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<Spells>
<top>Spells of the Flanaess</top>

<level>Level 1</level>

<Spell name="Bigby's Bookworm Bane">
  <name>Bigby's Bookworm Bane</name>
  <school>(Invocation/Evocation)</school>
  <range>20 yards</range>
  <components>V,S,M</components>
  <duration>1 turn / level</duration>
  <castingtime>1</castingtime>
  <area>Special</area>
  <save>None</save>
  <dline>This spell is used to seek out and destroy one of the most feared enemies of the wizard: the bookworm.  When cast, the spell creates a disembodied hand that will search through a library and crush all bookworms it finds.  The hand can search through 100 books or scrolls per round, seeking out bookworms with a 95% chance of detection.  Once a worm is found, the hand will puruse the bookworm relentlessly, attacking with the skill of a fighter equal in level to the caster.  A successful hit by the hand means the bookworm is instantly crushed to death.  The hand possesses a strength of 8, so it can move aside books and scrolls in pursuit of a fleeing bookworm.  The hand cannot be harmed by physical attacks, but it can be destroyed by 4 or more points of magical damage.  The hand is incapable of performing any other function or combatting any other foe.  Bigby used the spell periodically to safeguard his valuable library.</dline>
  <dline>The material component is a child-sized glove made of tough leather.</dline>
  <source>Greyhawk Adventures, p. 51</source>
</Spell>

<Spell name="Bigby's Feeling Fingers">
  <name>Bigby's Feeling Fingers</name>
  <school>(Invocation/Evocation)</school>
  <range>60 yards</range>
  <components>V,S,M</components>
  <duration>1 hour + 1 turn/level</duration>
  <castingtime>1</castingtime>
  <area>Special</area>
  <save>None</save>
  <dline>This spell calls into existence a disembodied hand under the caster's command.  The hand cannot hold, grasp or carry, but it does have an amazingly sensitive sense of touch.  The hand's sense of touch is so fine that it can note miniscule cracks, separations, or openings in a surface and thus detect the presence of a secret or concealed door with a 50% chance of success.  The hand can search a 10 foot by 10 foot area each turn.  The hand cannot be destroyed by physical attacks, but it is dispelled if dealt 4 or more points of magical damage.  The hand can trip a nonmagical trap if the location of the trap is known.</dline>
  <dline>The material components for the spell are a child-sized silk glove and a swan's feather.</dline>
  <source>Greyhawk Adventures, p. 51</source>
</Spell>

<Spell name="Otiluke's Bubbling Bouyancy">
  <name>Otiluke's Bubbling Bouyancy</name>
  <school>(Alteration)</school>
  <range>20 yards / level</range>
  <components>V,S,M</components>
  <duration>1 turn / level</duration>
  <castingtime>1</castingtime>
  <area>100 pounds / level</area>
  <save>None</save>
  <dline>This spell allows normally non-buoyant objects to float upon a layer of small crystal bubbles filled with air.  Up to 100 pounds of matter per level of the caster can be made to float, including gold, lead, stone, or a living creature.  An object that has sunk can be raised to the surface if the object is within the spell's range.</dline>
  <dline>The material components are a small cork and a pinch of bromine salt.</dline>
  <source>Greyhawk Adventures, p. 61</source>
</Spell>

<Spell name="Otto's Chime Of Release">
  <name>Otto's Chime Of Release</name>
  <school>(Alteration)</school>
  <range>60 yards</range>
  <components>V,S,M</components>
  <duration>1 chime</duration>
  <castingtime>1</castingtime>
  <area>1 creature</area>
  <save>None</save>
  <dline>When this spell is cast, a delicate chime rings out, the vibrations of which release any form of nonmagical bonds holding a single creature or person.  Ropes are untied, chains and shackles loosened, leather straps unbound, a gag undone, even a wooden stock can be opened by the chime.  The spell can release a bit and bridle on a horse, freeing the mount from a rider's direct control.</dline>
  <dline>The material component is a small brass tubular chime, which disappears when the spell is cast.</dline>
  <source>Greyhawk Adventures, p. 65</source>
</Spell>

