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<Spells>
<top>Spells of the Wizards of Waterdeep</top>

<level>Level 1</level>

<Spell name="Disarm">
  <name>Disarm</name>
  <available>Watch-Wizards Corps</available>
  <school>(Evocation)</school>
  <range>100 yards</range>
  <components>V,S</components>
  <duration>Instantaneous</duration>
  <castingtime>1</castingtime>
  <area>1 person</area>
  <save>Neg.</save>
  <dline>This spell summons minor telekinetic bursts that cause a wizard's opponent to drop any hand-held weapons or items. There is enough force behind the spell to cause the items to move 1d20' away from the weilder, forcing characters to spend a round retrieving their weapons or stolen items. This spell affects only hand-held items, not rings or belts or other items unless physically carried in the hands (not worn).</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Gemidan's Icicle">
  <name>Gemidan's Icicle</name>
  <available>Gemidan, Khelben, Laeral, those trained by them</available>
  <school>(Evocation)</school>
  <range>20 yards / level</range>
  <components>V,S,M</components>
  <duration>One round</duration>
  <castingtime>1</castingtime>
  <area>One target or creature</area>
  <save>None</save>
  <dline>When cast, this spell summons an ice-blue bolt that streaks to its intended target like a magic missile. It does 1d4 points of damage to one opponent (2d4 to fire-based or fire-using foes) and causes a 1'-thick patch of ice to form over a 3' radius at its impact point. The spell is designed to hit foes in their eyes (blinding them for one round) or their hands (disrupting spellcasting for one round), the target area named at the time of casting. The ice dissolves into mist after one round.</dline>
  <dline>This variant of the Snilloc's snowball spell was created by Gemidan, Khelben's youngest apprentice. Like its parent spell, it has the benefits of greater range at higher levels, and can be used against objects (triggering traps or placing ice on a torch to extinguish lights, etc.).</dline>
  <dline>The material component for this spell is a peice of ivory or a small chunk of ice.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Lightning Bug">
  <name>Lightning Bug</name>
  <available>Gemidan, Khelben, Laeral, the Watchful Order of Magists &amp;amp; Protectors, the Watch-Wizard Corps</available>
  <school>(Alteration, Evocation)</school>
  <range>15 + 10 yards / level</range>
  <components>V,S</components>
  <duration>Instantaneous</duration>
  <castingtime>1</castingtime>
  <area>1 creature or target</area>
  <save>None</save>
  <dline>Another of Gemidan's spell variants that merges magic missle with shocking grasp, this spell allows casters to generate a missle of electrical energy and cast it unerringly at a target. When it hits the target (or an electrical conductor that touches an opponents body), the lightning bug discharges 1d6 points of damage, plus 1 point per level of the wizard (for example, an 11th-level mage would generate an electrical missle of 1d6 + 11 points of damage).</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Reveal Magic">
  <name>Reveal Magic</name>
  <available>Dagsumn (sold on 500 gp scrolls); the Watchful Order of Magists &amp;amp; Protectors, the Watch, etc.</available>
  <school>(Alteration, Divination)</school>
  <range>0</range>
  <components>V,S</components>
  <duration>1 round / level</duration>
  <castingtime>2</castingtime>
  <area>Special</area>
  <save>None</save>
  <dline>With this spell, wizards can make the hidden auras of macical spells and items visable to all, rather than personally viewing the same via detect magic. The spell can be cast two different ways, each with distance effects.</dline>
  <dline>If cast over an area, the spell reveals all magical radiations within a ten-foot radius with an additional five-foot radius for every two levels of mage (for example, a 7th-level mage reveals magic in a 25-foot radius). The intensity and type of magic cannot be determined, as all magical items and fields glow equally bright (akin to torchlight).</dline>
  <dline>If cast specifically on one item, the spell reveals the item's magical aura as flickering flames; the higher the flames, the more powerful the magic (and the color of the flames grants the mage a 10% chance per level to identify if a certain type of magic is present, like alteration, conjuration, etc.). If a curse is present on the item, there is a 20% chance that the magical flames are colored black to signify the curse; if otherwise, it just registers the type of magic in the item.</dline>
