Spellbook of The Ancients

Nessus, the clutsy prankster The Renegade, a sorcerer of the Wastelands and Zirconan, the wizard of Fire and Ice 1st Level
Nessus' Absinthe (Alteration) Range: 12 yards Components: V,S,M Duration: Permanent Casting Time: 1 Area of Effect: 1 drink Saving Throw: None Absinthe causes one alcoholic drink to have extraordinary intoxification effects when consumed (normal content x d6). The drink can be any liquid in volume ranging from a large shot to giant-sized mug, and in normal drinks such as Dwarven Ale or Dragon's Breath, the effects are quite probable to pass unnoticed (until it is too late). Nonalcoholic beverages should reveal the alcoholic nature in the taste (unless the mind is otherwise distracted). The reverse spell, Ehtnisba neutralizes any effects that alcohol would have in one drink. The material component for this spell is either a small amount of powder from the crushed skull of any reptile or glitterdust. Nessus' Call of the Wild (Conjuration/Summoning) Range: 1 mile Components: V,S,M Duration: 1 turn/level Casting Time: 1 Area of Effect: 1 creature/level Saving Throw: None Upon completion of casting, 1 random creature in the general vicinity per level of the magician will try to reach him or her. The total hit dice of these creatures cannot exceed, but need not match the caster's total. Once in the caster's presence, the critters have a percentage chance to understand what the spell caster wishes for them to do. This percentage is determined by rolling 2d12 and adding 1% per level of the caster. A d100 must then be rolled to see if the check was successful. The general family or type of creature summoned may be requested (such as reptile, bird, insect, or big, warm, fuzzy things), or the specific taxonomic identification and genus or species requested (if known), but in any case, this does not guarantee that kind of life form will respond. The material component for this spell is cellar fungus or mold which is submerged in a bottle of extract from the gland of feline. Nessus' Cloak (Abjuration) Range: 10 yards Components: V Duration: 3 rounds/level

Casting Time: 1 Area of Effect: 10 yard radius Saving Throw: None When cast, all magic items in the area of effect will not be detected by a Detect Magic spell. The cloaked items are not distinguish-able from any items that are not cloaked. The reverse spell, Find the Cloaked Magical Items, will uncover any magical items that have been cloaked. Nessus' Clothe (Evocation) Range: Touch Components: V,S,M Duration: Permanent Casting Time: 1 Area of Effect: 1 creature Saving Throw: None A Clothe spell creates a full set of clothes in any style chosen by the magician to appear on the body of a chosen recipient. Although these clothes may be extravagant (full, formal wear for royalty for example), they will never be adorned with any valuable jewels or anything of significant value (fine silk, etc.). Unless the magician has cast Clothe many times and is comfortable with it, the clothes will be of increasingly poor sizing and quality with the more details that would normally be required to make it. Thus, although an initiate could make a decent simple robe, formal wear would most likely rip, tear, and generally fall apart within hours due to lack of craftsmanship. The reverse spell, The Humanoid Animal Without Disguise causes all clothes on one recipient to vanish. The material component for this spell is a mirror or any reflective surface, which must be gazed into. Nessus' Enchanted Sleep (Enchantment) Range: 25 yards Components: V,S,M Duration: d4 rounds Casting Time: 1 Area of Effect: d4 creatures/level Saving Throw: Negation This spell creates a strong desire to sleep to d4 creatures for every level of the caster. If they fail, they will fall asleep for d4 rounds. The reverse spell, Enchanted Alertness and Raw Energy prohibits sleeping (even by magical means) due to a sudden surge in nervous energy and adrenaline. The material component for this spell can be either the soothing aroma of sweet wild nectar or any powder mixture composed of glitterdust and ground bulbs of a desert cactus. Nessus' Irritate (Enchantment/Charm) Range: 15 yards Components: V,S,M Duration: 2 rounds/level Casting Time: 1 Area of Effect: 1 creature

Saving Throw: Negation By means of this spell, 1 creature will be irritated by a slight twitch, itch, or pain. This irritation affects their movements to the extent that in combat, their to hit rolls are penalized by -1 To Hit and damage. The reverse spell, Concentration allows someone to ignore the irritation (thus, a spell caster could maintain his/her concentration while casting a spell, even in the event of being struck by a weapon). The material component for this spell is a mix of smelling salt and the pollen from any poisonous plant. Nessus' Kronos (Divination) Range: 0 Components: V,S,M Duration: Instantaneous Casting Time: 1 Area of Effect: Caster Saving Throw: None When cast, the caster immediately knows the exact amount of time from the instant of casting until dusk (or dawn if at night). Although this information will come in the form of a volume (such as a drop in the bucket or half full pale), the Dungeon Master may reveal the time in standard hours, minutes, and seconds for the purpose of simplification. Whatever the case, after this initial revelation, the magician is on his own to keep track of the passing time stream. The material component for this spell is a clear jewel and small sundial, which can also be constructed from simple items nearby (twigs, etc), although in this case, the accuracy will be off by d20%. Nessus' Magic Mixture (Alteration) Range: Touch Components: V,S,M Duration: 1 day/level Casting Time: 1 Area of Effect: 1 potion Saving Throw: None This spell uses certain substances (salves, oils, powders, pigments, ochres, roots, flakes, granules, etc.) to enhance a magical potion. The potion usually either acquires a double duration or an additional 1 point of healing/damage per hit die, but depending on the potion's effects, the Dungeon Master may opt to mold the enhanced effects as necessary. Nessus' Phantasmal Script (Illusion/Phantasm) Range: 1 foot Components: V,S,M Duration: 1 week/level Casting Time: 1 Area of Effect: 10 pages/level Saving Throw: None This spell creates either words and sentences, a symbolic code, or a syllabic pictograph in some language to appear on some variety of paper as the magician

speaks them out loud. Although the paper can be papyrus or any other variety, clay tablets, stone, and other more solid materials will not be affected by Phantasmal Script. These words or images will cover any existing dialect or symbols already on the page, with the exception that to the caster, they remain semi-transparent (thus, discernible and legible). The reverse spell, Phantasmal Code Revelation negates this effect and can also be used to highlight anything that may have been previously written on the page (perhaps then being erased). The material component for this spell is a special ink composed of juice from a citrus fruit, blood of a displacer beast, and the natural ink created by any sea octopus. Nessus' Remember (Divination) Range: 9 yards Components: V,S,M Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: Negation When this spell is invoked, one creature will be able to remember one piece of knowledge previously forgotten (or rather be able to access it from the complex realm of the mind). The reverse spell, Temporary Lapse of the . . . Mind, will cause the creature to forget one piece or small cluster of information for a moment in time, which could be extremely valuable if it was used, for example to disrupt another magician's spell casting. The material component for this spell is shavings from a metallic alloy (aluminum or bronze with a touch of silver), which must be rubbed into the skin. Nessus' Shock (Necromancy) Range: Touch Components: S Duration: 1 week Casting Time: 1 Area of Effect: 1 creature Saving Throw: Negation When the magician touches a creature upon completion of casting of this spell, that creature must save vs. spell. If the save is failed, they will take d4-1 damage and will be slowed to half movement the following round due to neurological/nervous system damage. Of course, to touch an unwilling target requires a successful To Hit roll, with the armor bonus (chain, shield, etc.) normally awarded to the Armor Class of the recipient not applicable. Thus, if Nessus was trying to touch Humphrey, a 5th level eunuch guard whose Armor Class adjustments came from plate mail (AC 2) and a 15 dexterity (-1 on AC to make it AC 1), Nessus would only need to hit an AC 9 to be successful. The Renegades Attitude (Charm) Range: 25 feet Components: V Duration: Permanent Casting Time: 1 round Area of Effect: 25 foot radius

Saving Throw: Negation This spell is cast to exchange the attitude of all within a 25 foot radius from the spell caster about 1 or more people of the sorcerer's choice. For example, the sorcerer could remove hatred toward a person, place, or thing from some sentient creature's minds. Particularly strong sentiments (a Ranger's special enemy) may require a bonus to the saving throw. The Renegades Believe (Enchantment) Range: 10 feet Components: V or S Duration: Special Casting Time: 1 Area of Effect: 40 foot radius Saving Throw: Negation When cast, unless the person makes their saving throw, they will again believe after successfully disbelieving an illusion. They may again attempt to disbelieve the next round if the illusion results in damage, but other phantasmal effects require a full turn. The Renegades Dust Storm (Conjuration/Summoning) Range: 0 Components: S,M Duration: 1 turn/level Casting Time: 3 Area of Effect: 100 foot radius Saving Throw: None Upon completion of casting, a wind storm with blinding flurries of dust comes about. The storm will cover a 100 foot radius centered at a point of the sorcerer's choice (within visual range). All attacks within the storm are made with a penalty of -1 to hit and damage. The Dust Storm does not completely blind. The material component for this spell is desert sand that has not touched water for 2 years. The Renegades Fine Edge (Alteration) Range: 15 feet Components: S Duration: 1 day Casting Time: 1 Area of Effect: special Saving Throw: None This spell will sharpen one weapon per levels edge for 1 day. This razor sharpness will add 1 point of damage per hit. This can be done to metallic, wood, bone, or stone weapons, and affects points (piercing) and blades (slashing), but has no effect on bludgeoning type weapon. At 5th level, the sharpness is even greater, adding a +1 to hit as well. At 10th level, an additional +1 damage is added (+1 to hit, +2 damage). This spell has no effect on magic weapons, and casting it multiple times does not make the effect accumulative. The fine edge can be dulled by normal means (say chopping down a

tree), removing the spells effects. dulls a blade in the same formula. The Renegades Pain (Illusion/Phantasm) Range: 20 feet Components: S Duration: Permanent Casting Time: 1 Area of Effect: 1 creature Saving Throw: Negation

The reverse spell, The Renegades Dull Edge

This spell will create an illusion of actual damage taking place. If the subject casted on fails a saving throw, they will take d4 damage and be stunned the next round due to psycho-neurological shock. The Renegades Rope Rise (Alteration) Range: 60 feet Components: S Duration: 3 rounds Casting Time: 1 Area of Effect: 50 feet of rope Saving Throw: None A magical force will cause any rope to move as the sorcerer wishes within the area of effect. This rope however, is weak and cannot wield a weapon, much less do damage itself. If opted, it can tangle around an opponent for 1 round if they fail a saving throw at +5. The rope can tie itself in knots, however a certain degree of knot tying knowledge is always helpful for the sorcerer so they hold. The Renegades Stall Death (Necromantic or Abjuration) Range: Sight (visual) Components: V Duration: 1 day Casting Time: 6 Area of Effect: 1 creature Saving Throw: None This spell has one purpose, to delay death from a Deathdrain or Die Scum! spell. Deathdrain will not drain a point of constitution and Die Scum! will not take a hit point for 1 day. The subject must make a system shock roll with a bonus of +1%/level of the caster to see if the spell is successful. The Renegades Zap (Conjuration/Summoning) Range: 10 feet Components: V,S Duration: Permanent Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When cast, a bolt of energy will shoot from the sorcerer's fingertip onto any creature if the caster successfully makes a to hit roll at +1/level. If the

subject wears metallic armor of any kind, there is an additional +d4 added to the to hit roll. If the electric energy arc hits, it does 2d6-4 damage, with a bonus of +1/level of the caster. Thus, a 2nd level sorcerer would do 2d6-2 damage. Of course if snake-eyes was rolled (two 1’s), the damage would be zero, and would never actually heal. Zirconans Flaming Needle (Evocation/Invocation) Range: 15 yards Components: S Duration: Permanent Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell will cause a small needle to jet forward towards a destination of the caster's choosing. The wizard must then make a To Hit roll with a bonus of +4 to determine if the needle causes damage. If the needle hit successfully, the burning needle will do 1 point of damage for d6 rounds + 1 round per level of the caster. The flaming needle can be carefully dug out of the skin the second round, but it can be the only action that they take that round. Zirconans Globe of Warmth (Alteration) Range: 10 yards Components: V,S Duration: Special Casting Time: 1 Area of Effect: 7 yard radius Saving Throw: None This spell creates a spherical globe of protection from the effects of cold so that all those inside may function comfortably (considering arctic conditions). This Globe of Warmth offers no protection against cold based attacks however. The sphere will move with the object it was cast on. The reverse spell will relieve the agony of hot temperatures (in places like the desert or jungle), but again, offers no protection against heat based attacks. The duration is based on a d20 roll, adding the level of the caster with the following results: 1.31 round 4-10 1 turn 11-18 3d6 turns 19+ one full day Zirconans Heatray (Illusion/Phantasm) Range: 7 yards Components: S Duration: Permanent Casting Time: 1 Area of Effect: 1 creature Saving Throw: Negation This spell causes an illusion that a great ray of heat radiates from one of the caster's fingertips. This will singe the victim for d4 damage per level of the

wizard if a saving throw vs. spell is failed. illusions will negate the damage as well. Zirconans Low Circle (Abjuration) Range: 0 Components: V,S Duration: 2 rounds/level Casting Time: 2 Area of Effect: 6 yard radius Saving Throw: None

Other means of detecting

When cast, a thin ring of black will cover the ground in a circle 6 yards from the wizard's standing point. This charred ground actually is the only visible effect of an immobile cone with a low intensity field of anti-magic, which has a 6 yard height. This area entitles all within it's confines a bonus of +1 to all saving throws against magical attacks. Plus, any damage resulting from a magical spell is reduced by 1 point per hit die. Breath weapons and devices (such as wands and rings) are not effected by Low Circle, but any spells cast out of the cone shaped area are dampened in the same fashion as those entering it. Zirconans Sensation (Enchantment/Charm) Range: 18 yards Components: V,S Duration: 2d6 rounds Casting Time: 2 Area of Effect: 1 creature Saving Throw: None With this spell, the caster attempts to stimulate the nerves and glands of the subject, thus making them very susceptible to suggestion. They are entitled a save at +1, but if failed, they will adhere to subtle suggestions (of course, language compatibility is required). It should be noted that they will not do anything diametrically opposed to their nature unless they fail their save miserably (Dungeon Master's discretion), and even then they should receive another save without the bonus. Zirconans Sterilize (Necromantic) Range: Touch Components: S,M Duration: Permanent Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This will sterilize a wound as to guarantee no infection sets in, thus hastening the rate of healing. Although this spell can only be cast once per wound, 1 point of damage will be healed in d6 hours (in addition to normal healing). Pain will result from this spell, but no actual damage will result from it unless it is cast on more than 4 wounds. In that case, d3 damage will ensue. The material component for this spell is flame.

