a normal Continual light enchanted object). 2) Cone: Project light in a cone form of 100' by 20' (like a modern torch). 3) Brighter: Increase in brightness (to a maximum brightness as per Continual Light). 4) Dimmer: Decrease in brightness (no lower limit). If the Ray form is used, the light will project out to 100' at maximum brightness. The lantern form will project light in a 60' radius. This spell may not be used to blind creatures by casting it at them, although creatures sensitive to bright light are affected when at maximum brightness if in the area of effect. Such creatures struck by the ray form may be partially blinded. This spell is also useful in situations requiring some light but the user of the light wishes to remain relatively concealed. The object enchanted will eventually be worn away by the spell, as per Continual light. While under the effects of the spell, the object will radiate Alteration magic if detected for. The material component is a sprinkling of Fire Opal dust worth 25gp. Miior's Earth Power(Invocation) Level: 3 Components: V,S,M Range: Caster Casting Time: 1 turn Duration: Permanent Saving Throw: None Area of Effect: Caster This spell allows the caster to draw power from the earth and the casters body to refresh the casters mind. This has the effect of permitting the caster to rememorize spells. The spell has no effect on body fatigue. The spell can only be cast when touching the ground in a natural setting. For instance, a natural cave, wilderness, etc, but not a dirt road or farmer's field. The casting of this spell causes d4 hit points fatigue to the caster, as it draws on the bodies reserves. This damage can only be regained by resting (not by magic), but at the rate of 1 point per hour of rest, 1 point per 3 hours of other activity. Miior's Fire Ball Swarm(Evocation) Level: 4 Components: VSM Range: 30 yards + 10 yards per level Casting Time: 4 Duration: Instantaneous Saving Throw: Half Area of Effect: 4 spheres of 5 foot diameter each This spell creates 4 globes of 2 foot diameter, which explode as miniature fireballs. The spell is visibly identical to the Meteor Swarm spell. The damage is as a fireball, and is constant over the area of effect (no overlap). The area of effect is as Meteor Swarm. Note that the Somatic component of this spell is similar to that of Meteor Swarm. Miior's fire circle(Evocation, Alteration) Level: 4 Components: V,S,M Range: 0 Casting Time: 4 Duration: 2 rds + 1rd/level Saving Throw: None Area of Effect: Caster This is similar to Fire Shield, but creates a circle of fire or cold at a distance of 1 foot from the caster. All creatures which attempt to attack the caster in melee combat suffer 2d10 points damage from either the burning flames or the cold ice particles (no save). The caster has no reduction in damage from cold or fire attacks. The material component is fire opal dust worth 25gp. Miior's fireflies(Evocation) Level: 2 Components: V,S,M Range: 5 yards/level Casting Time: 2 Duration: 4 rounds Saving Throw: Special Area of Effect: Up to 5 creatures This spell creates a swarm of glowing sparks, 1 swarm for every 2 levels of the caster. These may be allocated at the time of the casting of the spell to targets, which may be the same or different. The swarms will swoop at the targets, distracting them from casting spells unless a save vs spells is made, each round. Each swarm beyond the first allocated to a target causes a saving throw penalty of -1 per additional swarm. The material component are fireflies, 1 per swarm. If live fireflies are used, the save is at -2. Miior's improved specialization(Alteration, Invocation) Level: 6 Components: V,S,M Range: Touch Casting Time: 1 round Duration: 2 turns per level Saving Throw: None Area of Effect: 1 creature This spell is identical to Miior's specialization except that it allows any level of skill to be reached in a weapon, regardless of class. Weapons forbidden to a class are still not permitted. The duration is also double. The material component is a platinum replica of the weapon, with a small gem of any type worth at least 50 gp in the hilt. Miior's improved teleport tag-along(Alteration) Level: 5 Components: V,S Range: Touch Casting Time: 1 round Duration: 1 round Saving Throw: None Area of Effect: Special This spell increases the maximum weight that can be carried by the caster of a teleportation type spell by 1000 pounds. The spell can be cast by the caster of the teleportation type magic or by another who is touching the caster. If extra material or creatures are to be atken along by the spell, they must be touching the caster at the time of both spells. Miior's lightning needles(Evocation) Level: 3 Components: V,S,M Range: 5 yards/level Casting Time: 3 Duration: Instantaneous Saving Throw: Half Area of Effect: 1 creature per 3 levels By casting this spell, small metal bolts are enchanted with an electricial charge. The bolts then fly toward the targets of the spell, which can be up to 1 creature per 3 levels to a maximum of 3 targets. The bolts will automatically hit the targets, delivering d6 points of damage per level (maximum of 10d6) to each target, save vs spells for half damage. Being hit by more than one bolt still causes the same damage, but gives a saving throw penalty of -1 per extra bolt. Creatures with individual body parts which can be struck (eg: beholder) can only suffer the damage in one location. The material component is a needle. Miior's Lightning Spears(Evocation) Level: 5 Components: V,S,M Range: 5 yards/level Casting Time: 5 Duration: Instantaneous Saving Throw: Special Area of Effect: Special This spell creates several spear shaped forcebolts, which shoot toward the designated targets, automatically striking for d6 damage. In addition, electrial damage of d6 per level of the caster is caused to the target(s), to a maximum of 10d6. One spear is created per 3 levels of the caster, to a maximum of 5. The spears may be directed at different targets, or at the same target. The spear damage is cumulative, but the electrical damage is not. However, the creature so struck must make all saves or take full damage. Creatures with body parts which can be struck individually (eg: beholder) take full electrical damage to the any parts struck, plus spear damage. For example Miior, a 9th level mage, casts this spell at a beholder, aiming two spears and the body and one at a small eye. The body takes 2d6 spear damage and must make two saves vs spells or take 9d6 electrical damage. Passing both would reduce the damage to half, passing one would still cause full damage. The eye takes d6 and must make a save vs. spells