Valcon's Spectal Army (Illusion/Phantasm)                                 
Level: 7                                                 
Range: 200 yards
Components: V,S,M
Duration: Special
Casting Time: 2 turns
Area of Effect: Special
Saving Throw: None             
                                                                          
Using this spell, the wizard may create an army of semi-real humanoids;   
any type of humanoid may be chosen, but all soldiers must be of the same  
type. Because the army is somewhat real, they may not be disbelieved. The 
army is made up of one or more "units", each of which is comprised of 10  
infantry soldiers. The wizard may create a number of units according to   
the following table:                                                      
                                                                          
 Level  # Units
 ~~~~~  ~~~~~~~
 14-15    2
 16-17    3
 18-19    4
 20+      5

The army may appear anywhere within spell range as desired by the wizard. 
The army must not stray too far from the wizard; they may move up to a    
distance of 20 yards per level of the wizard. This spell will last until  
the wizard wishes it to end, or until all units of the army are destroyed;
however, a single wizard may not have more than two of these spells in    
effect at any one time; any additional castings of the spell will fizzle  
and be wasted.                                                            
                                                                          
Each unit always moves and attacks as a single entity; it will never split
up, or act independently, as each unit is a single component of the       
illusion. The unit will have an armour class equal to 22 - wizard's level,
and hit points equal to 2 times the wizard's level (i.e. a 16th-level     
wizard may create 3 units, each having an AC of 6 and 32 hp). All hits on 
the unit count against the unit's hit point total; an individual soldier  
may not be destroyed, even if all hits are on a single target. Once the   
unit's hit point total is exceeded, all 10 soldiers in that unit are      
destroyed. Besides melee attacks, the army may be dispelled, although only
one unit may be dispelled per dispel attempt.                             
                                                                          
Each unit will be equipped with armour appropriate to their armour class, 
and will be armed according to what material components are used; the     
wizard may provide one or more weapons for every unit he creates; the     
units will then be armed with the corresponding weapon(s). Any number of  
weapons may be given to a single unit, and each unit may be equipped      
differently from the rest; the only stipulation is that the wizard must   
have the appropriate number of the desired weapons available when the     
spell is cast (in the case of missile weapons, the missiles themselves    
need not be used as a component; the missile weapon suffices in this      
case). Continuing the example of the 16th-level wizard, the wizard may    
elect to equip all 3 units with longswords only (at the cost of 3         
longswords as a material component) or may wish to diversify by equipping 
one with long bows and short swords, one with spears, and the third with  
halberds; (at the cost of 1 each of a long bow, short sword, spear, and   
halberd as a material component).                                         
                                                                          
Since a unit always acts as a group, it may only make one or two attacks  
per round, unless equipped with a weapon that normally allows multiple    
attacks (i.e. a unit of long bow archers would receive 2 or 4 attacks per 
round). If the unit makes only one melee attack in a round, it will       
inflict 1d8 points of damage if successful; if two melee attacks are made,
each will inflict 1d4 points of damage if a hit is scored; the amount of  
damage does not depend on the type of weapon used - all cause the same    
amount of damage.                                                         
                                                                          
Missile attacks cause 1d4 points of damage if the minimum number of       
attacks are made, or 1d2 points of damage if the maximum number of attacks
are conducted (i.e. a unit using long bows would do 1d4 points of damage  
per hit if two attacks are made, or 1d2 points of damage per hit if making
4 attacks).                                                               
                                                                          
Hurled weapons are not allowed by this spell. Under no circumstances may  
these illusionary armies use any special attack or defense forms normally 
employed by their race (i.e. an illusionary army of trolls will not       
regenerate lost hit points). Strength, Dexterity, and similar bonuses also
do not apply.                                                             
                                                                          
In addition to the weapons required for material components, the wizard   
must also have a suit of armour (and a shield, if desired) that comprise  
the appropriate armour class for the units. One suit (and shield, if used)
is sufficient for all units created by this spell. All material components
are consumed when the spell ends.                                         
@
Damian's Mindswap (Enchantment/Charm)                                     
Level: 9                                                 
Range: 70 yards
Components: V,S,M
Duration: Permanent
Casting Time: 9
Area of Effect: One creature
Saving Throw: Neg.             
                                                                          
When this powerful enchantment is cast, the spell user attempts to rip the
target creatures soul from its body and temporarily place it in a gem of  
not less than 15,000 GP. At the same time the wizards soul is eased from  
his body and also travels through the gem. When, and if, both souls are in
the gem, they both proceed to the opposed bodies from which they came.    
