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<Spelllevel>
<top>Spells of the Realms</top>

<level>Level 1</level>

<Spell name="Blacksteel">
  <title>
    <name>Blacksteel</name>
    <school>(Alteration)</school>
  </title>
  <statistics>
    <range>Range: 0</range>
    <components>Components: V,S,M</components>
    <duration>Duration: 2 turns / level</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 1</castingtime>
    <area>Area of Effect: 1 weapon</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>Although this spell works on any sort of weapon, it is usually employed on bladed, metal weapons. It enables the caster to temporarily alter the properties of any one touched weapon. The weapon becomes dark, silent, and nonreflective. A blacksteeled weapon does not make any noises as a result of striking beings or objects, even if it is broken by the severity of its use. Also, any blood shed by it adheres to it, neither spraying from it nor dripping down it, as long as the spell lasts. The weapon can be magical or have other enchantments laid on it before the blacksteel is cast. The blacksteel does not affect the conductivity of the weapon, and although it makes the weapon count as magical for purposes of what it can hit, does not confer any bonuses to attack capability or damage to the blade.</description>
  <description>A blacksteel ends if the weapon it is cast on comes into contact with any magic after the blacksteel is established, even if the magic is not aimed at or does not affec the weapon-wielder. There is only one exception to this: If a locate object is cast on a weapon protected by blacksteel, or or used to seek that weapon, the two magics cancel each other; both spells end and the weapon is not located.</description>
  <description>The material component of this spell are a pinch of iron filings and a scrap of cobweb.</description>
  <source>The Seven Sisters, p. 63</source>
</Spell>

<Spell name="Color">
  <title>
    <name>Color</name>
    <school>(Alteration)</school>
  </title>
  <statistics>
    <available>Available to: Myrl's Text (spellbook), the Lark, Khelben Arunsun, Darsson Spellmaker</available>
  </statistics>
  <statistics>
    <range>Range: Touch</range>
    <components>Components: V,S,M</components>
    <duration>Duration: Permanent</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: Special</castingtime>
    <area>Area of Effect: 8 square yards</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This spell allows a wizard to effect a permanent color change in cloth, leather, or similar substances. The speed at which the change takes place is variable. With a gesture, the caster can instantaneously make an entire piece change to a single hue. If several colors are desired, the caster must trace with his fingers the areas he intends to color and picture the desired hue for the area outlined; the color changes accordingly. Any color or shade may be created, including metallic tints, though the latter cannot actually consist of precious metals.  Any color changes must be done within two hours, the spell's maximum duration. The effect is permanent until dispelled.</description>
  <source>Pages from the Mages, p. 82</source>
</Spell>

<Spell name="Snilloc's Snowball" source="http://hjem.get2net.dk/adad/wizards/MAGES/1st.htm">
  <title>
    <name>Snilloc's Snowball</name>
    <school>(Evocation)</school>
  </title>
  <statistics>
    <available>Available to: The Collected Wisdom of Snilloc (spellbook), copies of spells rarely available</available>
  </statistics>
  <statistics>
    <range>Range: 20 yards / level</range>
    <components>Components: V,S,M</components>
    <duration>Duration: Instantaneous</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 1</castingtime>
    <area>Area of Effect: 1 target</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This spell creates a mystical snowball in the hand of the caster, which can then be thrown immediately against any target within range. The snowball hits automatically for 1-3 points of damage, ld6 points if used against a fire-using or fire-dwelling opponent. The snowball strikes like a magic missile and can be affected or repelled in the same way. (A brooch of shielding or thunderlance, for example, gives the same protection against both spells.)</description>
  <description>Snilloc's snowball is considered by most mages to be a lesser form of magic missile, though it has the advantage in range at higher levels (as opposed to multiple strikes) and can be directed against an object as well as a creature. It is also more effective against fiery creatures.</description>
  <description>The material component of this spell is a chunk of ice or a small bit of ivory.</description>
  <description>There are reports of a 2nd-level variant of this spell with identical effects called Snilloc's cream pie. These reports are unconfirmed.</description>
  <source>Forgotten Realms Adventures, p. 45; Pages from the Mages, p.32</source>
</Spell>