or suffer a further 9d6 damage, reduced to half on a successful save. The material component is a steel spear head. Miior's marvelous paintbrush(Enchantment/Charm) Level: 1 Components: V,S,M Range: 0 Casting Time: 1 Duration: 1hr/level Saving Throw: None Area of Effect: 1 paintbrush This spell enchants one paintbrush so as to produce vibrant paint, which gives scenes painted with the brush an extra life-like quality. The paint is temporary, and fades at the end of the spell unless it is set as permanent by the caster. This can be done at any time while the spell is in effect by the caster willing it to be so. This has the effect of increasing the skill of the user, and granting a +4 to the artists painting roll. The material component is the paintbrush, which is not consumed in the process. Miior's painted warriors(Alteration) Level: 5 Components: V,S,M Range: Touch Casting Time: 1 round Duration: 1 round/level Saving Throw: None Area of Effect: 1 painting This spell transforms one painted human or demi-human into a creature which will fight for the caster in combat. In essence, the painted creature will step out of the painting and grow to full size. The creature will be of a level equal to 1/3 of the quality of the painting. It will have the appearance of the painted creature, and will be lifelike in every regard. It will appear to be armed with whatever weapons are featured in the painting, but these and all other equipment are non- magical, and will disappear at the end of the spell duration. It will unfailingly fight on behalf of the caster, but will resist being used for any other purpose. Ability scores, are as per the original creature. Hp are as per class, constitution and level. THAC0 is per level, strength and specialization. Damage is per specialization, weapon and strength. AC is per skill, armor and dexterity. The painted warrior will have specializations and weapon proficiency slots appropriate to level and class. It may be given other weapons to fight with, but may not be proficient or specialized in these, depending on the original. Such weapons will not disappear at the end of the spell, but will fall to the ground. The painted warrior will not speak, but will stand mutely waiting for the caster to command it to fight. It will react in battle as the caster desires, although it may not understand the casters language. In this case, it will perform to the best of it's abilities. The casting of this spell will draw the attention of the creature featured in the painting. If the creature is still alive, then they may make a save vs spells to resist the transformation. They will not necessarily know what the cause is. Dead creatures may also choose to resist, but many will not, having little interest in the land of the living. The spirit of the being may also rarely (5%) decide to control the actions of the painted warrior. This is the only time that the warrior will speak or otherwise act in a non-combative way. In this case the warrior will not necessarily fight for the caster, depending on alignment, reaction roll, etc. Such spirits may aid the party if the cause is of interest (this will be rare). The painting must be of a human or demi-human who is living or once lived. It may be any class, although as the painted warrior may only fight and not cast spells or use other class abilities, it is most commonly used for warriors. The creature being painted may be of any level, but the level of the warrior is determined by the painting quality. At the end of the spell, or when slain, the painted warrior will return to it's original form and collapse in a shower of paint flakes. The painting will also now be blank. Miior's specialization(Alteration, Invocation) Level: 4 Components: V,S,M Range: Touch Casting Time: 1 round Duration: 1 turn + 1 turn/level Saving Throw: None. Area of Effect: 1 creature Miior's specialization increases the recipients skill in a weapon type by one level of specialization, or grants the lowest level of specialization if the target is not specialized. For example, a target would increase from being non-proficient to Skilled, from Skilled to Expert, etc. This spell will not increase the level over that allowed by class, nor will it allow proficiency in a weapon not allowed to the targets class. For example, only a single classed fighter could reach Grand Master, nor could a mage reach Skilled in two handed sword. The material component is a miniture of the weapon type crafted from platinum and worth 50gp. Miior's telepathic bond(Divination, Alteration) Level: 5 Components: V,S,M Range: Touch Casting Time: 1 turn Duration: 1 turn/level Saving Throw: None Area of Effect: 2 creatures This spell creates a telepathic link between two creatures, one of which must be the caster. The communication is silent, but must be a language which both understand. Tongues is uneffective over the link. The communication is possible at a maximum range of 100 yards, and only on the same plane. If either creature enters another plane, the spell fails. This spell can only be cast on willing creatures. The material component are two egg shells, from different species of egg laying creatures. Miior's teleport lock(Alteration) Level: 4 Components: V,S,M Range: 0 Casting Time: 1 turn Duration: Permanent Saving Throw: None Area of Effect: 1-4 sites This spell improves the chances for successful teleportation to the area specified in the spell. The spell must be cast at the site, and it creates a mental beacon, allowing the caster to teleport to the area at one level of knowledge higher than normal. Thus the caster could travel to a place, study it carefully, and then cast this spell, icreasing the effective level of knowledge to very familiar. In the case where the area is already very familar, it prevents the caster from appearing too low, and decreases the chance of too high to 1%. Up to 4 sites may have this spell cast on them by any one caster. The material component is a sprinkling of ruby dust (worth 1000gp) which is thrown into the air at the end of the casting. Miior's teleport tag-along(Alteration) Level: 3 Components: V,S Range: Touch Casting Time: 3 Duration: 1 round Saving Throw: None Area of Effect: Special This spell increases the maximum weight carried by a teleporting wizard. It must be cast immediately before the spell, by either the caster or another spellcaster. If the caster of Miior's teleport tag-along is not the caster of the teleportation, then they must form part of the weight to be carried. The maximum weight is increased by 500 pounds. The caster of the teleport spell need not accept the additional weight.