2nd Level
Nessus' Appearance (Necromancy) Range: 5 yards Components: V,S,M Duration: Permanent Casting Time: 2 Area of Effect: 1 creature Saving Throw: Negation When cast, the facial, body, and head hair on the subject will alter itself as to the caster's desire. Thus, the hair could change color, style, thickness, become curly, grow many feet in length, or fall off. These changes cannot be mutations, they must be seen in the natural selective processes of the creatures breed. Thus, although the magician could use this spell to thicken and darken a female humans natural facial hair (giving her a beard), the magician could not give her a zig zagged, green mustache with each hair as thick as one of her fingers! In any case, these changes take one full round to manifest themselves and once complete are permanent. It should be noted that the caster does not attain any telekinetic powers over the hair, so could not, for example, cause a creature's hair to grow and wrap around it's neck, thereby strangling it! Another aspect of Appearance is the strange chance for mysterious results to occur in place of the intended effect. Each time this spell is cast, roll a d20. If the result is within 1 point of the caster's intelligence score, either the teeth or finger/toe nails will be altered (albeit in less drastic of a way!) The reverse spell, Normalcy of the Features cancels the effects of Appearance and other spells which affect body hair, restoring them to the point at which they would normally have become. The material component for this spell is a chemical compound (made of carotene and a dissolved hair of a Wemic) that takes a full day to brew for each batch, which will go sour in 2d12+8 days. Nessus' Discover (Divination) Range: 10 yards Components: V,S Duration: 1 round/level Casting Time: 2 Area of Effect: 5 yard radius Saving Throw: None Discover allows the magician to be able to distinguish the power(s) of some magical item. The chance of success is 25% +5% per level of the caster for each power, and it takes a full round to figure out each power (if multiple). Some powers are specifically protected, and thus reduce or prohibit the chance for success (such as with artifacts). The reverse spell, Power Protection, reduces all chances of a certain magical power of an item to be discovered by magical means by 20% +3% per level of the caster. Nessus' Endurance (Necromancy) Range: Touch Components: V,S,M Duration: Special

Casting Time: 2 Area of Effect: 1 creature Saving Throw: Negation Endurance makes it possible for the recipient to do strenuous activities for a double duration. This applies only to short bursts of energy, and thus a creature could sprint for twice as long (at the usual speed, of course), but could not work hard 32 hours at a time (unless they could normally do so). This spell can work in concert with the non-weapon proficiency, Endurance. The reverse spell, Exhaustion, decreases the time which a creature may perform bursts of energy by 1/2. The material component for this spell is ground powder from the dried leaves of the Acoacoa plant, found only on nutrient rich volcanic slopes. Nessus' Fright (Necromancy) Range: Touch Components: V,S,M Duration: Permanent Casting Time: 2 Area of Effect: 1 creature Saving Throw: Negation This spell causes one touched creature to confront one of her/his most frightening thoughts in a daydream that lasts but a second. The contents of this scary vision are not remembered, but the shear, hair-raising fear of it will be, thus aging the victim d4 years + 1 year for every level of the magician. Only one Fright spell can affect any creature within its life span. The reverse spell, Confidence and Pride instills the recipient with the warm, goodness of all that is best in life, thus shielding them from the aging effects of magical spells (such as Fright or Haste). For Confidence and Pride, the duration is 1 turn for every level of the caster. The material component for this spell is a fermented gel composed of timethread first dissolved in acidic juice. Nessus' Magic Resistance (Abjuration) Range: Touch Components: V,S,M Duration: 1 turn/level Casting Time: 2 Area of Effect: 1 creature/level Saving Throw: None This spell gives it's recipient a magic resistance equal to double the caster's level + 10%. Thus, a 4th level magician would give an 18% magic resistance (4 x 2 = 8 + 10 = 18%). This is in addition to any natural or otherwise magic resistances the recipient already has, though multiple castings of Nessus' Magic Resistance will not have accumulative effects. The reverse spell, Magic Vulnerability, automatically reduces a creature's magic resistance by the same formula, and once again, will not have additional effects if cast multiple times on the same creature. The material component for this spell is a drop of blood from any astral or ethereal creature. Nessus' Mirror Attack (Illusion/Phantasm)

Range: Touch Components: V,S,M Duration: up to 1 day Casting Time: 2 Area of Effect: 1 creature Saving Throw: None The recipient of this spell has one valuable ability, an immunity to one nonmagical attack for one hit. Not only does Mirror Attack protect the subject from this blow, but the unfortunate tyrant that struck it must make a saving throw against spell, modified by any dexterity defensive adjustment bonuses (or penalties) or be subject to striking them self. Thus, if Vorlath "The Destroyer" clubbed Nessus while protected by Mirror Attack, Vorlath must save vs. spell (with a bonus of 2 to his roll because of dexterity) or roll damage on himself. Of course, any successive blows landed by Vorlath would do normal damage. It should be noted that only one Mirror Attack may affect a creature at a time, and it's powers disappear upon the first blow landed. The material components for this spell are a small mirror and the swirling dust from any sandstorm or tornado, which will continue to spin and twist around in a specially prepared vial. The dust will be expended when cast. Nessus' Photographic Memory (Alteration) Range: 0 Components: V,S,M Duration: 1 day Casting Time: 2 Area of Effect: caster Saving Throw: None When cast, the caster can read either one spell level or one page per level of the magician, and have every word, symbol, glyph, image, or whatever be locked into his memory as if on a photograph or detailed painting. This memorization requires only a brief scanning of the page, making it convenient to quickly memorize spells (although not guaranteeing the concentration necessary to cast it). Photographic Memory does not signify any additional spells, however, and in the event of the magician memorizing a spell beyond his/her ordinary limit, the knowledge will be there without the understanding, thus making actual spell casting of the extra spell impossible. The material component for this spell can be a small lens or a pure, triangular crystal. Nessus' Reveal (Divination) Range: 20 yards Components: V,S,M Duration: 1 round Casting Time: 2 Area of Effect: 5 yard radius Saving Throw: Negation Reveal will temporarily negate the effects of an Enchantment/Charm spell that affects the mind(s) of those in the area of effect, who will then be able to distinguish the truth that they have been enchanted. When this occurs, they are entitled to another saving throw to break the Enchantment/Charm spell's effects (if still applicable). Note that under some conditions, the recipient of Reveal

may not want to learn the truth, spell to avoid Reveal's effects. The material component for concentrated vinegar extract. A can be used as well, but in this Nessus' Shadow Invisibility (Enchantment/Charm) Range: Touch Components: V,S,M Duration: 3 rounds/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: Negation

and thus are entitled to a saving throw against this spell is the pungent aroma given off from spicy syrup made of the hot peppar vegetable case there is a 25% chance of spell failure.

When cast, the subject displays an echo-image that is actually 3 to 5 feet distance from their true physical being. This image is an enchanted illusion, having no actual substance whatsoever. The recipient of Shadow Invisibility will have this tracing echo-image to anyone who could see (or otherwise visually locate) them upon completion of casting, even if only in the periphery or reflection, and including those life forms that normally see invisible creatures. However, if someone had their back turned and could not possible see the spell's recipient, this spell will have no effect on their mind. If the Shadow Invisibility creature attacks, they are entitled to an Armor Class bonus of 3 (falling between a blur and actual invisibility), but no bonus to attack rolls. The material component for this spell is the glistened coat of a small chameleon and a hollow sphere of opaque glass, which must be smashed. Nessus' Spell Stone (Abjuration) Range: Touch Components: V,S,M Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Negation When cast, the magician endows one lodestone with the special ability to store a spell of any level, which can then later be released by the originally chosen recipient. First Nessus' Spell Stone is cast, then the spell to be stored is cast on the stone, which will absorb the magical energies without any actual effects taking place. For instance, Nessus cast this spell, then followed it up with a Fireball, which was then stored in the stone. That spell can then be released from the spell stone at any time within the next day by a simple vocal command or somatic gesture. The time to release the stored spell is 1 segment, and cannot be disrupted. It is important to note that each magician can cast only one Nessus’ Spell Stone per day, and the absorbed spell cannot be replaced. The spells duration is variant depending on the level of the caster. Under 5th level, it is 1 day. From 6th to 10th, the spell absorbed can be stored 1 week. From 11th to 15th, the duration is 1 month, and 16th level and above it will stay in the stone indefinitely till released. The reverse spell, Stoned Spell, attempts to disrupt the spell casting of another magician. This requires the stone comes in contact with the other spell caster, requiring a to hit roll (no armor bonus to the opponents AC, as the stone only needs to actually touch), and will do 1 point of damage (strength bonus’s are applicable). Even if the Spell Stone does touch the opponent, they

are entitled to a normal saving throw vs. spell with wisdom bonuses applicable to determine if they have sufficient willpower to hold the spell's magical energies together. The material component of this spell is a lodestone. The Renegades Bookbind (Invocation) Range: Touch Components: S,M Duration: Permanent Casting Time: 4 Area of Effect: 1 book Saving Throw: None This spell will magically lock a book shut, and it can only be opened safely by the spell caster. If any other creature forces the book open with a successful Bend Bars/Lift Gates roll, the book will explode, destroying the book and delivering 2d8 damage to all within a 5 foot radius, no save allowed. The reverse spell negates Bookbind. The material component for this spell is a skeleton key made of bone. The Renegades Flashback (Summoning) Range: 3 feet Components: V,S Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: None The mage attempts to summon power from another place to deflect a spell's effects away from the sorcerer or back on to his opponent. However, this spell can backfire as easily as it can work correctly. There is a 20% chance of immediate spell failure for Flashback. Once applied, the spells duration is up to 1 turn/level. To determine what happens to the other spell cast on the subject, roll a d6 with the following results: 1-2 the spell dissipates harmlessly 3 the spell is rebounded back to the original caster 4-5 the incoming spell is unaffected 6 the opponent's spell is enhanced, doubling its effects Flashback will have only function on spells cast directly on the caster, and will do nothing to stop an area of effect spell. This spell is usually only used in the most dire of circumstances. The Renegades Foodbite (Conjuration/Summoning) Range: 250 feet Components: V,M Duration: Permanent Casting Time: 3 Area of Effect: 1 food item Saving Throw: None Foodbite will change the chemical content of some sort of food (apple, pasta, bread, etc.), implanting it with a twist of ingestive poison. If the food is eaten, the subject will take 2d6+1 damage 1 turn later. The subject is entitled to a saving throw if the meal is magical.

It should be noted however that it takes 2d10 rounds to transform into the poison, which does have a somewhat noxious taste. Anyone who takes a bite is entitled to an Intelligence check to see if they discard the foul food before taking any damage. The material component for this spell is powdered hallucinatory mushrooms which have grown from the fresh dung of a musk ox herd. The Renegades Hex (Alteration) Range: 14 feet Components: S Duration: 1 turn Casting Time: 3 Area of Effect: 1 object Saving Throw: Negation When Hex is cast, the sorcerer can change 1 object of their choice into a crumbly stick 2-4 feet long. The possessor of the item may save vs. spell to avoid the effects. The object will only remain a stick as long as it remains in the possession of the owner. So if the owner of a “bastard stick” dropped it, the stick would suddenly become a bastard sword, but only until it is touched again by it's owner. If broken while a stick, the object is broken as well. No magic items may be changed. The Renegades Lockjaw (Enchantment/Charm) Range: 26 feet Components: V Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Negation When cast, the victim's jaw will lock shut, thus making it impossible to eat solid food and making verbal communication a real challenge. If cast on a spell caster, any spells with verbal components will fail if they fail an intelligence check (one check per spell with a verbal component). All attempts to force the jaw open will only result in damage to the victim of Lockjaw, and if pried hard enough, it may be opened, but only at the cost of breaking the victim's jaw which takes many moons to heal properly. The clerical spell, Remove Paralysis, Remove Curse, Heal, and Dispel Magic will unlock Lockjaw's effects. The Renegades Mystic Projectile (Evocation) Range: Visual Sight Components: V,S Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Once cast, the sorcerer chooses who or what will be struck by a ghostly green aura that appears to be thrown by the sorcerer, but will automatically hit any target within the spell's range. The Mystic Projectile does d4+1 damage and if the target fails a saving throw, they will fall unconscious for d4-2 rounds.