<level>Level 2</level>

<Spell name="Bigby's Dextrous Digits">
  <name>Bigby's Dextrous Digits</name>
  <school>(Invocation/Evocation)</school>
  <range>30 yards</range>
  <components>V,S,M</components>
  <duration>3 turns / level</duration>
  <castingtime>2</castingtime>
  <area>90 foot radius from caster</area>
  <save>None</save>
  <dline>This spell summons into existence a pair of disembodied hands that will follow the wizard's every order and accompany him wherever he goes.  The hands can perform all the functions of an unseen servent but can also accomplish deeds requiring fine coordination, such as tinkering with tools, working with laboratory equipment, sculpting, painting, or playing a musical instrument.  The hands can perform any task the caster can accomplish, including nonweapon proficiencies known by the wizard.  The hands will perform with a dexterity equal to that of the caster.  Each hand can hold and carry up to 20 pounds weight individually, or 50 pounds weight together.  The hands can move no further apart than the caster's own hands.  The hands can move at a rate of 12, regardless of weight carried, but can move no farther than 90 feet away from the caster or they vanish.</dline>
  <dline>The hands cannot act out the somatic component of a spell.  The hands cannot wield a weaopn in melee or punch or grapple.  They are immune to physical attacks, but can be destroyed by 6 or more points of magical damage.</dline>
  <dline>The material component is a pair of gloves embroidered with the wizard's initials.</dline>
  <source>Greyhawk Adventures, p. 51</source>
</Spell>

<Spell name="Bigby's Silencing Hand">
  <name>Bigby's Silencing Hand</name>
  <school>(Invocation/Evocation)</school>
  <range>60 yards</range>
  <components>V,S,M</components>
  <duration>2 rounds / level</duration>
  <castingtime>5</castingtime>
  <area>1 creature</area>
  <save>Neg.</save>
  <dline>This spell creates an appropriately sized hand that will fly toward the chosen creature and clamp tightly over the creature's mouth unless the creature makes its saving throw.  A creature affected by the spell will be unable to talk clearly, cannot cast any spell requiring a verbal component, or use a magical item triggered by an audible command word.  The hand cannot be pulled away from the creature's mouth or be harmed by a physical attack, but can be destroyed by six or more points of magical damage, although most magical attacks carry the risk of harming the affected creature.  A successful dispel magic spell destroys the hand without injury to the creature.</dline>
  <dline>The material component is a cloth glove smeared with sticky syrup or honey.</dline>
  <source>Greyhawk Adventures, p. 52</source>
</Spell>

<Spell name="Drawmij's Adventurer's Luck">
  <name>Drawmij's Adventurer's Luck</name>
  <school>(Alteration)</school>
  <range>Touch</range>
  <components>V,S,M</components>
  <duration>3 turns</duration>
  <castingtime>1 round</castingtime>
  <area>Creature touched</area>
  <save>None</save>
  <dline>This spell bestows upon the touched creature a special form of luck.  For the duration of the spell, the recipient of this magic can act as though he was holding a luckstone (see Encyclopedia Magica) and using its magical effects.  The material component is 5,000 gp worth of ruby dust sprinkled over the creature's head; this vanishes after the spell expires.</dline>
  <source>Greyhawk Adventures, p. 54</source>
</Spell>

<Spell name="Nystul's Blazing Beam">
  <name>Nystul's Blazing Beam</name>
  <school>(Invocation/Evocation)</school>
  <range>0</range>
  <components>V,S</components>
  <duration>Instantaneous</duration>
  <castingtime>2</castingtime>
  <area>Ray, 30 feet + 10 feet / level</area>
  <save>Special</save>
  <dline>This spell draws a parcel of energy from the Positive Material Plane to the caster's hand, to be fired in a ray one foot wide to a distance of 30 feet plus 10 feet per level of the caster.  It affects only a single creature.  Except for undead, a creature struck by the beam receives a saving throw versus spell.  Success means the creature struck a glancing shot and is dazed for 1d4 rounds, suffering a -2 penalty on hit rolls and a +2 penalty to Armor Class.  Failure means the creature is struck full in the face and blinded for 2d4 rounds, suffering a -4 penalty to attack rolls and AC.</dline>
  <dline>An undead creature is automatically struck by the beam, suffers 4d6 points of damage, but is not dazed or blinded.</dline>
  <source>Greyhawk Adventures, p. 59</source>
</Spell>

