Hello!
As I promised a while ago, I am now posting the updated versions of the
Net Spellbook and the Net Prayerbook. These versions are labeled
"Version 2, march 22nd 1991".
To get these new versions, you need to save two of the six following
messages. To try to please as many people as possible, I have used
three different methods of posting. You will only need one of these for
each of the Books.
1) I have posted PATCHES to version 1 of the Books;
2) I have posted the entire version 2,
- zoo-ed (.zoo),
- uuencoded (.uu);
3) I have posted the entire version 2,
- tar-ed (.tar),
- compressed (.Z),
- uuencoded (.uu).
The postings containing these Books are labeled as follows:
Subject: Net Books, version 2.
Keywords: Spells/Prayers, Patch/Zoo/Tar
If you don't want to have to go through all these LONG files, you can
use your "k"ill-key NOW to skip them: this message has the same
subject-line as the following six.
Good luck!
Boudewijn Wayers.
If you have trouble using patches, please just replace your last
Spellbook by the complete new one. These patches are only for those
people that have accustumed the spells to their own needs, thereby
changing the original files. Applying these patches will (as much as
possible) keep changes you've made yourself intact.
In this posting, you can find the patches to be applied to the latest
version (that is: the first version, as posted january 29th 1991).
This supposes you then got the first version of the Spellbook, which
was a zoo-ed file (29janMU.zoo).
To apply these patches, unpack your zoo-archive in a directory, and
save this message to that directory. Then go to that directory and
type: "patch <saved_file". The patch-program will then apply the
changes to the files.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
diff -c MU1/0 MU/0
*** MU1/0 Thu Jan 31 23:34:48 1991
--- MU/0 Fri Mar 22 15:44:55 1991
***************
*** 13,19
! The Great Net-Spellbook!
--- 13,22 -----
! The Great Net Spellbook!
!
! Version 2,
! march 22nd 1991.
***************
*** 59,64
------------------------------------------------------------------------
Stepping Stones (Evocation)
Range:
--- 62,107 -----
------------------------------------------------------------------------
+ Pitch (Evocation)
+
+ Range: 0
+ Components: V
+ Duration: 2 rounds
+ Casting Time: 1
+ Area of Effect: The caster
+ Saving Throw: None
+
+ This cantrip sounds a perfectly-tuned note from out of nowhere. The
+ note is centered on the caster, and can be heard from a distance of 20
+ feet. Things that block normal noise (walls, curtains, Silence 15'
+ Radius, etc.) block this as well.
+
+ This spell is useful for tuning instruments "by ear", or with the help
+ of a Tune cantrip. It is also slightly disturbing to those around the
+ caster, as any single note would be if held out for two rounds.
+
+ To cast this cantrip, the bard must speak out loud the name of the note
+ he wishes to hear, such as "Middle C", "B Flat", or "Quarter-step above
+ the first F Sharp above High C".
+
+ ------------------------------------------------------------------------
+
+ Silvadel's Magic Feather (Enchantment)
+
+ Range: 10'
+ Components: VSM
+ Duration: Concentration
+ Casting Time: 1
+ Area of Effect: One feather
+ Saving Throw: None
+
+ This spell simply allows the caster to control a feather. This is very
+ useful for writing things secretly, or for tickling someone. It is
+ related to the Unseen servant spell... The material component for this
+ spell is a feather. It lasts until concentration is broken.
+
+ ------------------------------------------------------------------------
+
Stepping Stones (Evocation)
Range:
***************
*** 73,78
approximately one segment per level of the caster. Magical combat of
just about any sort will destroy these very useful discs so try not to
use them in combat.
------------------------------------------------------------------------
--- 116,169 -----
approximately one segment per level of the caster. Magical combat of
just about any sort will destroy these very useful discs so try not to
use them in combat.
+
+ ------------------------------------------------------------------------
+
+ Tune (Alteration) Reversible
+
+ Range: 0
+ Components: V or M
+ Duration: Instantaneous
+ Casting Time: 1
+ Area of Effect: 5 foot radius sphere
+ Saving Throw: None
+
+ With this cantrip, the bard can bring one note of an instrument in tune
+ with either a hummed note, the equivalent note played by a second
+ instrument (in which case the component of the spell is that other
+ instrument, which is obviously not consumed in the casting; what good
+ would that do?), or the result of a preceding Pitch cantrip (q.v.). The
+ one note will end up perfectly in tune with the reference note. As many
+ instruments as are in the area of effect can be brought into tune at
+ once.
+
+ A well-Tuned instrument (with two or more Tuned notes) has the effect
+ of making the bard's songs more melodious and enjoyable; this has the
+ game effects of reducing the saving throws of hostile creatures vs. the
+ bard's mood-altering story telling by 1, as well as making the bard's
+ morale-boosting song affect the listeners for half again as long (i.e.
+ one and a half rounds per level) as it usually does.
+
+ Too many notes perfectly Tuned on an instrument, however, will have a
+ negative effect on other bards in the area, who will realise that the
+ Tuned instrument has been magically altered to sound so perfect. For
+ each note above one that the instrument has been Tuned, the hostile
+ bard personally gets a +1 to his saving throw vs. the playing bard's
+ friendly effects.
+
+ Although the Tuning is instantaneous, the effects of the cantrip last
+ for a while. In perfect conditions (humidity on the low side,
+ comfortable temperature, no rough handling), the instrument will stay
+ Tuned for a week. In less than perfect conditions (typical adventuring
+ abuse, for example), the instrument will have to be re-Tuned every day.
+ If the instrument is taken apart for storage, such as flutes or other
+ woodwinds are, the instrument will have to be re-Tuned every time it is
+ reassembled.
+
+ The reverse of this cantrip, Untune, causes one note of the specified
+ instrument to become horribly out of tune. It also has the side effect
+ of turning the caster's hands a brilliant red for one turn after the
+ cantrip is cast, unfortunately.
------------------------------------------------------------------------
diff -c MU1/1 MU/1
*** MU1/1 Thu Jan 31 23:34:48 1991
--- MU/1 Fri Mar 22 15:44:55 1991
***************
*** 408,413
------------------------------------------------------------------------
Last Image (Divination, Necromancy)
Range: 0
--- 408,438 -----
------------------------------------------------------------------------
+ Kazago's Lock Pick (Alteration)
+
+ Range: 0
+ Components: SM
+ Duration: 1 day + 1 day per 5 levels of the caster
+ Casting Time: 1 round
+ Area of Effect: The caster
+ Saving Throw: None
+
+ This spell allows the bard to pick locks. The bard's Pick Pockets
+ percentage roll becomes an Open Locks percentage roll, and the bard is
+ treated as a thief in this respect for the entire duration of the
+ spell.
+
+ This spell is different from both the second-level Knock spell and the
+ Unlock cantrip in that it can possibly affect much more than one lock,
+ and that its effects are far less certain. It is especially useful on
+ fact-finding missions where the bard is worried about coming across
+ many locked doors along the way.
+
+ The material components for this spell are a set of thieves' picks and
+ tools, which are not consumed in the casting.
+
+ ------------------------------------------------------------------------
+
Last Image (Divination, Necromancy)
Range: 0
***************
*** 440,445
------------------------------------------------------------------------
Murder Weapon (Divination, Necromancy)
Range: Touch
--- 465,494 -----
------------------------------------------------------------------------
+ Minor Annoyance (Illusion)
+
+ Range: 5 feet per level
+ Components: VS
+ Duration: 1 round per level
+ Casting Time: 1
+ Area of Effect: 1 creature
+ Saving Throw: Negates
+
+ This spell creates the illusion (sound and feel) of a mosquito flying
+ into the victim's ear. The victim will then act appropriately, which
+ usually means stopping and trying to get the illusionary mosquito out
+ of his ear, until either a successful saving throw vs. spell is made,
+ or the spell expires.
+
+ The spell takes effect at the beginning of the round after it is cast.
+ This means that it cannot be used to interrupt a spell, although it can
+ be used to keep spells from being cast in the round(s) afterward.
+
+ The victim gets a saving throw at the time of the casting, and then at
+ the end of each round thereafter.
+
+ ------------------------------------------------------------------------
+
Murder Weapon (Divination, Necromancy)
Range: Touch
***************
*** 570,575
The material components needed are: ground granite, sandstone, or some
other type of fine sand.
------------------------------------------------------------------------
--- 619,653 -----
The material components needed are: ground granite, sandstone, or some
other type of fine sand.
+
+ ------------------------------------------------------------------------
+
+ Sangfroid (Abjuration)
+
+ Range: 0
+ Components: VSM
+ Duration: 1 turn per level
+ Casting Time: 1
+ Area of Effect: The caster
+ Saving Throw: None
+
+ This spell confers immunity to all "nuisance" cantrips and first-level
+ spells cast upon the bard. In addition, it gives the bard a +4 bonus to
+ his saving throws vs. nuisance spells of second level or higher.
+
+ Nuisance spells are those that do no damage, but are designed to
+ adversely affect the bard's concentration, train of thought, or senses.
+ Most Illusion and Charm spells fall into this category, as do
+ Blindness, Deafness, and such spells that otherwise cause blindness or
+ deafness. All three variations of the Annoyance spell (q.v.) are
+ included as well. There are more such spells, but an exhaustive list
+ here is unwarranted.
+
+ This spell is primarily used while performing, as it keeps outside
+ events such as hecklers and Taunt spells from interrupting the bard's
+ performance.
+
+ The material component for this spell is a chip of granite.
------------------------------------------------------------------------
diff -c MU1/2 MU/2
*** MU1/2 Thu Jan 31 23:34:48 1991
--- MU/2 Fri Mar 22 15:44:55 1991
***************
*** 208,213
------------------------------------------------------------------------
Bigby's Groping Fingers (Conjuration)
Range: 3"
--- 208,233 -----
------------------------------------------------------------------------
+ Annoyance (Illusion)
+
+ Range: 5 feet per level
+ Components: VSM
+ Duration: 1 round per level
+ Casting Time: 2
+ Area of Effect: One creature
+ Saving Throw: Special
+
+ This is a more powerful version of the first level spell Minor
+ Annoyance (q.v.), in that it creates the illusion of a bumblebee flying
+ into the victim's ear. The victim only gets one saving throw; if
+ successful, the annoyance lasts for only one round. The spell's effects
+ start at the beginning of the next round, just like Minor Annoyance.
+
+ The material component of this spell is a dead insect. If an actual
+ dead bumblebee is used, the victim's saving throw is made at -2.
+
+ ------------------------------------------------------------------------
+
Bigby's Groping Fingers (Conjuration)
Range: 3"
***************
*** 396,401
------------------------------------------------------------------------
Duck! (Enchantment/Charm)
Range: 1"
--- 416,469 -----
------------------------------------------------------------------------
+ Dreamoore's Explosive Missile (Alteration/Evocation)
+
+ Range: 0"
+ Components: VSM
+ Duration: Special
+ Casting Time: 2
+ Area of Effect: Special
+ Saving Throw: Special
+
+ This spell actually has two variations. The first produces a special
+ dart which the magic-user hurls toward its target. The dart has a +3
+ "to hit" bonus at 10' or less, +2 at 20', and +1 at 30'. A successful
+ hit does 3-6 damage points +1 hit point per caster's hit die. The
+ second version enchants an ordinary arrow or quarrel, making it magical
+ for hitting purposes, and delivering double normal damage +1 hit point
+ per caster's level.
+
+ Both versions also have a residual blast radius, inflicting 2d4 damage,
+ or 1d4 on a save vs. magic. Any item struck directly by an explosive
+ missile must save vs. crushing blow to avoid damage. The material
+ components are sulfur, diamond dust, and the appropriate missile being
+ enchanted. The first version requires a 10 GP silver dart as it's
+ missile. The explosive missile must be used within three rounds of
+ creation, otherwise it detonates and does damage to those immediately
+ around it.
+
+ ------------------------------------------------------------------------
+
+ Dreamoore's War Disk (Evocation)
+
+ Range: 6"
+ Components: VS
+ Duration: Special
+ Casting Time: 2
+ Area of Effect: Special
+ Saving Throw: None
+
+ The war disk is a small hand hurled missile which the magic-user throws
+ toward its target. It's "to hit" bonus is +3 at less than 2", +2 from
+ 2" - 4", and +1 from 4" - 6". The caster must declare which version he
+ or she is casting prior to the throw. The first type hits only once for
+ 1d4 base damage + 1 hit point per level of the caster. The second may
+ be thrown once per round for 1d4 + 1 point of damage per successful hit
+ and automatically returns at the end of the round. Its duration is one
+ round per level.
+
+ ------------------------------------------------------------------------
+
Duck! (Enchantment/Charm)
Range: 1"
***************
*** 644,649
------------------------------------------------------------------------
Noise Filter (Illusion)
Range: 10 yards per level
--- 712,736 -----
------------------------------------------------------------------------
+ Memorise Song (Enchantment/Charm)
+
+ Range: 0
+ Components: VS
+ Duration: Permanent
+ Casting Time: 1
+ Area of Effect: The caster
+ Saving Throw: None
+
+ This spell enables the caster to memorise the next song he hears. From
+ then on, the caster can sing and play the song exactly as he heard it,
+ without worrying about forgetting verses or notes later on in life.