The sorcerer gains an additional Mystic Projectile at every odd level (3 at 5th, 4 at 7th, etc.) to a maximum of 14 projectiles. Each Mystic Projectile may be hurled at a different target, and all can be thrown in the same round. The Renegades Steamspell (Conjuration/Summoning) Range: 5 feet Components: S,M Duration: 1 round Casting Time: 1 Area of Effect: 1 foot radius Saving Throw: None This spell sprays out a cone of steam into an area of the sorcerer's choice. The sorcerer must make a successful to hit roll at +7, and if not successful, no steam can be conjured. If the result hits, the steam does d4 steam damage the first round and d4 hot water damage the second round to all who get sprayed. Also, if the subject hit fails a saving throw vs. spell, they will suffer -2 to hit the next round. The material components for this spell are a droplet of pure rain water and a hollow piece of wood (such as a flute or blowgun) which is used to spray the water. Zirconans Aural Flash (Enchantment/Charm) Range: 50 yards Components: V,S Duration: 1 round Casting Time: 1 Area of Effect: visual Saving Throw: Negation When cast, there an extremely bright and captivating flash which suddenly appears from a point within 50 yards of the caster. All creatures save the caster who see this Aural Flash must make a saving throw or be mesmerized for one round while they attempt to discern what exactly the Aural Flash was. This includes those allied to the wizard unless they first cover their eyes. The light emitted from this spell will be visible for miles and certainly bright enough to read by (albeit briefly!). The saving throw has modifications depending on range and the direction faced when cast as below. -4 -2 0 +2 +4 auto -8 -4 -2 +2 within 2 yards 2 to 10 yards 11 to 50 yards 50 to 100 yards 100 to 200 yards 200+ yards staring directly facing seeing its reflection (on a mirror, glass, or water) thin shield (hands)

Zirconans Cold Fireball (Evocation/Invocation) Range: 4d12 yards Components: V,S Duration: Permanent

Casting Time: 3 Area of Effect: 20 foot radius Saving Throw: 1/2 When cast, a fireball of ice cold, blue flames appears in the wizard's hand and is hurled towards the intended target. The Cold Fireball travels up to 4d12 yards, exploding at the designating place or time the wizard declared (hopefully), inflicting 2d6 damage + d4/level of the caster. In addition to the normal saving throw for half damage, the caster must make a roll to hit with a +5 bonus. If he or she misses, half damage is taken. So, if the caster misses the to hit roll and the target successfully makes their saving throw, only 1/4 damage would be taken. It should be noted that should the range roll be low (6 or below), it is possible for the caster to hit him self with this spell. Zirconans Foxfire (Illusion/Phantasm) Range: 5 yards Components: V,M Duration: 1 turn Casting Time: 2 Area of Effect: 1 fire Saving Throw: None By means of this spell, the caster alters a normal fire into a green-flamed Foxfire which will temporarily add 1 hit point per level of the wizard to all who touch it's flames. This hit point is illusionary and will be lost in 1 turn/level of the wizard. But if damage is taken before then, the Foxfire hit points will be used before the creature's actual hit points. Only 1 Foxfire spell can affect a creature at a time. The material components for this spell include the bark of a treant, powdered coal, and an extract of alligator hide which are all tossed into the fire. Zirconans Freeze (Alteration) Range: 15 yards Components: V Duration: 1 turn Casting Time: 1 Area of Effect: Special Saving Throw: None This spell will cause an area of liquid up to 5 x 5 yards/level of the wizard to become solid due to instantaneous heat loss. The frozen area can be traversed, holding the weight of approximately 1 ton before breaking. Liquids other than mild temperature water (such as a boiling cauldron, molten lava, or blood) are not affected. This area is susceptible to melting due to fires or the such after the spell's duration is up. Zirconans Heat Shield (Illusion/Phantasm) Range: Touch Components: V,S Duration: 1 turn Casting Time: 2 Area of Effect: 1 creature

Saving Throw: Negation This spell reduces the damage caused by temperature attacks by 1 point/hit die. Heat Shield will only be effective if the subject succeeds in making a saving throw with a bonus of +1 for every other level of the caster (+2 at 4th, +3 at 6th, etc.). Zirconans Sword of Fire (Conjuration/Summoning) Range: 0 Components: S,M Duration: 1 round/level Casting Time: 1 Area of Effect: 1 sword Saving Throw: None This spell creates a sword that is completely composed of fire to appear in the caster's hand (who is immune to the heat). Any other creature that tries to grasp the sword takes d4 damage/round. This sword acts as a +2 to Hit weapon and can be wielded as a proficient weapon by the caster. It will inflict 2d4+1 damage upon any successful hit to any size creature. The sword's fire is magical and thus will not be extinguished or reduced if it comes in contact with cold or water. The material component for this spell is any gem with a tint ranging from red to yellow that has a value of at least 250 gold pieces.

3rd Level
Nessus' Blade Poison (Evocation/Invocation) Range: 5 yards Components: V,S,M Duration: 1 turn Casting Time: 3 Area of Effect: 1 object Saving Throw: Negation When cast, one object is coated with a light film of insinuative poison. If the object causes a cut or breaks the skin of a creature, that creature is poisoned and must make a saving throw against poison the following round or take 2d6 damage and be paralyzed for d4 rounds. If the save is made, no effects occur. The reverse spell, Blade Poison Nullification negates the effects of Blade Poison and likewise has chance to nullify other forms of insinuative poison. The percentage chance is determined by adding the wisdom score and level of the magician with a d12 roll. An example of this was when Nessus was crossing the wastelands at 7th level (with a wisdom of 11). Adding this to the 10 that was rolled, Nessus had a 28% chance of nullifying the venomous poison that awaited within the viper's gaping jaws. Luckily, he rolled a 09 on percentile dice, thus transmuting the venom into a harmless liquid (for 1 turn!). The material component for this spell can be the venom of vipers, spiders, bees, wasps, hornets, Moray Eels, or Sting Rays. Each has their own perspective saving throw bonus and damage penalty, as shown below. Poison Source Save Dmg.

Eel, Sting Ray Insect Snakes Spiders

+2 +3 +1 0

0 -6 -2 -4

Nessus' Forcewarp (Alteration) Range: 15 yards Components: V,S,M Duration: 1 round/level Casting Time: 3 Area of Effect: 5 yard radius Saving Throw: None This spell temporarily alters the electromagnetic spectrum in the area of effect. The most noticeable effect is that any metal objects suddenly acquire a strong magnetic pull. This attraction causes metal weapons to cling to armor, and armor to itself (arm plates to chest armor). Forcewarp has a variable strength based on the following 2d6 roll. If metal arm or leg and chest armor is worn, or if any metal weapons cling to armor or any other metal objects, an open door roll with a minimum strength determined by the following rolls are required to pull them free. Roll 1-4 5-6 7 8-9 10-12 Min. Str. 4 7 11 14 17

Also, any incoming metal tipped or shafted arrows receive a bonus of +2 to hit their target. If any lightning storms are occurring at the time, any creatures wearing anything metal are twice as likely to be struck. The reverse spell, Inverse Forcewarp negates any magnetism within the area of effect, and repulses lightning so that it is twice as likely to not be struck. The material component for this spell is a horseshoe shaped magnet of at least 3 inches length. Nessus' Paranoia (Illusion/Phantasm) Range: 15 yards Components: V,S,M Duration: Special Casting Time: 3 Area of Effect: 1 creature Saving Throw: Negation This spell's effects vary on the amount of trust a creature shows on his surroundings. If the creature is extremely paranoid to begin with, their saving throw will be penalized accordingly, but if they normally have a high degree of trust, their save may be entitled to a bonus (DM's discretion and kept secret). If the creature fails their save, they will begin to suffer visions of terrible creatures stalking them. These horrible monsters may actually become quasi-real and cause physical harm to the spell's recipient, and although the amount will vary, these creatures cannot actually kill since they literally

originate in the recipient's mind (unless they cause him/her to jump from a cliff that is!). The subject is entitled to one saving throw every day (precisely at midnight) to negate Paranoia's effects. The reverse spell, Trusting Alliance of the Mind negates these and other natural fears in sentient creatures (arachnophobia, Dragon's Fear, etc.) for the same duration (and requiring the same successful saving throw). The material component for this spell is a blood crystal. Nessus' Parc Harm (Enchantment/Charm) Range: Touch Components: V,S,M Duration: 1 round/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: Special With this spell, the magician can attempt to hypnotize one creature who is allowed a saving throw only if it is higher level than the magician or if the caster's commands contrast it's nature. Bonuses or penalties may be applicable (DM's discretion). If the magician succeeds in hypnotizing the creature, he may then ask it to perform a certain task or convince it that it is actually taking damage from an attack. If the latter is chosen, only 1 point of actual damage can be inflicted every round, but the creature may believe that is taking up to the caster's level in damage per round. If the creature takes enough enchanted damage that they would normally die, they must make a system shock roll with failure resulting in real death. If the roll is made, the spell is automatically broken, revealing the true damage taken. With the other route, if the magician tries to persuade the creature to perform a task, a common language must be shared to insure communication (unless the request is obvious). The reverse spell Parch Arm, not only negates this spell's effects, but allows free-thought and body control for anyone while under hypnosis. This self-control is undetectable by the hypnotist. The material component for this spell is a small golden medallion which must be dangled in front of the spell's recipient. Nessus' Riddle Door (Evocation/Invocation) Range: 25 yards Components: V,S,M Duration: Permanent Casting Time: 3 Area of Effect: 1 door Saving Throw: None Riddle Door causes one door to be locked with a riddle being the key. The riddle will automatically be magically voiced anytime some creature approaches the door (exact distance determined by the magician). When locked, the door may be opened with normal force (such as kicking it in, in such case requiring an open doors roll) unless the door could not be forced normally (as with the case of a 10 foot thick, iron barred gate!). The caster must choose the riddle, but it must have an achievable answer that can be discerned to some degree by the question (in other words, Riddle Door is not just a password spell). The reverse spell, Jeopardy has the same

effects, except instead of giving a riddle, it voices an answer, which must then be given a proper question in order to pass ("Why don't I know what the herbal root Melange is?" definitely would not work!). The material component for this spell is a piece of any colored chalk used to draw a special glyph directly above the door. Even if the glyph is erased, the magical effects will still be in place. Nessus' Solidify (Alteration) Range: 0 Components: V,S,M Duration: 1 round/level Casting Time: 3 Area of Effect: 50 yard radius Saving Throw: None When cast, all inanimate materials, such as liquids within 50 yards of the caster become solid. This solidification does not denote any temperature nor volume change, but does denote a hardening and cohesion reminiscent of a stone. It is breakable (like rock) from blows, chips, and other energy waves, but the force must be sufficiently strong to do this. If any creature (other than microscopic bacteria) were immersed or covered in the liquid at the time, the spell has no effect. The reverse spell, Fluidize temporarily eases the molecular cohesion of solids (with a consistency declared by the caster, but limited in viscosity range from water to honey to tar). In this case, only a 2 yard radius is affected. The material component for this spell is any stable gelatin. Nessus' Spell Resistance (Abjuration) Range: 0 Components: V,S,M Duration: 1 turn Casting Time: 3 Area of Effect: 10 yard radius Saving Throw: Negation This spell adds a bonus to the saving throws vs. spell to all creatures within a 10 yard radius of where this spell was cast. The bonus varies on the level of the caster as follows: up to 5th 6th-8th 9th-14th 15th+ +1 +2 +3 +4

If Nessus’ Spell Resistance was cast in addition to Nessus’ Magic Resistance, an additional 1% per level magic resistance is applied. The reverse spell, Spell Vulnerability, applies a penalty to any saving throw against spell in the same formula, and may be combined with Magic Vulnerability in the same fashion. The material component for this spell is a preserved flower from the Harmony Plant, which blooms only once each year. The flower will be destroyed when cast. Nessus' True Image (Divination) Range: 15 yards

Components: V,S,M Duration: 1 round/level Casting Time: 1 Area of Effect: 20 yard radius Saving Throw: Negation Upon completion of casting, all illusions within the area of effect are weakened. All creatures are allowed a saving throw against the illusions at +3. It should be pointed out however that True Image would not affect spells that are strictly Phantasms at all. The reverse spell, False Image, strengthens an illusion, thus penalizing any saving throws made against them by -3. The material component for this spell is a pair of spectacles (glasses), which must be worn by the magician. The Renegades Dragonluck (Alteration) Range: 10 feet Components: V,M Duration: 3 rounds Casting Time: 3 Area of Effect: 15 foot radius Saving Throw: None This spell creates an area of effect up to 15 feet away from the sorcerer, inside of which the subjects will have greater success against dragons. There is a bonus of +4 against a dragon's breath weapons, the subject receives a 10% magic resistance against dragon spells, they are immune to dragon fear, and if the dragon enters the sphere, all attacks on it receive a bonus of +1 to hit and +3 damage. The reverse spell makes it's recipients more vulnerable to dragons, reversing the normal bonus's of Dragonluck. The material component for this spell can be either a tooth, talon, or 5 scales of any dragon. The tooth or talon wouldn't be destroyed when cast, while the scales would be destroyed. The Renegades Dust Cloud (Abjuration) Range: 10 feet Components: S,M Duration: d6 rounds Casting Time: 1 Area of Effect: 3 foot radius cone Saving Throw: Special The sorcerer throws some dust into the air, and this dust magically swirls upward. Once the dust lands back on the ground (1 round in calm conditions), it creates a 15% chance of spell failure for all who the dust touches. This chance increases by 5% for every level the caster of Dust Cloud is above an enemy spell caster. If he is lower level, there is no % penalty. Armor class adjustments (dexterity, magic, etc) can be added to the saving throw for negation. The material component for this spell is desert dust that has not touched water for 3 full years. The Renegades Feign Life (Necromantic) Range: Sight (Visual)

Components: V,S Duration: 2 days Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None By means of this spell, a dead creature's body appears to have faint signs of being alive; slight breathing, shallow pulse rate, warm body temperature, possible slow REM eye movements, and an occasional nerve twitch. The creature will still appear to be unconscious and the signs of life will be so weak that to most semi-intelligent minds, it may still appear to be dead. Feign Life can be dispelled at any time by the spell caster. The Renegades Shriek Back (Invocation) Range: Touch Components: V Duration: 1 round/level Casting Time: 3 Area of Effect: 35 foot radius Saving Throw: Negation Shriek Back causes a loud and high pitched tone that paralyzes and can even cause damage. Those within 15 feet (except the sorcerer himself) must save vs. spell or be paralyzed and take d6 damage. Those within 35 feet must make a save at +2 or take d4 damage. A saving throw must be made every round in the noisy area, but the damage can only be taken once. If damage is taken, the victim will be almost totally deaf for d4+1 days. The Renegades Snakebite (Conjuration/Summoning) Range: 30 feet Components: V,S Duration: 1 round/level Casting Time: 3 Area of Effect: 5 foot radius Saving Throw: Special Snakebite summons d12 x 100 tiny, venomous snakes from deep within the ground. These snakes will attack any creature within a 5 foot radius of a center point chosen by the sorcerer. Then, roll a d12 to determine the number of snakes that actually bite (they hit automatically since no sentient mind can possibly keep track of the slithering movements of 100 to 1200 snakes!). Each bite inflicts d4 damage +d4 poison damage if a save vs. poison is failed. The Renegades Sphere Protection (Abjuration) Range: 5 feet Components: V,M Duration: 1 spell Casting Time: 3 Area of Effect: 1 creature Saving Throw: None