<level>Level 2</level>

<Spell name="Agannazar's Scorcher" source="http://hjem.get2net.dk/adad/wizards/MAGES/2nd.htm">
  <title>
    <name>Agannazar's Scorcher</name>
    <school>(Evocation)</school>
  </title>
  <statistics>
    <available>Available to: Tome of the Covenant (spellbook), apprentices of Agannazar, Elminster</available>
  </statistics>
  <statistics>
    <range>Range: 20 yards</range>
    <components>Components: V,S</components>
    <duration>Duration: 2 rounds</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 3</castingtime>
    <area>Area of Effect: jet, 2 feet wide x 60 feet long</area>
    <save>Saving Throw: Special</save>
  </statistics>
  <description>Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one creature or object of the caster's choice. That target will be hit by this flame for 3-18 points of damage in the first round and 3-18 points the following round, if it remains within the spell's range. The target has no saving throw against this spell, though anti-fire capabilities such as fire resistance will apply and may reduce or eliminate the damage.</description>
  <description>Other creatures in the path of the flame jet can make a saving throw vs. spell to avoid 2-16 points of fire damage. A successful saving throw reduces this to 1-8 points of damage.</description>
  <description>The caster cannot perform other actions the during the second round of the spell or discontinue the spell until it has run its course. If the target moves more than 20 yards away from the caster or takes shelter behind some large, fireproof object in the second round, the flame jet will remain directed toward its original target, even though no further damage can be caused.</description>
  <description>Like the burning hands spell, this spell will ignite readily flammable material in its path.</description>
  <source>Forgotten Realms Adventures, p. 45; Pages from the Mages, p. 113</source>
</Spell>

<Spell name="Bladeleap">
  <title>
    <name>Bladeleap</name>
    <school>(Alteration)</school>
  </title>
  <statistics>
    <range>Range: 10 feet/level</range>
    <components>Components: V,S,M</components>
    <duration>Duration: 1 round</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 2</castingtime>
    <area>Area of Effect: 1 bladed weapon</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This spell allows the caster to make any bladed weapon fly from her hand to strike at a chosen being. The weapon need not be one that the caster is proficient in, and it strikes only once, with a bonus of +4 on both attack and damage rolls, and is considered a +4 magical weapon for purposes of what creatures it can hit while the spell is in effect.</description>
  <description>The weapon is not consumed by the spell, but does not return to the caster or remain under the caster's control. When its attack is made, it falls to the ground. If directed at a target creature beyond spell range, the weapon falls to the ground at the limits of the spell range.</description>
  <description>The material components of this spell are the weapon and a hair from the caster or a thread from the caster's garments.</description>
  <source>The Seven Sisters, p. 68</source>
</Spell>

<Spell name="Breath of Bewilderment">
  <title>
    <name>Breath of Bewilderment</name>
    <school>(Evocation)</school>
  </title>
  <statistics>
    <range>Range: 30 feet/level</range>
    <components>Components: V,S</components>
    <duration>Duration: 1 round</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 2</castingtime>
    <area>Area of Effect: A cloud 10 feet high, 10 feet wide, and 30 feet long</area>
    <save>Saving Throw: Neg.</save>
  </statistics>
  <description>This spell allows the caster to breathe out a visible cloud of smoking vapor. It dissipates one round later, but all creatures coming into contact with it must make a saving throw vs. poison or be stunned for one round, during which time no coherent, deliberate activity is possible. The caster is never affected by her own breath of bewilderment, or, if she has this spell memorized, by anyone else's.</description>
  <source>The Seven Sisters, p. 68</source>
</Spell>

<Spell name="Ghost Blade">
  <title>
    <name>Ghost Blade</name>
    <school>(Alteration)</school>
  </title>
  <statistics>
    <range>Range: 0</range>
    <components>Components: V,S,M</components>
    <duration>Duration: 2 + 2d4 rounds</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 2</castingtime>
    <area>Area of Effect: 1 wooden item</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This spell temporarily transforms any wooden object that is longer in one direction than in another and of less than 35 lbs. or so (an average man-sized being must be able to lift it in one hand) into a sword. The sword can be of any one-handed type, from a short sword to a long sword, and is considered a magical weapon for purposes of what it can hit. It inflicts the normal damage of the weapon selected (gaining neither damage nor attack bonuses from the magic), and can be wielded by any being as if she or he were proficient with it.</description>
  <description>The caster can cause the magic to end instantly before the spell duration expires. The wooden item - usually a staff, cudgel, furniture leg or tree limb - is never consumed by the spell, and reappears whole at the end of the spell duration even if the ghost blade was broken or bent during use.</description>
  <description>The spell's material components are the wooden item, a handful of iron filings, and a drop of water from any pool or body of water once struck by lightning.</description>
  <source>The Seven Sisters, p. 69</source>
</Spell>