+
+ This is especially useful for traveling minstrels, who must remember
+ someone else's songs for a long time in order to sing them (in other
+ words, "spread the news") in far away lands.
+
+ ------------------------------------------------------------------------
+
Noise Filter (Illusion)
Range: 10 yards per level
***************
*** 907,912
------------------------------------------------------------------------
Veschiul's Shadowcurse (Alteration)
Range: 3"
--- 994,1024 -----
------------------------------------------------------------------------
+ Transcribe Song (Alteration, Evocation)
+
+ Range: 0
+ Components: SM
+ Duration: 1 round
+ Casting Time: 2
+ Area of Effect: One piece of paper
+ Saving Throw: None
+
+ This spell converts sound waves from a song currently being played
+ within hearing range of the bard to musical notation onto a piece of
+ paper the bard has in his possession. It will transcribe up to one
+ round's worth of music into the musical notation most familiar to the
+ bard.
+
+ This spell is useful for keeping records of new songs, or for keeping
+ track of songs the bard is worried about forgetting. It does not work
+ well for conversations, since it does not transcribe the words of
+ songs, only the noted of the song itself.
+
+ The material components for this spell are a piece of paper or
+ parchment, two ounces of good ink, and a grain of diamond dust.
+
+ ------------------------------------------------------------------------
+
Veschiul's Shadowcurse (Alteration)
Range: 3"
***************
*** 996,1002
clothing, the spell is lost.
The wings can support a total of 200 pounds + 20 pounds per level. They
! give an airial manouver rating of C, and fly at a rate of 12".
The material component of this spell is a bird's feather. The wings
appear to be the same color as that of the bird feather used in the
--- 1108,1114 -----
clothing, the spell is lost.
The wings can support a total of 200 pounds + 20 pounds per level. They
! give an airial maneuver rating of C, and fly at a rate of 12".
The material component of this spell is a bird's feather. The wings
appear to be the same colour as that of the bird feather used in the
***************
*** 999,1005
give an airial manouver rating of C, and fly at a rate of 12".
The material component of this spell is a bird's feather. The wings
! appear to be the same color as that of the bird feather used in the
spell.
------------------------------------------------------------------------
--- 1111,1117 -----
give an airial maneuver rating of C, and fly at a rate of 12".
The material component of this spell is a bird's feather. The wings
! appear to be the same colour as that of the bird feather used in the
spell.
------------------------------------------------------------------------
diff -c MU1/3 MU/3
*** MU1/3 Thu Jan 31 23:34:48 1991
--- MU/3 Fri Mar 22 15:44:55 1991
***************
*** 497,502
------------------------------------------------------------------------
Enhance Illusion (Alteration)
Range: 0
--- 497,527 -----
------------------------------------------------------------------------
+ Dreamoore's Eldritch Sphere (Evocation)
+
+ Range: 2" + 1" per level
+ Components: VS
+ Duration: Special
+ Casting Time: 3
+ Area of Effect: 1' diameter sphere
+ Saving Throw: None
+
+ This potent spell launches a mentally guided 1' diameter globe which
+ travels 0' - 60' per segment and turns up to 90 degrees per round. The
+ sphere strikes as a monster of the caster's hit dice, but even on a
+ missed roll, the missile may return the following round as long as the
+ magic-user concentrates. Once it hits, the globe disperses and inflicts
+ 2d6 base damage + 2 damage points per level of its caster to the first
+ creature touched, up to 2d6 + 20 maximum potential (e.g. an 8 hit die
+ eldritch sphere inflicts 22-32 damage points).
+
+ The sphere harmlessly vanishes if the caster's concentration is broken
+ or the globe exceeds maximum range. Despite its limited area of effect,
+ the eldritch's sphere's true advantage is its damage potential and
+ ability to pursue and possibly corner single foes.
+
+ ------------------------------------------------------------------------
+
Enhance Illusion (Alteration)
Range: 3"
***************
*** 499,505
Enhance Illusion (Alteration)
! Range: 0
Components: VS
Duration: 1 round per level
Casting Time: 3
--- 524,530 -----
Enhance Illusion (Alteration)
! Range: 3"
Components: VS
Duration: 1 round per level
Casting Time: 3
***************
*** 501,507
Range: 0
Components: VS
! Duration: 1 round per level
Casting Time: 3
Area of Effect: One illusion in a 3" radius
Saving Throw: None
--- 526,532 -----
Range: 3"
Components: VS
! Duration: 1 round per level
Casting Time: 3
Area of Effect: One illusion in 3" radius
Saving Throw: None
***************
*** 503,509
Components: VS
Duration: 1 round per level
Casting Time: 3
! Area of Effect: One illusion in a 3" radius
Saving Throw: None
This spell is one way for illusionists to add actual "substance" to
--- 528,534 -----
Components: VS
Duration: 1 round per level
Casting Time: 3
! Area of Effect: One illusion in 3" radius
Saving Throw: None
This spell is one way for wizards to add actual substance to their
***************
*** 506,516
Area of Effect: One illusion in a 3" radius
Saving Throw: None
! This spell is one way for illusionists to add actual "substance" to
! their spells. Up to two rounds before casting an illusion (notably
! phantasmal force, improved phantasmal force or spectral force), the
! illusionist casts this spell on the area in which the illusion is to
! initially appear. Once cast, the illusion then does 10% of the actual
damage that it would do if it were real if the victim made a saving
throw against it, and is treated as normal with respect to armor class,
attacks, etc., if the victim failed the saving throw and doesn't
--- 531,541 -----
Area of Effect: One illusion in 3" radius
Saving Throw: None
! This spell is one way for wizards to add actual substance to their
! illusions. Up to two rounds before casting an illusion (notably
! Phantasmal Force, Improved Phantasmal Force or Spectral Force), the
! wizard casts this spell on the area in which the illusion is to
! initially appear. Once cast, the illusion then does 10% of the actual
damage that it would do if it were real if the victim made a saving
throw against it, and is treated as normal with respect to armour
class, attacks, etc., if the victim failed the saving throw and doesn't
***************
*** 512,521
illusionist casts this spell on the area in which the illusion is to
initially appear. Once cast, the illusion then does 10% of the actual
damage that it would do if it were real if the victim made a saving
! throw against it, and is treated as normal with respect to armor class,
! attacks, etc., if the victim failed the saving throw and doesn't
! recognize it as an illusion. The illusion also becomes armor class 10,
! and gains 10% of the hit points it would normally have; however,
illusionary creatures may never have more combined hit dice than the
caster.
--- 537,546 -----
wizard casts this spell on the area in which the illusion is to
initially appear. Once cast, the illusion then does 10% of the actual
damage that it would do if it were real if the victim made a saving
! throw against it, and is treated as normal with respect to armour
! class, attacks, etc., if the victim failed the saving throw and doesn't
! recognise it as an illusion. The illusion also becomes armour class
! 10, and gains 10% of the hit points it would normally have; however,
illusionary creatures may never have more combined hit dice than the
caster.
***************
*** 520,527
caster.
If the illusion is not cast in the enhanced area within 2 rounds the
! former spell will be wasted. Multiple enhance illusions on one
! illusion will cancel each other. This spell can also be used in
conjunction with shadow monsters, demi-shadow monsters or shades,
adding 10% more realism to that already inherent in those spells, and
lowering the perceived armor class by one point.
--- 545,552 -----
caster.
If the illusion is not cast in the enhanced area within 2 rounds the
! former spell will be wasted. Multiple enhance illusions on one
! illusion will cancel each other. This spell can also be used in
conjunction with shadow monsters, demi-shadow monsters or shades,
adding 10% more realism to that already inherent in the spell, and
lowering the perceived armour class by 1.
***************
*** 523,530
former spell will be wasted. Multiple enhance illusions on one
illusion will cancel each other. This spell can also be used in
conjunction with shadow monsters, demi-shadow monsters or shades,
! adding 10% more realism to that already inherent in those spells, and
! lowering the perceived armor class by one point.
Enhance Illusion is attributed to the deceased illusionist Scaurlin
Oberlin, who died in a magical duel with a grey slaad he summoned and
--- 548,555 -----
former spell will be wasted. Multiple enhance illusions on one
illusion will cancel each other. This spell can also be used in
conjunction with shadow monsters, demi-shadow monsters or shades,
! adding 10% more realism to that already inherent in the spell, and
! lowering the perceived armour class by 1.
Enhance illusion is attributed to the deceased mage Scaurlin Oberlin,
who died in a magical duel with a grey slaad he summoned and
***************
*** 526,534
adding 10% more realism to that already inherent in those spells, and
lowering the perceived armor class by one point.
! Enhance Illusion is attributed to the deceased illusionist Scaurlin
! Oberlin, who died in a magical duel with a grey slaad he summoned and
! subsequently released. This is reputedly the only spell Scaurlin ever
wrote in his once-promising career.
------------------------------------------------------------------------
--- 551,559 -----
adding 10% more realism to that already inherent in the spell, and
lowering the perceived armour class by 1.
! Enhance illusion is attributed to the deceased mage Scaurlin Oberlin,
! who died in a magical duel with a grey slaad he summoned and
! subsequently released. This is reputedly the only spell Scaurlin ever
wrote in his once-promising career.
------------------------------------------------------------------------
***************
*** 572,577
------------------------------------------------------------------------
Hang (Alteration)
Range: 0
--- 597,627 -----
------------------------------------------------------------------------
+ Grasping Hands of Horror (Necromancy)
+
+ Range: 1" per level
+ Components: VSM
+ Duration: Instantaneous
+ Casting Time: 1
+ Area of Effect: One arm per level
+ Saving Throw: Negates
+
+ This spell causes a number of arms equal to the level of the caster to
+ reach out of the ground and grab at the target. The hands themselves do
+ no damage, but when they pull you under you start to suffocate.
+ Victims have to make a saving throw every round they are in the area of
+ effect and for every extra hand they have a -1 on their save.
+
+ In a graveyard or similar corpse-infested area there is an additional
+ -2. If they fail their save, they are dragged underground and start to
+ suffocate. Others can dig the victim out, mundanely or magically. He
+ will be found simply two feet or so under the ground, paralysed, but
+ quite aware of what happened. A really high-level mage could cast this
+ spell and affect many people by giving five arms to this target, four
+ to that one, and so on.
+
+ ------------------------------------------------------------------------
+
Hang (Alteration)
Range: 0
***************
*** 735,740
------------------------------------------------------------------------
Malta's Pattern Transport (Alteration)
Range: 0
--- 785,816 -----
------------------------------------------------------------------------
+ Major Annoyance (Enchantment/Charm)
+
+ Range: 5 feet per level
+ Components: VSM
+ Duration: 1 round per level of the caster
+ Casting Time: 3
+ Area of Effect: One creature
+ Saving Throw: 1/2
+
+ This is an even more powerful version of the Minor Annoyance and
+ Annoyance spells (q.v.). It makes the victim's leg hurt, exactly as if
+ he has barked his shin on something. Although causing no damage, it is
+ painful enough to disrupt spell casting in the round it is cast in, as
+ well as subsequent rounds, to the limit of the spell. The victim also
+ suffers combat penalties: Armour Class bonuses due to high dexterity are
+ negated, and attacks are made at a -2 penalty.
+
+ A successful save vs. this spell reduces the duration of the spell to
+ one round per two levels of the caster, and reduces the attack penalty
+ to -1.
+
+ The material component is a coffee bean, carved to look like a
+ miniature table.
+
+ ------------------------------------------------------------------------
+
Malta's Pattern Transport (Alteration)
Range: 0
***************
*** 834,839
------------------------------------------------------------------------
Molten Ground (Alteration)
Range: 20 feet
--- 910,943 -----
------------------------------------------------------------------------
+ Merkridan's Misplayal (Alteration)
+
+ Range: 2"
+ Components: VS
+ Duration: 2 rounds per level
+ Casting Time: 1 round
+ Area of Effect: One instrument
+ Saving Throw: Special
+
+ This spell causes music emanating from a musical instrument to become
+ twisted and harsh. The musical notes effectively become interchanged.
+ The target instrument may be either magical or non-magical. Only
+ magical instruments gain a saving throw (as if the attack were magical
+ fire) to avoid the spell effects. If a bard is playing an affected
+ instrument, all bard abilities directly resulting from the playing of
+ his instrument are lost until the spell expires (or the bard uses a new
+ instrument). The spell has no effect on sounds from living creatures,
+ although it could effectively garble communication through instruments
+ (i.e., signaling drums). It only works on items which are emitting
+ music at any time while (or up to one round after) the spell is being
+ cast.
+
+ The origins and history of the spell Merkridan's Misplayal are
+ unknown. This spell was discovered in a lost laboratory complex on the
+ deserted island of Arremara.