  <dline>Like detect magic, this spell is blocked by one-foot-thick stone walls, solid metal of one-inch thickness, or a yard or more of solid wood. The spell was created by Dagsumn of Waterdeep, and he sold the spell information to the Watchful Order of Magists &amp;amp; Protectors for guild membership and enough gold to buy a townhouse in Castle Ward. Dagsumn also sells the spell on scrolls to anyone with 500 gold pieces.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Slingstar">
  <name>Slingstar</name>
  <available>Danilo Thann, Gemidan, Laeral, Watch-Wizard Corps</available>
  <school>(Alteration, Invocation/Evocation)</school>
  <range>0</range>
  <components>V,S,M</components>
  <duration>1 round / level</duration>
  <castingtime>6</castingtime>
  <area>1 or more sling stones</area>
  <save>Special</save>
  <dline>This variant of the magic missile spell changes sling stones or bullets into magic missiles.  A wizard temporarily charges his sling with magical energy, and the change occurs as the stone is readied and discharged.  The physical missile is consumed, and the target is hit for 1d6 points of damage, plus 1 point per level, to a maximum of +10.  If the wizard does not have a weapon proficiency in sling, the target receives a saving throw versus spell to negate the missile hit; if the wizard has sling proficiency, the hit is automatic.</dline>
  <dline>For every three levels, a caster can create another missile (at 3rd, 6th, and 9th level).  Only one stone can be changed and fired per round (for example, a 10th-level wizard can create four slingstars within 10 rounds).  The spell creates a maximum of 4 missiles at 10th level.  Slingstars are affected by all items that affect magic missiles, except that they can penetrate a Shield spell.</dline>
  <dline>The material component for this spell is a small stone or sling bullet to be consumed by the spell for each missile.  The movement of a sling is its somatic component.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Trembling Horn">
  <name>Trembling Horn</name>
  <available>Watch-Wizards Guild, those trained by them (common)</available>
  <school>(Invocation/Evocation)</school>
  <range>50 yards + 5 yards / level</range>
  <components>V,S,M</components>
  <duration>1 hour</duration>
  <castingtime>2</castingtime>
  <area>Up to 3 creatures in a 20-foot radius</area>
  <save>None</save>
  <dline>This spell, specially designed by Thyri Snome for the Watch, allows watch-wizards to blow their horns at fleeing suspects and attach magical tracers to them that allow the watch to easily find them in crowds.  When cast, the wizard must blow a watch horn and point at the target or targets in the area of effect.  Target individuals must be at least partially in sight for the spell to be effective.  The magic re-mains inactive until triggered by a watch horn.</dline>
  <dline>When a watch member with a watch horn (not limited to the caster) approaches within 30 feet of an affected individual, the spell activates.  A glowing, sounding horn appears 1 foot above the individual and is easily heard.  This audible image grows brighter and louder as the watch ap-proaches.  It fades after two rounds, but creatures can be caught by then.</dline>
  <dline>If affected individuals evade the watch for one hour after casting, the spell ends without activating.  Waterdhavians are familiar with this spell, often stopping people who have this cast upon them, should they hide in their midst.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<level>Level 2</level>

<Spell name="Battering Ram">
  <name>Battering Ram</name>
  <school>(Invocation/Evocation)</school>
  <range>0</range>
  <components>V,S,M</components>
  <duration>1 round</duration>
  <castingtime>2</castingtime>
  <area>The caster's arm</area>
  <save>Neg.</save>
  <dline>This spell duplicates a ring of the ram's effects.  It wraps the caster's arm in transluscent magical force, making a rams' head at the fist.</dline>
  <dline>- The caster has a strength score of 19 to open doors, break items, or hit opponents (2d6 points of damage); or</dline>
  <dline>- A force can be launched up to 30 feet away in the direction pointed, in order to hit a target like a battering ram (if a door, wall, or other barrier) or against a creature for 2d6 points of    damage (save vs. spell or be knocked down; a successful save negates the knockdown    but not the damage).</dline>
  <dline>The material component is a piece of ram's horn held in the caster's fist.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Gemidan's Paralytic Missile">
  <name>Gemidan's Paralytic Missile</name>
  <available>Gemidan, Khelben, Laeral, Watchful Order of Magists &amp;amp; Protectors, Watch-Wizard Corps</available>