<Spell name="Magic Missile Reflection">
  <title>
    <name>Magic Missile Reflection</name>
    <school>(Abjuration, Alteration)</school>
  </title>
  <statistics>
    <range>Range: Touch</range>
    <components>Components: V,S,M</components>
    <duration>Duration: 2 rounds + 1 round / level</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 2</castingtime>
    <area>Area of Effect: 1 being</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This spell was once known as Shalantha's Kiss because that long-ago sorceress of Myth Drannor bestowed its protection on companions in the adventuring band she led by means of a kiss. It weaves an invisible field around the body of the caster or a recipient creature that reflects magic missiles entirely back at their source, so the protected creature takes no harm. The missiles are reflected for full damage unless the source is protected against them.</description>
  <description>The spell can be transferred by the protected being to another creature by willing the magic to move and speaking the one-word initial incantation as the new recipient is touched. The incantation is made by the caster as she touches a spell recipient, who probably hears it well enough to repeat it. A being so bestowing the spell need not be a spellcaster. These transfers can be done as often as desired, but only once per round, and only one creature is protected at any given time. The spell duration is not extended or shortened by transfers.</description>
  <description>The material component of the spell is a drop of the caster's saliva.</description>
  <source>The Seven Sisters, p. 69</source>
</Spell>

<Spell name="Snilloc's Snowball Swarm" source="http://hjem.get2net.dk/adad/wizards/MAGES/2nd.htm">
  <title>
    <name>Snilloc's Snowball Swarm</name>
    <school>(Evocation)</school>
  </title>
  <statistics>
    <available>Available to: The Collected Wisdom of Snilloc (spellbook), copies of spells rarely available</available>
  </statistics>
  <statistics>
    <range>Range: 10 yards / level</range>
    <components>Components: V,S,M</components>
    <duration>Duration: Instantaneous</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 2</castingtime>
    <area>Area of Effect: 30-foot radius</area>
    <save>Saving Throw: &#189;</save>
  </statistics>
  <description>By means of this spell the caster causes a flurry of magical snowballs to erupt from a point within his range. The snowballs fly in all directions, hitting everything in the area of effect (including the caster) and causing 1-3 points of damage per level of the caster (to a maximum of 8d3). Against fire-using and firedwelling creatures, the spell inflicts ld6 points of damage per level of the caster (again to a maximum of 8 dice of damage).</description>
  <description>Unlike the higher-level fireball, the snowball swarm is completely contained within its area of effect. Obstructions and low ceilings do not cause the cloud of snowballs to deform-they just hit the walls and splatter. These snowballs are considered normal missiles when determining the effects of protection spells. All targets are considered AC 10 against the snowballs, however; only Dexterity modifiers apply.</description>
  <description>This spell is much less powerful than the fireball spell, but useful where the dimensions of the area of effect are unknown or against fire-using or fire-dwelling creatures.</description>
  <description>The material component of this spell is a chunk of ice or a single pearl.</description>
  <source>Forgotten Realms Adventures, p. 47; Pages from the Mages, p. 32</source>
</Spell>

<level>Level 3</level>

<Spell name="Cloak of Adeamozs">
  <title>
    <name>Cloak of Adeamozs</name>
    <school>(Abjuration)</school>
  </title>
  <statistics>
    <range>Range: Touch</range>
    <components>Components: V,S,M</components>
    <duration>Duration: 1 round / level</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 3</castingtime>
    <area>Area of Effect: 1 being</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This spell protects the caster, or a single spell recipient being touched during casting, against spells of 3rd level or less and equivalent magical item discharges. It does not prevent such magics from reaching or affecting the protected being (having no effect on saving throws and the like), but lessens damage done by such attacks.</description>
  <description>For spells that inflict random damage, a cloak of Adeamozs reduces their harm by 3 points of damage per die for 1st level spells, 2 points per die for 2nd level spells, and 1 point per die for 3rd level spells. For spells that cause a set amount of damage or a certain base amount augmentet by a number of points per level of the caster, a cloak of Adeamozs reduces the damage by 12 points for 1st level spells, 8 points for 2nd level spells, and 4 points for 3rd level spells.</description>
  <description>The material components of this spell are a handful of iron filings from metal that was once part of a plate worn as body armor and a scrap of cobweb.</description>
  <source>The Seven Sisters, p. 72</source>
</Spell>

