From longley@theochem (Allan Longley) Wed Mar 18 18:05:24 1992
From: longley@theochem.uwaterloo.ca (Allan Longley)
Newsgroups: rec.games.frp
Subject: AD&D: The spells of Pilpin the Black (long)
Keywords: Net.spellbook spells evil
Message-ID: <1992Mar18.074725.11800@watserv1.waterloo.edu>
Date: 18 Mar 92 07:47:25 GMT
Organization: University of Waterloo, Waterloo, Ontario
Lines: 1151
Originator: longley@theochem.waterloo.edu


Well net.ad&d'rs, here's the spell list you've been waiting for!  Have
you ever noticed that there are few spells designed to be nothing but
evil!  The Arch-Mage Pilpin the Black has -- after much hesitation
decided to release his spellbooks upon the multiverse and let the chips
fall where they may .... he, he, he.

Actually, Pilpin is an evil NPC warrior turned Arch-Mage in a campaign
I've running for 10 years now.  I've been meaning to post these spells
for a while, but they weren't in postable format -- until tonight.  All
the spells entitled -- Pilpin's -- we're created by me for use in my
campaign.  All the spells intitled -- Noska Trades' -- we're created by
Ted Dreibelbis for use by a character of his.  Noska Trades is a
Necromancer of great power.

I like to add 2 things:
(1) Keeper of the Net.Spellbook -- feel free.  Did I make it in time for the
3rd release of the Net.Spellbook?  Also, the standard copywrite applies.
(2) Please don't flame me for the content of these spells -- you won't
change my opinion, its only a game, and plus the spells are not really
that evil.

Enjoy

-----------------------------------------------------------------------------
Allan Longley, University of Waterloo, Department of Chemical Engineering
e-mail: longley@theochem.uwaterloo.ca
voice: (519) 885-1211 x3816             Finally!! They're Out!!! Ha! Ha!
home: (519) 746-5747                    Feel free to comment -- good/bad?
------------------------------------------------------------------------------

======================================================================
		    Black Tome of Pilpin
======================================================================

Spell Index
===========

First Level
-----------

Pilpin's Mapper
Pilpin's Prompt

Second Level
------------

Noska Trades' Blackfire

Third Level
------------

Noska Trades' Ghoul Arrow
Pilpin's Infatuating Greed

Fourth Level
------------

Noska trades' Endoplasmic Quagmire
Pilpin's Band
Pilpin's Fire Carpet

Fifth Level
------------

Noska Trades' Bizarre Insemination
Pilpin's Enhanced Alarm
Pilpin's Insanity
Pilpin's Power

Sixth Level
------------

Noska Trades' Immortal Mount
Pilpin's Alignment Charm
Pilpin's Etherealness
Pilpin's Liquid Fire
Pilpin's Massmorph
Pilpin's Transformation

Seventh Level
------------

Noska Trades' Feign Dust
Pilpin's Acidball
Pilpin's Ravaging Spheres of Fire

Eighth Level
------------
Noska Trades' Mass Contagion
Pilpin's Black Death
Pilpin's Dark Wall
Pilpin's Ephemeral Wand

Ninth Level
------------

Noska Trades' Selective Death Spell
Pilpin's Nightmare
Pilpin's Soul Exchange


Spell Descriptions
==================

Pilpin's Mapper
---------------
(Conjuration/Summoning)

Level: 1
Range: 0
Components: V,S,M
Duration: 6 turns + 1 turn/level
Casting Time: 1 segment
Area of Effect: Special
Saving Throw: None

This spell will create a map of the caster's path for the duration of the
spell.  The map will record basic features (e.g., doors, stairs, windows,
cliffs, rivers, etc.) on a piece of vellum provided by the caster. 
Unusual or special features (e.g., statues, paintings, smells, and noises)
can be added at the will of the caster.  The material components are a
piece of vellum (that the map is created on) and a vial of ink.


Pilpin's Prompt
---------------
(Conjuration/Summoning)

Level: 1
Range: 0
Components: V,S,M
Duration: 1 week/level
Casting Time: 1 segment
Area of Effect: Caster
Saving Throw: None

This spell is used to remind the caster of an appointment or event.  The
caster decides when and what to be reminded of (within 1 week/level),
and a voice only the caster can hear will deliver the reminder at that
time.  The reminding message can be up to 20 words long.  The
material component is a small piece of elephant hide.


Noska Trades' Blackfire
-----------------------
(Evocation,Necromantic)

Level: 2
Range: 0
Components: V,S,M
Duration: 1 turn/level
Casting Time: 2
Area of Effect: 1-foot-radius sphere
Saving Throw: None

When this spell is cast, a cold, black fire appears in the caster's hand,
shedding violet coloured light equivalent to torchlight.  The caster can
hold the blackfire without taking damage or throw it at an opponent. 
Throwing it at an opponent requires a roll "to hit".  If the sphere hits,
the target ignites the creature's life force doing 1d6 hp damage the first
round and 1d3 the following rounds until extinguished.  The flames can
be extinguished by padding them out, but water has no effect.  The
flames only consume living matter (creatures and plants) and have no
effect on non-living material or undead.  The end product of blackfire
combustion is oxygen and a grey-blue ash.