When cast, the recipient of this spell will gain a 30% magic resistance from one particular sphere of magic declared upon casting. Only one Sphere Protection spell can be cast on a creature at a time. Note that as with normal magic resistance, the percentage may be higher if the opponent sorcerer is under the 10th level. Sphere Protection can absorb but one spell before disappearing. The reverse spell, Sphere Vulnerability, reduces the magic resistance and penalizes the saving throws by 2 against one sphere of magic for a creature, no save allowed. The material components for this spell are a pure crystal which contains every visible color in the spectrum of a rainbow, and a shark's tooth. The latter is destroyed when cast. The Renegades Summon (Conjuration/Summoning) Range: Infinite Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: 1-3 creatures Saving Throw: None Once cast, the spell caster thinks of up to three specific creatures with sentience (thinking intelligence), and causes a little voice in their head to think that they are needed by the sorcerer. They must roll a successful save vs. spell at +1/level of the caster, if failed, they believe they are simply suffering paranoid delusion. Otherwise they will understand the urgency of the situation (or lack thereof). However, no direct communication or verbal messages can be sent. Zirconans Flame Sword (Conjuration/Summoning) Range: Touch Components: S,M Duration: 2 rounds/level Casting Time: 3 Area of Effect: 1 weapon Saving Throw: None Upon completion of casting, one weapon of the caster's choice temporarily gains a magical fire. This fire will add +1 to Hit and an additional d4+1 damage, while not damaging the creature that wields it in any way (unless they strike themselves that is!). The material component for this spell is a vial of liquid coal, phosphorous, and metal shavings. Zirconans Heat Spectrum (Illusion/Phantasm) Range: 21 yards Components: S Duration: Permanent Casting Time: 1 Area of Effect: 1-7 creatures Saving Throw: Negation This spell causes an illusionary spectrum of visible light to stream out from the wizard's hand on up to 7 creatures. Each must make a save vs. spell or take

7d4 damage divided up as the caster wishes onto all creatures that failed their save. For example, say Zirconan cast Heat Spectrum onto 5 Justiciars (law men). 3 of them missed their save, so he divvies up the damage mostly equally (2d4 to 2 of them, 3d4 to the other). Zirconans High Circle (Abjuration) Range: 0 Components: V,S Duration: 1 round/level Casting Time: 2 Area of Effect: 6 yard radius Saving Throw: None This spell creates an immovable hemispherical area of anti-magic around the caster's standing point in a 6 yard radius dome. This hemisphere is only visible by a thin, flaming circle on the ground (regardless of whether combustible materials are present) and a nearly transparent, golden hue. This field gives anyone within it a bonus of +2 on saving throws against spell and reduces all damage caused by spells by 2 points/hit die (not to mention effecting spell's cast out of the hemisphere in the same way!). As with Low Circle, breath weapons and devices (such as wands, amulets, and rings) are not effected by High Circle, but any spells cast out of the hemisphere are dampened just as those entering it. If High Circle is cast in accord with Low Circle, the bonus to the saving throws is added (for a total of +3), while the reduced magical damage is not (thus, retaining the highest value, which is -2 points/hit die.). Zirconans Ice Barrier (Enchantment/Charm) Range: 30 yards Components: V,S Duration: 1 turn/level Casting Time: 3 Area of Effect: Special Saving Throw: Negation This spell is an attempt to make anyone who witnessed the casting believe that there is an impenetrable barrier of ice between them and the caster, but only if they fail a saving throw vs. spell with wisdom bonuses applicable. The barrier's size is d20 x d20 yards2. If believed the barrier is unbreakable and cannot be passed, although it will not actually have any substance nor hold anything on top of it. Anyone who failed their initial save are only entitled to one save every turn to become disenchanted with their somewhat illusionary mirage. Zirconans Ice Bridge (Conjuration/Summoning) Range: 10 yards Components: S Duration: 1 turn Casting Time: 1 Area of Effect: 10 yards2/level Saving Throw: None

This spell will cause ice to come into being in any basic shape that the wizard chooses. This bridge or sheet of ice can hold any weight not exceeding 1 ton per level of the caster (regardless of thick-ness). The ice harbors no special abilities (such as movement), and it melts as normal ice would. Once the duration expires, the bridge vanishes. Zirconans Magic Loop (Conjuration/Summoning) Range: 1 yard Components: V,S Duration: Permanent Casting Time: 3 Area of Effect: 1 item Saving Throw: None When cast, a circular, ovular, or elliptic loop with a diameter of about 1 foot will appear in the air (the location being the wizard's choice). The edges of this loop will be coated with either fire or ice, again caster's choice. The wizard can then reach into the Magic Loop and attempt to grab one nonmagical item that will be created spontaneously (thus not replacing the actual article already in existence . . . like the genuine Sacred Orb of Dragons). The chance of success is determined by multiplying the caster's level x 9% and adding 1% for every point of charisma. Although the items retrieved out of the Magic Loop will be real, their microscopic fibers are actually composed of a quasi-real substance usually detectable in more precious gems or metals. In any case, the object chosen must fit through the Magic Loop in order to be retrieved!

4th Level
Nessus' Delay (Alteration) Range: 10 yards Components: V,S,M Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Negation This spell is used to delay the completion of another spell. First, the spell being delayed is cast, and Delay is used as a substitution for it's final gesture or component (the following round, of course). The caster of that spell may then turn his/her attention elsewhere for up to 1 turn per level. Anytime before this duration ends, the magician may release the suspended magical energy, casting the spell in one segment's time. Obviously, this would not allow multiple actions in a round (like casting two spells), although the Delay spell could be cast, allowing a little extra time for other minor actions (such as movement, taking out a weapon, etc.) If Delay is cast on an unwilling subject, a saving throw vs. spell is allowed. The reverse spell, Accelerate, reduces another spell or spell caster’s casting time by 1 segment per level of the caster of Accelerate (with a minimum of 1 segment). The material component for this spell is a web of timethread or an hourglass.

Nessus' Enchanted Vision (Enchantment/Charm) Range: Touch Components: V,S,M Duration: 3 rounds/level Casting Time: 1 round Area of Effect: 100 yard radius Saving Throw: Negation When cast, all creatures in the area of effect who fail a save vs. spell are unable to detect the recipient of this spell in any way, simply because they lack the faith that they can actually sense them (using visual, audio, olfactory, or even in some creatures, taste). The recipient will still be completely visible, but the creatures simply refuse to acknowledge their presence. The creature cast on may attack as if invisible even to creatures that normally detect invisibility. The reverse spell, Enchanted Blindness, negates the effects of Enchanted Vision or Shadow Invisibility and furthermore momentarily causes anything invisible to appear (although in this case, the duration is only 1 segment). The material component for this spell is a hollow sphere of thick, opaque glass, which must be smashed. Nessus' Hesitate (Abjuration) Range: 30 yards Components: S Duration: Instantaneous Casting Time: 3 Area of Effect: 1 creature Saving Throw: Negation This spell is used to cause another spell caster who is in the process of casting a spell to forget one tiny part of their casting, thus ruining the spell. The opponent magician is allowed a save vs. spell at -3 to determine if they can hold their spell together with sheer willpower. In any case, the caster of Hesitate must get the initiative, thereby having the effect take place when the opponent magician is casting. Hesitate has no effect on spells which only require 1 segment to cast. Nessus' Ingestive Poison (Evocation/Invocation) Range: 15 yards Components: V,S,M Duration: 2 turns Casting Time: 4 Area of Effect: 1 item Saving Throw: None When cast, one object which is usually eatable, becomes poisonous. If this object is consumed, a saving throw vs. poison must be made the following round. If the save is failed, 5d6 damage ensues and they will be completely paralyzed for d8 rounds. Even if the save is successful, d6+1 damage is still inflicted, and is accompanied by mild hallucinations. It should be noted however, that the damage listed is the maximum potential, and will only be taken in its entirety if the entire object is consumed. For instance, if an apple was the recipient of Ingestive Poison, and

a Gnomish Tinkerer only took a small bite, the maximum damage might only be d6 and paralyzation for d2-1 rounds upon failing his save. This spell will not have any effect on liquids, and the object or piece of food cast on must be at least the size of a prune. The reverse spell, Ingestive Poison Nullification offers an immunity to this spell and a possibility that other forms of food poisoning can be digested harmlessly as well. This chance to nullify other forms of poison is determined by adding the wisdom score and double the level of the magician with a d12 roll. This is the percent chance of being immune to any particular form of Ingestive Poison (for the duration of the spell, that is). The material component for this spell is a sprinkled mixture of rotted meat, bat guano, and one of the following components. As with Blade Poison, each component modifies the damage inflicted and saving throw. Poison Source Blowfish Ginkgo Tree Nuts "Smiling" Desert Toad Wild Mushrooms Save +2 +1 0 +3 Dmg. -3 -6 -9 0

Nessus' Itch Spell (Enchantment/Charm) Range: Touch Components: V,S,M Duration: 1 round/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: Negation When cast, the first creature that touches the caster must save vs. spell or undergo an incredible urge to itch itself. In fact, the sensation is so strong that the creature will actually scratch itself so hard and frantically that it will do d6 damage every round to itself. Of course, this damage would be modified depending whether itching is possible (more for a razor clawed raptor, less for a fish). Thus, if the victim of this spell were bound, in full plate mail, or otherwise unable to scratch itself, much less damage would be inflicted. Furthermore, any attack rolls made while under the influence of the Itch Spell are penalized by -3 to hit and damage, whether they can scratch their insatiable itch or not. The material components for this spell are an oil that must first be applied to the magician's skin, a powder made from Ivy extract or Poison Oak leaves that have been dried and ground, and a single, living flea. Nessus' Literacy (Divination) Range: Touch Components: V,S,M Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Negation When cast, one touched creature will have the ability to read and write in one chosen language that is known by the caster. The reverse spell, Cult of the Oral Tradition causes the subject to forget how to speak and/or write one language which is chosen by the magician. Of course, in this case a saving

throw is recommended and if failed the duration of Literacy is only one day per level of the caster. The material component for this spell is a metallic medallion with an intricate inscription carved into it's surface. Nessus' Sound (Abjuration) Range: 10 yards Components: S Duration: 1 turn Casting Time: 1 Area of Effect: 10 yard radius Saving Throw: None This spell negates the effects of spells that cloak or cover up noise (such as Silence), thus allowing noise waves to flow and ripple through matter and the air as normal. The reverse spell, Quiet Solitude and Vibrational Stillness silences all noise in the area. The Renegades Blanket (Evocation/Invocation) Range: 15 feet Components: S,M Duration: 1 round/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: None A blanket will appear and fly toward 1 target of the sorcerer's choice. Roll a d20 and add the level of the spell caster, comparing it to the dexterity and level of the target. If the result of the roll is higher, the blanket covers the upper body (head, arms, and chest) of the victim, clinging to it. This will make them blind and clumsy (-5 on their to hit rolls, +1 to hit them), not to mention inhibiting them from using their arms effectively. They can attempt to tear the blanket off themselves, but it requires a Bend Bars/Lift gates roll to succeed, and only 1 attempt can be made per round. If the result of the roll is lower, the blanket swoops but misses for that round, in which case concentration must be maintained to attempt another swoop next round. Regardless, when the duration ends, the blanket will simply no longer cling to them. Any piece of cloth large enough will suffice as the material component in this spell, and is not destroyed in the casting process (though may be by the one covered by it). The Renegades Component (Divination) Range: Touch Components: V or S Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell can be a substitute for one component used in casting a spell. For instance, if the recipient of Component was a tied and bound spell caster needing to utilize a spell with a somatic component to escape, they could simply replace Component for the usual somatic gestures to unleash the magical energy.

The Renegades Die Scum! (Necromantic) Range: 20 feet Components: V,S,M Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Negation This spell creates a disease in the victim of the sorcerer's choice. The victim can make a saving throw with a bonus or penalty pending on the level difference with the sorcerer (1/1 ratio). If the save is failed, the terrible disease is fully contracted in d10 days. Symptoms appearing the first day include a diminished vitality, sore joints, sporadic muscle spasms, tender splotches of black growing on the skin, and discharge of white pus from the pores. The real damage however is the permanent drain of hit points caused by Die Scum! The day of contraction and every day thereafter, 1 hit point is lost permanently. Although actual levels are not drained, the drain of hit points will continue until death at 0. The progression of the Die Scum disease is marked by slow loss of the senses, complete loss of energy, graying of hair, burning shivers, and eventually limb rot. Although Die Scum! is not contagious, few people will want to accompany someone with this foul smelling and visually disgusting ailment. The effects of Die Scum! can only be negated through a Heal, Restoration, Limited Wish, or Wish spell. Dispel Magic may also be used, but it only has a chance of success equal to 5% for every level that spell caster is above the sorcerer who cast Die Scum! May mercy be laid upon those who suffer the wrath of this terrible spell! The material component for Die Scum! is a small piece of rotting flesh from any creature that has been killed by disease, and is destroyed when cast. The Renegades Disruption (Abjuration) Range: 70 feet Components: V,S Duration: Special Casting Time: 1 Area of Effect: 1 spell Saving Throw: Negation This spell is an attempt by one sorcerer to disrupt the spell casting of another. The opposing sorcerer receives a saving throw with a bonus or penalty hinging on the level difference between the two (again, 1/1 ratio). If they fail their save, the spell is disrupted with the following results on a d6 roll: 1-3 simple spell negation 4-5 the disrupted spell affects only he who cast it 6 EXPLOSION! Add the levels of both sorcerers and multiply by d6. damage is taken by everyone within 7 yards, no save. The Renegades Insect Storm (Conjuration) Range: 50 feet Components: V,S,M Duration: 1 turn Casting Time: 1 round

This

Area of Effect: 15 foot radius Saving Throw: None The sorcerer summons a swarm of bees, wasps, hornets, and other nasty biting and stinging insects which will attack any area of the sorcerer's choice for 1 turn. These insects sting and bite without a hit roll, doing d20 damage minus the body armor of the victim each round. So, if a 13 resulted from the d20 roll and the victim was wearing plate mail (exclude any shields), 5 points of damage would ensue that round. If any damage is taken, the victim must make a save vs. paralyzation or take an additional 2 points of damage and be partially distracted the following round (-2 to hit, -2 damage, +2 Armor Class). The Insect Storm is vulnerable to smoke and fire, not entering areas with high concen-trat1st Level The Renegades Summon Slyme Elemental (Conjuration/Summoning) Range: 15 feet Components: V,S Duration: 1 turn Casting Time: 4 Area of Effect: 1 Slyme Saving Throw: None This spell summons a quantity of slyme and goup the area, probably appearing through cracks in the walls and floor. This slop is alive and will obey mental commands of the spell caster. Slyme Elemental AC 5 hit Dice 8 (48 HP) move 5" THAC0 12 # of Attacks 1-4 Dmg/Attack Special Slyme Elementals can only be damaged through magical (spell, weapons, etc.) or elemental (fire, steam, etc.) means. Any normal weapon which strikes it will corrode in 1 segment. The Slyme Elemental also cannot be harmed by any bludgeon attack (magical or not). A Slyme Elemental attacks by lashing out with an appendage, and can mentally control up to 4 appendages. The total damage inflicted is only 2d8, and must be divided equally among each successful hit. Any metallic armor that is struck by the slyme instantly corrodes unless it is magical. Zirconans Coat (Alteration) Range: 90 yards Components: S,M Duration: 1 day/level Casting Time: 4 Area of Effect: Special Saving Throw: None This spell will cover an area of 50 yards per level of the caster with a thin strip of nearly frictionless ice-like material. If any creatures move onto this surface, they must make one dexterity check per round to see if they fall or maintain their balance.