<Spell name="Dire Charm" source="http://hjem.get2net.dk/adad/wizards/MAGES/3rd.htm">
  <title>
    <name>Dire Charm</name>
    <school>(Enchantment/Charm)</school>
  </title>
  <statistics>
    <available>Available to: Vaerendroon's Ineffable Enchantment (spellbook)</available>
  </statistics>
  <statistics>
    <range>Range: 120 yards</range>
    <components>Components: V,S</components>
    <duration>Duration: 1d4 rounds + 1 round / level</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 3</castingtime>
    <area>Area of Effect: 1 individual</area>
    <save>Saving Throw: Neg.</save>
  </statistics>
  <description>By means of this spell, the caster ensorcels one person in such a fashion that the person truly enjoys killing and will immediately go berserk, attacking to kill friend and foe alike for the duration of the spell, unless a saving throw vs. spell is made. The definition of person is the same as for the first level wizard spell, charm person, and the same restrictions apply, save that the charmed character has no qualms about slaying others.</description>
  <description>The charmed individual will not attack the caster of this spell unless the caster attacks or harms the charmed individual first. If this happens, the charmed individual will attack only the caster.</description>
  <description>If there is no one for the charmed individual to attack, he acts normally. As soon as someone other than the caster comes within sight (within the duration of the spell, of course), the dire charm takes hold and the charmed individual rushes to the attack.</description>
  <description>The berserk attacks of the charmed individual do not grant any additional powers or abilities. If given a choice between two different ways to attack, the charmed character always chooses the most deadly (he will cast a fireball spell before drawing his dagger, for instance). If the charmed character is forced to attack something much more powerful, the DM may permit a second saving throw vs. spell to break the charm.</description>
  <source>Forgotten Realms Adventures, p. 48; Pages from the Mages, p. 122</source>
</Spell>

<Spell name="Steeldance">
  <title>
    <name>Steeldance</name>
    <school>(Evocation)</school>
  </title>
  <statistics>
    <range>Range: 10 feet / level</range>
    <components>Components: V,S,M</components>
    <duration>Duration: 2 rounds</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 3</castingtime>
    <area>Area of Effect: 60 foot radius sphere</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This spell causes four whirling long swords or scimitars to appear out of thin air and fly about inside the area of effect at MV 18 (A), striking at foes for two rounds before vanishing again. Each blade strikes at a THAC0 of 6 and does 6 points of damage per successful attack. For purposes of determining what they can hit, they are considered +4 magical weapons, but they gain no bonuses atop the previously stated THAC0 and damage. Each blade is AC -3 and has 12 hp. If a foe hits a blade for more than that amount of damage during its brief existence, it winks out immediately. The blades are subject to spell damage if magic is used against them.</description>
  <description>The blades strike at up to four targets chosen by the caster, but the spell's area of effect is stationary. If the target or targets flee out of the spell's reach, the blades cannot follow.</description>
  <description>The material components of a steeldance spell are four bladed weapons of any size from as long as the caster's forearm to tiny replicas. Knives or daggers are commonly used. The components are not consumed by the spell and can be reused.</description>
  <source>The Seven Sisters, p. 74</source>
</Spell>