The material components are human fat and powdered magnesium.


Noska Trades' Ghoul Arrow
-------------------------
(Evocation,Necromantic)

Level: 3
Range: 70 yards + 10 yards/level
Components: V,S,M
Duration: Instantaneous, paralysation 1d6+1 rounds
Casting Time: 3
Area of Effect: One creature per bolt
Saving Throw: Negates

A ghoul arrow spell brings into being one bolt of negative energy for
every 5 levels of the caster.  Each bolt can have a different target. 
Each bolt forms into three vaguely arrow shaped projectiles that hurl
towards the caster's opponent.  The arrows never miss their target and
inflict 1d6, 1d3, and 1d3 damage respectively.  The affected creature
must save vs. paralysis or be paralysed in the areas hit by each of the
arrows.  Roll 1d6; 1 = left leg, 2 = right leg, 3 = left arm, 4 = right
arm, 5-6 = body.  Limbs paralysed are rendered useless.  Body
paralysis eliminates any dexterity bonus and results in the victim
always acting at initiative 10.  The paralysis lasts for 1d6+1 rounds.

The material components are a handful of ghoul flesh and a drop of
humanoid blood.


Pilpin's Infatuating Greed
--------------------------
(Enchantment/Charm)

Level: 3
Range: 60 yards
Components: V,S,M
Duration: 1 day + 1 day/level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: negates

This spell causes a person (as defined in CHARM PERSON) to be
overcome with tremendous greed.  If the person fails a saving throw
versus spells, they will want the first thing of value that they see, and if
refused, will become very angary.  They will not act against their
alignment or foolishly risk their life to get what they want, but will not
give up until they own the item or one just like it.  The person will sell
or trade anything they possess to get the item.  Once in possession of
the item or a replica, the affected person will then want the next item
of value that they see, and this will continue until the spell runs out.

For example, Mel,a lawful good ranger, affected by the spell becomes
infatuated with a beautiful carriage he sees in the steet. Mel attempts to
buy the carriage from its owner, but the owner refuses to sell the
carriage on the grounds that its from a faraway kingdom.  Mel
denounces them as greedy and inconsiderate.  Mel then starts to
journey to the distant kingdom to get one for himself.  Eleven days
later the spell wears off (if cast by a 10th level mage) and he finds
himself 11 days away from home attempting to buy a carriage he has
no use for.

Shandar, a chaotic evil fighter, affected by the spell spies a golden
crown she just has to have.  Unfortuately it belongs to her boss, a High
Priet of Hisisi.  Realizing that she can't just take it, she spends all the
money she has to hire an assassin for the job.  The mission is sucessful
and she gets the crown.  When the assassin hands her the crown,
Shandar's attention is suddenly focused on the exquisite ring the
assassin possesses.  Quickly deciding that the assassin is no match for
her in open combat, she immediately attacks the assassin.  Bad move,
the assassin kills her.

The spell can negated by a HEAL, WISH, or a successful DISPEL
MAGIC.  The material components are a gold piece and a small piece
of lodestone.


Noska Trades' Endoplasmic Quagmire
----------------------------------
(Conjuration, Necromancy)

Level: 4
Range: 10 yards/level
Components: V,S,M
Duration: One round per level
Casting Time: 4
Area of Effect: 80 foot diameter
Saving Throw: Special

When this spell is cast a clear mucous-like substance rains down upon
the area of effect for one round until it reaches a depth of four feet. 
Any creature in the area of effect must save vs spell or be knocked to
the ground by globs of slime and must take 1-3 rounds to regain their
feet.  Movement through the slime is 10 feet per round and it is 50%
probable that a creature trying to move in the area slips and falls. 
Creatures with their heads beneath the slime must save vs constitution
each round or take 1d4 points of drowning damage.

Dispel magic, disintegrate, or transmute to dust will eliminate the
endoplasmic quagmire.  The material components are a piece of flesh,
taken from a human within one round after death, and a vial of organic
material rotten to the point of liquidification.


Pilpin's Band
-------------
(Conjuration/Summoning)

Level: 4
Range: 60 yards
Components: V,S,M
Duration: 1/2 hour/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell summons into existence up to 50 instruments that will play
any piece of music for which sheet music is present.  The specific
instruments summoned are decided by the caster, so the nonweapon
proficiency of artistic ability, or musical instrument is required by the
caster, or a consultant.  The sheet music is placed on a music stand
before the band, as the music is played the pages are flipped
automatically.  When the piece of music is over, placing new music or
flipping the present one to the beginning will start the band playing
again.  The sound volume of the band is controlled by the caster.

The material components are a single, golden, miniature replica for
every type of instrument summoned, a full sized silver music stand, and
the appropriate sheet music.


Pilpin's Fire Carpet
--------------------
(Evocation)

Level: 4
Range: 60 yards
Components: V,S,M
Duration: Concentration or 1 round/level
Casting Time: 4
Area of Effect: 20 foot-square/level
Saving Throw: 1/2 damage or negates

The fire carpet brings forth an immobile, blazing carpet of magical fire
of shimmering colour -- violet or reddish-blue.  The spell covers an
area of the ground equal to one 20 foot square per level of the caster
and the flames are 4 feet high.