Of course, the contours beneath the surface (such as rocks, hills, and pits) are covered as well, so there should be things that can offer some sort of traction (unless Coat was cast on the flatlands!). This surface is durable enough that it cannot be gouged or scratched in any non-magical way. The material component for this spell is an icicle and an opaque gem with an appraised valued of over 100 gold pieces. Zirconans Cone of Fire (Conjuration/Summoning) Range: 0 Components: V,S,M Duration: Permanent Casting Time: 4 Area of Effect: 45 yard cone Saving Throw: 1/2 Upon completion of casting, a Cone of Fire will spray out from the caster's palm, up to 45 yards distance. All creatures caught in the torrential inferno must save vs. spell or take 36 points of damage, only half if the save is made. It should be noted that the angle that the Cone of Fire's spread can range from a maximum angle of around 45 degrees to an approximate minimum of a 5 degree angle. The fire will also ignite all flammable materials it comes in contact with. The material component for this spell is a mixture of powdered coal, phosphorous, and a bottle of glowing green swamp gas. Zirconans Freezing Fireball (Illusion/Phantasm) Range: 45 yards Components: V or S Duration: Permanent Casting Time: 5 Area of Effect: 10 yard radius Saving Throw: Negation When cast, an illusionary white fireball will be created and launched in any desired direction. This Freezing Fireball will explode at a designated distance, delivering 2d10 damage per level of the caster to any creatures within 10 yards of the explosion (d10 for the burning fireball damage, d10 for the freezing effects). All those who are in the area of effect are entitled first to a saving throw to disbelieve the illusion, and a second save at -2 for half damage if they fail to disbelieve the Freezing Fireball. Zirconans Slow Cold (Necromantic) Range: 35 yards Components: V,M Duration: d4 turns Casting Time: 4 Area of Effect: 5 yard radius Saving Throw: Negation When cast, an area centered at a point of the wizard's choice suddenly becomes very cold. Any and all creatures within the area of effect must save vs spell at -3 or be limited to half movement and action rate (including attacks,

running, spell casting, etc.) for d4 turns. This spell has no effect on cold blooded creatures. The material component for this spell is an icicle. Zirconans Statue (Enchantment/Charm) Range: Sight Components: V,S,M Duration: d10 rounds Casting Time: 4 Area of Effect: 1 creature Saving Throw: Negation Statue creates a replica of one creature that is composed of ice, which is the material component for this spell. If the creature who it mirrors looks at it (even if only a glance out of their peripheral vision), they must make a save vs. spell at -6. The Statue (being made of water) melts at a normal rate, thus after only mild temperatures and time, the Statue will be warped to the point where is hardly resembles it's intended model. When this happens, the penalty to the saving throw is adjusted accordingly, perhaps even entitling a bonus. If the save is failed, roll a d6 with the following results: 1-2 3-4 5-6 stunned (incapable of movements) violently insane (incapable of rational thought) obey all commands (incapable of willpower)

5th Level
Nessus' Bravery (Enchantment/Charm) Range: 10 yards Components: V,S,M Duration: d4 turns Casting Time: 5 Area of Effect: 15 yard radius Saving Throw: Negation When cast, an area of effect centered at the point of choice seems to obtain a special type of focus and clarity to the senses and mind, giving all those within it a complete immunity to all forms of fear, magical or otherwise. However, only 2 hit dice of creature(s) per level of the caster may be effected. Unless specified, those with the highest hit dice will be affected first. The reverse spell, Cowards! does the opposite, inciting panic, fear, doubt, and fundamental questions in the mind to surface. In this event, a saving throw vs. spell must be made, with failure indicating a full-blown retreat in panic (towards a place that is considered "safe"). If the save was successful, a morale check is still required to avoid fleeing, although, at least if this is failed, the retreat can be a strategic one. The material component for this spell is a drop of humanoid sweat filled with subtle pheromones. Nessus' Consciousness (Enchantment/Charm)

Range: Touch Components: V,S,M Duration: 1 day/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: Negation When cast, the chosen subject touched by the caster will gain consciousness, even if they are comatose by magical means. When conscious, the subject thinks and acts as they normally would, but will not sleep unless they voluntarily decide to do so. Although they would not be exhausted from sleep deprivation at the time, when the number of days equals their constitution score or when they finally decide to sleep, they must be dormant for 1/2 their constitution score in days. This sleep is so deep that no means will waken them. The reverse spell, Invisible Club to the Head causes the subject to lose consciousness in a coma if a save vs. spell is failed. The material component for this spell is any alcohol, which must be consumed. Nessus' Eugenics (Necromancy) Range: Touch Components: V,S,M Duration: Permanent Casting Time: 1 turn Area of Effect: 1 unborn fetus Saving Throw: Negation This spell can only be used on a pregnant female human(oid) or demihuman. What it does is improve the baby's future ability scores by one point each and doubling initial hit points (those gained for levels are not affected). The reverse spell, Curse of the First Born Son drains one point from each ability score of the newborn, but does not effect hit points. If this spell is cast on anyone of the male gender, a point of constitution is drained permanently from both the caster and the spell's recipient (that is, unless the male is actually pregnant!). The material component for this spell is amniotic fluid. Nessus' Extended Memory (Divination) Range: 5 yards Components: V,S,M Duration: Memory Casting Time: 5 Area of Effect: 1 creature Saving Throw: Negation Upon completion of casting, one chosen spell casting creature will have the ability to memorize and correctly remember a spell or spell levels equal to half the caster's level rounded up. So, if an 11th level mage cast Extended Memory on a Blue Dragon, the dragon could be able to memorize up to 6 extra spell levels (one 6th level spell, two 3rd, one 4th and one 2nd, etc.). The reverse spell, Blackhole Devouring Information causes the subject to forget one spell memorized (determined randomly), but only if a saving throw vs. spell is failed. The material component for this spell is a blood crystal.

Nessus' Rapid Growth (Necromancy) Range: 0 Components: V,S,M Duration: Permanent Casting Time: 1 turn Area of Effect: 1 mile radius Saving Throw: Negation When cast, all creatures within the area of effect, centered on the spot where the caster stood upon completion of casting, will age at 10 times their normal rate. Each creature is allowed one saving throw per year to break the curse. A bizarre aspect of Rapid Growth, is the fact one can cause an infant to become a fully matured (wo)man within 2 years of birth, although a system shock roll penalized by 25% must be made each year to survive this phenomenal transition. In any case, an unfortunate side effect of Rapid Growth is automatic and incurable sterilization. The material component for this spell is the web of a spider and a strand of timethread no shorter than 10 feet in length. Nessus' Respirative Poison (Evocation/Invocation) Range: 15 yards Components: V,S,M Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Negation This spell causes a cone of misty and murky poison, greenish in color to silently spray out from the caster's mouth. Whoever makes the fatal mistake of breathing these vapors must make a saving throw vs. poison every turn they are breathing the noxious fumes. If the save is failed 4d12 damage is taken and they will be paralyzed for a full turn. Even if the save is successful, d12 damage is taken from the slight exposure of the Respirative Poison with exposed sensitive areas (eyes, ears, and the mucus membranes in the nose). The noxious cloud of pollution will disperse and evaporate into the atmosphere in d20+5 rounds (depending on the humidity and wind conditions) In a sealed chamber, the cloud is permanent. The reverse spell, Respirative Poison Nullification negates the poisonous effects, but do not heal any damage taken. The reverse spell likewise has a chance to nullify other forms of respirative poison for 1 creature. The percentage chance is determined by adding the wisdom score and triple the level of the magician with a d12 roll. The material component for this spell is a sealed vial filled with a drop of fluid from the breath gland of a Green Dragon, a vial full of fumes acquired from the shaft of an active volcano, and the spray cloud from one of the following creatures. Poison Source Black Octopus Puff-Flower Pollen Fungal Spore Bombs Stink Creature Save +3 +2 0 +1 Dmg. -12 0 -8 -4

The Renegades Dream World (Divination)

Range: Infinite Components: V,S Duration: 1 dream Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Negation This spell can be cast on a creature that the sorcerer has met at least once. When the subject next sleeps, they will enter into a special kind of dream. In this dream, the subject will function and have all of the powers that they would normally have, but will be unable to exercise any form of special dream control. The dream can only be departed from if the subject is wakened, dies in the dream, a Dispel Magic is cast, or the sorcerer chooses to end the spell. Once awakened, roll d6 x d6. If this number exceeds the subject’s intelligence, the dream is not remembered. If it equals of is less that their intelligence score, the dream is remembered and any thus will be able to earn experience points as if the dream was real life. The contents of the dream are determined by the DM, but almost always contain monsters from the subject's darkest fears. The Renegades Hand of Grey (Abjuration) Range: Sight (visual) Components: S,M Duration: Special Casting Time: 1 Area of Effect: Special Saving Throw: None This spell uses the hand from a deceased guardian or hero to negate mezmorization from such things as the Hand of Light and many enchantment/charm spells. The Hand of Grey must be presented visually and be seen in order to break the mezmorization, but if this is done, they will be immune to that form of entrancement for one full day. It should be noted that the hand will most likely have a disgusting appearance (being rotted, smelly, and all), and special preparations should be made so that is does not decompose completely. The Renegades Hand of Light (Phantasm) Range: Sight (visual) Components: V,S,M Duration: Special Casting Time: 2 Area of Effect: Special Saving Throw: Negation This spell uses the hand of a dead criminal or villain to render all those to whom it is displayed into a motionless state if they fail a saving throw vs. spell. They will remain motionless for d12 rounds after the hand is removed from their sight. Of course, to be effective, they must be able to see the Hand of Light (even if only with their peripheral vision). When entranced, neither food nor warmth nor water is necessary to ensure survival, but fresh air is still required. The Renegades Improve (Alteration)

Range: 20 feet Components: S Duration: Permanent Casting Time: 2 Area of Effect: 1 device Saving Throw: None This spell is only for use within the realm of Dragonlance. Gnomish devices and technology are known for their sudden and disastrous failures. Improve is a spell that attempts to blend magical energy with technology to improve the chances that the device will work properly. When cast, add d4+1 to the device's chance of success. The reverse spell, Degrade, subtracts d4+1 from the chance of success. The Renegades Sphere Protection II (Abjuration) Range: 5 feet Components: V,M Duration: 1 spell Casting Time: 5 Area of Effect: 1 creature Saving Throw: None Sphere Protection II will give it's recipient a 50% magic resistance and a +3 to any saving throws against one specified sphere of magic. Only one Sphere Protection II can be placed on any creature at a single moment in time (although Sphere Protection I can still be used for a different sphere). The sphere may include newer, unorthodox ones (such as chaos or elemental fire) if desired. As with Sphere Protection I, the protection offered is temporary, but in this case, it can absorb 2 spells before dissipating. The reverse spell, Sphere Vulnerability II reduces magic resistance and penalizes saving throws accordingly. The material component for this spell is a spectrum crystal, and a canine of a Sabre-Toothed Tiger. The latter is destroyed when cast. The Renegades Temporary Permanency (Alteration) Range: 15 feet Components: V,S Duration: Special Casting Time: 5 Area of Effect: 1 spell Saving Throw: None This spell will extend the duration of any other spell. The amount that the other spell will be extended is determined by multiplying the normal duration by the level of the caster +d6. These extended effects can still be dispelled by normal means. Temporary Permanency has no effect on instantaneous spells. Zirconans Climate (Alteration) Range: 0 Components: V,S,M Duration: d4 days/level Casting Time: 2 Area of Effect: 1 mile diameter Saving Throw: None

When cast, the surrounding weather will cooperate with the caster in regards to one of the following aspects: temperature range, barometric pressure, humidity, wind, or precipitation. However, it should be noted that the other conditions will be completely unaffected, thus if rainfall were selected in barren desert, it would most likely evaporate so quickly that it could barely support any plant life. In any case, the climatic change from this spell can never reach the threshold of death to a creature (as would be the case with 2000¡ Fahrenheit, a tornado, or pressure that could crush coconuts!). Also, only one Climate spell can affect a particular area at a time. The material component for this spell is the eye of an alligator, which is not destroyed when cast. Zirconans Fire and Ice (Necromantic) Range: Sight Components: V,S Duration: d4 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: Negation This spell creates a simultaneous dual effect: the inner body temperature and skeletal structure of the recipient rapidly decreases into a frozen inferno while the outer flesh begins to burn intensely for d4 rounds. Needless to say, the pain is excruciating. Although there is no save, the victim of this spell can roll a d100. If the results exceed triple it's constitution score (for animals, guestimate by their health and environment), the damage is d6 x d6/round (check each round). If the result is less, there is no damage, but terrible pain nevertheless. If the recipient wishes to partake in any action during the affected time span (other than writhe around in pain), they must successfully make an intelligence check at -4 (to test their willpower). Zirconans Heat Radiance (Illusion/Phantasm) Range: 0 Components: S Duration: Permanent Casting Time: 5 Area of Effect: Special Saving Throw: Negation A great pulse or wave of heat will radiate from the wizard's body, appearing to be nothing more than a transparent and symmetric ball of fluctuating or bent light like one would find over normal flame. All creatures within 30 yards must make a save at -1 or take d8 damage/caster's level. Any sentient creatures within 50 yards get to make the save at +4, and if failed only take d4 damage per level of the wizard. Zirconans Iceman (Necromantic) Range: Touch Components: V,S,M Duration: 1 turn/level Casting Time: 5

Area of Effect: 1 creature Saving Throw: None Iceman is a spell that will alter the apparent temperature of a creature's skin (virtually freezing it), as to give them a bonus of -d8 on their Armor Class, while not restricting their movement in any way. Although no cold damage will be taken by the transition of this spell, it does not offer any added protection against cold based attacks. Furthermore, any heat based attacks will have a bonus of +1 per hit die damage. The material component for this spell is an icicle and the crushed tooth of an alligator. Zirconans Sky Circle (Abjuration) Range: 0 Components: V,S Duration: 1 turn Casting Time: 5 Area of Effect: 8 yard radius Saving Throw: None This spell creates a golden, shimmering spherical area of anti-magic around the wizard's standing point in a 6 yard radius and an ultra-thin, donut shaped ring of flame directly above (with the same radius). The fire is merely of aesthetic value, while the shimmering field gives anyone within it's bounds a bonus of +3 on saving throws against spell and reduces all damage caused by spells by 3 points/hit die (not to mention effecting the spell's that are cast out of the sphere in a parallel manner!). As with Low Circle and High Circle, breath weapons and devices (such as staffs, rods, wands, amulets, weapons, and rings) are not effected by Sky Circle, but any spells cast out of the sphere are dampened just like those entering it. If Sky Circle is cast in accord with either Low Circle or High Circle, the bonus(s) to the saving throws are added (for a total of either +4, +5, or +6), while the reduced magical damage is not (thus, retaining the highest value, or -3 points damage per hit die).