<level>Level 4</level>

<Spell name="Blood Lightning">
  <title>
    <name>Blood Lightning</name>
    <school>(Alteration, Evocation, Necromancy)</school>
  </title>
  <statistics>
    <available>Available to: the Seven Sisters and apprentices, Harpers</available>
  </statistics>
  <statistics>
    <range>Range: 0</range>
    <components>Components: V,S,M</components>
    <duration>Duration: Special</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 4</castingtime>
    <area>Area of Effect: 1 being</area>
    <save>Saving Throw: Special</save>
  </statistics>
  <description>This spell can be cast on the caster or on any touched recipient being. A blood lightning delays taking effect until the being next bleeds, and is undetectable while it is "waiting." The only way to prevent the blood lightning from taking effect once cast is by the casting of a remove curse on the spell's recipient.</description>
  <description>Within a turn after the spell recipients first bleed, they can by silent act of will lash out, releasing the blood lightning. If they do not, the magic heals them of 1d4+1 points of damage and dissipates. (If the spell recipient is a spellcaster, releasing the blood lightning does not count as casting a memorized spell, and it can be released in addition to normal spellcasting in that round.)</description>
  <description>The spell manifests as a web of leaping and crackling blood-red lightning, raging out from any wounds the being has to deal all beings within 40 feet 6d6 points of damage. Beings struck by the blood lightning must make a successful saving throw to receive only half damage. A being unleashing blood lightning is never harmed by it, but cannot choose to exclude any being within range from the blood lightning unless she is able to directly touch that being as the blood lightning is released.</description>
  <source>The Seven Sisters, p. 76</source>
</Spell>

<Spell name="Shadow Dance">
  <title>
    <name>Shadow Dance</name>
    <school>(Alteration)</school>
  </title>
  <statistics>
    <available>Available to: the Seven Sisters and apprentices, Harpers</available>
  </statistics>
  <statistics>
    <range>Range: 0</range>
    <components>Components: V,S,M</components>
    <duration>Duration: 1 round / level</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 4</castingtime>
    <area>Area of Effect: 1 being</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This spell transforms the caster or a touched recipient creature and all worn or carried material into a translucent, insubstantial state, resembling the creatures known as shadows. Like shadows, this form is 90% undetectable in all but the brightest sunlight, except to an observer who knows of its presence and watches it continuously. While affected by the spell, the caster's movements are silent, and she can pass through any crack or opening. Though an intangible wizard cannot cast spells requiring material components or launch physical attacks, the state can be ended instantly by silent act of will.</description>
  <description>The user of a shadow dance is protected at all times by an effect identical to a feather fall spell, and is immune to all undead or magical energy-draining attacks. This immunity includes the Strength drain of shadows, life-force attacks (such as the chill touch of a lich or a wizard employing the spell of the same name), and the level draining of more powerful undead.</description>
  <description>Shadow dance users cannot fly, but can dive downward, trusting to the feather fall property of the spell for protection. They can also climb empty air in a rhythmic manner that resembles some dances. This upward movement is equal to a levitation spell (an upward movement rate of 2, no horizontal movement, weight limit of 100 lbs. per level of experience of the caster).</description>
  <description>The material component of this spell is a cobweb or eyelash that has been touched at some time by moonlight.</description>
  <source>The Seven Sisters, p. 80</source>
</Spell>

<level>Level 5</level>

<Spell name="Eyefire">
  <title>
    <name>Eyefire</name>
    <school>(Invocation/Evocation)</school>
  </title>
  <statistics>
    <range>Range: 0</range>
    <components>Components: V,S</components>
    <duration>Duration: 1 round / 3 levels</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 5</castingtime>
    <area>Area of Effect: 1 creature/round within 20' + 5' / lvl</area>
    <save>Saving Throw: 1/2</save>
  </statistics>
  <description>This dramatic spell causes the caster's eyes to glow a fearsome, bright emerald green. The round of casting, the caster's entire countenance takes on such a frightening aspect that every creature with less than 4 Hit Dice or levels must pass an immediate morale check or run away in terror.</description>
  <description>The next round, the wizard can discharge twin bolts of crackling green energy at an opponent, who must be within the area of effect (65' at 9th level, 70' at 10th, etc.). The attack causes 1D8 points of damage per level of the caster (Save -vs- Spell for half damage), to a maximum of 15D8. In subsequent rounds, the caster can change targets and attack within a 90 degree field of vision.</description>
  <description>Spell duration is one round per three levels of the caster, to a maximum of five rounds, so a 9th level caster can attack with Eyefire twice, a 12th level caster three times, and so on. Exposed magical items carried by those who fail their Saving Throws -vs- Spell must Save -vs- Magical Fire or be rendered non-magical. Normal items are unaffected.</description>
  <source>The Moonsea</source>
</Spell>