+
+ ------------------------------------------------------------------------
+
Molten Ground (Alteration)
Range: 20 feet
***************
*** 868,873
to obtain in most medieval settings, and that the lava generated by
this spell will not work as a component for later casting (it's marked
by magic).
------------------------------------------------------------------------
--- 972,1003 -----
to obtain in most medieval settings, and that the lava generated by
this spell will not work as a component for later casting (it's marked
by magic).
+
+ ------------------------------------------------------------------------
+
+ Necromantic Bolt (Necromancy)
+
+ Range: 60 yards + 10 per level
+ Components: VS
+ Duration: Instantaneous
+ Casting Time: 1
+ Area of Effect: One creature
+ Saving Throw: Negates
+
+ When the caster completes this spell, a blue glow encompasses his hand
+ and then shoots forth, enerringly striking its target. This energy
+ attacks the life force of any living creature. The creature must roll a
+ successful save vs. spell or suffer 1d4 points of damage per level of
+ the caster and 1 point of strength per level of the caster. If the save
+ is successful, the creature remains unharmed. Creatures not rated for
+ strength suffer a -1 penalty to their attack rolls for every two caster
+ levels. Lost strength returns at a rate of 1 point per hour. Damage
+ must be cured magically or healed naturally over time.
+
+ This spell has a special effect on undead creatures. Undead struck by
+ the bolt suffer no damage or strength loss, but they must successfully
+ save vs. spell or flee for 1d4 rounds +2 rounds per level of the
+ caster.
------------------------------------------------------------------------
diff -c MU1/4 MU/4
*** MU1/4 Thu Jan 31 23:34:48 1991
--- MU/4 Fri Mar 22 15:44:55 1991
***************
*** 6,11
========================================================================
Alpha's Acid Rainstorm (Conjuration/Summoning)
Range: 240 yards
--- 6,54 -----
========================================================================
+ Alcoreax's Icetrail (Evocation)
+
+ Range: 0
+ Components: VSM
+ Duration: 1 round per level
+ Casting Time: 4
+ Area of Effect: See below
+ Saving Throw: Negates
+
+ This spell creates a wave of hardened ice which the caster actively
+ directs. After casting, the wizard simply taps the ground to activate
+ the spell. The wave of ice begins where the caster 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 caster, 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 caster 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.
+
+ ------------------------------------------------------------------------
+
Alpha's Acid Rainstorm (Conjuration/Summoning)
Range: 240 yards
***************
*** 403,409
The spell creates a powerful bolt of plasma that in inflicts 1d8 points
of damage per level to anyone in it's area of effect (maximum damage is
12d8). This bolt is 60' long by 5' wide, it cannot be forked. It
! streaks outward much like a lightning bolt. It does not reflect,
however. If the Firebolt hits a wall the plasma spreads out in 5'
radius hemisphere, anyone in the hemisphere takes damage. Thus it is
possible to hit someone standing near a wall twice with the Firebolt,
--- 446,452 -----
The spell creates a powerful bolt of plasma that in inflicts 1d8 points
of damage per level to anyone in it's area of effect (maximum damage is
12d8). This bolt is 60' long by 5' wide, it cannot be forked. It
! streaks outward much like a Lightning Bolt. It does not reflect,
however. If the Firebolt hits a wall the plasma spreads out in 5'
radius hemisphere, anyone in the hemisphere takes damage. Thus it is
possible to hit someone standing near a wall twice with the Firebolt,
***************
*** 409,416
possible to hit someone standing near a wall twice with the Firebolt,
once with the bolt and once with the hemisphere. The Firebolt
automatically sets fire to anything combustible in the path or in the
! hemisphere. The bolt has the same penetration ability as a lightning
! bolt. The material components are: a stick, a bit of sulfur, and a dab
of royal honey. All are consumed.
------------------------------------------------------------------------
--- 452,459 -----
possible to hit someone standing near a wall twice with the Firebolt,
once with the bolt and once with the hemisphere. The Firebolt
automatically sets fire to anything combustible in the path or in the
! hemisphere. The bolt has the same penetration ability as a Lightning
! Bolt. The material components are: a stick, a bit of sulfur, and a dab
of royal honey. All are consumed.
------------------------------------------------------------------------
***************
*** 579,584
------------------------------------------------------------------------
Enemy Blink (Alteration, Enchantment/Charm)
Range: 300 yards
--- 622,682 -----
------------------------------------------------------------------------
+ Dreamoore's Eldritch Shield (Abjuration)
+
+ Range: 3"
+ Components: VSM
+ Duration: Special
+ Casting Time: 1
+ Area of Effect: One creature
+ Saving Throw: None
+
+ This spell protects the recipient from any magic energy based attacks.
+ Each individual manifestation (e.g. magic missiles, eldritch spheres,
+ etc.) directed at the recipient is absorbed by the shield, whether or
+ not they successfully hit. The eldritch shield can withstand up to 1d4
+ + 1 attack per three levels.
+
+ Note that regular attacks also reduce an eldritch shield without any
+ penalty, and the shield may only absorb spells which the caster has
+ sufficient levels to cast. (e.g. a 9 hit die eldritch shield can
+ protect from 5-8 magic missiles or similar spells, while a griffon
+ would take off three from the shield and still inflict normal damage).
+ The material component is sapphire and diamond dust which is sprinkled
+ upon the creature to be protected.
+
+ ------------------------------------------------------------------------
+
+ Dreamoore's Warding Shield (Abjuration)
+
+ Range: 1"
+ Components: VSM
+ Duration: Special
+ Casting Time: 4
+ Area of Effect: 1 creature
+ Saving Throw: None
+
+ The warding shield is a unique magical screen which encompasses one
+ creature and protects it from harm. The shield remains completely
+ invisible until struck by any attack, including weapons and spells
+ which cause direct damage. Then it then flares pale blue, absorbing
+ part or all of the attack (any damage which is not absorbed goes
+ directly to the character using the shield).
+
+ The warding shield may absorb up to base 1d4 HP damage + 2 points per
+ level of the caster. If a magic resistant creature attacks the spell's
+ host, then its resistance is checked first. Success indicates that the
+ shield is by- passed during that attack, and damage goes directly to
+ the person being protected. However, the shield remains intact until it
+ loses all hit points, gets dispelled, or until all hit points elapse,
+ at a rate of 1 hit die per turn. A person may have only one warding
+ shield at a time.
+
+ The material component is 50 GP worth of diamond dust which is thrown
+ into the air as the spell is cast.
+
+ ------------------------------------------------------------------------
+
Enemy Blink (Alteration, Enchantment/Charm)
Range: 300 yards
***************
*** 658,663
------------------------------------------------------------------------
Improved Magic Mouth (Alteration)
Range: Special
--- 756,789 -----
------------------------------------------------------------------------
+ Illumine (Alteration)
+
+ Range: 60 yards
+ Components: VSM
+ Duration: 1 turn per level
+ Casting Time: 4
+ Area of Effect: 10-foot-radius globes
+ Saving Throw: Special
+
+ The Illumine spell acts as a multiple light spell. The wizard may
+ create two globes of light, with an additional globe per two levels of
+ experience of the wizard above the 7th. Immediately after casting, two
+ globes appear where the caster wills. The additional globes appear in
+ the following round. The wizard must spend that round specifying the
+ centers of spell effect, and may take no other action in that round or
+ all succeeding globes are lost. The caster may permanently dispel some
+ or all of the globes at any time during the duration of the spell. The
+ material component for the spell is one piece of phosphorescent moss
+ for each globe. In all respects other than the ones above, this spell
+ conforms to the restrictions of the light spell.
+
+ Illumine is the fourth of six spells researched by the mage Auralon
+ Deathrin in his lifetime. It was developed as a partial solution to
+ the annually increasing crime rate in the capital of Travinthia. (They
+ make good streetlights with some form of spell extension!)
+
+ ------------------------------------------------------------------------
+
Improved Magic Mouth (Alteration)
Range: Special
***************
*** 672,677
------------------------------------------------------------------------
Inertia (Alteration)
Range: 20 yards per level
--- 798,822 -----
------------------------------------------------------------------------
+ Independent Spectral Hand (Necromancy)
+
+ Range: 30 yards + 5 yards per level
+ Components: VSM
+ Duration: 2 rounds per level
+ Casting Time: 2
+ Area of Effect: 1 opponent
+ Saving Throw: None
+
+ This spell causes a ghostly, glowing hand, shaped from the caster's
+ life force, to materialise within the spell range and move as the
+ caster desires. Any touch attack spell of 6th level or less that is
+ subsequently cast by the wizard can be delivered by the spectral hand
+ The spell attacks as the caster at a +2 bonus to hit. The caster may
+ perform other actions. The hand is AC -3 and may be hit by magic only.
+ Any damage dispels it and does 1d6 points to the caster.
+
+ ------------------------------------------------------------------------
+
Inertia (Alteration)
Range: 20 yards per level
***************
*** 792,798
Saving Throw: Negates
This spell takes effect after the victim has had a minimum of two hours
! of sleep. The victim looses all memory of events that occured between
the time the spell was cast and when he or she awoke.
The victim will remember the existance of any material components used
--- 937,943 -----
Saving Throw: Negates
This spell takes effect after the victim has had a minimum of two hours
! of sleep. The victim looses all memory of events that occurred between
the time the spell was cast and when he or she awoke.
The victim will remember the existence of any material components used
***************
*** 795,801
of sleep. The victim looses all memory of events that occured between
the time the spell was cast and when he or she awoke.
! The victim will remember the existance of any material components used
in the spell.
The effects of the spell last 1D6 rounds per level of the caster. The
--- 940,946 -----
of sleep. The victim looses all memory of events that occurred between
the time the spell was cast and when he or she awoke.
! The victim will remember the existence of any material components used
in the spell.
The effects of the spell last 1D6 rounds per level of the caster. The
***************
*** 1185,1191
virtual horde), as the spell requires no concentration after the
initial casting. An etherlings instructions can be facilitated by
pictures (as in "Follow THIS *point* man... The one in the painting" or
! "Follow her *point*... The one in this phantasmal force"). It is up to
the DM to decide the chance of the etherling getting confused, and
screwing up the task. I suggest that it has a 100% chance of getting
the task right, -1% for each word in the description (ie 10 words, 70%
--- 1330,1336 -----
virtual horde), as the spell requires no concentration after the
initial casting. An etherlings instructions can be facilitated by
pictures (as in "Follow THIS *point* man... The one in the painting" or
! "Follow her *point*... The one in this Phantasmal Force"). It is up to
the DM to decide the chance of the etherling getting confused, and
screwing up the task. I suggest that it has a 100% chance of getting
the task right, -1% for each word in the description (ie 10 words, 70%
***************
*** 1310,1317
Area of Effect: 15-foot radius
Saving Throw: 1/2
! This spell duplicates the 3rd level spell fireball in most respects;
! however, instead of shaping the fireball from magical energy as the
evocation version does, this spell actually conjures a ball of fire
directly from the elemental plane of fire. When the spell is cast, a
small interdimensional connection opens between the plane of fire and
--- 1455,1462 -----
Area of Effect: 15-foot radius
Saving Throw: 1/2
! This spell duplicates the 3rd level spell Fireball in most respects;
! however, instead of shaping the Fireball from magical energy as the
evocation version does, this spell actually conjures a ball of fire
directly from the elemental plane of fire. When the spell is cast, a
small interdimensional connection opens between the plane of fire and
***************
*** 1315,1321
evocation version does, this spell actually conjures a ball of fire
directly from the elemental plane of fire. When the spell is cast, a
small interdimensional connection opens between the plane of fire and
! the caster's plane; the fireball enters through this opening and
strikes the targets as directed by the caster. There is a chance that
an extraplanar creature may enter through the opening as well. The
chance of this occurring is: 20% - 1% per level of the caster (to a
--- 1460,1466 -----
evocation version does, this spell actually conjures a ball of fire
directly from the elemental plane of fire. When the spell is cast, a
small interdimensional connection opens between the plane of fire and
! the caster's plane; the Fireball enters through this opening and
strikes the targets as directed by the caster. There is a chance that
an extraplanar creature may enter through the opening as well. The
chance of this occurring is: 20% - 1% per level of the caster (to a
***************
*** 1341,1348
Saving Throw: 1/2
This spell is similar to Uldark's Conjured Fireball except that it
! conjures a lightning bolt from the quasi-elemental plane of lightning,
! instead of a fireball from the plane of fire. The chance that an
extraplanar creature enters the caster's plane is the same as that of
the Conjured Fireball spell. The effects of this spell are identical
to that of the normal lightning bolt spell, but the area of effect is
--- 1486,1493 -----
Saving Throw: 1/2
This spell is similar to Uldark's Conjured Fireball except that it
! conjures a Lightning Bolt from the quasi-elemental plane of lightning,
! instead of a Fireball from the plane of fire. The chance that an
extraplanar creature enters the caster's plane is the same as that of
the Conjured Fireball spell. The effects of this spell are identical
to that of the normal Lightning Bolt spell, but the area of effect is
***************
*** 1345,1351
instead of a fireball from the plane of fire. The chance that an
extraplanar creature enters the caster's plane is the same as that of
the Conjured Fireball spell. The effects of this spell are identical
! to that of the normal lightning bolt spell, but the area of effect is
either a bolt 30' long and 10' wide, or a bolt 60' long and 5' wide.