6th level
Nessus' Contact Poison (Evocation/Invocation) Range: Touch Components: V,S,M Duration: Special Casting Time: 6 Area of Effect: 1 creature Saving Throw: 1/2 When this spell is evoked, a quantity of poison is created in a specially prepared vial. This poison is the type that can be absorbed directly through the skin, delivering d8 damage per level of the magician. This poison can be any of the primary colors (red, blue, or yellow), but never clear. Although there is only one dosage of Contact Poison created (about 5 drops worth), it must be handled with extreme care, for even the caster is vulnerable to its damaging effects.

If any creature absorbs the Contact Poison, it is entitled to a saving throw against poison to take half damage. The poison is not fully stable outside the vial (when exposed to open air), and will degrade into a harmless and sweet tasting aphrodisiac in d4 turns. The reverse spell, Contact Poison Nullification not only cancels the effects of Contact Poison, but has a chance to nullify other forms of contact poison (such as with poisonous tree frogs). The percentage chance is determined by adding the wisdom score and quadruple the level of the magician with a d12 roll. It should be noted that like the other poison spells, their reverse forms must be applied before the poison damages the creatures system. The material component for this spell is a mixture of the sticky excretion of a "Golden-Arrow" Tree frog found only in the rainforest, oil from the flower of a Mango Tree, and one of the following components. Poison Source Blind Shrew Carrion Crawler Castor Bean Extract Jellyfish Save +1 0 +3 +2 Dmg. -5 -10 0 -15

Nessus' Hidden Wisdom (Divination) Range: 25 yards Components: V,S,M Duration: Permanent Casting Time: 6 Area of Effect: 1 humanoid Saving Throw: None When cast, either the magician or someone selected by him/her that is humanoid may acquire subconscious knowledge about a third person. This hidden knowledge will enable the recipient to understand the patterns of thought of this person more precisely then, and consequently, in a more predictable fashion. Thus, if locked into combat with this other person, the recipient of Hidden Wisdom would get a +4 bonus to all attack rolls. Furthermore, there is a 50% chance of this spell's recipient being able to predict what the third person is going to do (even before they know they're going to do it!). However, if preemptive action is sought, this spell's recipient must make a successful intelligence check. For example, Nessus used Hidden Wisdom in his encounter with Beo in the Den of Snares. With this, Nessus understood that he was being lured towards a deadly pit of poison coated spikes, but avoided it instead. When Beo had the urge to rush forward, knocking Nessus in, he was unsuccessful because Nessus knew before hand what his intentions were. Nessus thus simply ducked, allowing Beo to fall into the pit instead. The material component for this spell is the herbal root melange. Nessus' Magic Potency (Abjuration) Range: 0 Components: V,S,M Duration: 1 turn Casting Time: 6 Area of Effect: 50 yard radius Saving Throw: None

This spell increases the susceptibility and vulnerability of all creatures within the area of effect to magical forces. Any saving throws made against any magical effects are penalized by -3, while those made against spells are penalized by -6. The reverse spell, Magical Impotency reverses these effects, and may be cast in concert with other forms of protection from magic spells (particularly Magic Resistance and Spell Resistance). The material component for this spell is a glass marble that has glitterdust imbedded within and a platinum chalice moistened by one fresh teardrop. The marble is destroyed when cast. Nessus' Magic Sound (Enchantment/Charm) Range: 0 Components: V Duration: Special Casting Time: Special Area of Effect: Hearing range Saving Throw: Negation With this spell, the magician begins to sing in a form not much unlike that of a Siren. This song is actually the vocal component of the spell (which begins immediately). Any creatures within hearing range must make a saving throw against spell, but if successful they will be immune to the song for it's duration. This roll is modified by: -4 -2 +2 within 50 yards within 100 yards hearing partially blocked (earwax, hands covering, etc.)

The magician can sing for as long as (s)he wishes to, however gaps of 3 seconds or longer will result in automatic spell failure (even if accidentally stopping, like a coughing spree). Of course, Magic Sound has no effect on those unable to hear due to lack of hearing apparatus or organs. Anyone who fails their save is entranced in a hypnotic charm, in which state they will fully obey any requests the magician may have (as long as it is phrased within the context of the song, that is!). The reverse spell, Disharmonious Chord negates any current hypnotism(s) due to Magic Sound, endows a 75% immunity from other forms of hypnotic song, and a 50% immunity to other forms of hypnotism. Nessus' Teleportations (Alteration) Range: 5 yards Components: S Duration: 1 turn Casting Time: 6 Area of Effect: 1 creature Saving Throw: None This spell gives it's recipient the ability to teleport at will anywhere within visual range. Each teleportation takes but one minor gesture, and the target location must be coherently recognized by the mind of the caster. Thus, a maximum of about 10 teleportations can be done each round for those of exceptional intelligence, whereas those with dull wits would only be able to transport once per round (the actual number can be determined by intelligence score/2). Other actions can still be taken in a round where a

teleportation has occurred, but at the expense of an initiative penalty of 6 segments. In any case, if an action (such as combat or further spell casting) is taken that round, the next teleportation must wait until the beginning of the next round. Thus, a crafty warrior could not phase in, let lose a fierce volley of blows and immediately transport away! Nessus' Skeletal Form (Necromancy) Range: Touch Components: V,S,M Duration: 1 round/level Casting Time: 3/creature Area of Effect: 1 creature/level Saving Throw: Negation When cast, the effected creature's flesh will disappear, leaving only the bones and eyes glowing in a haunting hue of red, purple, or green. Although witnessing the flesh corroding away layer by layer is an extremely gruesome and horrifying show, no damage is taken from this transmutation. The joints of these bones are held together magically, keeping the form of the skeletal structure intact. The life force of creature remains intact and they may operate as they normally would with a few alterations. The most obvious disadvantage is an extreme drop in appearance value (that is, unless the observer is undead!). Any human(oid) under 3rd level must make a saving throw or flee in panic from this wretched Skeletal Form. Also, with no flesh to grasp or wield objects, any attack rolls are made with a -2 penalty to hit and -1 damage, with all armor bonuses halved. But the advantages balance this equation. Not only does the creature in Skeletal Form have a complete immunity to gas, acid, and lightning attacks, but any damage from a slashing or piercing type weapon is halved. When the spell's duration has elapsed or the caster chooses to end the spell, the former flesh of the creature reanimates, building itself from the bone outward within one round. The material component for this spell is any bone from an undead skeleton. The Renegades Deathdrain (Necromantic) Range: Sight (visual) Components: V Duration: Special Casting Time: 6 Area of Effect: 1 creature Saving Throw: None Deathdrain can be cast on 1 creature within sight of the sorcerer and it will drain the recipient's constitution score at a rate of 1 per day. Each day, there is a percent chance that the internal fibers of life will overcome Deathdrain, thus canceling the spell, but not restoring any lost constitution. This percentage is calculated by multiplying their current constitution score by 2%. If the recipient's constitution score reaches zero, they die. Heal, Restoration, Wish, or Dispel Magic cast by a higher level sorcerer will all reverse Deathdrain's deadly effects, while not restoring any lost points of constitution. The Renegades Forbidden Sphere (Alteration/Divination) Range: Touch Components: V,S,M

Duration: 1 spell Casting Time: 2 rounds Area of Effect: 1 creature Saving Throw: None This spell will allow one creature to have the ability to use one spell from a specified sphere of magic that they normally cannot use. Of course, since they are still unfamiliar with the intricate weavings involved in casting, there is a chance for spell failure calculated as: 40% minus double the level of the caster. Thus, a 12th level sorcerer attempting to cast a restricted Necromantic spell would have a 16% chance of spell failure (40 - 12 x 2 = 16). Only one Forbidden Sphere spell can affect any creature at a time. The material component for this spell is a flake of polished obsidian, which must be gazed at. The Renegades Mutate (Necromantic) Range: Sight (visual) Components: V,S Duration: Permanent Casting Time: 1 turn Area of Effect: 1 creature Saving Throw: Negation Mutate will randomly alter the health of the subject it they fail a saving throw vs. spell at -1 for every 3 levels of the sorcerer. If the save is failed one of the following traits will gradually appear over a time of d8 days (determine by rolling a d12). 1 2 3 4 5 6 7 8 9 10 11 12 long fangs replace canine teeth permanent, enhanced infravision complete blindness cold-bloodedness (body temperature same as outside) tongue becomes dual pronged and extended (snake-like) saliva becomes a moderate venom (d4 damage if bitten) body frame grows d20 inches in height sleep unnecessary (restive trance still required though) age 6d6 years lose d8 charisma random race/species change (within humanoid realm) curse, +2 on Armor Class

These effects are permanent and can only be removed via a Restoration or Wish spell. The Renegades Powerbless (Alteration) Range: 30 feet Components: V,S Duration: 3 days Casting Time: 6 Area of Effect: 1 person Saving Throw: Negation This spell will add 1 level to any person of the sorcerer's choice. The level can be added to the class of the recipient’s primary class, that is, if they are

multiclassed. Any normal benefits that would normally be endowed by the higher class are done so. The Renegades Shadowforce (Phantasm) Range: 30 feet Components: V,S Duration: 1 turn/level Casting Time: 1 round Area of Effect: 1 creature Saving Throw: None When cast, the sorcerer creates and holds a magical light in his/her hands. This light will create a shadow of one chosen adversary who is entitled to a saving throw to disbelieve (if they have the intelligence to suspect this is a phantasmal power that is!). The shadow will attack its parent image, inheriting the same saving throws, THAC0, Armor Class, and number of attacks that it has. The Shadowforce can only be damaged by magical weaponry, but itself will inflict the parent's level multiplied by d6 as a damage roll per attack. This spell will be ruined if something interferes with the light emanating from the sorcerer's hands (including his/her own body). Zirconans Chill (Necromantic) Range: 100 miles/level Components: V Duration: Special Casting Time: 4 Area of Effect: 1 creature Saving Throw: Negation This spell will cause the body temperature of the subject to drastically decrease. The caster must have met the subject face to face at least once in the past. The subject will be able to instantly identify who has cast Chill upon them. They must make a saving throw with a bonus or penalty depending on the level difference between the two. Thus Zirconan, an 18th level wizard casts Chill on Jebediah, a 14th level Enforcer Guard. Jebediah would have a -4 penalty on his save. If the save is failed, roll a d100, adding 1 point for every level of the caster. The results are as follows: 01-25 Subject gets a slight chill 26-46 Minor frostbite, 2d6 dmg 47-60 Major frostbite, 5d6 dmg 61-87 Move at 1/2 speed d6 days 88+ Subject falls into a coma, and can only be awakened if they make a save vs. spell. One check is allowed per week. Zirconans Coldcover (Abjuration) Range: Touch Components: S,M Duration: Special Casting Time: 6 Area of Effect: 1 creature Saving Throw: None

Coldcover surrounds the recipient with a pure white film (not unlike frost) which will shield the subject from one spell of up to 5th level. A 6th or 7th level spell has a 50% chance of being shielded, and 8th is 20%, and 9th is 1%. However this spell will not stop any lightning nor acid based attacks. It should be noted that although the chalky, white film of Coldcover remains on the recipient until used by absorbing a spell (or attempting to do so), it certainly affects the appearance of the creature, giving them both pure, white skin and a rather unpleasant and rough texture. The material component for this spell is a drop of water and either the shell or an egg of a large turtle. Zirconans Crystal Castle (Alteration or Evocation/Invocation) Range: 1 mile Components: V,S Duration: Permanent Casting Time: 1 round Area of Effect: 1 castle Saving Throw: None When cast, a great castle composed of crystal will appear on any flat surface of choice. This castle will have partially trans-parent walls with many corridors filled with mirrors and sheets of invisible glass. Any creature wandering into this castle must make an intelligence check once every turn to see if they get lost. For every week spent in this immense castle, they receive a +1 bonus to their checks. The exact specifications of this Crystal Castle must be mapped out prior to spell casting. Zirconans Flaming Bars (Conjuration/Summoning) Range: 10 yards Components: V,S Duration: 1 round/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When cast, a row of 7 stationary Flaming Bars or rings will surround one humanoid. These bars will do no damage as they are spaced far enough away from the flesh (usually around one foot), but will serve to restrict body movement. For if touched, the Flaming Bars inflict 7 points of damage per segment touched (with a maximum of 35 damage per round), so a Bend Bars/Lift Gates strength roll is possible to escape, but not advisable. If the creature trapped inside attempts to dodge blows or stick a weapon out, they must make a successive dexterity check for every movement to avoid being burnt (not to mention the attack roll and Armor Class penalties to be assigned!).