<Spell name="Melisander's Harp">
  <title>
    <name>Melisander's Harp</name>
    <school>(Alteration)</school>
  </title>
  <statistics>
    <available>Available to: the Seven Sisters and apprentices, Harpers, priests of Lathander</available>
  </statistics>
  <statistics>
    <range>Range: 10 feet / level</range>
    <components>Components: V,S,M</components>
    <duration>Duration: 1 round / level</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 5</castingtime>
    <area>Area of Effect: Special</area>
    <save>Saving Throw: Special</save>
  </statistics>
  <description>This spell is named for its creator, the elven mage and Harper hero known to Realmslore as the Last Lonely Harpist. It brings into being the spectral, shadowy illusion of a harp that plays by itself, floating in midair. The harp can be up to 10 feet per level distant from the caster. While within range, it can be moved at a rate of up to 10 feet a round according to the caster's will. Its playing can be turned on and off instantly and repeatedly by silent will of the caster, but this does not affect spell duration.</description>
  <description>While the harp is playing, all creatures within 20 feet of it are affected as if by a slow spell (no saving throw). All sound is hushed (but not negated), available light dims, and all creatures of 4+4 Hit Dice or less within 40 feet must make a successful saving throw vs. spell or be affected as if by a sleep spell. All creatures and objects within 60 feet of a Melisander's harp are also affected as if by a feather fall spell (no saving throw) while the harp is playing.</description>
  <description>A Melisander's harp is unaffected by dispel magic or magical silence. A limited wish or stronger spell is required to destroy such a harp while it exists. The powers of a harp cannot pass through magical barriers (such as a wall of force), and a spellcaster cannot cause a harp to come into being or to move to the other side of such a barrier from the caster's location.</description>
  <description>The material components of this spell are a silver harp-string and at least three tears.</description>
  <source>The Seven Sisters, p. 82</source>
</Spell>

<Spell name="Phantom Blade">
  <title>
    <name>Phantom Blade</name>
    <school>(Alteration)</school>
  </title>
  <statistics>
    <available>Available to: the Seven Sisters and apprentices, Harpers</available>
  </statistics>
  <statistics>
    <range>Range: 0</range>
    <components>Components: V,S</components>
    <duration>Duration: 2 rounds / level</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 5</castingtime>
    <area>Area of Effect: 1 being</area>
    <save>Saving Throw: Special</save>
  </statistics>
  <description>This spell creates a translucent, shadowlike, weightless area of magical force extending from the fingers of one of the caster's hands. This silent construct is blade-shaped. Its cutting edges inflict damage just as those of a real sword do. The caster wield the phantom blade as if proficient in the use of this weapon, at her normal THAC0.</description>
  <description>A phantom blade counts as a +2 magical sword for purposes of what it can hit (though it does not gain this attack or damage bonus), and cannot harm inorganic things (such as ropes) because it has no solid existence. Against living foes, it cuts and chills for 1d10 points of damage per successful strike. Against undead creatures, beings phasing into or out of the Ethereal Plane, or beings maintaining any simultaneous dual-plane existence, it gives a +4 bonus to the wielder's attack roll and causes 4d4 points of damage. A phantom blade is nonmetallic, nonmagnetic, and does not reflect light or conduct electrical energy. It cannot be dropped or torn from the caster's grasp, but it vanishes instantly if the caster desires.</description>
  <description>A phantom blade is also effective against nonprismatic magical barriers (such as a wall of force) and fields (such as a minor globe of invulnerability). At each contact with such a barrier, roll 2d12. A maximum of one contact between the phantom blade and the barrier can occur per round. When the total of all such attacks exceeds the field's total points, the field or barrier is destroyed, along with the phantom blade. For purposes of determining when a field falls, assign a field 10 points per spell level; assign 70 points for effects with unknown level.</description>
  <source>The Seven Sisters, p. 83</source>
</Spell>

<level>Level 6</level>

<Spell name="Summon Spider">
  <title>
    <name>Summon Spider</name>
    <school>(Summoning)</school>
  </title>
  <statistics>
    <available>Available to: drow of the Underdark</available>
  </statistics>
  <statistics>
    <range>Range: 60 yards</range>
    <components>Components: V,S,M</components>
    <duration>Duration: 6 rounds + 1 round / level</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 6</castingtime>
    <area>Area of Effect: Special</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This spell calls one spider per level of the caster, of any type and size (the most common sorts of spiders are detailed in Volume 1 of the Monstrous Compendium). If multiple spiders are summoned, they may be of various types.</description>
  <description>The arachnids appear within spell range and attack creatures indicated by the caster until the spell expires, the caster commands them to cease, or the monsters are slain.</description>
  <description>The spiders never attack the caster, and do not check morale.  If commanded to attack each other, slain in battle, or if another being attempts to usurp control of them by magical means, the summoned spiders vanish into thin air.</description>
  <description>If no opponent exists to fight, the spiders can perform other services. They will obey only the caster.</description>
  <description>The material components of this spell are a bag (of any size), a small candle, taper, or lamp (not necessarily lit), and a spider leg or entire spider corpse.</description>
  <source>The Drow of the Underdark, p. 55</source>
</Spell>