The material components of this spell are a small metal rod and the
--- 1490,1496 -----
instead of a Fireball from the plane of fire. The chance that an
extraplanar creature enters the caster's plane is the same as that of
the Conjured Fireball spell. The effects of this spell are identical
! to that of the normal Lightning Bolt spell, but the area of effect is
either a bolt 30' long and 10' wide, or a bolt 60' long and 5' wide.
The material components of this spell are a small metal rod and the
diff -c MU1/5 MU/5
*** MU1/5 Thu Jan 31 23:34:48 1991
--- MU/5 Fri Mar 22 15:44:55 1991
***************
*** 408,413
Area-effect light spells in which others are also targeted have a
chance of being intercepted and redirected by the caster as above equal
to the caster's chance to negate the spell with a Dispel Magic spell.
The protected wizard will be unaffected by the spell in any event and,
if the spell is successfully absorbed, those behind the caster who
would have been in the area of effect are spared the effects of the
--- 408,414 -----
Area-effect light spells in which others are also targeted have a
chance of being intercepted and redirected by the caster as above equal
to the caster's chance to negate the spell with a Dispel Magic spell.
+
The protected wizard will be unaffected by the spell in any event and,
if the spell is successfully absorbed, those behind the caster who
would have been in the area of effect are spared the effects of the
***************
*** 462,468
Range: 0
Components: VSM
! Duration: 1 turn per level (see below)
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
--- 463,469 -----
Range: 0
Components: VSM
! Duration: 1 turn per level
Casting Time: 5
Area of Effect: Personal
Saving Throw: None
***************
*** 464,470
Components: VSM
Duration: 1 turn per level (see below)
Casting Time: 5
! Area of Effect: Caster
Saving Throw: None
Casting of this spell creates up to five glowing, circular plates of
--- 465,471 -----
Components: VSM
Duration: 1 turn per level
Casting Time: 5
! Area of Effect: Personal
Saving Throw: None
Casting of this spell creates up to five glowing, circular plates of
***************
*** 493,501
disks cut from 50 g.p. gems, one for each plate to be invoked; the
disks are used up in the casting.
! Auralon's Deflective Plates is a spell the wizard Auralon devised in
! his spare time while serving under the Mageoclave, and before becoming
! a member of that group.
------------------------------------------------------------------------
--- 494,502 -----
disks cut from 50 g.p. gems, one for each plate to be invoked; the
disks are used up in the casting.
! Auralon's Deflective Plates is a spell Auralon devised in his spare
! time while serving under the Mageoclave, and before becoming a member
! of that group.
------------------------------------------------------------------------
***************
*** 499,504
------------------------------------------------------------------------
Blizzard (Evocation)
Range: 10 yards per level
--- 500,557 -----
------------------------------------------------------------------------
+ Azura's Death Shadow (Necromancy, Conjuration/Summoning)
+
+ Range: Touch
+ Components: VSM
+ Duration: 1 day per level
+ Casting Time: 1 round
+ Area of Effect: One person
+ Saving Throw: None
+
+ Upon casting a death shadow, the magic-user brings forth a special
+ creature from the elemental plane of shadow. The recipient of the
+ death shadow feels a chilling sensation followed by warmth as it merges
+ with his actual shadow. Thereafter, once a situation occurs where the
+ recipient takes a death stroke of any sort (failing to save vs. poison,
+ taking damage from an attack which causes death etc.) the shadow pushes
+ him or her to a place of safety and takes the death stroke itself,
+ disappearing in a black puff of smoke. The spell may last up to one day
+ per spell level of the caster before the shadow departs.
+
+ Note that the death shadow does not provide an instant escape route
+ from certain death (e.g., being immersed in acid, falling off a cliff,
+ etc.). It merely takes one death blow which would have normally killed
+ the character, and there must be an immediate place of safety within
+ 10' for the shadow to place its host. The material components for this
+ spell are coal, special incense (value 200 GP), and a drop of blood,
+ all of which are burned at the start of casting.
+
+ ------------------------------------------------------------------------
+
+ Azura's Soul Whip (Necromancy, Evocation)
+
+ Range: 2"
+ Components: VSM
+ Duration: 1 round per 2 levels
+ Casting Time: 5
+ Area of Effect: Special
+ Saving Throw: None
+
+ When the magic-user casts the soul ship, he or she creates a shimmering
+ ebony tendril which lashes out at one specific creature within 20'. A
+ "to hit" roll is necessary, but the whip strikes once per round as a
+ monster of the caster's hit dice, and on an unmodified roll of 20, the
+ whip entangles its victim for 2-5 rounds (no "to hit" needed during that
+ time). Whenever the weapon touches its target, it inflicts 1d8 + 3
+ damage points, and these points are immediately gained by the spell
+ caster and heals any damage previously incurred. If the caster's hit
+ points rise above maximum normal hit points, then the extra points will
+ remain for only 1 turn. The material component is a small leather
+ whip.
+
+ ------------------------------------------------------------------------
+
Blizzard (Evocation)
Range: 10 yards per level
***************
*** 548,572
The possible hit locations, along with their combat modifier,
restrictions, and effects are as follows:
! to hit
! locat. mod. effects
! ------- ------ ------------------------------------------------------
! head -8 minor skull fracture:
! 2d8 points of damage (save vs. spell for 1/2 damage).
! arm * -4 minor broken arm:
! -2 to STR & DEX when using this arm; -2 to hit, or
! shield worthless 50% of the time.
! leg * -4 minor broken leg:
! -2 to DEX when using this leg (i.e. defensive
! adjustment); movement rate is at 3/4 normal.
! ribs -4 cracked rib:
! loss of 1d4 CON points and suffer 1d6 points of damage
! (no save).
! spine @ -8 cracked vertebrae:
! save vs. spell or become paralysed for 2d10 rounds.
! pelvis -4 minor hip fracture:
! -4 to DEX when using legs; movement rate is at 1/2
! normal.
* if attacking from the side, only the nearest appendage may be
targeted.
--- 601,626 -----
The possible hit locations, along with their combat modifier,
restrictions, and effects are as follows:
! location modifier to hit effects
! -------- -------- -----------------------------------------------
! head -8 minor skull fracture:
! 2d8 points of damage (save vs. spell for 1/2
! damage).
! arm * -4 minor broken arm:
! -2 to STR & DEX when using this arm; -2 to hit,
! or shield worthless 50% of the time.
! leg * -4 minor broken leg:
! -2 to DEX when using this leg (i.e. defensive
! adjustment); movement rate is at 3/4 normal.
! ribs -4 racked rib:
! loss of 1d4 CON points and suffer 1d6 points of
! damage (no save).
! spine @ -8 cracked vertebrae:
! save vs. spell or become paralysed for 2d10
! rounds.
! pelvis -4 minor hip fracture:
! -4 to DEX when using legs; movement rate is at
! 1/2 normal.
* if attacking from the side, only the nearest appendage may be
targeted.
***************
*** 674,679
------------------------------------------------------------------------
Greenfire (Evocation)
Range: 10" + 10" per level
--- 728,774 -----
------------------------------------------------------------------------
+ Dreamoore's Greater Eldritch Sphere (Evocation)
+
+ Range: 2" + 1" per level
+ Components: VS
+ Duration: Special
+ Casting Time: 5
+ Area of Effect: 1' diameter sphere
+ Saving Throw: None
+
+ This spell is a similar but superior version of the eldritch sphere,
+ inflicting 2d6 base damage + 3 points per level of the magic-user, up
+ to 2d6 + 30 maximum (e.g. a 10 hit die greater eldritch sphere does
+ 32-42 damage points).
+
+ ------------------------------------------------------------------------
+
+ Dreamoore's Spellblade (Evocation)
+
+ Range: 5"
+ Components: VS
+ Duration: Special
+ Casting Time: 1 round
+ Area of Effect: Special
+ Saving Throw: None
+
+ The Spellblade is a 1' - 5' variable diameter rotating circular blade
+ of force which the magic-user mentally commands, and he or she must
+ concentrate to maintain it (thus any successful attack against the
+ magic-user ends the Spellblade).
+
+ There are actually two variants for the spell, and the type must be
+ selected at the start of casting. The first strikes with a +1 to +5
+ "to hit" bonus (corresponding to the blade's diameter) and attacks
+ everything within the designated area of effect. It inflicts 1d10 base
+ damage + 1 damage point per caster's level. The second version directly
+ attacks walls of force, having a 1% cumulative chance per damage point
+ inflicted of bringing down a barrier. It has no effect upon other
+ creatures.
+
+ ------------------------------------------------------------------------
+
Greenfire (Evocation)
Range: 10" + 10" per level
***************
*** 752,758
------------------------------------------------------------------------
! Jamye's Armor Reversal (Abjuration)
Range: Touch
Components: VSM
--- 847,853 -----
------------------------------------------------------------------------
! Jamye's Armour Reversal (Abjuration)
Range: Touch
Components: VSM
***************
*** 761,767
Area of Effect: Creature touched
Saving Throw: Special
! This spell reverses the effects of armor worn (or lack thereof) on the
subject touched, in the sense that melee attacks that would have
normally hit the subject will miss, and melee attacks that would have
normally missed the subject will hit. For example, an AC 5 mage that
--- 856,862 -----
Area of Effect: Creature touched
Saving Throw: Special
! This spell reverses the effects of armour worn (or lack thereof) on the
subject touched, in the sense that melee attacks that would have
normally hit the subject will miss, and melee attacks that would have
normally missed the subject will hit. For example, an AC 5 mage that
***************
*** 765,771
subject touched, in the sense that melee attacks that would have
normally hit the subject will miss, and melee attacks that would have
normally missed the subject will hit. For example, an AC 5 mage that
! has cast Armor Reversal on himself is attacked by a 10th-level
fighter. The fighter would normally need a 6 or better to hit AC 5;
with this spell in effect, the fighter needs a 5 or *less* to hit AC
5. Note that this spell is more useful as the amount of armor the
--- 860,866 -----
subject touched, in the sense that melee attacks that would have
normally hit the subject will miss, and melee attacks that would have
normally missed the subject will hit. For example, an AC 5 mage that
! has cast Armour Reversal on himself is attacked by a 10th-level
fighter. The fighter would normally need a 6 or better to hit AC 5;
with this spell in effect, the fighter needs a 5 or *less* to hit AC
5. Note that this spell is more useful as the amount of armour the
***************
*** 768,774
has cast Armor Reversal on himself is attacked by a 10th-level
fighter. The fighter would normally need a 6 or better to hit AC 5;
with this spell in effect, the fighter needs a 5 or *less* to hit AC
! 5. Note that this spell is more useful as the amount of armor the
subject has on decreases!
All bonuses "to hit" that the opponent has work in the opponent's
--- 863,869 -----
has cast Armour Reversal on himself is attacked by a 10th-level
fighter. The fighter would normally need a 6 or better to hit AC 5;
with this spell in effect, the fighter needs a 5 or *less* to hit AC
! 5. Note that this spell is more useful as the amount of armour the
subject has on decreases!
All bonuses "to hit" that the opponent has work in the opponent's
***************
*** 772,778
subject has on decreases!
All bonuses "to hit" that the opponent has work in the opponent's
! favor, i.e. if the aforementioned fighter had a Strength of 17 (+1 "to
hit") and a +2 weapon, these would be *subtracted* from the die roll -
thus the fighter would need an 8 or less to hit AC 5. Likewise,
penalties are added to the die roll, penalizing the attacker as usual.
--- 867,873 -----
subject has on decreases!
All bonuses "to hit" that the opponent has work in the opponent's
! favour, i.e. if the aforementioned fighter had a Strength of 17 (+1 "to
hit") and a +2 weapon, these would be *subtracted* from the die roll -
thus the fighter would need an 8 or less to hit AC 5. Likewise,
penalties are added to the die roll, penalising the attacker as usual.
***************
*** 775,781
favor, i.e. if the aforementioned fighter had a Strength of 17 (+1 "to
hit") and a +2 weapon, these would be *subtracted* from the die roll -
thus the fighter would need an 8 or less to hit AC 5. Likewise,
! penalties are added to the die roll, penalizing the attacker as usual.
This spell does not affect missile weapons at all, nor does it affect
spell saving throws or anything other than melee weapon attacks. If
--- 870,876 -----
favour, i.e. if the aforementioned fighter had a Strength of 17 (+1 "to
hit") and a +2 weapon, these would be *subtracted* from the die roll -
thus the fighter would need an 8 or less to hit AC 5. Likewise,
! penalties are added to the die roll, penalising the attacker as usual.