7th Level
Nessus' Shower of Protection (Enchantment/Charm) Range: 0 Components: S

Duration: d4 turns Casting Time: 7 Area of Effect: 30 yard radius Saving Throw: Negation When cast, an enormous cone of beautiful sizzling and sparkling lights emanate from the magician, jetting into the sky. In one round, this cone will turn into a shimmering quantum material and float back to the ground. Any creature caught in the upward draft of raw magic must save vs. spell or be confused d6 rounds. Additionally, any creature within the area of effect will be coated with a magical aura of blue or red. This ghostly aura gives them a +3 bonus to any saving throws. Also, the creature's armor class will receive a bonus of a 2 point deduction. The material components for this spell are mist attained from an arctic coastline and a lodestone. Nessus' Wings of Glory (Divination) Range: 0 Components: V,S,M Duration: 1 day Casting Time: 1 round Area of Effect: Caster Saving Throw: None Upon completion of casting, 2 misty wings of no actual substance appear on each side of the caster. These wings will enable the caster to fly at speeds unparalleled in normal animals, but rivaled perhaps by extra-planar or magical creatures (maneuverability class A). The Wings of Glory can carry the wizard to the tops of most clouds (maximum altitude of 10,000 feet), but the thin, cold air makes that somewhat uncomfortable or even dangerous as well. The Wings of Glory are translucent, having a faint white glow in the dark. They appear to have long, soft feathers, but have no actual substance to touch. Thus, they cannot be struck or take damage. Other than locomotion, these Wings of Glory have yet another purpose, to enhance the spell casting of the wizard. Each spell cast can do one of the following effects: extra d4-1 damage per unit (or hit die), range x d6-2 (with negatives indicating normal range), duration increased by d100%, or no chance of spell disruption. The material components for this spell are a feather from a raven or crow, the web of a spider, and a drop of blood from any reptile. The Renegades Dragonbreath (Conjuration/Summoning or Evocation) Range: Touch Components: S,M Duration: Special Casting Time: 7 Area of Effect: 1 creature Saving Throw: None By means of this spell, one creature will have the ability to use a respiratory breath weapon that dragons employ. Whether it is fire, lightning, acid, etc. must be declared upon completion of casting, and it can be used but once before this spell dissipates (with no time limit before it has to be used).

This breath will have the ability to inflict the sorcerer's level x d8 damage, half if the victims make their saving throw against breath weapons. If the recipient of this spell accidentally sneezes, they must roll a saving throw vs. spell at +2 or be forced to release the breath at that moment (so don't cast Dragon-breath during allergy season!). The creature that employs the breath weapon does not take damage from his/her own using of it, but that in no way translates into an immunity from that type of breath weapon from other sources. The material components for this spell include the crushed tooth or horn of any dragon, a drop of blood from the dragon that would normally use the breath weapon, and any type of alcohol. Each of these must be mixed together and consumed. The Renegades Dream World II (Alteration/Divination) Range: Infinite Components: V,S Duration: 1 night Casting Time: 2 rounds Area of Effect: 1 creature Saving Throw: Negation When cast, 1 creature that the sorcerer knows may enter a special world of dreams (as described in Dream World I). The stakes are higher in Dream World II though, for not only can the recipient be up to d10 levels higher than they actually are, but if they die in the dream, they must make a system shock roll to actually survive in the real world. Remember, they cannot wake themselves up, so although the enormous amount of experience points that can be earned is tempting, the danger is real. The Renegades Orf (Conjuration/Summoning) Range: 10 feet Components: V,S,M Duration: Permanent Casting Time: 2 rounds Area of Effect: 1 Orf Saving Throw: None When cast, an Orf will appear. An Orf is a small, soft, and colorful furry ball with no discernible sensory organs or limbs (although they do have the ability to make cute sounds and roll around fairly quickly). Their attractive features are quite deceptive though, for they have a huge appetite for metallic substances. Furthermore, each time they eat a meal, they "bud" another Orf, and due to their rapid rate of reproduction, entire villages have been overrun by these creatures in the past. Orf's have an animal intelligence, an armor class of 3, movement rate of 18", 1 hit point, and no known attacks. If they can find no metal to eat, an Orf will perish in d3 days. The material component for this spell is a hair from an Orf. The Renegades Spellbind (Alteration) Range: 10 feet Components: V,S Duration: Special Casting Time: 6 Area of Effect: 1 person

Saving Throw: None This spell will combine the effects of two other spells, which can then be cast simultaneously (at the same instant in the same round). The casting time for this new spell is determined by adding the normal time for each. This is a somewhat tricky procedure however, and there is a chance of spell failure upon completion of casting of the Spellbind spell equal to their combined levels multiplied by 2. Thus, Dust Cloud (a 3rd level spell) spell-bound with Temporary Permanency (a 5th level spell) would have an 16% chance for spell failure (3 + 5 = 8 x 2 = 16). In any case the combined spell levels cannot exceed the sorcerer's level. The Renegades Vigor (Necromantic) Range: 10 feet Components: V,S Duration: Permanent Casting Time: 2 rounds Area of Effect: 1 creature Saving Throw: Negation Vigor will raise the recipient's constitution score by d2 points. The sorcerer must then make a saving throw vs. spell with a penalty of -4 or lose a point of his/her own constitution. The reverse spell, Weaker, drains d2 points of constitution if the recipient fails a saving throw vs. spell. If the save is failed, the sorcerer must still make a saving throw of his/her own or be subject to losing a point of constitution, only in this case with a bonus of +4 added to the save. If any form of this spell is cast more than once on any creature, they must make a saving throw vs. death magic or die. If the save is successful, no additional effects will occur. Zirconans Frostman (Alteration) Range: 30 yards Components: V,S Duration: Special Casting Time: 7 Area of Effect: 1 creature Saving Throw: None When cast, a crystal of ice will spurt from the caster's hand onto one creature of choice. This clear, foot thick ice will surround the subject and entrap them in a state very similar to suspended animation. The subject will still be conscious if they chose to attempt a saving throw, but then run the risk of suffocation if they fail to free themselves. They may attempt to break out with a Bend Bars/Lift Gates roll, but only one check can be made/round. Heat and bludgeoning can help to remove the ice, but not only is it difficult to damage, but one has to beware of the tender companion caught inside! The ice will melt at a normal rate, that is, if it is not the arctic or cold weather. If any creatures are touching the affected recipient, the ice will leave a gap where they were touching. Zirconans Heatwave (Illusion/Phantasm) Range: 0

Components: S Duration: Permanent Casting Time: 7 Area of Effect: Special Saving Throw: Negation A sudden pulse of translucent heat streams out from the caster's body, inflicting 2d12 points of damage/caster's level to all within 10 yards. Like Heat Radiance, the wave travels beyond this initial range before it dissipates, doing damage in the following fashion: anyone from 11-45 yards takes 3d6/caster level, 46-100 yards warrants d6/caster level, and 100-250 yards will absorb d4 damage. Although the ripple of heat that emanates can be felt for miles, no damage will be taken beyond that. All affected sentient creatures are entitled to a saving throw at -4 to disbelieve the spell. Zirconans Telephase (Abjuration or Alteration) Range: Touch Components: V,S Duration: Special Casting Time: 7 Area of Effect: 1 creature Saving Throw: None The subject cast on will automatically be teleported to one specific place when they reach death's door (exactly 1 hit point). Thus, even if the subject only has 20 hit points and takes 37 damage from an attack, they will be teleported during the time they are actually taking damage so they would arrive at the designated coordinates with precisely 1 hit point. Of course, this does little good if they have some sort of poison in their blood or acid on their skin and are taking damage per round past the point of teleportation (they'll most likely die once they arrive anyway!). The range of the teleportation is 50 miles/level of the spellcaster. Zirconans Timetemp (Necromantic) Range: Touch Components: V,S,M Duration: Special Casting Time: 1 turn/creature Area of Effect: 1 creature/4 levels Saving Throw: None When cast, the living tissue of one or more creatures in the area of effect will begin to go through a tremendous temperature change. When this occurs, the normal vibrations of the spacetime continuum are warped beyond linear means, allowing time travel. For travel into the past, the barrier of absolute zero is breached, whereas to voyage into the future, an infinitely hot temperature must be obtained. A system shock roll is required to survive the odyssey, and no inanimate material objects will be transported. Although the elapsed time interval into the past may be predetermined by the wizard, it should be noted that only one particular creature may exist at one point along the time stream. Thus, one cannot visit them self. If this is attempted, a catastrophic spell failure will result, hurling the recipient of Timetemp to a random point, location, and dimension. However,

due to the mathematical probabilities of Timetemp and the laws of the universe, it is much more likely (statistically speaking) that they will fall near their destination than on the planet Zork in the year 1,000,000,000 B.P.! One humanoid may be cast on for every 3 levels the caster has. The duration of Timetemp (in absolute terms) is determined randomly based on the following: d20 roll 1 2-3 4-6 7-10 11-14 15-17 18-19 20 Duration d10 segments d10 rounds d6 turns 2d12 hours d100 days d4 seasons d10 years permanent

There is some debate about the role of destiny in spacetime and whether it is rigid or flexible, but it is known that time travelers frequently have and continue to make their appearance to a degree that would startle most sentient creatures. The material component for this spell is flame and ice. Zirconans Vapor, Water, and Ice (Abjuration and Summoning) Range: 0 Components: V or S, and M Duration: 1 round/level Casting Time: 3 Area of Effect: Special Saving Throw: None This defensive spell utilizes the natural states of water to surround and protect the wizard in a globe-shaped shield with 3 distinct layers. This shield must have a spherical shape, but has an adjustable radius (up to 1 yard per level of the caster). Each of these shields and their effects are listed below. Vapor: The first layer is that of vapor. This is simply an extremely hot layer which contains a high concentration of steam. If a creature fully immerses themselves in this barrier, 2d12 damage is automatically taken (d12 for the steam, d12 for the burning water that it turns into). This will be taken every round while in the layer, even if only momentarily or protected by armor. Water: Immediately within the layer of ice is a foot thick barrier of liquid water with a cool to warm temperature. This layer has two central functions. First, it absorbs incoming spell levels equal to twice the level of the wizard. Secondly, the liquid shell holds an electric flux within it. Any living tissue that touches the water automatically takes d4 damage, as the electric bolts quickly arc over. If any creature enters or attempts to pass through the liquid shell, the electric essence lashes out in full fury inflicting a total of d4 damage per round for every level of the wizard. However, this damage must be divided up equally between each creature that is passing through simultaneously. For instance, if 3 creatures were passing through the watery level simultaneously and the total damage was 15d4 (15th level wizard), each creature would take 5d4 damage. It should be noted that the layer of ice is immediately within the water, so if passage through is desired, the ice must first be broken.

Ice: The innermost layer is that of ice. It serves to halt any actual matter from penetrating it and is so cold, that a mere touch with bare skin inflicts d3 damage. The ice has a thickness of up to 1 inch per level of the wizard. For each inch, the ice globe can withstand 10 tons of evenly distributed weight (such as a landslide or cave-in). Similarly, if a creature tries to chip or pound away on it (to break through), the shell of ice can withstand 8 hit points of damage per inch before it is breached in one area or location. However, the layer of water just outside the ice shell serves to dampen blows, absorbing 1/2 of the damage of slashing weapons and reducing bludgeoning damage to 1/4. Cold-based attacks have no effect, while fire or heat based spells, breaths, and weapons have double damage to the ice, but they too must contend with surviving the barrier of water first. If the ice globe takes enough damage to collapse (breached in 2 areas), it vanishes. Although each layer has a distinct pattern and tint (water being blue, the others white) to make it visible, they are all transparent and clear enough to see through fairly easily. Each layer also restricts their temperature to within their bounds. As such, the heat from the steam is not detectable from outside the layer, nor does it affect the water or ice layers inside of it. The material components for this spell are a drop of rainwater, an icicle, and moist air.

8th level
Nessus' Duplify (Alteration) Range: Touch Components: V,S,M Duration: 1 day Casting Time: 3 rounds Area of Effect: 1 item Saving Throw: None This mighty spell has the power to make an exact duplicate of any one item, no larger than 3 cubic yards for every level of the caster. This replicated item may possess one of the magical powers, if any, that the item had, but only one power. Any additional powers that would be granted on the object would require another Duplify spell. This replication has no effect on organic matter. Casting Duplify will instantly cause the caster to age one full year. The material component for this spell is a flawless silver mirror smeared with a drop of blood from a Doppleganger, and burnt by the fire of an oil lamp from the fabled City of Brass. The flame from the lamp cannot have been extinguished. Nessus' Explosion of Slowness (Enchantment/Charm) Range: 200 yards Components: V,S Duration: 1 turn Casting Time: 1 round Area of Effect: 50 yard radius Saving Throw: Special Upon completion of casting, a burst of magic taking the appearance of semitransparent, flowing colored webs will erupt from a point designated by the

caster within 200 yards. The area of effect can encompass up to a 50 yard radius or less if chosen. Any creature caught in this area will believe that the time stream is passing at half it's normal rate, thus reacting by slowing to half their normal speed. This includes movement, actions taken, speed factors, thoughts, and metabolic functions (heart rate, brain activity, etc.). The laws of nature still function normally however, thus an arrow appears to jet along at twice its normal velocity. Any creatures within the area of effect are allowed a saving throw vs. spell only if they are within 2 feet of any magic item, and of course, wisdom bonus is applicable. Nessus' Raw Magic (Any Sphere) Range: Touch Components: V,S Duration: 1 round Casting Time: 1 round Area of Effect: 1 creature or item Saving Throw: None When cast, the caster has the ability to seize and shape the forces of Raw Magic to his or her desire. It can replicate any magician spell up to the 6th level, but if it is a damaging spell, can inflict no more than 20 points of damage and a save vs. spell is applicable. A bonus or penalty should apply depending on how the Raw Magic is utilized. The effects of Raw Magic have a maximum duration of a turn and it cannot change the "river of time" in any way. The exact dynamics, specifications, and events should be described in detail by the spell caster. Nessus' confrontation with the demon horde can illustrate the uses of Raw Magic. Nessus cast Raw Magic within the framework of a predesignated sequence. An oblong yellow orb appeared in his hand, and he tossed it towards his charging opponents. Upon striking the ground, the orb broke open, allowing a small pocket of gas to seep out. Although this appeared to be some sort of mishap, the gas submerged into the ground, causing barbed vines to erupt just as the demon horde was over it. This entangled and quickly subdued them as the vines transmuted into lead bars. They were trapped and Nessus moved not an inch. The Renegades Aphasius (Divination) Range: Touch Components: V,S Duration: Special Casting Time: 2 rounds Area of Effect: 1 creature Saving Throw: None This spell is an attempt to reveal psionic powers of the mind to one creature, and can only be used if the Dungeon Master allow use of psionics in the campaign. The chance of success is determined by adding the intelligence, wisdom, charisma, and level of the recipient, and multiplying that number by 1%. If the d100 roll is successful, psionics are understood and can be employed (see Psionics Handbook). However, if the roll is failed, psychosis ensues. The duration of the psionic powers or psychosis are as follows: 00 98-99 permanent one full year (around 360 days)

93-98 81-92 63-80 45-62 31-44 18-30 01-17

one season (or about 90 days) one full passing of the moon (app. 30 days) one complete day one turn one round (allowing one power to be used) one segment (instinctive guess, it may fail!) a fraction of time too small to consider!