<Spell name="Otiluke's Boiling Oil Bath">
  <name>Otiluke's Boiling Oil Bath</name>
  <school>(Conjuration/Summoning, Invocation/Evocation)</school>
  <range>60 yards</range>
  <components>V,S,M</components>
  <duration>Instantaneous</duration>
  <castingtime>2</castingtime>
  <area>1 creature</area>
  <save>Neg.</save>
  <dline>This spell creates a cauldron-shaped container of force filled with boiling oil, which appears over the target creature's head.  The cauldron dumps its contents onto the creature unless a successful saving throw versus spell is made. Success means the creature notes the cauldron's sudden appearance and leaps clear before the oil is poured. A creature who fails takes the full dose of boiling oil, suffering 3d4 heat damage.</dline>
  <dline>The material components are a few drops of oil and a pinch of sulphur.</dline>
  <source>Greyhawk Adventures, p. 62</source>
</Spell>

<Spell name="Rary's Aptitude Appropriater">
  <name>Rary's Aptitude Appropriater</name>
  <school>(Alteration, Divination)</school>
  <range>Touch</range>
  <components>V,S</components>
  <duration>1 turn / level</duration>
  <castingtime>1 round</castingtime>
  <area>The caster</area>
  <save>Special</save>
  <dline>By using this spell, the wizard can temporarily acquire the ability to use a nonweapon proficiency known to another creature.  The caster must touch the creature already possessing the desired skill.  If the creature is willing to transfer its knowledge of the proficiency, the transfer takes place without difficulty.  If the creature is unwilling to transfer the proficiency, the creature receives to a saving throw versus spell to prevent the transfer from occurring.  The creature touched does not lose its knowledge of the proficiency, the spell merely allows the caster to know the proficiency as well.</dline>
  <dline>Only nonweapon proficiencies can be transferred.  Other skills, abilities, powers, or types of knowledge are not transferred.  The wizard's level of ability with the proficiency is exactly that of the original owner, even if the appropriate ability for the proficiency differs between the caster and creature.  The proficiency is gained for one turn per level of the caster.</dline>
  <source>Greyhawk Adventures, p. 67</source>
</Spell>

<level>Level 3</level>

<Spell name="Bigby's Pugnacious Pugilist">
  <name>Bigby's Pugnacious Pugilist</name>
  <school>(Invocation/Evocation)</school>
  <range>60 yards</range>
  <components>V,S,M</components>
  <duration>2 rounds / level</duration>
  <castingtime>3</castingtime>
  <area>Creates 1 pair of hands</area>
  <save>Neg.</save>
  <dline>This spell creates a pair of man-sized hands, appearing as clenched and padded fists.  The hands pummel with the effectiveness of an 18/50 strength fighter of one-half the caster's experience level.  The hands together fight as an individual with AC 4 and 3 hit points per level of the wizard.  The hands are dispelled when they run out of hit points.  The hands can pummel only, and cannot hold a weapon or grapple.  The hands cannot be grappled or overborne, since they can easily flit away.</dline>
  <dline>The material components are a mitten stuffed with cotton and a brass bell.</dline>
  <source>Greyhawk Adventures, p. 52</source>
</Spell>

<Spell name="Nystul's Crystal Dirk">
  <name>Nystul's Crystal Dirk</name>
  <school>(Conjuration/Summoning, Invocation/Evocation)</school>
  <range>0</range>
  <components>V,S,M</components>
  <duration>3 rounds + 1 round / level</duration>
  <castingtime>3</castingtime>
  <area>Summons 1 dirk</area>
  <save>None</save>
  <dline>This spell creates a weapon similar to that described in the 2nd-level crystal dagger spell.  Nystul's crystal dirk is faintly magical, granting a +1 bonus to attack rolls.  The dirk inflicts 1d4+2 points of damage when it hits.  Against undead and monsters from the lower Outer Planes, the dirk inflicts 1d4+3 points of damage.  If the crystal dirk scores maximum damage, the monster is paralyzed until the end of the round following the hit.  The dagger vanishes at the end of the spell's duration.</dline>
  <dline>The material component is a tiny dagger made from lead crystal worth 350 gp.</dline>
  <source>Greyhawk Adventures, p. 59</source>
</Spell>