This spell does not affect missile weapons at all, nor does it affect
spell saving throws or anything other than melee weapon attacks. If
***************
*** 782,789
the subject of the spell is willing to have the spell cast upon
him/her, there is no saving throw; otherwise the subject saves as
usual. The spell can be counteracted by the usual means (Dispel Magic,
! et al.), by another casting of Armor Reversal, or by the 7th-level
! spell Jamye's Improved Armor Reversal (q.v.).
The material components of this spell are a small magnet and a diamond
of not less than 100 gp value.
--- 877,884 -----
the subject of the spell is willing to have the spell cast upon
him/her, there is no saving throw; otherwise the subject saves as
usual. The spell can be counteracted by the usual means (Dispel Magic,
! et al.), by another casting of Armour Reversal, or by the 7th-level
! spell Jamye's Improved Armour Reversal (q.v.).
The material components of this spell are a small magnet and a diamond
of not less than 100 gp value.
***************
*** 932,937
is only at -3.
Material component is a handful of ruby dust worth at least 25 gp.
------------------------------------------------------------------------
--- 1027,1065 -----
is only at -3.
Material component is a handful of ruby dust worth at least 25 gp.
+
+ ------------------------------------------------------------------------
+
+ Scrybane (Divination, Enchantment/Charm)
+
+ Range: 0
+ Components: VSM
+ Duration: Instantaneous
+ Casting Time: 1
+ Area of Effect: One person in a 300-foot radius
+ Saving Throw: Special
+
+ For this spell to work, the wizard must cast it when he believes that
+ he is being watched through the use of spells or magical scrying
+ devices (for instance, ESP, crystal balls, or wizard eyes).
+ Immediately after the wizard being scryed casts this one-word spell,
+ the scryer may suffer one or more of the following effects (roll
+ separate percentile dice for each):
+
+ 80% chance of being affected as if by the spell forget,
+ 55% chance of taking 2-8 hit points of damage from the backlash,
+ 10% chance of falling into a coma lasting 1-20 days, and
+ 5% chance of being feebleminded, as the spell.
+
+ All spell-like effects are at the level of the caster of the Scrybane.
+ The scryer must make separate saving throws to avoid each of the
+ effects befalling him or her. The material components for this spell
+ are a dark translucent stone worth at least 500 gold pieces, and a
+ small flame.
+
+ The spell Scrybane is one of many powerful "anti-divinatory" spells. A
+ wise mage should somehow acquire one before beginning magical research
+ of his or her own.
------------------------------------------------------------------------
diff -c MU1/6 MU/6
*** MU1/6 Thu Jan 31 23:34:48 1991
--- MU/6 Fri Mar 22 15:44:55 1991
***************
*** 98,103
------------------------------------------------------------------------
Block Teleport (Abjuration)
Range: 0
--- 98,165 -----
------------------------------------------------------------------------
+ Alter Occurrence (Conjuration/Summoning, Invocation/Evocation)
+
+ Range: Unlimited
+ Components: V
+ Duration: Permanent
+ Casting Time: Special
+ Area of Effect: Special
+ Saving Throw: Special
+
+ This spell is a weaker version of the 7th level wizard spell limited
+ wish. Alter occurrence enables the wizard to alter the way an event in
+ the very recent past actually occurred. For the casting of the spell,
+ the wizard recounts an event which occurred up to two rounds previous
+ which he viewed firsthand. The wizard, while recounting the incident,
+ modifies it in the way which he would have liked for it to occur. At
+ the end of the casting, the past will be rewoven along the lines of the
+ caster's version, by a base guideline of 3% per level of the caster.
+ (For instance, Johann, a 12th level wizard, uses the spell to make a
+ freak gust of wind blow an arrow totally off course which shot his
+ companion Rykor in the heart a few seconds ago -- a critical hit.
+ Johann has a 36% chance to make the arrow miss, else it still hits
+ doing regular damage. If Johann had asked for the arrow to have missed
+ Rykor's heart, it might have still hit Rykor but would have done only
+ 100% - 36 = 64% of the designated damage.)
+
+ This spell will automatically modify the perceptions of the past for
+ all of those, other than the caster, who were present during both the
+ modified and unmodified events unless they make a saving throw vs.
+ spells. Alter Occurrence cannot be used to raise character abilities
+ (even temporarily) or mimic other magical effects. Frequent use of
+ this spell may cause the wizard to go insane; make an INT check with a
+ cumulative -1 penalty each time the spell is used by the same caster
+ over a one week period, or suffer a random type of insanity.
+
+ Alter Occurrence is a spell published by the wizard Saridan Hysakai
+ after over a decade of study (an unknown amount of which was spent at
+ the Plane of Time). Saridan subsequently went insane.
+
+ ------------------------------------------------------------------------
+
+ Azura's Black Scythe (Necromancy, Evocation)
+
+ Range: 1"
+ Components: VS
+ Casting time: 6
+ Duration: 1 round per 2 levels
+ Area of Effect: 1" x 180 degree arc
+ Saving Throw: Special
+
+ The black scythe is a fearsome weapon to behold, stretching 8' and
+ immolated in wispy green flames. It sweeps a 10' long, 180 degree arc
+ and can hit all targets within its area as a monster of the caster's
+ hit die. Creatures up to 4+1 hit dice are slain instantly, while those
+ above 4+1 hit dice but below 8+3 must save vs. spells or be stunned for
+ 2-5 round. Those who possess 8+3 hit dice up to 10 hit dice must save
+ vs. spells or be slowed for 1-4 rounds. All effects are cumulative.
+ The scythe inflicts 1d10 damage in addition to its other effects. The
+ material component is a miniature sickle with an ebony shaft and an
+ adamantine blade costing 500 GP to construct.
+
+ ------------------------------------------------------------------------
+
Block Teleport (Abjuration)
Range: 0
***************
*** 167,172
------------------------------------------------------------------------
Hold Person IV (Enchantment/Charm)
Range: 12"
--- 229,340 -----
------------------------------------------------------------------------
+ Dreamoore's Blade Summoning (Evocation, Conjuration/Summoning)
+
+ Range: 0"
+ Components: VSM
+ Duration: 1 round per level
+ Casting Time: 6
+ Area of Effect: Special
+ Saving Throw: None
+
+ This spell creates a 5' long shimmering blue shaft of force from the
+ caster's outstretched hands. He or she must physically wield the weapon
+ in combat, thus spells with somatic components cannot be cast while the
+ summoned blade exists. The "sword", however, has no true material
+ existence and does not conduct shock back to its wielder, thus its
+ overall speed factor is 1. It is neither an edged nor blunt weapon and
+ affects creatures normally immuned to either.
+
+ The blade strikes once per round with a +5 "to hit" bonus, inflicting
+ 2d6 + 5 damage points per successful hit. It lasts 1 round per level of
+ the spell caster and is subject to disintegrate and dispel magic. The
+ material component is a 500 GP crystal sword which requires 2 weeks to
+ construct.
+
+ ------------------------------------------------------------------------
+
+ Dreamoore's Eldritch Decagon (Evocation, Alteration)
+
+ Range: 1" per level
+ Components: VSM
+ Duration: Special
+ Casting Time: 1 round
+ Area of Effect: One creature
+ Saving Throw: 1/2
+
+ When this spell is cast, the magic-user sets up a brilliant array of
+ pale blue, dancing rays which forms a decagon between both hands. The
+ spell draws power directly from the psychic winds of the astral and
+ ethereal plane. Once complete, it may fire a 1' wide beam of pure
+ magical force every round, and this ray unerringly strikes any single
+ creature or object within 10' per level (invisible targets require a
+ "to hit" roll vs. base AC 6, modified by dexterity, etc.) and inflicts
+ 2-5 (1d4 + 1) damage points per level of the spell caster, up to 12d4 +
+ 12 maximum. A successful save vs. spells halves damage. These beams may
+ be unleashed from the decagon:
+
+ - Eldritch beam: magic missile energy; affects only animate targets.
+ - Impaling force ray: inflicts piercing or impaling damage.
+ - Planar force beam: inflicts edged or slicing damage.
+ - Spherical force bolt: inflicts blunt or crushing damage.
+ - Vibration or shock wave: an ultrasonic bolt which affects only
+ crystal, glass, stone, and other objects vulnerable to vibration
+ damage.
+ - Wind blast: as the 3rd level magic-user spell, gust of wind, against
+ a single target (c.f. gust of wind)
+
+ The magic-user must concentrate to maintain the eldritch decagon, thus
+ any successful attack against him negates the spell. The material
+ component is a small crystal in the shape of a 10-sided die set inside
+ an iron ring, and a lodestone.
+
+ ------------------------------------------------------------------------
+
+ Dreamoore's Missile Tempest (Evocation)
+
+ Range: 1" per level
+ Components: VSM
+ Duration: Instantaneous
+ Casting Time: 6
+ Area of Effect: Special
+ Saving Throw: None
+
+ Also known as "Dreamoore's bolts of seeking," this spell creates a
+ powerful enchanted bolt which has base 1d12 damage plus 3 points per
+ level of its caster, up to 1d12 + 36 maximum (e.g. a 12 hit die missile
+ does 37-48 hit points damage). This bolt, however, can divide into two
+ or more missiles striking single or multiple targets (minimum 1 damage
+ point per missile). Once the caster unleashes the bolt, he need but
+ point and close his fist. The missile then flashes outward, dividing
+ into smaller missiles if so directed, and unerringly hits all visible
+ targets in a 90 degree arc before the caster. The material component
+ for this spell is a 500 GP diamond which is hurled into the air as
+ spell casting is completed.
+
+ ------------------------------------------------------------------------
+
+ Dreamoore's Viper Lance (Alteration)
+
+ Range: 10" + 1" per level
+ Components: VSM
+ Duration: Special
+ Casting Time: 6
+ Area of Effect: Special
+ Saving Throw: None
+
+ The viper lance spell launches a 2' long solid metal shaft at extremely
+ high velocity. This bolt always travels in a straight line trajectory,
+ its blinding speed making it near-invisible. Any creature struck
+ immediately suffers base 1d10 + 2 HP's damage, up to 1d10 + 30
+ maximum. The caster may launch one bolt per six experience level,
+ though only one bolt may be fired per round. The material component is
+ a solid steel shaft engraved with the caster's personal rune, with a
+ mithril or adamantine tip, and zinc stabilising fins. Each bolt requires
+ two weeks and 250 GP construction cost.
+
+ ------------------------------------------------------------------------
+
Hold Person IV (Enchantment/Charm)
Range: 12"
***************
*** 400,411
Retroactive Dispel Magic (Abjuration, Alteration)
! Range:
! Components:
! Duration:
! Casting Time:
! Area of Effect:
! Saving Throw:
Lets you actually cast Dispel Magic to counter a spell thrown at you!
If you have the spell, you can cast it at any spell or spell effect
--- 568,579 -----
Retroactive Dispel Magic (Abjuration, Alteration)
! Range: 0
! Components: VS
! Duration: Instantaneous
! Casting Time: Special
! Area of Effect: Special
! Saving Throw: Special
Lets you actually cast Dispel Magic to counter a spell thrown at you!
If you have the spell, you can cast it at any spell or spell effect
***************
*** 424,429
Note that this spell cannot be cast by a specialised Abjurer or
Transmuter, since it (also) belongs to his or her opposite school.
------------------------------------------------------------------------
--- 592,629 -----
Note that this spell cannot be cast by a specialised Abjurer or
Transmuter, since it (also) belongs to his or her opposite school.
+
+ ------------------------------------------------------------------------
+
+ Spell-link (Alteration)
+
+ Range: 0"
+ Components: VSM
+ Duration: 3d4 hours + 1 hour per level
+ Casting time: 5 rounds
+ Area of Effect: Caster
+ Saving Throw: None
+
+ By use of this spell, the mage magically links 4 spells that are
+ currently in his memory. The link is such that, upon uttering a trigger
+ phrase, the linked spells are invoked ALMOST simultaneously. That is,
+ they are machine-gunned. In actual segments: there is a 2 segment gap
+ between the spells.
+
+ The spells that can be linked are one first level spell, one second
+ level, one third level and one fourth level. The mage must specify the
+ order of the link (i.e. 1-3-4-2, 2-1-3, etc). Spells that are linked
+ may NOT be cast. Any attempt to cast a linked spell has an 85% chance
+ to fizzle (minus 10% per point of intelligence above 15). Furthermore,
+ the other spells linked to the cast spell are automatically lost.
+
+ The trigger phrase takes 1 segment to use. At the end of the duration,
+ which is secretly rolled by the GM, this spell and the linked spells
+ are automatically lost.
+
+ Spell components are a braided platinum & copper chain, worth 500 gp,
+ which is consumed by the spell, and - obviously - whatever is needed
+ for the linked spells.