<level>Level 7</level>

<Spell name="Gemjump">
  <title>
    <name>Gemjump</name>
    <school>(Abjuration)</school>
  </title>
  <statistics>
    <range>Range: 0</range>
    <components>Components: V,S,M</components>
    <duration>Duration: Instantaneous</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 2 rd.</castingtime>
    <area>Area of Effect: The caster</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This spell is initially cast on a special gem known as a roguestone. The roguestone is enchanted in the process of casting the spell and is not destroyed when the spell is activated.  At any time after completing the casting, by uttering a command word, the caster can immediately teleport to the location of the gem. The teleport will always be on target (never high or low). If the gem is in a confined area, the caster will appear in the nearest sufficiently large space.</description>
  <description>There is no time limit on when the gemjump can be employed, and no distance limitation; the caster can be on a different plane or planet than the stone, and it will still function correctly. The only requirement is that the caster be able to speak the command word (which is not possible if he is feebleminded, asleep, unconscious, petrified, paralyzed, or insane). The gemjump will not function if either the caster or the roguestone is within an antimagic shell, but any other hindrance (shackles or chains of any sort, or even a forcecage) will not affect it. Only the caster and his normal clothing will be transported; other equipment, possessions, and allies will be left behind.</description>
  <description>The roguestone radiates no detectable magical energy except during the round in which the gemjump is being employed. It is possible for more than one wizard to cast gemjump spells on the same stone; a limited wish will reveal the number of spells that have been cast on a stone, but will not disclose the identities of the casters. Only a full wish can negate the magic that has been placed on a roguestone. Physical destruction of the stone will also ruin the magic, but a caster who has linked himself to the stone will be aware that it has been destroyed. A roguestone makes saving throws as "rock, crystal."</description>
  <source>Forgotten Realms Adventures, p. 60; Heroes' Lorebook, p. 148; Pages from the Mages, p. 53</source>
</Spell>

<level>Level 8</level>

<Spell name="Blackstaff">
  <title>
    <name>Blackstaff</name>
    <school>(Alteration, Evocation)</school>
  </title>
  <statistics>
    <available>Available to: Khelben Arunsun</available>
  </statistics>
  <statistics>
    <range>Range: 0</range>
    <components>Components: V,S,M</components>
    <duration>Duration: 1 round / level</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 1 rd.</castingtime>
    <area>Area of Effect: Special</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This is the spell that gave its creator, Khelben Arunsun of Waterdeep, his nickname. The magic causes any nonmagical staff, club, piece of wood, or pole arm held by the caster to shimmer with a black, crawling radiance. A blackstaff weapon has the following properties:</description>
  <description>It cannot harm the caster or any other beings touching the staff during the casting of the spell; it strikes as a +4 magical weapon and inflicts 1d8 points of damage; and it absorbs and negates all magic cast upon it except for a wish or an antimagic shell, either of which can destroy it.</description>
  <description>In addition, the wielder can choose one of the following abilities at the beginning of each round to use as a special attack:</description>
  <description>The staff's touch drains 1 hit point automatically, in addition to normal damage. This hit point is lost permanently (can only be regained through the use of a wish) unless the victim makes a successful saving throw vs. death magic.</description>
  <description>The staff's touch acts as a dispel magic spell (at 8th level effectiveness) on all magical barriers, weapons, or effects. The caster can choose to use his own level for the effectiveness of the dispel attempt, but doing this causes the staff to be destroyed regardless of the outcome of the attempt.</description>
  <description>The staff's touch may cause mental damage (roll d%), as follows: 01-45, no effect; 46-65, confusion for 1d4 rounds; 66-75, stunned (as per the symbol spell) for 1d3 rounds; 76-85, fear for 1d2 rounds; 86-95, repulsion for 1 round; 96-00, feeblemind for 1 turn.</description>
  <description>The staff's touch causes any spellcaster to save vs. paralyzation or either forget one memorized spell or be unable to use one natural spell-like power for 2 rounds (if a choice exists, determine the spell or ability at random).</description>
  <description>The staff's touch causes a being possessing psionic skills or wild talents to be psionically "scrambled" (unable to use any powers except defenses) for 1d4 rounds.</description>
  <description>At the expiration of the spell, the staff itself (the material component) is instantly and completely consumed.</description>
  <source>Heroes' Lorebook, p. 146</source>
</Spell>