  <school>(Invocation/Evocation)</school>
  <range>40 yards + 10 yards / level</range>
  <components>V,S</components>
  <duration>1 round / level</duration>
  <castingtime>1</castingtime>
  <area>1 creature</area>
  <save>Neg.</save>
  <dline>This spell generates a missile of green magical energy that lances out of the caster's fingertip and always hits its target creature or person; the target must be at least partially visible for the spell to work.  A creature struck by a paralytic missile is immobilized for 1 round per level of the caster.  A successful saving throw vs. paralysis negates the effect.</dline>
  <dline>Originally a miscast magic missile spell, Gemidan and Khelben both found it to be a useful application as a defense for lower level mages.  Khelben promptly gave the spell's particulars to Mage-Civilar Thyriellentha Snome, the senior watch-wizard.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Net">
  <name>Net</name>
  <available>Watch-Wizards and Wizard Guild, common among them</available>
  <school>(Invocation/Evocation)</school>
  <range>5 yards / level</range>
  <components>V,S,M</components>
  <duration>5 rounds / level</duration>
  <castingtime>2</castingtime>
  <area>10-foot cube</area>
  <save>Neg.</save>
  <dline>This spell, conjures a heavy, sticky weblike net in a 10- foot cube around its target area.  The net doesn't anchor itself to surfaces, but entangles any moving objects or persons within its area.</dline>
  <dline>Those in the area of effect must make saving throws versus spell.  If successful, they manage to dodge the net or break the few strands that hold them.  Those who fail are entangled and immobilized for at least one round.  They can cut their way free in following rounds or break free if their Strength is greater than 15.  The net is not flammable.</dline>
  <dline>The net spell is a variation of the web spell, but its limitations make it far more useful for use within the city (of Waterdeep).  The Net needs no anchors and can be conjured in mid-air, either to drop on miscreants below or to entangle flying creatures.  Its size limitations and shorter duration create fewer problems with traffic and bystanders, since it doesn't obstruct entire streets like a normal web spell.  Due to their flame retardance, multiple nets can be used to help smother small fires as part of a fireguard.</dline>
  <dline>The material component is a bit of spider web or rope.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Wound Bind">
  <name>Wound Bind</name>
  <available>Enchanters (very rare)</available>
  <school>(Alteration, Necromancy)</school>
  <range>0</range>
  <components>V,S</components>
  <duration>Instantaneous</duration>
  <castingtime>3</castingtime>
  <area>1 creature</area>
  <save>None</save>
 <dline>The spell affects one creature intelligent (semi-intelligent or higher), regardless of Hit Dice.  Creatures with magic resistance have their magic resistance reduced by a factor of 60% for purposes of determining whether the spell takes effect, and receive a normal saving throw.  Creatures without magic resistance save at a -2 penalty.  The effect of the spell is to put the entity into a zombie-like trance state from which it cannot be revived until the spell expires or is dispelled.</dline>
 <dline>The creature obeys commands willingly and to the best of its ability, applying every resource available without reservation.  Courses of action to which the creature would normally be violently opposed to are cheerfully executed.  The only commands the creature hesitates to obey are obviously self-destructive orders or direct commands to cause harm to his close friends or loved ones.  Even these orders do not allow the chance of breaking the charm, but simply cause the creature to fall into a confused daze for 1d4 rounds.  If the caster directly harms the creature, a new saving throw to break free of the witch's influence is allowed</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<level>Level 3</level>

<Spell name="Fearfire">
  <name>Fearfire</name>
  <available>Alcedor Kolat, Watchful Order of Magists &amp;amp; Protectors (common)</available>
  <school>(Enchantment/Charm, Illusion/Phantasm)</school>
  <range>0</range>
  <components>V,S,M</components>
  <duration>4 rounds + 1 round / level</duration>
  <castingtime>4</castingtime>
  <area>30-foot radius</area>
  <save>Neg.</save>
  <dline>This spell allows a wizard to temporarily charm a group of creatures.  To cast the spell, the wizard must break a piece of wood of any size; once broken, a 30-foot radius area around the wizard erupts in magical flames and energy that simulates the retributive strike of a staff of the magi.</dline>