<Spell name="Otiluke's Acid Cloud">
  <name>Otiluke's Acid Cloud</name>
  <school>(Invocation/Evocation)</school>
  <range>60 yards</range>
  <components>V,S,M</components>
  <duration>Special</duration>
  <castingtime>3</castingtime>
  <area>15-foot radius globe</area>
  <save>Special</save>
  <dline>This spell creates a small crystalline sphere filled with a yellowish-brown mist.  The crystal sphere must be used within three rounds or its contents become useless.  The sphere can be thrown up to 20 yards as a grenade-like missile.  When the sphere shatters, the mist is released, filling the air in a 30-foot radius with yellowish acid fumes.</dline>
  <dline>Everything within the area of effect is affected as if placed in an acid bath.  All creatures within the fumes take 4d4 points of acid damage immediately, with no saving throw, and suffer 1d4 points of damage for every additional round of exposure to the fumes.  All objects touched by the acid fumes must make a saving throw versus acid or be eaten away.  For every additional round of exposure to the fumes, an item must save again.  The acid bath remains in existence for one round per two levels of the caster, but any wind, rain, or turbulent atmospheric condition negates the spell in a round.</dline>
  <dline>The material component is a small vial of diluted aqua regia (royal water).</dline>
  <source>Greyhawk Adventures, p. 62</source>
</Spell>

<Spell name="Tenser's Deadly Strike">
  <name>Tenser's Deadly Strike</name>
  <school>(Alteration)</school>
  <range>0</range>
  <components>V,S,M</components>
  <duration>3 rounds + 1d6 rounds</duration>
  <castingtime>3</castingtime>
  <area>The caster</area>
  <save>None</save>
  <dline>This spell improves the martial prowess of the caster.  All melee attacks made by the caster are at the usual chance to hit, but every successful attack does maximum damage to the opponent for the duration of the spell.  The spell works in combination with any other magic that enhances fighting ability.  The spell only affects weapons hand-held or hurled by the caster, and excludes device-propelled missile weapons.</dline>
  <dline>The material component is a full set of tiger claws.</dline>
  <source>Greyhawk Adventures, p. 69</source>
</Spell>

<level>Level 4</level>

<Spell name="Bigby's Battering Gauntlet">
  <name>Bigby's Battering Gauntlet</name>
  <school>(Invocation/Evocation)</school>
  <range>20 yards</range>
  <components>V,S,M</components>
  <duration>1 round / level</duration>
  <castingtime>4</castingtime>
  <area>Creates 1 ram</area>
  <save>None</save>
  <dline>This spell brings into existence a shimmering violet force shaped like a battering ram with a clenched fist as the ram's head.  The force assumes a cylindrical shape 12 feet long by 2 feet in diameter, but the caster can shorten its length to 3 feet in order to fit in a cramped space.</dline>
  <dline>The spell acts as a battering ram of great power, destroying a normal door with one hit, destroying a reinforced door with three hits, destroying a stone door with five hits, and having a 50% chance to destroy a metal door (the spell is destroyed if the gauntlet fails).  Only one attack can be made per round, as with any ordinary battering ram.  Used against a smaller physical obstruction, such as a dungeon door or metal grate reinforced with magic, a saving throw is made for the door at the level of the wizard who cast the reinforcing spell on the door.  If the saving throw is successful, the gauntlet is destroyed.  If the saving throw fails, the gauntlet begins working on the door.</dline>
  <dline>Against a living target, the ram has no effect.  The caster must always remain within 60 feet of the ram or it will dissipate.  The ram cannot be damaged by physical attacks, but it can be destroyed by magical damage equal to half the number of hit points of the caster.  A dispel magic or disintegrate spell can destroy the gauntlet also.  The spell cannot be used to open chests or batter anything but a door.  If only functions against portals that are designed to open at some time.</dline>
  <dline>The material component is a metal rod with a chain mail gauntlet slipped over one end.</dline>
  <source>Greyhawk Adventures, p. 52</source>
</Spell>