You'll note that this has two very noticeable effects:                    
                                                                          
1) the wizard and victim have essentially swapped minds (or bodies,       
whichever you prefer), this has the effect that the wizard now takes on   
the physical attributes of that body (i.e. Strength, Constitution,        
Dexterity and Comeliness). The wizard does retain his own mental          
capacities and previous knowledge (i.e. Intelligence, Wisdom, Charisma),  
hit points and level.                                                     
                                                                          
2) If the wizard or victim can kill their old body (i.e. their swapped    
body) then the others soul goes to its respective plane. Thus, after      
completion of the spell, if the wizard kills his old body then he can     
never be displaced from his new, for in all intents and purposes it is his
body now. If neither is killed and at some later point in time a priest   
casts an Exorcise spell at either body (both have to be within 70 yards of
each other though) the caster of the original Mindswap must save vs. death
or return to his old body.                                                
                                                                          
If the save vs. this spell is made it indicates that this persons body    
will never accept the wizards soul and need never fear this spell from the
same wizard again.                                                        
@
Fellstar's Flaming Vortex (Invocation/Evocation)                          
Level: 3
Range: 10 yards/level
Components: V,S,M
Duration: 1 round/level
Casting Time: 3 
Area of Effect: 8-foot high, 2-foot wide inverted cone                    
Saving Throw:                                                                           

This spell calls into being a spinning vortex of flames that resembles a  
burning dust devil; the vortex is 8 feet high and 2 feet wide at its      
widest. The wizard may direct the movement of the vortex in any direction 
desired, but it may not be moved across a body of water. The vortex moves 
at a rate of 10 feet per round, and the wizard must maintain full         
concentration in order to direct its movements; if the wizard loses       
concentration, the vortex will move in a straight line at full movement   
rate until the wizard can again gain concentration. The wizard may not    
move the vortex further away than 10 yards per level of the wizard, or the
spell terminates.                                                         
                                                                          
The wizard may use the vortex to attack a single victim per round; he may 
attack the same target in following rounds, or may elect to move the      
vortex to attack a different one. Anyone struck by the vortex suffers 1d4 
points of damage per level of the wizard (up to a maximum of 10d4). A     
successful save vs. spell reduces this damage by half. The flames from    
this spell will ignite flammable materials on contact, but will not harm  
most other materials, unless exposure is prolonged. That is, if a creature
is attacked by the vortex for only a single round, non-flammable          
possessions are not affected; if attacked on two consecutive rounds, all  
possessions must save vs. magical fire normally (but only if the target   
fails his save). Each additional round of exposure inflicts a -1 on all   
possessions' saves (no penalty in added to the target's save).            
                                                                          
The material component for this spell is a piece of flammable material    
suspended from a string; the wizard lights the material on fire and twirls
it in a circle while casting the spell. He must continue doing this       
throughout the duration of the spell, and the material must remain lit; if
it does not, the spell ends prematurely.                                  
@
Alcoreax's Icetrail (Evocation)                                           
Level: 4                                                 
Range: 0
Components: V,S,M
Duration: 1 round/level
Casting Time: 4
Area of Effect: See below
Saving Throw: Neg.             
                                                                          
This spell creates a wave of hardened ice which the wizard actively       
directs. After casting, the wizard simply taps the ground to activate the 
spell. The wave of ice begins where the wizard taps the ground, and       
reaches its full dimensions after advancing only 10 feet. It travels at a 
speed of 40 feet per round. The crest of the wave is 10 feet high and 15  
feet wide; after the crest of the wave has passed, the height of the      
remaining "trail" is only 3 feet high.                                    
                                                                          
Creatures coming into contact with the crest suffer 2d6 points plus 1     
point damage per level of the wizard, or half this amount if the creature 
is cold-using (in general, cold-dwelling creatures take half damage from  
this spell, rounded down, and cannot suffocate as a result of this spell).
In addition, creatures of less than large size must save against          
paralysation or be buried under the crest. Buried individuals take an     
additional 1d3 points of cold damage each round and must initially make   
another save against paralysation or start to suffocate under the ice (use
the rules for drowning). Trapped creatures may break free, taking 1 more  
point of damage per level of the wizard from sharp ice.                   
                                                                          
The crest of the wave can be disrupted by 30 or more points of fire       
damage, or negated by a Wall of fire in any case. At the end of the spell 
duration, the crest of the ice wave immediately loses all momentum and    
melts; the spell will cause no more damage, and trapped creatures can     
easily break free taking no damage. The material components for this spell
are a steel pin and a glass of icewater.                                  
                                                                          
Alcoreax is the headmaster of Talarin Niulivius, one of the better magical
schools on the continent of Niulivia. Alcoreax's Icetrail is the only     
spell he has researched. This one took him over five years to develop.    
@
Sand Spray (Alteration)                                                   
Level: 1                                                   
Range: 20 feet
Components: V,M 
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: None             
                                                                          
By means of this spell, the wizard sends out a spray of sand in a         
horizontal arc of 90 degrees in front of himself. This attack is resolved 
on the fighter's missile attack table. If successful, it will blind 1d4   
individuals in the field of fire for one round. Those individuals blinded 
will suffer a -4 penalty to their attacks, while giving the wizard and his
companions a +4 gain to their attack rolls - for the remainder of the     
round - or give them a 2 round headstart to flee.                         
@