  <dline>Up to one creature to two levels of the caster within the area of effect (rounded up, with a maximum of 5 creatures at 10th level) must make successful saving throws vs. spell to resist the effects;  those who fail are in awe of the caster and will obey the caster's suggestions out of sheer terror of the wizard's power.  Affected creatures treat the wizard as their all-powerful master, but effects other than duration duplicate those of a charm spell.</dline>
  <dline>This charm effect can effect elves and creatures normally immune to charm spells; subtract 20% from such creatures' normal resistances to charm when gauging the effects of this spell.  Blind creatures are immune to this particular spell.</dline>
  <dline>This spell is one of the flashiest illusions created within the history of the Watchful Order of Magists and Protectors of Waterdeep.  It was granted to them by Alcedor Kolat the Enchanter in exchange for some rare material components and minor spells.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Gamalon's Fiery Backlash">
  <name>Gamalon's Fiery Backlash</name>
  <available>Khelben, Harpers, Guild, Watch-Wizard Corps (uncommon or rare)</available>
  <school>(Enchantment/Charm, Invocation/Evocation)</school>
  <range>120 yards + 10 yards / level</range>
  <components>V,S</components>
  <duration>1 turn + 1 round / 2 levels</duration>
  <castingtime>1</castingtime>
  <area>1 to 4 creatures or objects in a 30-foot radius</area>
  <save>Neg.</save>
  <dline>When cast, the fiery backlash spell establishes invisible dweomers around the targets chosen by the caster.  Whenever the target (whether a living being or a magical item) casts a fire-based spell (fireball, burning hands, etc.), the spell is immediately redirected onto the casting being or object with all normal effects.  For example, a wizard under the effect of a backlash can cast a fireball, but finds himself at the center of it, subject to all the damage (a saving throw for half damage is allowed).  An item, such as a wand of fire, must make a successful saving throw vs. magical fire or be destroyed.</dline>
  <dline>Originally designed in Llorbauth by a starfaring mage, its primary use was to defend against long-distance fire attacks, a favored attack form in Wildspace.  This spell returned and spread through the Realms by sources who maintain its original creator's name.  Khelben Arunsun graciously provided the spell knowledge to the Watch-Wizards Corps and the Watchful Order of Magists &amp;amp; Protectors of Waterdeep, as well as the Harpers.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Healing Touch">
  <name>Healing Touch</name>
  <available>Stavros, Watch-Wizards (uncommon)</available>
  <school>(Alteration, Necromancy)</school>
  <range>0</range>
  <components>V,S</components>
  <duration>One touch</duration>
  <castingtime>3</castingtime>
  <area>1 living being</area>
  <save>None</save>
  <dline>When the caster touches a living being, life energy is transferred from the caster to the subject being.  If the being is unwilling, a successful attack roll is required.</dline>
  <dline>The caster rolls 1d6, and this is the number of temporary hit points bestowed upon the subject and subtracted from the caster's total.  The caster must then make a successful saving throw vs. spell or be paralyzed for 1d4 rounds.  Any transferred hit points over the target's normal total are lost.  The temporary hit points are the first lost to any subsequent damage, and any remaining after one hour per caster level are lost.</dline>
  <dline>When cast upon an undead creature, this spell inflicts damage equal to the number of hit points lost by the caster.</dline>
  <dline>This spell was developed by Stavros of the Skulls to fulfill an order by the Lords of Waterdeep.  It is essentially a reversed version of the vampiric touch spell.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Lightning Rod">
  <name>Lightning Rod</name>
  <available>Watch-Wizards, Guild (common)</available>
  <school>(Alteration)</school>
  <range>Touch</range>
  <components>V,S,M</components>
  <duration>Special</duration>
  <castingtime>7</castingtime>
  <area>1 metal object</area>
  <save>None</save>
  <dline>This spell forces magical lightning to a specific spot determined by the caster. When cast, the wizard chooses a metal object to become the lightning rod (a sword, a lamppost, or a gold piece). The focal point of the spell cannot be alive or heavier than 100 pounds. When any ranged electrical attack occurs within 50 yards of a lightning rod, the energy is redirected and absorbed into it, negating the attack and destroying the object (if someone is in contact with the rod, that person receives the full damage of the attack). If the object is not struck by a magical electricity within 48 hours, the spell ends.</dline>