The carpet sends forth waves of heat, inflicting 1d4 points of damage
upon creatures within 10 feet.  In addition the carpet inflict 2d6 points
of damage, plus 1 point of damage per level of the caster, upon any
creature within the area of effect.  For creatures moving through the
area, the fire inflicts 2d6 points of damage per 20 feet of the area of
effect crossed.  A successful saving throw vs. spell (modified by
dexterity bonus) will reduce damage to half, or none if the creature was
close to the edge of the area of effect.  For example; a 10th level mage
centres the spell on a fighter.  The area of effect is 50x40 feet.  The
fighter fails her save and takes 2d6+10 points of damage.  The warrior
then runs out of the area toward the closest edge which is 20 feet away. 
 If the warrior was surprised she must again roll a saving throw.  She
again fails her save and takes another 2d6+10 points of damage.

Creatures more than 8 feet tall take half damage.  Creatures especially
subject to fire may take additional damage, and undead always take
twice normal damage.  The wall of fire lasts as long as the wizard
concentrates on maintaining it, or one round per level of experience of
the wizard, in the event he does not wish to concentrate upon it.

The material component of the spell is phosphorus.


Noska Trades' Bizarre Insemination
----------------------------------
(Conjuration, Necromancy)

Level: 5
Range: Special
Components: V,S,M
Duration: 1 month
Casting Time: 6 hours
Area of Effect: 1 creature
Saving Throw: Negates

This spell enables the caster to impregnate the recipient, be it man,
women, or beast, with either;
		    i)  the prodigy of the spell-caster
		    ii) a random type II monster.
The impregnation forms anywhere on the creature, just under the skin. 
Over a period of one month the impregnation grows causing great pain
to the recipient.  The damage is 1 hp per day for the first 23 days and 2
hp per day for the next 4 days.  On the 28th day the impregnation
breaks through the skin of the spell recipient, doing 5d4 hp damage,
and appears as an infant of the creature chosen.

Physically removing the impregnation prematurely instantly kills it but
also does 4d4 hp damage to the recipient.  Dispel evil cast in the first
week of impregnation will eliminate the effect.

The caster need know only the name of the recipient and posses some
material of the type of creature being created and some material that
was possessed by the spell recipient (with includes hair, etc.) within 24
hours of casting.


Pilpin's Enhanced Alarm
-----------------------
(Abjuration, Evocation)

Level: 5
Range: 0
Components: V,S,M
Duration: 2 hours + 1 hour/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell is a more powerful version of the ALARM spell.  The mage
causes a one-story building, with a base dimension of 400 feet by 400
feet, to react to the presence of any creature larger than one-half cubic
foot in volume or about three pounds in weight.  The mage can
ALARM a multi-story building by reducing the base area
proportionally.  As soon as any creature enters the warded area, touches
it, of otherwise contacts it without speaking a password established by
the caster, the ENHANCED ALARM lets out a loud ringing that can be
clearly heard throughout the area of effect and 100 yards beyond.  The
sound lasts for one round then ceases.  Furthermore, if the mage is
within the area of effect he/she will automatically know where the
alarm was triggered.  Ethereal or astrally projected creatures do not
trigger the alarm, but flying or levitating, invisible, incorporeal, or
gaseous creatures do.

The material components are a tiny, silver bell, a very fine silver wire,
a piece of the building to be warded, and a pinch of powdered pineal
gland.


Pilpin's Insanity
-----------------
(Enchantment//charm)

Level: 5
Range: 5 yards/level
Components: V,S,M
Duration: Permanent
Casting Time: 5 segments
Area of Effect: 1 creature
Saving Throw: Negates

This spell can be rather harmless, or fatal.   A person (as defined in
CHARM PERSON) that does not save versus spells is struck with a
random type of insanity.  Roll a d20 on the following table to
determine type (consult DMG pp.83 for explanations):

1. dipsomania                           11. mania
2. kleptomania                          12. lunacy
3. schizoid                             13. paranoia
4. pathological                         14. manic-lair depressive
5. monomania                            15. hallucinatory
6. dementia insanity praecox            16. sado-masochism
7. melancholia                          17. homicidal
8. megalomania mania                    18. hebephrenia insanity
9. delusional                           19. suicidal mania
10 schizophrenia                        20. catatonia

A person affected by this spell will not notice anything different about
themself, and depending on the type of insanity, those around them
may not notice any difference.  The insanity is permanent unless
negated by a HEAL, RESTORATION, (LIMITED) WISH, or a
successful DISPEL MAGIC.

The material component of this spell is a nut shell from a tree standing
alone in a field or plain, picked on a new moon, using a clean, white
glove.