------------------------------------------------------------------------
diff -c MU1/7 MU/7
*** MU1/7 Thu Jan 31 23:34:48 1991
--- MU/7 Fri Mar 22 15:44:55 1991
***************
*** 227,233
------------------------------------------------------------------------
! Jamye's Improved Armor Reversal (Abjuration)
Range: Touch
Components: VSM
--- 227,233 -----
------------------------------------------------------------------------
! Jamye's Improved Armour Reversal (Abjuration)
Range: Touch
Components: VSM
***************
*** 236,242
Area of Effect: Creature touched
Saving Throw: Special
! This spell is an improved version of the fifth level "Jamye's Armor
Reversal" spell. With this spell, bonuses "to hit" by the attacker are
added to the die roll (thus working against the attacker) instead of
subtracted. For example, a 10th-level fighter attacking an AC 5 mage
--- 236,242 -----
Area of Effect: Creature touched
Saving Throw: Special
! This spell is an improved version of the fifth level "Jamye's Armour
Reversal" spell. With this spell, bonuses "to hit" by the attacker are
added to the die roll (thus working against the attacker) instead of
subtracted. For example, a 10th-level fighter attacking an AC 5 mage
***************
*** 240,246
Reversal" spell. With this spell, bonuses "to hit" by the attacker are
added to the die roll (thus working against the attacker) instead of
subtracted. For example, a 10th-level fighter attacking an AC 5 mage
! with Improved Armor Reversal would need a die roll of 5 or less to hit
the mage; if the fighter had a Strength of 17 (+1 "to hit") and a +2
weapon, she would now need a die roll of 2 or less (5 minus 1, minus 2)
to hit the mage.
--- 240,246 -----
Reversal" spell. With this spell, bonuses "to hit" by the attacker are
added to the die roll (thus working against the attacker) instead of
subtracted. For example, a 10th-level fighter attacking an AC 5 mage
! with Improved Armour Reversal would need a die roll of 5 or less to hit
the mage; if the fighter had a Strength of 17 (+1 "to hit") and a +2
weapon, she would now need a die roll of 2 or less (5 minus 1, minus 2)
to hit the mage.
***************
*** 246,257
to hit the mage.
This spell also affects missile weapons in the same way it affects
! melee weapons, unlike the fifth level spell. Also, whereas Armor
! Reversal can be dispelled by a subsequent casting of Improved Armor
! Reversal on the same subject, Improved Armor Reversal cannot be so
! dispelled by the weaker spell. If Armor Reversal is cast upon the
! subject of a previous Improved Armor Reversal spell, the Armor Reversal
! spell is wasted and has no effect.
The spell components for this spell are a small magnet, a piece of
black silk of no less than 20 gp value, and a diamond of no less than
--- 246,257 -----
to hit the mage.
This spell also affects missile weapons in the same way it affects
! melee weapons, unlike the fifth level spell. Also, whereas Armour
! Reversal can be dispelled by a subsequent casting of Improved Armour
! Reversal on the same subject, Improved Armour Reversal cannot be so
! dispelled by the weaker spell. If Armour Reversal is cast upon the
! subject of a previous Improved Armour Reversal spell, the Armour
! Reversal spell is wasted and has no effect.
The spell components for this spell are a small magnet, a piece of
black silk of no less than 20 gp value, and a diamond of no less than
diff -c MU1/8 MU/8
*** MU1/8 Thu Jan 31 23:34:48 1991
--- MU/8 Fri Mar 22 15:44:55 1991
***************
*** 71,77
Saving Throw: Special
This spell affects the saving throws vs. spell of the subject in much
! the same way that the fifth level spell Jamye's Armor Reversal (q.v.)
affects attack rolls, i.e. saving throw results that would normally
indicate success will fail, and results that would normally fail will
succeed. For example, a 19th-level mage normally needs a 6 or greater
--- 71,77 -----
Saving Throw: Special
This spell affects the saving throws vs. spell of the subject in much
! the same way that the fifth level spell Jamye's Armour Reversal (q.v.)
affects attack rolls, i.e. saving throw results that would normally
indicate success will fail, and results that would normally fail will
succeed. For example, a 19th-level mage normally needs a 6 or greater
diff -c MU1/9 MU/9
*** MU1/9 Thu Jan 31 23:34:48 1991
--- MU/9 Fri Mar 22 15:44:55 1991
***************
*** 20,45
and causes a serious compound fracture when a hit is scored in melee,
with the following results:
! to hit
! locat. mod. effects
! ------- ------ -------------------------------------------------------
! head -8 major skull fracture:
! save vs. spell or die; else suffer 4d8 points of damage
! (no save for 1/2).
! arm * -4 major broken arm:
! arm is totally useless; it cannot be used to attack or
! defend with.
! leg * -4 major broken leg:
! leg is totally useless; movement is 1/2 normal.
! ribs -4 broken rib:
! loss of 1d6 CON points and 2d8 points of damage (no
! save).
! spine @ -8 severed vertebrae:
! save vs. spell or die; else paralysed until
! healed/cured.
! pelvis -4 major hip fracture:
! -6 to DEX when using legs; movement rate is at 1/4
! normal; suffer 3d8 points of damage (no save).
* if attacking from the side, only the nearest appendage may be
targeted.
--- 20,47 -----
and causes a serious compound fracture when a hit is scored in melee,
with the following results:
! to hit
! location modifier effects
! -------- -------- ------------------------------------------------
! head -8 major skull fracture:
! save vs. spell or die; else suffer 4d8 points
! of damage (no save for 1/2).
! arm * -4 major broken arm:
! arm is totally useless; it cannot be used to
! attack or defend with.
! leg * -4 major broken leg:
! leg is totally useless; movement is 1/2
! normal.
! ribs -4 broken rib:
! loss of 1d6 CON points and 2d8 points of damage
! (no save).
! spine @ -8 severed vertebrae:
! save vs. spell or die; else paralysed until
! healed/cured.
! pelvis -4 major hip fracture:
! -6 to DEX when using legs; movement rate is at
! 1/4 normal; suffer 3d8 points of damage (no
! save).
* if attacking from the side, only the nearest appendage may be
targeted.
diff -c MU1/attrib MU/attrib
*** MU1/attrib Thu Jan 31 23:34:48 1991
--- MU/attrib Fri Mar 22 15:44:55 1991
***************
*** 12,17
arr...@shumv1.ncsu.edu Arrvid Carlson
ars3...@uhura.cc.rochester.edu Aaron Sher (Phrixus)
a...@beach.cis.ufl.edu Allen S. Rout
cl...@andrew.cmu.edu Charles Anthony (Tony) Leone
csco...@uoft02.utoledo.edu Jim Lewallen
dave...@cis.ohio-state.edu James Davenport
--- 12,18 -----
arr...@shumv1.ncsu.edu Arrvid Carlson
ars3...@uhura.cc.rochester.edu Aaron Sher (Phrixus)
a...@beach.cis.ufl.edu Allen S. Rout
+ bea...@logm.se Per Beremark
cl...@andrew.cmu.edu Charles Anthony (Tony) Leone
ccs017 Jonathon Salazar (peregrin)
csco...@uoft02.utoledo.edu Jim Lewallen
***************
*** 13,18
ars3...@uhura.cc.rochester.edu Aaron Sher (Phrixus)
a...@beach.cis.ufl.edu Allen S. Rout
cl...@andrew.cmu.edu Charles Anthony (Tony) Leone
csco...@uoft02.utoledo.edu Jim Lewallen
dave...@cis.ohio-state.edu James Davenport
deand@polari Dean Dretske
--- 14,20 -----
a...@beach.cis.ufl.edu Allen S. Rout
bea...@logm.se Per Beremark
cl...@andrew.cmu.edu Charles Anthony (Tony) Leone
+ ccs017 Jonathon Salazar (peregrin)
csco...@uoft02.utoledo.edu Jim Lewallen
dave...@cis.ohio-state.edu James Davenport
deand@polari Dean Dretske
***************
*** 18,23
deand@polari Dean Dretske
d...@mit.edu David Krikorian
dmc...@modl01.intel.com Jamye Worthington
ez00...@george.ucdavis.edu Tim Prestero
f35...@saha.hut.fi Aki Taskinen
gcw...@ecuvm1.bitnet * ???
--- 20,26 -----
deand@polari Dean Dretske
d...@mit.edu David Krikorian
dmc...@modl01.intel.com Jamye Worthington
+ dmc...@gomez.intel.com D. J. McCarthy
ez00...@george.ucdavis.edu Tim Prestero
f35...@saha.hut.fi Aki Taskinen
gcw...@ecuvm1.bitnet * ???
***************
*** 43,48
scor...@rice.edu Vernon Lee
sl...@cc.usu.edu Craig A. Jensen
tja...@blake.u.washington.edu Jason Nelson
tso...@pro-pac.cts.com Todd South
wal...@dalcsug.uucp Paul D. Walker
whit...@calvin.tymnet.com Jamye Worthington
--- 46,52 -----
scor...@rice.edu Vernon Lee
sl...@cc.usu.edu Craig A. Jensen
tja...@blake.u.washington.edu Jason Nelson
+ tsc...@rigel.tamu.edu teh "csc outcast" cheng
tso...@pro-pac.cts.com Todd South
wal...@dalcsug.uucp Paul D. Walker
wsb...@eutws1.win.tue.nl Boudewijn Wayers
***************
*** 45,50
tja...@blake.u.washington.edu Jason Nelson
tso...@pro-pac.cts.com Todd South
wal...@dalcsug.uucp Paul D. Walker
whit...@calvin.tymnet.com Jamye Worthington
--- 49,55 -----
tsc...@rigel.tamu.edu teh "csc outcast" cheng
tso...@pro-pac.cts.com Todd South
wal...@dalcsug.uucp Paul D. Walker
+ wsb...@eutws1.win.tue.nl Boudewijn Wayers
whit...@calvin.tymnet.com Jamye Worthington
***************
*** 86,92
* The following spells were researched by Llewllynn. For those who are
interested, Llewllynn is a high level mage of Lawful Neutral alignment
! (hence the detect chaos and protection form chaos spells). As for
access to druidical spells, he is married to Evaine, a half-elven
druid; as for cleric spells, he helped build the major temple to his
goddess on the world he lives in.
--- 91,97 -----
* The following spells were researched by Llewllynn. For those who are
interested, Llewllynn is a high level mage of Lawful Neutral alignment
! (hence the Detect Chaos and Protection from Chaos spells). As for
access to druidical spells, he is married to Evaine, a half-elven
druid; as for cleric spells, he helped build the major temple to his
goddess on the world he lives in.
diff -c MU1/conclusion MU/conclusion
*** MU1/conclusion Thu Jan 31 23:34:48 1991
--- MU/conclusion Fri Mar 22 15:44:55 1991
***************
*** 7,15
every spell you've got for them (don't hesitate to post them if you
think that's more convenient than e-mailing).
! Also, any feedback on the former e-mails is more than welcome,
! especially comments on the lay-out or on the level the several spells
! were listed in.
Also, if you have any more magic-user spells, which I can add to the
list, please e-mail them to me or post them, so that they can be
--- 7,15 -----
every spell you've got for them (don't hesitate to post them if you
think that's more convenient than e-mailing).
! Also, any feedback on the former files is more than welcome, especially
! comments on the lay-out or on the level the several spells were listed
! in.