  <dline>This spell was developed by a watch-wizard to minimize random property damage when the watch (or anyone) battled a mage in the streets. This spell was refined to limit lightning bolts and similar energies, as they are a standard attack spell. Many watch-wizards cast this spell on metal rods, tossing them clear when anticipating spell battles. One unscrupulous former mage was sentenced to Undermountain for casting this spell on a ring and selling the "magical lightning-enhancer ring" to a fellow guild member (when the wearer cast his lightning bolt, it centered on the ring, killing the mage with his own spell).</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<level>Level 4</level>

<Spell name="Blacksphere">
  <name>Blacksphere</name>
  <school>(Abjuration, Invocation/Evocation)</school>
  <range>10 yards + 2 yards / level</range>
  <components>V,S,M</components>
  <duration>2d4 rounds + 1 round / level</duration>
  <castingtime>4</castingtime>
  <area>10 foot radius globe</area>
  <save>Special</save>
  <dline>Created by a long-since forgotten wizard (though some in Waterdeep insist it was once known as Hilather's blacksphere), the blacksphere spell is a core spell to the development of the rare magical beads of force and their effects are nearly identical.</dline>
  <dline>When cast, a black force burst erupts at the caster's desired focal point, causing 1d4 points of damage plus 1 point per caster level, to all creatures within a 10 foot radius.  Creatures failing a saving throw vs. spell are trapped in a 10 foot radius sphere of force for the duration of the spell; victims cannot escape the sphere by any means less than those used to destroy a wall of force.  A successful saving throw blows the creature out of the encapsulated area, though it still takes damage from the force burst.</dline>
  <dline>The material components are a small piece of charcoal and a small piece of onyx.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Delayed Magic Missile">
  <name>Delayed Magic Missile</name>
  <available>Khelben, Laeral, Lords of Waterdeep, Harpers, Zhentarim, Knights of the Shield (rare)</available>
  <school>(Invocation/Evocation)</school>
  <range>80 yards + 10 yards / level</range>
  <components>V,S</components>
  <duration>1 round / level</duration>
  <castingtime>1</castingtime>
  <area>1 creature</area>
  <save>Special</save>
  <dline>Visually, this spell is nearly identical to the first-level magic missile spell; however, it has several differences: delayed magic missile deals more damage, staggered over a longer time; second and subsequent attacks do not automatically hit; a shield spell does not block the attack.</dline>
  <dline>When cast, darts of magical energy shoot from all of the wizard's fingertips, collecting into one missile just before striking the target creature, which must be at least partially in sight at the time of casting.  The missile causes 1d6 points of damage for every three levels of the caster (for example, a 12th-level caster deals a total of 4d6 points of damage).</dline>
  <dline>The initial impact deals 1d6 points of damage to the target, and another 1d6 damage strikes each round thereaftger until the duration is reached.  On each round after the first, the target can attempt a saving throw vs. spell at -2 to dodge damage for that round.  If successful, the creature can act normally; failure means the 1d6 points of damage for the round are taken.  The staggered attacks do not prevent a targeted spellcaster from concentrating on a spell.</dline>
  <dline>Regardless of previous saving throws, the magic remains potent until the duration runs out.  For example, an opponent making 11 successful saving throws against this spell as thrown by a 12th-level wizard takes only the initial 1d6 points of damage.</dline>
  <dline>While originally created a decade ago by Khelben "Blackstaff" Arunsun and his consort Laeral, this spell has become more widely used in more recent years.  Made for the lords of Waterdeep, the Harpers, and select allies, knowledge of this spell fell into the hands of the Zhentarim and the Knights of the Shield, who spread its use amongst their members as well.  While still relatively rare, many wizards seek this spell for its use against other wizards in spell battles.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Duhlark's Long Reach">
  <name>Duhlark's Long Reach</name>