Pilpin's Power
--------------
(Enchantment)

Level: 5
Range: Touch
Components: V,S,M
Duration: Special
Casting Time: Special
Area of Effect: Person touched
Saving Throw: None

Pilpin, a greedy and jealous individual, saw that priests could imbue
spells upon their followers.  He decided that this ability could be used
to increase his personal power and reach, as it has.  This spell allows
the mage to transfer a number of spells, and the ability to cast them, to
a another person.  Only non-spell-casters (including rangers under 8th
level and paladins under 9th) with a minimum intelligence of 9 and at
least one hit dice can receive this enchantment.  The number and level
of the spells transferred depends on the recipients level as follows:

	       Level of               Spells transferred
	       Recipient
	       1st                    One 1st-level
	       3rd                    Two 1st-level
	       5th                    Two 1st & one 2nd
	       7th +                  Two 1st & two 2nd

Only spells with casting times up to 1 round can be transferred (ie.,
FIND FAMILIAR, IDENTIFY, LEOMUND'S TRAP, and STRENGTH
cannot be transferred).  The transferred spells variable characteristics
(range, duration, area of effect, etc.) function according to the level of
the mage originally transferring the spell.

A mage who transfers spells to another creature loses the number of
spells he has transferred until the recipient casts the transferred spells or
is slain.  For example, a 9th-level mage with four 1st- and three 2nd-
level spells transfers MAGIC MISSILE, CHARM PERSON, and
INVISIBILITY to a 6th-level thief.  The mage can now have only two
1st- and two 2nd-level spells until the thief casts some of the
transferred spells.  If the thief casts MAGIC MISSILE and
INVISIBILITY, the mage can now have three 1st- and all his 2nd-level
spells (three).

The casting time is 1 turn plus 1 round for every spell transferred.  The
material components are a drop of the caster's and recipient's blood.


Noska Trades' Immortal Mount
----------------------------
(Alteration, Necromancy)

Level: 6
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: Negates

This spell enables the caster to convert his/her mount into a gruesome
undead creature.  The mount is allowed a save vs death magic.  If this
save fails the mount must make a system shock roll, if it fails this roll
it dies before the spell is completed, thereby negating the effects of the
spell.

The mount turns jet black with glowing red eyes and appears as if its
skin was pulled tightly over its bones.  The mounts skin becomes
leathery decreasing its AC by 2.  It acquires an additional hit die and
retains its previous movement rate and form (i.e, flying mounts can still
fly).  The mounts maximum encumbrance increases by 200 pounds and
it also never grows tired.

The caster needs a vial made from the bones of a creature the same as
the mount.  The vial must be filled with demon ichor.


Pilpin's Alignment Charm
------------------------
(Enchantment/Charm)

Level: 6
Range: 120 yards
Components: V,S,M
Duration: Permanent
Casting Time: 6 segments
Area of Effect: One creature
Saving Throw: Special

This spell causes a single person (as defined in CHARM PERSON) to
act as if they were a different alignment than heir own.  The specific
alignment is the caster's choice, but must be chosen when the spell is
memorized.  An affected creature will wholeheartedly embrace the new
alignment, seeing the error or foolishness of their past ways. 
Alignment detecting spells (such as DETECT EVIL/GOOD, TRUE
SIGHT, etc.) will detect the creatures true alignment, but spells such as
TRUE SEEING will also reveal that the creature is charmed.

The base saving throw is made at -3 if the change is only by one
division (ie., lawful good to lawful neutral or neutral good). The save is
at -2 if the attempted alignment change is by two divisions (ie., lawful
good to lawful evil, chaotic good, or neutral).  If the attempted change
is by three positions (ie., lawful good to neutral evil or chaotic neutral )
the save is at -1.  For diametrically opposed alignments the save is
normal (ie., lawful good to chaotic evil).  Furthermore, creatures and
classes restricted to a specific alignment (ie., paladins, druids, demons,
etc.) get a +3 bonus to their saving throw.  Creatures or classes
restricted to specific morals or ethics (ie., rangers, assassins, barbarians,
etc.) get a +2 bonus to their save if the alignment change conflicts with
the restriction.

PILPIN'S ALIGNMENT CHARM is not affected by DISPEL MAGIC,
REMOVE CURSE or HEAL, but a RESTORATION or WISH spell
will negate it.  The material component of the spell is a small piece of
wool soaked in the blood of a creature with the desired alignment.


Pilpin's Etherealness
---------------------
(Alteration)

Level: 6
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 6 segments
Area of Effect: Caster + 1 creature per 2 levels of mage
Saving Throw: Negates


This spell allows the caster plus one other creature for every two levels
of the caster to enter the Border Ethereal, slowly disappearing from
view, taking a round to fade away.  Creatures in the Border Ethereal
exist simultaneously in both the prime material and the Ethereal plane. 
>From the Border Ethereal the creature can enter the Deep Ethereal and
travel to the inner planes (refer to Manual of the Planes).  Alternate
prime materials cannot be reach through the Ethereal plane because
each alternate Prime Material has an alternate Ethereal (travelling to
alternate Prime Material planes can only be done through the inner
planes or from the Prime Material).  To enter the bordered plane the
creature simply wills it so, the creature materializes in the adjoining
plane in 1 segment.