Also, if you have any more magic-user spells, which I can add to the
list, please e-mail them to me or post them, so that they can be
diff -c MU1/index MU/index
*** MU1/index Thu Jan 31 23:34:48 1991
--- MU/index Fri Mar 22 15:44:55 1991
***************
*** 1,5
0 Compass
0 Jamye's Appearing Ink
0 Stepping Stone
0 Umbrella
0 Vision
--- 1,7 -----
0 Compass
0 Jamye's Appearing Ink
+ 0 Pitch
+ 0 Silvadel's Magic Feather
0 Stepping Stone
0 Tune
0 Umbrella
***************
*** 1,6
0 Compass
0 Jamye's Appearing Ink
0 Stepping Stone
0 Umbrella
0 Vision
--- 3,9 -----
0 Pitch
0 Silvadel's Magic Feather
0 Stepping Stone
+ 0 Tune
0 Umbrella
0 Vision
***************
*** 24,29
1 Human Torch
1 Inaudibility
1 Jamye's Melodramatic Music
1 Last Image
1 Little Death
1 Murder Weapon
--- 27,33 -----
1 Human Torch
1 Inaudibility
1 Jamye's Melodramatic Music
+ 1 Kazago's Lock Pick
1 Last Image
1 Little Death
1 Minor Annoyance
***************
*** 26,31
1 Jamye's Melodramatic Music
1 Last Image
1 Little Death
1 Murder Weapon
1 Painting
1 Protection from Chaos
--- 30,36 -----
1 Kazago's Lock Pick
1 Last Image
1 Little Death
+ 1 Minor Annoyance
1 Murder Weapon
1 Painting
1 Protection from Chaos
***************
*** 32,37
1 Protection from Rain
1 Quantas's Target Bow
1 Sand Skin
1 Skeleton
1 Small Fire Ball
1 Snapshot
--- 37,43 -----
1 Protection from Rain
1 Quantas's Target Bow
1 Sand Skin
+ 1 Sangfroid
1 Skeleton
1 Small Fire Ball
1 Snapshot
***************
*** 49,54
2 Alpha's Spark Shower
2 Alpha's Star Gaze
2 Alpha's Starblades
2 Bigby's Groping Fingers
2 Cause of Death
2 Cloud Walk
--- 55,61 -----
2 Alpha's Spark Shower
2 Alpha's Star Gaze
2 Alpha's Starblades
+ 2 Annoyance
2 Bigby's Groping Fingers
2 Cause of Death
2 Cloud Walk
***************
*** 58,63
2 Detect Magic II
2 Detect Spirit
2 Dispel Silence
2 Duck!
2 Dust Warriors
2 Expose Magic
--- 65,72 -----
2 Detect Magic II
2 Detect Spirit
2 Dispel Silence
+ 2 Dreamoore's Explosive Missile
+ 2 Dreamoore's War Disk
2 Duck!
2 Dust Warriors
2 Expose Magic
***************
*** 70,75
2 Malta's Pattern Creation
2 Malta's Pattern Image
2 Mangar's Bloodfire
2 Noise Filter
2 Paldeggeron's Accurate Arrow
2 Petition
--- 79,85 -----
2 Malta's Pattern Creation
2 Malta's Pattern Image
2 Mangar's Bloodfire
+ 2 Memorise Song
2 Noise Filter
2 Paldeggeron's Accurate Arrow
2 Petition
***************
*** 83,88
2 Sonoric's Lodestone
2 Spider Climb II
2 Summon Undead
2 Veschiul's Shadowcurse
2 Veschiul's Shadowbolt
2 Wings
--- 93,99 -----
2 Sonoric's Lodestone
2 Spider Climb II
2 Summon Undead
+ 2 Transcribe Song
2 Veschiul's Shadowcurse
2 Veschiul's Shadowbolt
2 Wings
***************
*** 108,113
3 Conceal Magic
3 Detect Charm
3 Detect Teleport
3 Enhance Illusion
3 Free Action
3 Gaseous Form
--- 119,125 -----
3 Conceal Magic
3 Detect Charm
3 Detect Teleport
+ 3 Dreamoore's Eldritch Sphere
3 Enhance Illusion
3 Free Action
3 Gaseous Form
***************
*** 111,116
3 Enhance Illusion
3 Free Action
3 Gaseous Form
3 Hang
3 Hold Spirit
3 Improved Armour
--- 123,129 -----
3 Enhance Illusion
3 Free Action
3 Gaseous Form
+ 3 Grasping Hands of Horror
3 Hang
3 Hold Spirit
3 Improved Armour
***************
*** 117,122
3 Jam Radio
3 Jamye's Prismatic Snowball
3 Magic Missile II
3 Malta's Pattern Transport
3 Marty's Magic Bow
3 Molten Ground
--- 130,136 -----
3 Jam Radio
3 Jamye's Prismatic Snowball
3 Magic Missile II
+ 3 Major Annoyance
3 Malta's Pattern Transport
3 Marty's Magic Bow
3 Merkridan's Misplayal
***************
*** 119,124
3 Magic Missile II
3 Malta's Pattern Transport
3 Marty's Magic Bow
3 Molten Ground
3 Protection from Chaos, 10 Foot Radius
3 Rathe's Trigger
--- 133,139 -----
3 Major Annoyance
3 Malta's Pattern Transport
3 Marty's Magic Bow
+ 3 Merkridan's Misplayal
3 Molten Ground
3 Necromantic Bolt
3 Protection from Chaos, 10 Foot Radius
***************
*** 120,125
3 Malta's Pattern Transport
3 Marty's Magic Bow
3 Molten Ground
3 Protection from Chaos, 10 Foot Radius
3 Rathe's Trigger
3 Reconstruct
--- 135,141 -----
3 Marty's Magic Bow
3 Merkridan's Misplayal
3 Molten Ground
+ 3 Necromantic Bolt
3 Protection from Chaos, 10 Foot Radius
3 Rathe's Trigger
3 Reconstruct
***************
*** 135,140
3 Stren's Improved Floating Disk
3 View Past
4 Alpha's Acid Rainstorm
4 Alpha's Acid Resistance
4 Alpha's Ball Lightning
--- 151,157 -----
3 Stren's Improved Floating Disk
3 View Past
+ 4 Alcoreax's Icetrail
4 Alpha's Acid Rainstorm
4 Alpha's Acid Resistance
4 Alpha's Ball Lightning
***************
*** 154,159
4 Damian's Insulated Envelope
4 Deadthought
4 Deja Vu
4 Enemy Blink
4 Hand of Time
4 Hold Person II
--- 171,178 -----
4 Damian's Insulated Envelope
4 Deadthought
4 Deja Vu
+ 4 Dreamoore's Warding Shield
+ 4 Dreamoore's Eldritch Shield
4 Enemy Blink
4 Hand of Time
4 Hold Person II
***************
*** 158,163
4 Hand of Time
4 Hold Person II
4 Hydro Shield
4 Improved Magic Mouth
4 Inertia
4 Jamye's Greased Pig
--- 177,183 -----
4 Hand of Time
4 Hold Person II
4 Hydro Shield
+ 4 Illumine
4 Improved Magic Mouth
4 Independent Spectral Hand
4 Inertia
***************
*** 159,164
4 Hold Person II
4 Hydro Shield
4 Improved Magic Mouth
4 Inertia
4 Jamye's Greased Pig
4 Jamye's Headless Flying Roasted Pig
--- 179,185 -----
4 Hydro Shield
4 Illumine
4 Improved Magic Mouth
+ 4 Independent Spectral Hand
4 Inertia
4 Jamye's Greased Pig
4 Jamye's Headless Flying Roasted Pig
***************
*** 200,205
5 Alpha's Starshield
5 Alpha's Wizard Light
5 Auralon's Deflective Plates
5 Blizzard
5 Bone Splinter
5 Chaos Magic
--- 221,228 -----
5 Alpha's Starshield
5 Alpha's Wizard Light
5 Auralon's Deflective Plates
+ 5 Azura's Death Shadow
+ 5 Azura's Soul Whip
5 Blizzard
5 Bone Splinter
5 Chaos Magic
***************
*** 206,211
5 Cone of Acid
5 Cone of Fire
5 Deflect Normal Weapon Attacks
5 Greenfire
5 High-Energy Lightning Bolt
5 Improved Fire Ball
--- 229,236 -----
5 Cone of Acid
5 Cone of Fire
5 Deflect Normal Weapon Attacks
+ 5 Dreamoore's Greater Eldritch Sphere
+ 5 Dreamoore's Spellblade
5 Greenfire
5 High-Energy Lightning Bolt
5 Improved Fire Ball
***************
*** 216,221
5 Missile Multiplication II
5 Rathe's Contingency Trigger
5 Rhuva's Wizard Stomper
5 Sonoric's Illusionary Observer
5 Sonoric's Superior Minions
5 Summon Warrior
--- 241,247 -----
5 Missile Multiplication II
5 Rathe's Contingency Trigger
5 Rhuva's Wizard Stomper
+ 5 Scrybane
5 Sonoric's Illusionary Observer
5 Sonoric's Superior Minions
5 Summon Warrior
***************
*** 229,234
6 Alpha's Firefountain
6 Alpha's Rainbow Warrior
6 Alpha's Starlight Citadel
6 Block Teleport
6 Coradon's Cataclysmic Corinary
6 Copyright
--- 255,262 -----
6 Alpha's Firefountain
6 Alpha's Rainbow Warrior
6 Alpha's Starlight Citadel
+ 6 Alter Occurrence
+ 6 Azura's Black Scythe
6 Block Teleport
6 Coradon's Cataclysmic Corinary
6 Copyright
***************
*** 233,238
6 Coradon's Cataclysmic Corinary
6 Copyright
6 Create Ghast
6 Hold Person IV
6 Improved Wiley's Door
6 Justin's Skimmer
--- 261,270 -----
6 Coradon's Cataclysmic Corinary
6 Copyright
6 Create Ghast
+ 6 Dreamoore's Blade Summoning
+ 6 Dreamoore's Eldritch Decagon
+ 6 Dreamoore's Missile Tempest
+ 6 Dreamoore's Viper Lance
6 Hold Person IV
6 Improved Wiley's Door
6 Justin's Skimmer
***************
*** 236,242
6 Hold Person IV
6 Improved Wiley's Door
6 Justin's Skimmer
! 6 Kallesin's Spell Load
6 Lich's Palm
6 Lorth's Stasis
6 Mage Lock
--- 268,274 -----
6 Hold Person IV
6 Improved Wiley's Door
6 Justin's Skimmer
! 6 Kalessin's Spell Load
6 Lich's Palm
6 Lorth's Stasis
6 Mage Lock
***************
*** 243,248
6 Mass Teleport
6 Minor Accursed Rite
6 Retroactive Dispel Magic
6 Staff of Light/Darkness
6 Teleport Trap
--- 275,281 -----
6 Mass Teleport
6 Minor Accursed Rite
6 Retroactive Dispel Magic
+ 6 Spell-link
6 Staff of Light/Darkness
6 Teleport Trap
diff -c MU1/intro MU/intro
*** MU1/intro Thu Jan 31 23:34:48 1991
--- MU/intro Fri Mar 22 15:44:55 1991
***************
*** 1,7
Hi,
! As I promised a while ago, I am e-mailing you (the ASCII version of)
! The Great Net Spellbook. I have edited the spells to make them
somewhat more legible (for example: SOME OF THEM WERE COMPLETELY
CAPITALISED, while some of the other spells contained some lines that did not fit on
an 80-line screen, while others contianed much speeling missteaks).
--- 1,7 -----
Hi,
! As I promised a while ago, I am sending you (the ASCII version of) The
! Great Net Spellbook, version 2. I have edited the spells to make them
somewhat more legible (for example: SOME OF THEM WERE COMPLETELY
CAPITALISED, while some of the other spells contained some lines that did not fit on
an 80-line screen, while others contianed much speeling missteaks).
***************
*** 6,13
CAPITALISED, while some of the other spells contained some lines that did not fit on
an 80-line screen, while others contianed much speeling missteaks).
! Anyway, following this e-mail will be 15 other ones, with the following
! Subject-lines and approximate length:
Net Spellbook: List of spells 9267
Net Spellbook: Index 5046
--- 6,13 -----
CAPITALISED, while some of the other spells contained some lines that did not fit on
an 80-line screen, while others contianed much speeling missteaks).
! Anyway, with this introduction you will find 15 other files, with the
! following subjects and approximate length:
Net Spellbook: List of spells 11783
Net Spellbook: Index 6463
***************
*** 9,29
Anyway, following this e-mail will be 15 other ones, with the following
Subject-lines and approximate length:
! Net Spellbook: List of spells 9267
! Net Spellbook: Index 5046
! Net Spellbook: Index-macro 190
! Net Spellbook: Attributions 4245
! Net Spellbook: Cantrips 2752
! Net Spellbook: Level 1 21593
! Net Spellbook: Level 2 31557
! Net Spellbook: Level 3 46364
! Net Spellbook: Level 4 45576
! Net Spellbook: Level 5 44850
! Net Spellbook: Level 6 21593
! Net Spellbook: Level 7 13709
! Net Spellbook: Level 8 10410
! Net Spellbook: Level 9 34141
! Net Spellbook: Conclusion 695
These e-mails contain the names of the spells, the names of the people
who posted them, an index to the spells, a macro to print that index
--- 9,29 -----
Anyway, with this introduction you will find 15 other files, with the
following subjects and approximate length:
! Net Spellbook: List of spells 11783
! Net Spellbook: Index 6463
! Net Spellbook: Index-macro 204
! Net Spellbook: Attributions 4564
! Net Spellbook: Cantrips 6422
! Net Spellbook: Level 1 28072
! Net Spellbook: Level 2 42680
! Net Spellbook: Level 3 57371
! Net Spellbook: Level 4 63103
! Net Spellbook: Level 5 55870
! Net Spellbook: Level 6 32300
! Net Spellbook: Level 7 18116
! Net Spellbook: Level 8 13075
! Net Spellbook: Level 9 33549
! Net Spellbook: Conclusion 688
These files contain the names of the spells, the names of the people
who posted them, an index to the spells, a macro to print that index
***************
*** 25,31
Net Spellbook: Level 9 34141
Net Spellbook: Conclusion 695
! These e-mails contain the names of the spells, the names of the people
who posted them, an index to the spells, a macro to print that index
using troff, and the spells themselves, respectively.
--- 25,31 -----
Net Spellbook: Level 9 33549
Net Spellbook: Conclusion 688
! These files contain the names of the spells, the names of the people
who posted them, an index to the spells, a macro to print that index
using troff, and the spells themselves, respectively.