  <available>Duhlark, the Wizard's Guild, the Watch (common)</available>
  <school>(Alteration, Conjuration/Summoning)</school>
  <range>25 yards + 5 yards / level</range>
  <components>V,S,M</components>
  <duration>5 rounds / level</duration>
  <castingtime>7</castingtime>
  <area>Creates 1 arm</area>
  <save>None</save>
  <dline>This spell creates a magical arm out of materials present in the area of effect. The arm can form from any surface - for example, from a wall or from the ground - creating a large arm of wood, packed dirt, or stone. The arm can be normal man-sized or it can be up to gargantuan size (3' long, plus the caster's level in feet maximum). Once formed, the Long Reach arm is rooted to its original creation point and limited to its specific size.</dline>
  <dline>Its primary purpose is to grab and hold objects, persons, or creatures. It grabs at a creature selected by the wizard, attacking with the wizard's THAC0 and a +2 bonus. It holds any prey grasped with the equivalent of 19 Strength, regardless of size. The arm can punch down walls and doors (striking like a battering ram) and it can make an attack roll to punch opponents for 2D6 points of damage. Like Spectral Hand, touch-delivered spells cast by the controlling wizard can be projected through an existing magical arm.</dline>
  <dline>The magical arm is under the control of the caster and can be used for purposes beyond capture and attack; the caster cannot, while controlling the arm, perform any other actions. If the wizard performs any other activity, the arm freezes in its last position until the wizard exerts control.</dline>
  <dline>If created of wood, the arm has an AC of 4, while a stone arm has an AC of 0; the arm's hit points are equal to the wizard's. The arm collapses back into its raw material and disappears when it is reduced to 0 hit points.</dline>
  <dline>While created by Duhlark the Transmuter, a wizard of Waterdeep, this spell is known for its use by watch-wizards and is often referred to as the "Long Arm of the Law." In the hands of the watch-wizards, this spell performs many functions, like catching fleeing felons, battering down doors, halting runaway wagons, tossing Dock Ward rowdies into the harbor, and even stretching to rescue children trapped in burning buildings before pulling the burning wreck down. Duhlark is proud to see his spell in good use, but he grows furious if people don't use its "proper title, not a populist caricature of a name!"</dline>
  <dline>The material components for the spell are a small piece of wood or stone and a pinch of sulphur.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Life Bolt">
  <name>Life Bolt</name>
  <available>Stavros of the Skulls, Watch-Wizards, Guild</available>
  <school>(Alteration, Necromancy)</school>
  <range>10 yards / level</range>
  <components>V,S</components>
  <duration>Permanent</duration>
  <castingtime>6</castingtime>
  <area>1 undead creature</area>
  <save>1/2</save>
  <dline>This spell uses the energy of the caster's own life force offensively against undead. The spell has no effect on living creatures. By holding an open palm toward the undead creature and uttering the incantation, the caster sends a pulse of living energy toward the undead (color of the energy depends on the caster's general alignment; lawful is white, chaotic is red, and neutral is blue). The caster sacrifices 1d4 hit points to cast this spell; for each hit point lost, the caster causes 1 d6 points of damage to the undead target. The undead creature is allowed a saving throw versus spell against this attack, with successful saving throws limiting the damage to half.</dline>
  <dline>Stavros of the Skulls created this spell years ago after nearly losing his life to zombies that broke free of his control. He gave this spell to the Watchful Order of Magists &amp; Protectors as part of his penance for damages to Waterdeep. Devotees of Mystra, especially priests and mages affiliated with the House of Wonder, are eager to learn this spell, as Meleghost Starseer, the Magister of Mystra, holds this up as an example of how "Mystra grants us the power to protect life through our own sacrifices!"</dline>
 <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<level>Level 5</level>

<Spell name="Life Field">
  <name>Life Field</name>
  <available>Stavros of the Skulls, Watch-Wizards, Guild (uncommon)</available>
  <school>(Alteration, Necromancy)</school>
  <range>0</range>
  <components>V,S</components>
  <duration>1 round / 3 levels</duration>
  <castingtime>2</castingtime>
  <area>The caster</area>
  <save>None</save>