Creatures in the Border Ethereal are invisible to those on the bordering
plane, although they can be detected from that plane by means of
DETECT INVISIBILITY, TRUE SIGHT, and TRUE SEEING.  Such a
creature revealed would appear as a smoky, translucent shade. 
Creatures in the Border Ethereal cannot verbally communicate with the
inhabitants of the plane they border, nor can they use equipment, items,
or spells to attack creatures in the plane they border.  Likewise,
inhabitants of the other plane cannot attack beings that are in the
Border Ethereal (with a few exceptions, like the gaze attacks of
Basilisks and Catoblepas).  PHASE DOOR and DISPEL MAGIC will
bring creatures out of the Border Ethereal.
Travellers in the Border Ethereal can move through the plane they are
bordering without problem, moving vertically or horizontally without
need for support.  They travel at the speed they would on the bordered
plane.  Travellers in the Border Ethereal can move through solid matter
in the plane bordered, except dense metals (ie., gold, lead, etc.), living
beings (above single celled), and certain spells that detect and ban the
ethereal.  Examples of spells that affect ethereal creatures include
GLYPH OF WARDING and MORDENKAINEN'S FAITHFUL
HOUND, which both detect and attack ethereal creatures.

Travellers in the Border Ethereal can see into the adjoining plane, but
all colours are reduced to shades of grey and sight is limited to 120
yards.  Infravision and ultravision work from the Border Ethereal. 
Divination spells can be cast against targets in the adjoining plane, but
no other types of magic can affect creatures in the bordered plane. 
Spells in the Border Ethereal work under the restrictions of the Ethereal
plane (refer to MP.).

The material components are 200 gp worth of powdered silver and
crushed phase spider hide, which disappear during casting.


Pilpin's Liquid Fire
--------------------
(Evocation)

Level: 6
Range: 10 yards + 10 yards/level
Components: V,S,M
Duration: Special
Casting Time: 6 segments
Area of Effect: 15-foot radius
Saving Throws: 1/2

This spell is similar to the spell FIREBALL, except that it douses all
creatures in a 15-foot radius with an incendiary liquid.  The area of
effect will be engulfed in non-magical fire for 1d6 rounds.  Any
combustibles within the area of effect instantly ignite.  A creature in the
area of effect that fails it's saving throw takes 1d4 hit points of fire
damage per level of the caster on the first round, and the same damage
each round until it saves.  The round the creature saves it takes half
damage, and the next round it takes none.  All the creature's non-
combustible possessions must save versus normal fire or be destroyed
(the combustible ones don't get a save).  A creature that successfully
saves on the first round takes half damage for that round, and all it's
possessions (including combustibles) are unaffected.

For example, a creature failing it's first save against PILPIN'S LIQUID
FIRE, cast by a 12th-level mage, takes 32 hps of damage (rolled on
12d4) on the first round.  The creature fails it's save again on the
second round and takes another 32 hps of damage.  On the third round
it saves and only takes 16 hps of damage and no damage on the fourth
round.

The mage must have a clear line of sight to the target area.  The
material components are a pinch of sulphur and the distillate of softy
boiled lamp oil (dangerous to get).


Pilpin's Massmorph
------------------
(Alteration)

Level: 6
Range: 10 yards/level
Components: V,S,M
Duration: Permanent
Casting Time: 6 segments
Area of Effect: one 50-foot cube/level
Saving Throw: None

This spell is exactly the same as the 4th-level spell POLYMORPH
OTHER, except that there is no saving throw, it only affects creature
with less than 8+3 hit dice, and it affects many creatures
simultaneously.  Like DEATH SPELL the number of creatures that can
be affected is a function of their hit dice.

    Creature's                        Number of
    Hit Dice                          Creatures Affected

    Under 2                           12d10
    2 to 4                            6d10
    4+1 to 6+3                        3d4
    6+4 to 8+3                        1d6

If creatures of differing hit dice are polymorphed, roll the dice (6d20)
to determine now many creatures of under 2 hit dice are affected.  If
the number rolled is greater than the number of creatures under 2 hit
dice, apply the remainder of the roll to the higher hit dice creatures by
using the following conversion factors (see DEATH SPELL for
example of this idea).

    Creature's                    Conversion
    Hit Dice                      Factor

      Under 2                     1
      2 to 4                      2
    4+1 to 6+3                    10
    6+4 to 8+3                    20

The material components are a 500 gp. diamond and a caterpillar's
cocoon crushed together into a fine powder, which vanishes during
casting.


Pilpin's Transformation
-----------------------
(Alteration, Evocation)

Level: 6
Range: 0
Components: V,S,M
Duration: 1 round/level
Casting Time: 6 segments
Area of Effect: The caster
Saving Throw: None

Pilpin, a formidable mage/warrior, had no need for TENSER'S
TRANSFORMATION, so he altered it to suit his own malevolent
ways.  This spell causes the mage to undergo an unnoticeable
transformation, becoming an assassin.  The caster's hit points do not
change, but his dexterity does increase to 16, or if already 16, it
increases one higher to a maximum of 18.  The mage's armour class is
adjusted accordingly.

The mage gains all the abilities of an assassin (ie., pick pockets, open
locks, backstabbing, assassination, etc.) of the same level as the mage
except; poison making, disguise, and spying.  All attacks are made
using the combat values normally reserved for rogues, but the mage can
only use his normal weapons of proficiency.

The material component is the heart of an assassin, which must be
eaten during casting.