The Renegades Genetics (Necromantic) Range: Touch Components: V,S Duration: Permanent Casting Time: 1 turn Area of Effect: 1 person Saving Throw: None This spell will change the race/species of the recipient to any creature within the humanoid range within a transition time of one turn. Although a system shock roll is necessary for survival, the race/species may be chosen. Also, although the stature (height, proportions) of the recipient will be altered to a degree, the ability scores will remain the same. Along parallel lines, special abilities such as infravision will be lost or gained due to the change. Once complete, the recipient will be permanently altered, and no means of detection would be able to discern any prior race/species that they might have been. The Renegades Sphere Protection III (Abjuration) Range: 5 feet Components: V,M Duration: Special Casting Time: 8 Area of Effect: 1 creature Saving Throw: None The recipient of this spell is granted a 100% magic resistance and +8 bonus to saving throws against a total of 3 spells from one particular sphere of magical spells (again, specified upon completion of casting). Although only one Sphere Protection III spell can affect a creature at a time, they could have the combined shielding of all 3 Sphere Protection spells on them at the same time (that is, provided they are all directed at a different sphere of magic). For example, the Renegade cast Sphere Protection to shield against one Evocation/Invocation spell, Sphere Protection II to protect against two spells from the chaos sphere, and Sphere Protection III to stop 3 spells from the sphere of Elemental Fire. The Renegade could not, however, cast all three as a buffer against one sphere (such as Necromantic). As with the other Sphere Protection spells, Sphere Protection III has a reverse form, Sphere Vulnerability III, which lowers an adversaries spell resistance and penalizes their saving throws against one sphere of magic. The material component for this spell is a spectrum crystal, and the tusk of a wooly mammoth. The latter is destroyed when cast. The Renegades Starlight (Divination) Range: Unknown

Components: V,S,M Duration: Special Casting Time: 2 rounds Area of Effect: 1 star Saving Throw: None When cast, a new star will appear in the night sky. This star is a beacon or lens of energy by which the sorcerer that cast Starlight is entitled to a bonus spell of any level that he/she can normally cast, but only at night. The luminosity (brightness) of the star is determined by a mix of chaos and the Gods. Only one The Renegades Starlight can be cast on a creature. Multiple castings do not have accumulative effects. When the life force of the recipient of Starlight fades away in death, the star dedicated to them will go nova, exploding in one final bright tribute before also fading away into darkness. The material component for this spell is a chunk or piece off of a fallen meteor, and is destroyed when the spell is cast. The Renegades Starstorm (Illusion/Phantasm) Range: 0 Components: V Duration: Permanent Casting Time: 8 Area of Effect: 100 foot radius Saving Throw: Negation This spell will make it appear as if all the stars in the night sky are literally falling. All those within 100 yards of the sorcerer (save their companions, who know this is an illusion) who cast Starstorm must make a saving throw against spell with a penalty of d4 to the roll. Any creature that fails this roll will believe that they are being pelted by a barrage of enormous flaming meteors, thus taking damage equal to the level of the sorcerer squared, minus 100. Thus, a 16th level sorcerer would inflict 156 points of damage to all those that failed their save (162 = 256 - 100 = 156). Of course, Starstorm must be cast under clear conditions in a night sky to work.

9th Level
Nessus' Reanimation (Necromancy) Range: Touch Components: V,S,M Duration: Special Casting Time: 3 rounds Area of Effect: 1 creature Saving Throw: None Reanimation is a spell that is used to temporarily restore the lost life force in a dead creature. The reanimated creature's hit points are equal to the caster's current total, and this creature retains but one special ability it had in life (shape changing, teleportation, ESP, etc.). The life form will have its former intellect and free will, but it will not retain any memory of the World of Death. Despite the cause of death in the reanimated creature being healed in it's entirety, this Reanimation can only

last for one day per level of the caster, the creatures life force seething away at the moment the sun sets in the sky. Extended use of Reanimation on the same creature is dangerous, for the ripples of its use summons the immortals of the Netherworld who feed on the fundamental energy contained in life force (souls). The material components for this spell are a golden puzzle box, a single strand of hair from any creature that normally dwells outside the prime material plane, and a blue gem having a value of no less than 5000 gold pieces. Nessus' Sage's Wisdom (Divination) Range: 37 1/2 yards Components: V,S,M Duration: 1 hour/level Casting Time: 8 Area of Effect: 1 creature Saving Throw: Negation When this spell is cast, one creature is endowed with the sum of knowledge that a proficient sage would have in two areas. So for instance, the recipient of Sage's Wisdom can become a sage in the areas of an ancient language (Cryptic Jocylus) and astronomy (including the mythological representation of the constellations). During this time, the creature must still make the appropriate checks for certain tidbits, but generalizations are automatic. The creature is allowed a saving throw if they resist the influx of knowledge, with double the normal wisdom bonus applicable. The material component for this spell is any blank book. Nessus' Ultimate Illusion (Illusion/Phantasm) Range: 100 yards Components: V,S Duration: Special Casting Time: 7 Area of Effect: Special Saving Throw: Negation When cast, an illusion of anything desired is conjured. This Ultimate Illusion seems real to all of the senses, and saving throws to disbelieve are penalized by -12 unless it is touched, in which case the penalty is only -8. If the illusion is believed, it can do equivalent damage to any spell 8th level or lower. Ultimate Illusion is similar to Raw Magic and Wish in the fact that magical forces may be formed and shaped into many different things. Nessus' Wall of Time (Evocation/Invocation) Range: 5 feet Components: V,S Duration: 1 turn Casting Time: 9 Area of Effect: 10x10 feet2 Saving Throw: None Upon evoking of this spell, a shimmering, two dimensional space will appear (of course, not from the side however!). Any creature may enter this rectangle and travel in time to a designation of their choosing.

The journey in the time-stream is disorientating, but only takes d6 rounds. Once there, they cross a plane which places them at the same location at a different age. At this new (or old) point in spacetime, an invisible Wall of Time exists as an exit home, but is located only in the general vicinity, not exact spot. This Wall of Time "reflection" tends to be located in natural stone archways, mirrors, pools of water, or hidden caves. Both doorways in the Wall of Time disappear when the spell's duration is completed. The Renegades Abjurate (Abjuration) Range: Touch Components: V,S,M Duration: Permanent Casting Time: Area of Effect: Saving Throw: This spell gives 1 touched object a special ability. It endows the object with the ability to negate any magic that it comes in contact with. Furthermore, there is no limit as to how much magic absorb. Thus, if Abjurate was cast on the sheath of a magical Flame Tongue sword, the sword would lose all magical powers when the two came in contact. Abjurate cannot be cast on living material, thus a Blue Dragon cannot be the instrument which absorbs its own spell or worn magic items. The rate at which magical items are drained is +1/round. Artifacts obviously take much longer. For spells or devices that effect an area, Abjurate only offers partial protection (usually 20-50% absorption). Thus, if the Renegade cast Abjurate on the bastard sword of a friendly warrior, that Sword of Negation could partially shield the warrior from the effects of a Starstorm spell, but would probably be more successful with the effects of a Zap spell. In any case, the Dungeon Master must carefully consider the effects beforehand. In order for this spell to function, an Orb of Negation must first be created. To do this, 3 sorcerers whose combined levels total at least 50, with one mage being good, one being neutral, and the other evil, must combine their powers during a full moon (or moons) in a casting of Dispel Magic in unison. This can be done only once each year. This creates an Orb of Negation. This Orb then becomes the material component for any future Abjurate spells. This does present quite a problem however, for the Orb of Negation not only can absorb magic that it comes in contact with, but it will also absorb the energy of Abjurate, thus nullifying the spell, unless one more daunting step of preparation is taken. The sorcerer must retrieve the Crystal of Inversity, a pure gem the size of a pumpkin which molds energy into it's opposite form (or mirror image). The Crystal of Inversity can only be acquired in the fabled City of Brass, home to the Efreet in the Elemental Plane of Fire. They may wish to barter for it, but the price will be high. The Crystal of Inversity will automatically return to the City of Brass after 24 hours. The Crystal of Inversity can route the magical energy of Abjurate in its negative essence through the Orb of Negation. This is the only known way to harvest the powers of Abjurate. The Renegades Curse, Final (Alteration) Range: 100 miles Components: V or S or M

Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: None This is a very powerful spell whose final completion of casting only transpires at the moment of death of the sorcerer (thus, if the casting of Curse, Final was begun at some point in the past, it need not be memorized at the moment). What Curse, Final does is it alters reality according to a sequence of events carefully laid out by the sorcerer, affecting the destiny of one or more creatures (no more than a few dozen though). The chance of success of Curse, Final is determined by allotting 1/2% for every point of intelligence and constitution, adding 2% for every level, subtracting 1% for every point of charisma score. Then, depending on the degree that this spell changes destiny, a secret modifier is added by the Dungeon Master. For instance, upon the death of Guiyarkh "the Illusive", she cast Curse, Final on the self-righteous warrior that slayed her . . . Lord Beldemere, Noble Duke and Paladin of the Royal Holy Lands. Her final curse was that his flesh would rot away, leaving him alive, but disgusting in appearance. Her intelligence was 14 and constitution score was 7 (14 + 7 = 21/2 = 11%), Guiyarkh was 19th level (19 x 2 = 38%), while fortunately, her charisma score was a mere 5 (5 x 1 = 5%). Thus, before the DM's modifications, Guiyarkh's Curse, Final would have a 44% chance of success (11 + 38 - 5 = 44%). This is a rather ironic final curse that doesn't have sweeping ramifications, so most DM's would probably allot a 10% or so bonus to the roll. Whatever the outcome might be, the results remain unknown to the sorcerer that cast Curse, Final, and needless to say, this spell can only be cast once. The material component for this spell is the sorcerer’s body, which disintegrates upon completion of casting. The Renegades Demonclaw (Conjuration/Summoning) Range: 30 feet Components: V,S Duration: 1 turn Casting Time: 9 Area of Effect: 1 creature Saving Throw: Special This spell creates a large, red, bony hand with sharp claws to appear. This hand is similar to the Bigby's hands described in the Player's Handbook in that the sorcerer exerts control over it. But it differs as well. The Demonclaw hand is composed of fibers of negative energy that are partially control-led by combined will of the Abyss. It will immediately lash out at anything living (except the sorcerer) within 50 yards. The Demonclaw uses the sorcerer's to hit roll, being granted a bonus of +5 to hit. The Demonclaws attacks are as follows: Rake/Slash means the Demonclaw attempts to use its claws with a swiping glance to draw blood. If the attack is successful, d8 d8 (1 to 8 d8's being rolled) damage is taken. The victim of this Rake/Slash must them make a saving throw vs. death magic (from the ice cold, evil claws) or lose d4 hit points per round (permanently) from that round forth. The effects of this can only be negated by a Heal, Wish, Restoration, or successful Dispel Magic. Crushing Grasp means that the Demonclaw has grabbed onto a target. When caught in this Crushing Grasp, the victim cannot move, but can still speak, while 3d6-3 damage results from the crushing pressure, and 2d12-2 damage is inflicted by the searing, infernal heat of the hand itself. This damage is

taken every round the Crushing Grasp is maintained. The hold can only be broken if a saving throw vs. paralyzation and bend bars/lift gates roll are made successfully. If the sorcerer chose to release the squished victim (say, to attempt another rake/slash), they are released immediately. Punch/Slam is simple bludgeoning damage, and although there is but one damage roll, the amount of damage is such to make it fairly dreaded. For every point above what was needed to hit on the attack roll, roll a d6 damage and add 1. Thus, if the sorcerer's THAC0 was 10, the bonus making it 5, with the target had an Armor Class of -3, the Demonclaw would need to roll a 8 to successfully strike. Say a 13 was rolled, that would mean that 5d6+5 damage would result. If the number rolled is exactly what was needed or a natural 20, the damage is instead 4d12+4. The sorcerer must maintain concentration, and even then only maintains some control over the Demonclaw, with it having a 50% chance of choosing it's own target (save the sorcerer, of course) and a 50% of randomly choosing it's own form of attack (determine randomly). If concentration is broken, the sorcerer loses any control over it (and also becomes a potential target!). The Demonclaw can be struck by magical weapons, having an Armor Class of 1 (due to the toughness of it's fibers and quick agility). Once the Demonclaw has taken damage equal to the sorcerer's total, it vanishes and the sorcerer takes 1 point of damage for every round it was in existence. The Renegades Powerbless II (Alteration/Charm) Range: 30 feet Components: V,S Duration: 7 days Casting Time: 1 round Area of Effect: 1 person Saving Throw: Negation This spell will grant one person of the sorcerer's choice a temporary gain in levels in any class. The number of levels temporarily acquired is determined by a d6 roll. These levels can be split up between two different classes, even if the person was not that class to start out with. For example, Torg, an 8th level Barbarian was the lucky recipient of Powerbless II. A 5 was rolled on the d6, and Torg chose to allot 4 of these levels to his barbarian class, saving 1 to become a temporary spell casting initiate to his God (Nature). Torg thus becomes a 12th level Barbarian/1st Level Cleric for the duration of this spell. Any special bonuses (such as lower saving throws, spell ability, and easier THAC0) are of course gained. The Renegades Summon Command (Summoning/Necromantic) Range: Infinite Components: V,M Duration: Permanent Casting Time: 4 turns Area of Effect: 2 persons Saving Throw: Special Summon Command is an attempt to force another creature to come within the presence of the spell caster. The material components for Summon Command are any sized piece of the creature summoned (such as a hair or minuscule skin fragment) and some blood from a recently sacrificed creature (slain within 1 turn of casting).

The summoned creature is entitled to a saving throw at -2 the 1st turn of casting, -4 the second, -6 the 3rd, and -8 the final turn of casting. If they fail any of these rolls, the following results will happen. The life force of the spell's recipient is drawn away from it's body. As this happens, the old body turns into stone (petrification). Following a brief journey through a dimensional porthole, the victim's essence comes to inhabit the body of the recently sacrificed creature (where be it animal or humanoid), which is then restored to life. The mind, memories, and thought processes are transferred into it's new body as well, although exactly why it is in this new place and body might not be clear. It should also be noted that the identity of the life force may be known at first, if it's new body has a simple, primitive brain, the thoughts may soon become clouded in obscurity. If the previously sacrificed body is destroyed before completion of casting, Summon Command automatically fails.