  <dline>Stavros of the Skulls' final spell created for the Lords of Waterdeep is his most potent creation. By marshaling their own life forces, wizards can surround their bodies and handheld items or weapons with a shining blue radiance known as a life field. Once summoned, the spell remains in effect without concentration, allowing the mage to attack or cast further spells. If the caster attacks undead with a weapon covered in a life field, weapon damage is doubled in addition to the caster's level in points of damage (that is, a 7th-level mage's quarterstaff wrapped in a life field deals 2d6+7 points of damage to undead). Missile weapons act normally since they move beyond the field's range. If undead simply come into contact with a life field (that is, not one used jointly with an attack, or a hand-to-hand attack against someone with an active life field), they must make a saving throw or take damage equal to the caster's level due to living energy counteracting their undead state.</dline>
  <dline>While this spell does not affect living creatures (damage dealt is normal), further research has uncovered the reverse of this spell, Death Field, which is now in use by a number of evil mages including Stavros. All the effects visited upon undead are now usable on living targets; the Death Field is a shimmering, dark purple field of energy. The Watch-Wizards of Waterdeep have been instructed to arrest anyone seen using this version of the spell.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<level>Level 6</level>

<Spell name="Duhlark's Animerge">
  <name>Duhlark's Animerge</name>
  <available>Duhlark, his apprentices (very rare)</available>
  <school>(Alteration)</school>
  <range>5 yards / level</range>
  <components>V,S,M</components>
  <duration>Instantaneous</duration>
  <castingtime>1 round</castingtime>
  <area>2 creatures</area>
  <save>None</save>
  <dline>A highly specialized form of Polymorph - Other, this spell allows the caster to fuse two creatures together into one unique, amalgamated form, allowing a number of traits from each creature to remain dominant in its new singular form. This spell will not work on any animals that have special magical adaptations such as plane shifting powers or fire breath. If the spell is used on such creatures, both animals must Save -vs- Death Magic or perish due to the spell conflicting with their innate magics.</dline>
  <dline>The altered creature acquires the following basic traits from one or the other of the animals involved in the merge: Body shape, size, movement modes, speed, diet, intelligence, attack modes, defense modes, special attacks, special defenses, and Armor Class. If the caster is a transmuter (specialist wizard of alteration magics), the caster can request which traits are adopted in the new form; if not, the creature created is randomly determined by the DM.</dline>
  <dline>When the spell is cast, both animals must be within 20' of each other. The final animerged creature will emerge in the former location of the larger animal. Both animals must make System Shock rolls to survive the transformation (60% chance); if one fails, the spell fails and the other must Save -vs- Death Magic to survive. If a caster attempts to merge opposing blooded creatures (warm blooded birds and mammals -vs- cold blooded reptiles and insects), the survival chance drops to 40%. Should either creature have an Intelligence greater than semi-intelligent (2-4), there is a 75% chance that the creature's mind will shatter, creating an uncontrollable mad animal. The creature will use every physical ability it has to escape and attack anything that moves, perceiving movement as something causing it pain. The creatures are 99% unlikely to breed true unless the magic has been sealed with a Permanency spell.</dline>
  <dline>Special Notes: Evil NPCs have used this spell to creature the Broken Ones (see the MONSTROUS MANUAL Tome).</dline>
  <dline>The reverse, Duhlark's Separation, reverses Duhlark's Animerge. It will not function on offspring of a magical merging that has bred true. The component animals must survive the same System Shock as when originally merged - those that survive are apparently normal in every way.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<Spell name="Duhlark's Glasstrike">
  <name>Duhlark's Glasstrike</name>
  <available>Duhlark, his apprentices (very rare)</available>
  <school>(Alteration)</school>
  <range>40 yards + 2 yards / level</range>
  <components>V,S,M</components>
  <duration>1 hour / level</duration>
  <castingtime>6</castingtime>
  <area>5' radius globe</area>
  <save>Neg.</save>