Noska Trades' Feign Dust
-------------------------
(Necromantic, Conjuration)

Level: 7
Range: Touch
Components: V,S
Duration: 3 hours + 1 turn per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

Upon casting this spell the recipient and all his/her belongings are
reduced to a heap of dust with a skull resting on top.  The skull is
actually a conjured one and is not attached to the spell recipient in any
way.  The conjured skull may or may not be human, but will always be
humanoid (cf reincarnation).  Feigning creatures are able to smell and
hear normally, but can only "see" in a 20' radius around themselves.

Creatures feigning dust are unaffected by any attack form other than
scattering by magical means (i.e., wind wall, gust of wind, polymorph
any object, etc.) which causes 1d6 hp damage per level of the caster of
the scattering spell.  


Pilpin's Ravaging Spheres of Fire
---------------------------------
(Evocation)

Level: 7
Range: Special
Components: V,S,M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: one 3' radius sphere per level
Saving Throw: Negates

This spell is an enhancement of the second level spell FLAMING
SPHERE.  The spell creates one burning globe of fire per level of the
mage, the globe all appear within 30 yards of the caster and roll in
whichever direction the mage  points, at a rate of 100 yards per round. 
The spheres can roll over any obstacle, even a city wall.  Combustible
substances are ignited by contact with a sphere.  Creatures contacting a
sphere must successfully roll a saving throw versus spells or suffer 2d4
hits points of damage.  Those within five feet of a must also save or
suffer 1d4 points of damage.  A successful saving throw means no
damage is suffered.

The spheres moves in the direction the caster directs, otherwise the
spheres will wander aimlessly.  Spheres can be extinguished by the
same means as any normal fire of its size.  The surface of the spheres
have a spongy, yielding consistency and does not cause damage except
by its flame.  It can not push unwilling creatures aside or batter down
large obstacles.

If the spell is unleashed on a large source of easily combustible
material (such as a city of at least 50% wooden buildings or a dry
forest) the is a 25% chance that a firestorm will start.  A firestorm will
burn out of control for many days until at least 90% of the
combustibles are burned.  It will also be so hot that it will melt soft
metals and crack thin stone walls.
The material components are a pinch of sulphur, a bit of tallow, a
dusting of powdered iron, and a live fire dwelling/using creature, such
as a fire beetle or fire bat, which is slain during casting.


Pilpin's Acidball
-----------------
(Evocation)

Level: 7
Range: 100 yards + 10 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 7 segments
Area of Effect: 20-foot-radius globe
Saving Throw: Half damage

This spell is similar to fireball except that it causes a burst of acid in a
20 foot radius globe.  Pilpin created this spell for security measures in
his regular dealings with lower plane creatures.

Creatures within the area of effect will take 1d8 points of damage per
level of the caster unless they make a successful saving throw, in which
case they will take half damage.  Any paper, parchment, or soft metals
within the area of effect are destroyed, other items are allowed a saving
throw.  Possessions of a creature that successfully saves are unaffected
by the acidball.  The caster must have a clear line of sight to the target
area.

The material components are a drop of water and a scale from a black
dragon.


Noska Trades' Mass Contagion
----------------------------
(Necromancy)

Level: 8
Range: 5 yards/level
Components: V,S
Duration: Permanent
Casting Time: 8
Area of Effect: 1 creature per level
Saving Throw: Negates

This spell causes a major disease and weakness in one or more
creatures in the same way as the contagion spell.  Up to one creature
per experience level of the caster can be effected, provided that all
subject creatures are within the spell range.

The afflicted individual is immediately stricken with painful and
distracting symptoms: boils, blotches, lesions, seeping abscesses, and so
on.  Strength, Dexterity, and Charisma are reduced by 2.  Attack rolls
are decreased by 2.  The effect persists until the character receives a
cure disease spell or spends 1d3 weeks taking a complete rest to
recover.  Characters ignoring the contagion for more than a day or so
may be susceptible to worse diseases at the discretion of the DM.

Saving throws against the spell suffer a penalty of -1, and if a single
creature is to be affected, its saving throw suffers a -4 penalty.


Pilpin's Dark Wall
------------------
(Conjuration/Summoning)

Level: 8
Range: 200 yards
Components: V,S,M
Duration: 1 day/level
Casting Time: 7 segments
Area of Effect: 50,000 square feet
Saving Throw: Special

The spell conjures a 1 foot thick wall of black mist that causes death to
most creatures that touch it.  The wall cannot be seen through, but
sound or objects will pass through it.  Any living creature that touches
or attempts to pass through the wall must roll a saving throw versus
death, modified depending on their level as follows:

	  Creature's Hit                Saving Throw
	  Dice

	  less than 1                   none
	  1 to 2                        -4
	  3 to 4                        -3
	  4 to 6                        -2
	  6 to 8                        -1
	  more than 8                   normal

The wall can be shaped into a rectangle, box, hemisphere, sphere, or
just one huge wall, as long as the surface area is 50,000 square feet. 
The wall cannot be physically disturbed (ie., blow away, pushed, etc.),
but parts of it can be negated by a successful DISPEL MAGIC.  It can
penetrated using an ANTI-MAGIC SHELL, or totally negated with a
WISH.  The material components are a crushed black pearl and a vial
of gaseous death poison.