<Spell name="Bigby's Construction Crew">
  <name>Bigby's Construction Crew</name>
  <school>(Invocation/Evocation)</school>
  <range>60 yards</range>
  <components>V,S,M</components>
  <duration>12 hours</duration>
  <castingtime>1 turn</castingtime>
  <area>180 foot radius from caster</area>
  <save>None</save>
  <dline>This spell summons disembodied hands that will do the work of an entire construction crew.  The caster creates as many pair of hands as he has experience levels.  All of the hands come equipped with carpentry tools.  The hands do the work of a construction team equal in ability to any crew of professional carpenters, masons, miners or sappers.  The hands never need to rest or eat, and each pair performs as one worker.  The hands are unable to fight or inflict physical damage on anything.  They cannot be destroyed by nonmagical means, and each pair has as many hit points as the caster has levels.</dline>
  <dline>The material components of the spell include an assortment of miniature tools, worth at least 500 gp.</dline>
  <source>Greyhawk Adventures, p. 52</source>
</Spell>

<Spell name="Bigby's Force Sculpture">
  <name>Bigby's Force Sculpture</name>
  <school>(Invocation/Evocation)</school>
  <range>30 yards</range>
  <components>V,S,M</components>
  <duration>1 turn / level</duration>
  <castingtime>1 round</castingtime>
  <area>Creates 1 cubic foot / level</area>
  <save>None</save>
  <dline>This very flexible spell enables the wizard to create a visible plane of force that can be shaped into any form the caster wishes.  The caster could create a table, ladder, club, bucket, stilts, or cane, for example.  Once an object is formed, it retains its form for the duration of the spell.  The object imitated must be fairly rigid, can have no moving parts, cannot have a sharp point or edge, and cannot possess finely detailed features.  A rope, long bow, sword, chariot, or accurate statue cannot be created with the spell.  All objects formed out of force cannot be harmed by physical attacks, but can be dispelled by magical attacks that inflict more points of damage to the object than the creator's hit points.  Up to 1 cubic foot of matter per level of the caster can be simulated.</dline>
  <dline>The material component for the spell is a lump of soft clay with diamond dust mixed into it.</dline>
  <source>Greyhawk Adventures, p. 52</source>
</Spell>

<Spell name="Mordenkainen's Electric Arc">
  <name>Mordenkainen's Electric Arc</name>
  <school>(Invocation/Evocation)</school>
  <range>5 yards / level</range>
  <components>V,S,M</components>
  <duration>Instantaneous</duration>
  <castingtime>4</castingtime>
  <area>Special</area>
  <save>1/2</save>
  <dline>This spell causes one or more small flashes of lightning to erupt from the caster's fingertips and strike one or more opponents.  One arc of lightning will be evoked for every three full levels of the caster.  Each electric arc inflicts 1d6 points of damage, plus one point per level of the caster to a maximum bonus of +10 per arc.  A saving throw versus spell reduces damage by one half.  The spell is most effective when each electric arc is directed at a separate opponent.  Only one arc can strike a target per combat round; others striking the same target have no further effect.</dline>
  <dline>The material components for the spell are a bit of fur and a glass rod.</dline>
  <source>Greyhawk Adventures, p. 57</source>
</Spell>