  <dline>When cast, the Glasstrike alters all living and nonliving material to glass for the duration of the spell, making the target quite vulnerable to shattering and breaking. Curiously, this spell doesn't affect magical items; an individual could be turned to glass but still be wearing functional Plate Mail +2 and a Ring of the Ram. Living beings under the effects of the spell are unaware anything has happened and are effectively in stasis during the spell's duration; if the caster is a transmuter (and particularly cruel), he can allow living recipients of the spell to remain conscious and aware of their fragile fate. Any material turned to glass can be affected by such spells as Glassteel or Permanency. The spell can be canceled by a reverse casting of the spell or by Dispel Magic.</dline>
  <dline>The reverse of the spell is called Duhlark's Glassremove. Its only function is to negate a previously cast Glasstrike spell.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

<level>Level 9</level>

<Spell name="Khelben's Dweomerdoom">
  <name>Khelben's Dweomerdoom</name>
  <available>Alustriel, Elminster, Khelben, Laeral, the Simbul</available>
  <school>(Abjuration, Invocation/Evocation)</school>
  <range>Touch</range>
  <components>V,S,M</components>
  <duration>Special</duration>
  <castingtime>2</castingtime>
  <area>40-foot radius</area>
  <save>None</save>
  <dline>This powerful magic allows archmages to drain magic directly from other spellcasters by eliminating the memory of certain spells.</dline>
  <dline>When the spell is cast, a spell focus (such as a gem or staff) is charged with the magical
energy; the item remains charged for up to the caster's level in rounds before dissipating. The dweomerdoom activates when the charged focus item is thrown against a hard surface. When it strikes, a green pulse of energy flashes out 40 feet in all directions from the item (barriers of less than one-foot-thick solid stone or six inches of solid metal are pierced). One spellcaster within the radius of effect, chosen by the caster, bears the brunt of this spell. When the green energy pulse contacts the chosen spellcaster, multiple arcs of energy leap to the focus item, draining the spellcaster of as many memorized spell levels as the caster of the Dweomerdoom. High level spells are eliminated first, with any remaining spell levels reducing the lower level spells until the spell levels are gone (for example, draining 18 levels causes the loss of two 9th-level spells or one 8th-level, one 7th-level, and one 3rd-level).</dline>
  <dline>When the energy pulse meets any other spellcasters (wizard, priest, or other) within the area of effect, a green energy arc leaps to the focus item and drains the memory of one spell up to 9th level (DM's choice, highest level spells first). There is no limit to the number of spellcasters the Dweomerdoom affects in this lesser way, provided they are at least partially in the area of effect (the caster of the spell is immune to this effect).</dline>
  <dline>Lost spells can replaced by the usual means: memorization for wizards and meditation and prayer for priests.</dline>
  <dline>Example. Khelben (W27) flies over a spell battle within Waterdeep between Tharchion Buulgast of Thay (W20) and Nenex the Aged (W22) that has ruined two homes. He casts Khelben's Dweomerdoom on his staff and throws it between the two mages, spearing it into the ground. Buulgast loses the memory of his Shape Change spell (drained of his most powerful spell automatically). Khelben's main target, Nenex, loses 27 memorized spell levels from his most powerful remaining spells (one 9th, two 8th, and one 2nd): Time Stop, Monster Summoning VI, Sink, and Invisibility.</dline>
  <dline>Khelben developed this spell to deal with the increasing number of powerful mages disrupting Waterdeep's peace (or so he says; Elminster hints it might involve the many wizards about the Realms and the planes who challenge Khelben to spell duels).</dline>
  <dline>The spell's focus is a signature for the casting mage, allowing drained foes to understand just who brought this down upon them; Khelben uses his staff, while Alustriel uses a moonstone pendant with her symbol and Elminster's focus is, of course, his pipe. Most wizards stop and listen to the spellcaster, which was Khelben's alleged intent: "Do you know how difficult it is to get the attention of a Red Wizard in the throes of a temper tantrum? I think this solves that problem..."</dline>
  <dline>This spell is cast through an object--a magical staff, a diamond, a golden crown, etc.--that is made the center of the spell effect. This focus is not consumed or harmed in any way by the spell.</dline>
  <source>City of Splendors boxed set, Campaign Guide</source>
</Spell>

</Spells>