Pilpin's Ephemeral Wand
-----------------------
(Enchantment)

Level: 8
Range: Touch
Components: V,S,M
Duration: 24 hours
Casting Time: Special
Area of Effect: Wand
Saving Throw: None

This dangerous spell turns a specially prepared wand into a magical
wand for one day.  The wand can be used by anyone who knows the
command word, which is decided by the caster.

The power the wand contains depends on what spell the caster decided
to enchant the wand with.  The wand can be made to cast any single
spell, chosen by the caster, of up to 5th-level that has a casting time of
up to 1 round (ie., FIND FAMILIAR, STRENGTH, PHANTOM
STEED, HALLUCINARY TERRAIN, CONJURE ELEMENTAL, etc.,
could not be used).  The number of charges the wand contains depends
on the number of times the caster casts the chosen spell into the
EPHEMERAL WAND (ie., obviously it cannot be more than five
charges).  The caster must have previously memorized the appropriate
spells.  For example, a 16th-level mage creates an EPHEMERAL
WAND that casts the 5th-level spell WALL OF IRON.  If the mage
wanted to put five charges in the wand he would have to use all five of
his 5th-level spell slots to memorize five WALL OF IRONs.  He would
then use all five of his WALL OF IRONs to give the wand five
charges.  The wand cannot have different spells in it, a different mage
cannot add charges to it, nor can it be recharged.  The spell in the
wand takes as long to activate as the casting time of the spell, and the
spell performs at the experience level of its creator.  There is a 5%
chance per usage that the spell cast from the EPHEMERAL WAND
backfires, the exact details depending on the spell being cast (DM's
love this kind of thing!).

The casting time for this spell is 1 turn plus 1 round per charge added. 
The material component is an ivory wand, inlaid with a special gold
pattern (minimum 1,000 gp. in craftsmanship), and topped with a
diamond worth at least 1000 gp.  The wand does not disappear at the
end of the spell (but it could very well get stolen), it simply become
non-magical.


Pilpin's Black Death
--------------------
(Conjuration/Summoning)

Level: 8
Range: 120 yards
Components: V,S,M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell conjures 250, flea infested rats that carry the bacteria
Yersinia pestis, commonly known as the Black Death or bubonic
plague.  These rats will act as normally and simply scurry away.  If this
spell is cast in a humanoid community, it will cause a number of
humanoids to become infected with the disease and probably die.  The
number of people infected depends on the size of the community, the
season, and a little bit of chance.  In the following table, the column
entitled "Number Infected" gives a number of creatures infected in the
community or a percentage of creatures infected, use the value that
gives the smallest number.  For example, if the spell was cast in a
village of 200 elves in the middle of summer, the choice from the table
is 300 elves or 60 elves (30% of 200), the number infected is then 60
(because its' the smaller number and 300 is impossible).  It will take
2d6 days for the creatures to become infected.

    Season              Number Infected          Plague

    Winter              50 or 5%                 0%
    Spring/Fall         200 or 20%               1%
    Summer              300 or 30%               3%

The final column ("Plague") gives the chance that the disease actually
reaches epidemic proportions.  If this happens 1 in 3 humanoid
creatures (33%) in a 100 mile radius will be infected by the disease. 
The caster can be infected by his/her own disease.

An diseased creature will lose 2 points of constitution, 1 point of
strength and 1 point of dexterity per day of infection until death.  The
rats and disease are not magical and therefore cannot be dispelled.  A
creature does not get a saving throw to resist being infected, its' strictly
by chance.  The disease can be cured by a character with healing
proficiency that makes a successful proficiency check, or by magical
means.  A cured creature will regain 1 point of each ability per day.

The material components are a tiny rat skin bag containing rotting
humanoid flesh, which both disappear upon casting.


Noska Trades' Selective Death Spell
-----------------------------------
(Necromantic)

Level: 9
Range: 0
Components: V,S,M
Duration: 1 round
Casting Time: 6 hours
Area of Effect: 1/2 mile per level
Saving Throw: None

This spell will slay a selected type of creatures in the designated area
of effect with the effectiveness of a double strength death spell (with
respect to numbers of creatures slain).  For example, all the first born
of a specific race could be slain in the area of effect. 

During the 6 hour casting time, black storm clouds form over the
casters location and slowly pillar to the ground.  Upon completion of
the casting the cloud touches the ground and vanishes and the selected
group of creatures slowly dies over the period one round.

The first material component is a blade of grass from the grave of a
creature of the type to be selected.  The single blade of grass must be
picked in the direct light of a full moon.  The second material
component is 5,000 gp worth of powdered diamond.


Pilpin's Nightmare
------------------
(Enchantment/Charm, Necromancy)

Level: 9
Range: Plane of casting
Components: V,S,M
Duration: Special
Casting Time: Special
Area of Effect: One creature
Saving Throw: Special

This spell allows the mage to enter a creature's dream and attempt to
control it, but the spell can backfire and destroy the mage.  Creatures
that do not dream are not affected by this spell (ie., undead, non-
intelligent monsters, etc.).  The creature must have been asleep for at
least one hour before the spell will work. 

The mage goes into a deep trance for the duration of the spell and is
totally oblivious to the surrounding environment.  If the mage is
disturbed, the spell ends.