<level>Level 9</level>

<Spell name="Black Blade of Disaster">
  <title>
    <name>Black Blade of Disaster</name>
    <school>(Evocation, Conjuration/Summoning)</school>
  </title>
  <statistics>
    <available>Available to: drow of the Underdark</available>
  </statistics>
  <statistics>
    <range>Range: 10' / level</range>
    <components>Components: V,S</components>
    <duration>Duration: 1 round / level</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 6</castingtime>
    <area>Area of Effect: Special</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This spell enables the caster to create a black, blade-shaped planar rift. It moves about as the caster wills, providing the caster can see and concentrate on it, at a rate of up to 90/round. If the caster ceases concentration on the effect at any time, the blade collapses into nothingness at the end of that round.</description>
  <description>A black blade of disaster can cut through prismatic walls and spheres, walls of force, and all other known magical barriers, including an antimagic shell.</description>
  <description>Such a blade can also be used to strike in battle, twice per round (it has the same THAC0 as its caster). A black blade does 1-12 structural (or hull) points of damage (1d12 x 10) to inanimate objects that do not bear dweomers. If walls have spells upon them, consider them magical barriers (see above).</description>
  <description>Against creatures, a black blade does 2d12 points of damage per strike, attacks twice per round, and absorbs all magical attacks and effects directed at it. Anyone trying to seize or physically attack it is affected as if struck by the blade.</description>
  <description>If the caster rolls a natural 20, the blade causes the victim to disintegrate. Nothing short of a wish will restore a character destroyed in this fashion.</description>
  <source>The Drow of the Underdark, p. 58</source>
</Spell>

<Spell name="Dragonshape">
  <title>
    <name>Dragonshape</name>
    <school>(Alteration)</school>
  </title>
  <statistics>
    <available>Available to: Halruaans, Tabra (Bargewright Inn)</available>
  </statistics>
  <statistics>
    <range>Range: 0</range>
    <components>Components: V,S</components>
    <duration>Duration: 1 turn / level</duration>
  </statistics>
  <statistics>
    <castingtime>Casting Time: 9</castingtime>
    <area>Area of Effect: The caster or one touched being</area>
    <save>Saving Throw: None</save>
  </statistics>
  <description>This spell enables the caster or another being to take the form of any type of dragon the caster has personally seen. To cast the spell on another being, the caster must be in physical contact with that being.</description>
  <description>The recipient acquires all the powers of a dragon, including spelllike abilities, immunities, magic resistance, and the like. People affected by the spell retain their own Intelligence and any memorized spells. These spells can be cast by willpower alone while in dragonshape, without expending material components. The recipient is not subject to subdual, and can use his or her own magic resistance, if it's higher than that of the dragon form. Magical items that are already operating will continue to function while the spell recipient is in dragon form. However, a being in dragonshape can only activate magical items that can be manipulated with altered speech, claws, and so on. Worn magical items are altered by the spell so that they still fit; nonmagical items temporarily become part of the dragon form.</description>
  <description>Mastery of dragon powers requires 1d3 rounds if the recipient has never taken the shape of the particular dragon before. Except for purely physical abilities such as flying, biting, and breathing, unmastered powers can't be used.</description>
  <description>The change into dragon form cures damage to the spell recipient as if a heal had been cast on him or her. Changing back to normal form can be done at will and takes only a second. This also has a healing effect. The recipient returning to normal form regains half of any hit points lost while in dragon form. Beings cannot shift repeatedly between dragonshape and normal form; one change each way is included in the spell.</description>
  <description>Beings in dragonshape can communicate in the language of the form they've taken, along with any other means of communication common to chosen dragon's form, as well as retaining their usual speech.</description>
  <source>Volo's Guide to the North, p. 230-231</source>
</Spell>

</Spelllevel>