<level>Level 5</level>

<Spell name="Andrui's Baneful Backfire">
  <name>Andrui's Baneful Backfire</name>
  <school>(Abjuration)</school>
  <range>Special</range>
  <components>V,S,M</components>
  <duration>Until triggered</duration>
  <castingtime>1 turn</castingtime>
  <area>1 enchanted object</area>
  <save>None</save>
  <dline>This spell enables a wizard to protect his magical property and enchantments from tampering by other spellcasters.  The backfire can be cast on any magical item or object even temporarily endowed with magical properties (such as a character who has been slowed).</dline>
  <dline>The backfire remains dormant until such time as a character attempts to cast dispel magic on the object.  The backfire not only causes the dispel to fail automatically, but the dispelling caster loses one memorized spell of a level equal to the spell or effect he was trying to dispel.  If he has no such spell, the backfire causes him to lose a spell of the next lower level, until the caster has one spell or has no spell to lose.</dline>
  <dline>For example, suppose that a 7th-level wizard is attempting to cast dispel magic on a door that has been wizard locked and is protected by the baneful backfire.  Upon casting the dispel, the wizard instantly loses one 2nd-level spell (equal to the level of the wizard lock) and the door is still magically sealed.</dline>
  <dline>The baneful backfire is not effective against a spellcaster of a higher level than the wizard who cast it.  In such a case, a successful dispel magic would dispel both the ward and the spell it was put in place to protect.</dline>
  <dline>The physical component of the spell is a bit of cat fur and a piece of carpeting roughly three inches square.</dline>
  <source>Treasures of Greyhawk</source>
</Spell>

<Spell name="Bigby's Fantastic Fencers">
  <name>Bigby's Fantastic Fencers</name>
  <school>(Invocation/Evocation)</school>
  <range>60 yards</range>
  <components>V,S,M</components>
  <duration>1 round / level</duration>
  <castingtime>5</castingtime>
  <area>Special</area>
  <save>None</save>
  <dline>This spell creates one hand for every three levels of the caster, each of which holds a long sword. Each hand fights with the skill of a fighter of one-half the experience level of the caster. Each hand is AC 2 because of its small size and speed, and each can sustain 15 points of damage before being dispelled. Each fencer is capable of disarming an opponent and does so on a roll four greater than the roll needed to hit. A fencer likewise disarmed of its sword is dispelled automatically. The caster need not concentrate on the fencers to keep them functioning, but only has to give them orders as if they were henchmen. The material component is a small silver amulet shaped like a mailed gauntlet holding a gem-encrusted sword, worth at least 1,000 g.p. (This vanishes when the spell is cast).</dline>
  <source>Greyhawk Adventures, p. 52</source>
</Spell>

<Spell name="Bigby's Strangling Grip">
  <name>Bigby's Strangling Grip</name>
  <school>(Invocation/Evocation)</school>
  <range>10 yards / level</range>
  <components>V,S,M</components>
  <duration>2 rounds</duration>
  <castingtime>5</castingtime>
  <area>1 creature</area>
  <save>None</save>
  <dline>This spell creates a pair of disembodied hands that will seek out a creature's throat and strangle the creature much like an attack with a garrote.</dline>
  <dline>The hands must make a successful attack roll to grab the creature's throat, attacking with +4 to hit with the wizard's THAC0, becaus of the attacks speed and ferocity.  A miss with the first attack allows an attack for damage only in the next round.</dline>
  <dline>The strangling grip established in the first round inflicts 1d4 points of damage, and will strangle its victim to death by the end of the next round unless the creature is freed.  The victim can break the grip with a succesful bend bars roll (creatures vulnerable to this attack, but without strength scores, save vs. petrification with a -4 penalty).  The grip will be released if the wizard's concentration is broken.</dline>
  <dline>The hands have no effect against any creature that the caster could not himself physically strangle with his bare hands; for example, an ochre jelly, a cow, or any creature above large size (L).  Likewise, such throat protection as a hardened leather collar or a metal gorget will frustrate the attack; the spell grants no strength beyond the caster's own.  If the attack is not made by surprise or from a blind quarter, the hands can be parried with a ready weapon or limb; a successful parry blocks the attack.</dline>
  <dline>The material components are a pair of gloves sewn into a clutching grip around the neck of a bottle.</dline>
  <source>Greyhawk Adventures, p. 53</source>
</Spell>