The mage projects from the trance into the creature's dream.  The mage
will appear in the dream as an observer, unable to influence the dream
or say anything.  There is a 5% chance that the dream projected into is
hostile to the mage (see below for the effects of a dream hostile to the
mage).

Once in the dream, the mage attempts to take control of the dream. 
The target creature is allowed a saving throw at -4 to resist the mage's
attempt.  If this first save is successful, the mage does not take control
of the dream and cannot try again, he can remain as an observer or
leave.  If the mage chooses to remain, there is a 5% chance per round
that the dream turns hostile to the mage.  If the creature fails the save,
the mage takes control of the dream and can make anything happen in
that dream.  If the mage causes the dream to become hostile to the
creature (ie., turning it into a nightmare), the target creature must make
a saving throw versus death magic or die in it's sleep.  If the creature's
save is successful, the mage loses control of the dream, but the target
creature takes physical damage equal to 25% of it's maximum hit
points.  The target creature will not awaken due to the physical damage
caused by the nightmare, but may be awaken by another who witnesses
the damage suddenly appearing on the creature.  After the first attempt
at turning the dream to a nightmare there is a 50% chance that the
dream turns hostile to the mage.  The mage can again attempt to take
control of the dream or leave.  If the mage regains control of the
dream, he can again attempt to kill the target.  If the target saves versus
death magic again, the mage loses control of the dream and the target
takes another 25% of it's maximum hit points in damage.  The dream
now automatically turns hostile to the mage.  The mage can continue to
go through this , each time the creature can either fail it's save and die,
or successfully save and take 25% of it's hit points in damage.  If the
target creature saves and takes damage four times, it dies from physical
damage.

If at any time the dream turns hostile to the mage, the mage can
attempt to control the dream in the usual manner, or attempt to leave
the dream.  If the mage chooses to leave, a successful saving throw
versus spells is required (leaving a non-hostile dream does not require a
save), if the save fails, the mage is trapped.  If the mage unsuccessfully
attempts to control the dream (ie., the target saves against the attempt),
the mage is trapped.  A mage trapped in a hostile cannot make the
dream hostile to the target again, and must make a successful saving
throw versus death magic or die for each round trapped.  If the save is
successful the mage loses 25% of his/her hit points due to physical
damage (a wise mage will have somebody watching in case this starts
to happen).  If the mage is not woken by another, he/she must regain
control of the dream before he/she can attempt escape.  If unsuccessful
in gaining control of the dream, the mage will die in four rounds from
physical damage, if not sooner from a failed save versus death.

The material components are a personal possession from the target
creature and a lock of hair from a night hag.


Pilpin's Soul Exchange
----------------------
(Necromancy, Alteration)

Level: 9
Range: Touch
Components: V,S,M
Duration: Permanent until caster reverses
Casting Time: 1 turn
Area of Effect: Two creatures
Saving Throw: Special

This spell causes the life forces of two creatures to exchange.  The
caster must touch both creatures simultaneously, at the end of casting
without having to make a roll to hit.  Any two creatures with a soul or
spirit (eg., humans, elves, animals, birds, dragons, fish, etc.) can be
affected.  Examples of creature's that do not have souls or spirits (as
we understand them) are; undead, demons, devils, automatons such as
golems, and extra-planar creatures in general.

The saving throw against PILPIN'S SOUL EXCHANGE depends on
whether both, one, or neither of the recipients are willing to undergo
the exchange.  Treat indifferent as unwilling.  If both recipients are
willing than no saving throw is required.  If one recipient is willing but
the other is not, then the unwilling target is allowed a saving throw
with a -2 penalty.  If both are unwilling, then they are both allowed a
normal save.  A successful saving throw by one or both recipients
negates the spell.

This spell is much more powerful when used in combination with the
8th-level spell TRAP THE SOUL.  Unwilling creatures that are trapped
within a gem prison have an additional -6 penalty on their saving
throw.  So if one recipient is willing and the other not, and the
unwilling recipient is first imprisoned by TRAP THE SOUL, the
unwilling creature saves with a -8 penalty.  If both recipients are
unwilling and trapped in gem prisons, they both save with a -6 penalty. 
The spell does not release them from the gem prisons, only exchanges
their souls.

A creature's soul in a different body has that body's strength, dexterity,
constitution, and comeliness, but the soul's intelligence, wisdom,
charisma (modified by body's comeliness), memories, and intelligence
based skills (ie., languages, non-weapon proficiencies, spell-casting
ability providing the body has require attributes, etc.).  If the body has
extraordinary strength, it can only be used if a warrior's soul enters the
body.  The body will not radiate magic.  The alignment will be that of
the soul.  TRUE SIGHT, or TRUE SEEING will reveal to a person that
previously knew the recipient of the SOUL EXCHANGE that they are
no longer the same person.

The spell can only be reversed by a carefully worded and executed
WISH (creatures must be touching each other), another SOUL
EXCHANGE, or the will of the original caster.  If a creature dies while
in another's body, it can only be brought back with it's own body, so if
both creatures died this could be a reckless way to reverse the spell. 
The material components are a diamond worth 1,000 gp. and a bit of
fresh brain tissue from a mind flayer (not necessarily freshly acquired,
possibly magically preserved).

So, what'd ya think?
alongley@cape.uwaterloo.ca