<level>Level 6</level>

<Spell name="Bigby's Besieging Bolt">
  <name>Bigby's Besieging Bolt</name>
  <school>(Invocation/Evocation)</school>
  <range>Special</range>
  <components>V,S,M</components>
  <duration>1 round / level</duration>
  <castingtime>1 round</castingtime>
  <area>Special</area>
  <save>None</save>
  <dline>This spell is similar to Magic Missile. When the spell is cast, the wizard is able to fire one magical siege bolt for every two levels of the caster. The bolt will behave as a given siege engine missile in range and effect. The type of siege missile the bolt mimics depends on the caster's level.</dline>
  <dline>The bolts must be launched at the rate of one every two rounds in succeeding rounds. During this time the caster can do nothing else. If the spell is interrupted, no additional bolts can be launched. The bolts strike their target unerringly.</dline>
  <dtable>
  <dhead><drow>Wizard's Level</drow><drow>Siege Engine Missile</drow></dhead>
  <dcolumn><drow>12th</drow><drow>light catapult</drow></dcolumn>
  <dcolumn><drow>14th</drow><drow>heavy catapult</drow></dcolumn>
  <dcolumn><drow>16th</drow><drow>trebuchet</drow></dcolumn>
  </dtable>
  <dline2>The material component is a small stone sprinkled with diamond dust.</dline2>
  <dline2>Editor's Note: These missiles can also be used against huge-sized or larger mobile targets. If this is allowed, the damage the missiles do and their other effect can be found on page 153 of the PO:CT.</dline2>
  <source>Greyhawk Adventures, p. 53</source>
</Spell>

<level>Level 7</level>

<Spell name="Otiluke's Death Screen">
  <name>Otiluke's Death Screen</name>
  <school>(Alteration, Invocation/Evocation)</school>
  <range>5 yards / level</range>
  <components>V,S,M</components>
  <duration>1 round / level</duration>
  <castingtime>7</castingtime>
  <area>20-foot square</area>
  <save>Special</save>
  <dline>This spell calls into existence an immobile gray, misty screen, shaped as the caster wills (20 x 20 feet is common).  Any creature passing through the screen suddenly finds itself trapped in a mysterious zone of nil-space where it is subjected to anti-energy drawn from one of the four Negative Quasi-Planes.</dline>
  <dline>Every round, the trapped creature loses 25% of its current hit point total, dropping to 0 hit points at the end of the 4th round if it fails to escape.  The creature dies at -10 hit points at the end of the 5th round.  For every round a creature is trapped, it receives a saving throw versus death magic.  Success means the creature escapes back to the Prime Material Plane, emerging from the side of the screen opposite the side entered.  The saving throw to escape is made at -1 in the 1st round, -2 in the 2nd, -3 in the 3rd, and -4 in the 4th round.</dline>
  <dline>If the spell ends before a creature escapes or dies, the creature is released onto the Prime Material Plane as the screen disappears, as if the creature had escaped on its own.  A creature reemerging injured but alive is stunned for 1d4 rounds as it recovers from the effect of the life-draining zone.  Those imprisoned in the zone can heal themselves and use any other magics, but can't escape unless they make saving throws for the zone.</dline>
  <dline>The material components are a sheet of lead crystal, earth from a vampire's coffin, and a hollow sphere (for vacuum).</dline>
  <source>Greyhawk Adventures, p. 64</source>
</Spell>

<level>Level 8</level>

<Spell name="Bigby's Most Excellent Force Sculpture">
  <name>Bigby's Most Excellent Force Sculpture</name>
  <school>(Invocation/Evocation)</school>
  <range>30 yards</range>
  <components>V,S,M</components>
  <duration>6 turns + 1 turn / level</duration>
  <castingtime>1 turn</castingtime>
  <area>Creates 1 cubic yard / level</area>
  <save>None</save>
  <dline>This spell is the most advanced form of the force sculpture spells.  The object formed can be highly complex, containing many moving parts, such as a siege machine or sailing ship.  Parts of an object simulated could be as flexible as a rope or the wood of a bow, so a large net, ballista, rope bridge, or collection of crossbows could be formed.  As with lesser force sculptures, fine or accurate details require an additional 2d4 rounds to form, along with sufficient skill as an artist or artisan.  Up to 1 cubic yard of matter per level of the caster can be simulated.  With the exceptions noted above, the spell is otherwise identical to the 4th-level spell of the same type.</dline>
  <dline>The material component is a lump of clay mixed with 1,000 gp of diamond dust, which vanishes when the spell is used.</dline>
  <source>Greyhawk Adventures, p. 53</source>
</Spell>

</Spells>