***************
*** 31,38
You are free to redistribute them, and copy them for your own use, as
long as you do not prevent others to do the same. You may not sell them
! for profit. If you distribute them, make sure that you distribute the
! entire package, as you have received it yourself, especially the list
of contributors, unchanged.
One small note about the files containing the spells: after you've
--- 31,38 -----
You are free to redistribute them, and copy them for your own use, as
long as you do not prevent others to do the same. You may not sell them
! for profit. If you distribute them, make sure that you distribute the
! entire package as you have received it yourself, especially the list
of contributors, unchanged.
One small note about the files containing the spells: after you've
***************
*** 38,43
One small note about the files containing the spells: after you've
removed the headers and the .signature, you can just "cat" them into
one large file: all of them end with a ^L (page break).
Well, enough rambling for now, get them and enjoy!
--- 38,47 -----
One small note about the files containing the spells: after you've
removed the headers and the .signature, you can just "cat" them into
one large file: all of them end with a ^L (page break).
+
+ I will eventually (re)post these spells, whenever I think I have
+ accumulated enough new ones. I will mark these updates as being another
+ version.
Well, enough rambling for now, get them and enjoy!
diff -c MU1/list MU/list
*** MU1/list Thu Jan 31 23:34:48 1991
--- MU/list Fri Mar 22 15:44:55 1991
***************
*** 1,4
The Great Net Spellbook!
The following is a list of the new spells, as they were posted to the
--- 1,5 -----
The Great Net Spellbook!
+ Version 2, march 22 1991.
The following is a list of the new spells, as they were posted to the
***************
*** 10,15
Compass (Divination)
Jamye's Appearing Ink (Alteration) Reversible
Stepping Stone (Evocation)
Umbrella (Abjuration)
Vision (Alteration)
--- 11,18 -----
Compass (Divination)
Jamye's Appearing Ink (Alteration) Reversible
+ Pitch (Evocation)
+ Silvadel's Magic Feather (Enchantment)
Stepping Stone (Evocation)
Tune (Alteration) Reversible
Umbrella (Abjuration)
***************
*** 11,16
Compass (Divination)
Jamye's Appearing Ink (Alteration) Reversible
Stepping Stone (Evocation)
Umbrella (Abjuration)
Vision (Alteration)
--- 14,20 -----
Pitch (Evocation)
Silvadel's Magic Feather (Enchantment)
Stepping Stone (Evocation)
+ Tune (Alteration) Reversible
Umbrella (Abjuration)
Vision (Alteration)
***************
*** 38,43
Human Torch (Evocation)
Inaudibility (Illusion/Phantasm)
Jamye's Melodramatic Music (Conjuration, Alteration, Enchantment/Charm)
Last Image (Divination, Necromancy)
Little Death (Necromancy)
Murder Weapon (Divination, Necromancy)
--- 42,48 -----
Human Torch (Evocation)
Inaudibility (Illusion/Phantasm)
Jamye's Melodramatic Music (Conjuration, Alteration, Enchantment/Charm)
+ Kazago's Lock Pick (Alteration)
Last Image (Divination, Necromancy)
Little Death (Necromancy)
Minor Annoyance (Illusion)
***************
*** 40,45
Jamye's Melodramatic Music (Conjuration, Alteration, Enchantment/Charm)
Last Image (Divination, Necromancy)
Little Death (Necromancy)
Murder Weapon (Divination, Necromancy)
Painting (Illusion/Phantasm)
Protection from Chaos (Abjuration) Reversible
--- 45,51 -----
Kazago's Lock Pick (Alteration)
Last Image (Divination, Necromancy)
Little Death (Necromancy)
+ Minor Annoyance (Illusion)
Murder Weapon (Divination, Necromancy)
Painting (Illusion/Phantasm)
Protection from Chaos (Abjuration) Reversible
***************
*** 46,51
Protection from Rain (Abjuration)
Quantas's Target Bow (Enchantment)
Sand Skin (Conjuration)
Skeleton (Necromancy)
Small Fire Ball (Evocation)
Snapshot (Invocation/Evocation)
--- 52,58 -----
Protection from Rain (Abjuration)
Quantas's Target Bow (Enchantment)
Sand Skin (Conjuration)
+ Sangfroid (Abjuration)
Skeleton (Necromancy)
Small Fire Ball (Evocation)
Snapshot (Invocation/Evocation)
***************
*** 67,72
Alpha's Spark Shower (Evocation)
Alpha's Star Gaze (Evocation)
Alpha's Starblades (Conjuration)
Bigby's Groping Fingers (Conjuration)
Cause of Death (Divination, Necromancy)
Cloud Walk (Alteration)
--- 74,80 -----
Alpha's Spark Shower (Evocation)
Alpha's Star Gaze (Evocation)
Alpha's Starblades (Conjuration)
+ Annoyance (Illusion)
Bigby's Groping Fingers (Conjuration)
Cause of Death (Divination, Necromancy)
Cloud Walk (Alteration)
***************
*** 76,81
Detect Magic II (Divination)
Detect Spirit (Divination) Reversible
Dispel Silence (Abjuration)
Duck! (Enchantment/Charm)
Dust Warriors (Conjuration/Summoning, Necromancy)
Expose Magic (Divination)
--- 84,91 -----
Detect Magic II (Divination)
Detect Spirit (Divination) Reversible
Dispel Silence (Abjuration)
+ Dreamoore's Explosive Missile (Alteration/Evocation)
+ Dreamoore's War Disk (Evocation)
Duck! (Enchantment/Charm)
Dust Warriors (Conjuration/Summoning, Necromancy)
Expose Magic (Divination)
***************
*** 88,93
Malta's Pattern Creation (Alteration)
Malta's Pattern Image (Alteration)
Mangar's Bloodfire (Necromancy, Evocation)
Noise Filter (Illusion)
Paldeggeron's Accurate Arrow (Enchantment)
Petition (Conjuration/Summoning)
--- 98,104 -----
Malta's Pattern Creation (Alteration)
Malta's Pattern Image (Alteration)
Mangar's Bloodfire (Necromancy, Evocation)
+ Memorise Song (Enchantment/Charm)
Noise Filter (Illusion)
Paldeggeron's Accurate Arrow (Enchantment)
Petition (Conjuration/Summoning)
***************
*** 101,106
Sonoric's Lodestone (Divination)
Spider Climb II (Alteration)
Summon Undead (Necromancy)
Veschiul's Shadowcurse (Alteration)
Veschiul's Shadowbolt (Evocation)
Wings (Alteration)
--- 112,118 -----
Sonoric's Lodestone (Divination)
Spider Climb II (Alteration)
Summon Undead (Necromancy)
+ Transcribe Song (Alteration, Evocation)
Veschiul's Shadowcurse (Alteration)
Veschiul's Shadowbolt (Evocation)
Wings (Alteration)
***************
*** 130,135
Conceal Magic (Divination)
Detect Charm (Divination)
Detect Teleport (Divination)
Enhance Illusion (Alteration)
Free Action (Abjuration)
Gaseous Form (Alteration)
--- 142,148 -----
Conceal Magic (Divination)
Detect Charm (Divination)
Detect Teleport (Divination)
+ Dreamoore's Eldritch Sphere (Evocation)
Enhance Illusion (Alteration)
Free Action (Abjuration)
Gaseous Form (Alteration)
***************
*** 133,138
Enhance Illusion (Alteration)
Free Action (Abjuration)
Gaseous Form (Alteration)
Hang (Alteration)
Hold Spirit (Enchantment/Charm)
Improved Armour (Conjuration)
--- 146,152 -----
Enhance Illusion (Alteration)
Free Action (Abjuration)
Gaseous Form (Alteration)
+ Grasping Hands of Horror (Necromancy)
Hang (Alteration)
Hold Spirit (Enchantment/Charm)
Improved Armour (Conjuration)
***************
*** 139,144
Jam Radio (Alteration, Divination)
Jamye's Prismatic Snowball (Conjuration, Alteration, Enchantment)
Magic Missile II (Evocation)
Malta's Pattern Transport (Alteration)
Marty's Magic Bow (Evocation)
Molten Ground (Alteration)
--- 153,159 -----
Jam Radio (Alteration, Divination)
Jamye's Prismatic Snowball (Conjuration, Alteration, Enchantment)
Magic Missile II (Evocation)
+ Major Annoyance (Enchantment/Charm)
Malta's Pattern Transport (Alteration)
Marty's Magic Bow (Evocation)
Merkridan's Misplayal (Alteration)
***************
*** 141,146
Magic Missile II (Evocation)
Malta's Pattern Transport (Alteration)
Marty's Magic Bow (Evocation)
Molten Ground (Alteration)
Protection from Chaos, 10 Foot Radius (Abjuration) Reversible
Rathe's Trigger (Conjuration)
--- 156,162 -----
Major Annoyance (Enchantment/Charm)
Malta's Pattern Transport (Alteration)
Marty's Magic Bow (Evocation)
+ Merkridan's Misplayal (Alteration)
Molten Ground (Alteration)
Necromantic Bolt (Necromancy)
Protection from Chaos, 10 Foot Radius (Abjuration) Reversible
***************
*** 142,147
Malta's Pattern Transport (Alteration)
Marty's Magic Bow (Evocation)
Molten Ground (Alteration)
Protection from Chaos, 10 Foot Radius (Abjuration) Reversible
Rathe's Trigger (Conjuration)
Reconstruct (Divination)
--- 158,164 -----
Marty's Magic Bow (Evocation)
Merkridan's Misplayal (Alteration)
Molten Ground (Alteration)
+ Necromantic Bolt (Necromancy)
Protection from Chaos, 10 Foot Radius (Abjuration) Reversible
Rathe's Trigger (Conjuration)
Reconstruct (Divination)
***************
*** 161,166
Fourth Level
------------
Alpha's Acid Rainstorm (Conjuration/Summoning)
Alpha's Acid Resistance (Abjuration)
Alpha's Ball Lightning (Evocation)
--- 178,184 -----
Fourth Level
------------
+ Alcoreax's Icetrail (Evocation)
Alpha's Acid Rainstorm (Conjuration/Summoning)
Alpha's Acid Resistance (Abjuration)
Alpha's Ball Lightning (Evocation)
***************
*** 180,185
Damian's Insulated Envelope (Abjuration)
Deadthought (Divination, Necromancy)
Deja Vu (Divination)
Enemy Blink (Alteration, Enchantment/Charm)
Hand of Time (Necromancy)
Hold Person II (Enchantment/Charm)
--- 198,205 -----
Damian's Insulated Envelope (Abjuration)
Deadthought (Divination, Necromancy)
Deja Vu (Divination)
+ Dreamoore's Warding Shield (Abjuration)
+ Dreamoore's Eldritch Shield (Abjuration)
Enemy Blink (Alteration, Enchantment/Charm)
Hand of Time (Necromancy)
Hold Person II (Enchantment/Charm)
***************
*** 184,189
Hand of Time (Necromancy)
Hold Person II (Enchantment/Charm)
Hydro Shield (Evocation, Alteration)
Improved Magic Mouth (Alteration)
Inertia (Alteration)
Jamye's Greased Pig (Conjuration, Alteration)
--- 204,210 -----
Hand of Time (Necromancy)
Hold Person II (Enchantment/Charm)
Hydro Shield (Evocation, Alteration)
+ Illumine (Alteration)
Improved Magic Mouth (Alteration)
Independent Spectral Hand (Necromancy)
Inertia (Alteration)
***************
*** 185,190
Hold Person II (Enchantment/Charm)
Hydro Shield (Evocation, Alteration)
Improved Magic Mouth (Alteration)
Inertia (Alteration)
Jamye's Greased Pig (Conjuration, Alteration)
Jamye's Headless Flying Roasted Pig (Summoning, Enchantment)
--- 206,212 -----
Hydro Shield (Evocation, Alteration)
Illumine (Alteration)
Improved Magic Mouth (Alteration)
+ Independent Spectral Hand (Necromancy)
Inertia (Alteration)
Jamye's Greased Pig (Conjuration, Alteration)
Jamye's Headless Flying Roasted Pig (Summoning, Enchantment)
***************
*** 230,235
Alpha's Starshield (Alteration, Abjuration)
Alpha's Wizard Light (Evocation, Alteration)
Auralon's Deflective Plates (Evocation)
Blizzard (Evocation)
Bone Splinter (Evocation)
Chaos Magic (Alteration)
--- 252,259 -----
Alpha's Starshield (Alteration, Abjuration)
Alpha's Wizard Light (Evocation, Alteration)
Auralon's Deflective Plates (Evocation)
+ Azura's Death Shadow (Necromancy, Conjuration/Summoning)
+ Azura's Soul Whip (Necromancy, Evocation)
Blizzard (Evocation)
Bone Splinter (Evocation)
Chaos Magic (Alteration)
***************
*** 236,241
Cone of Acid (Evocation)
Cone of Fire (Evocation)
Deflect Normal Weapon Attacks (Abjuration)
Greenfire (Evocation)
High-Energy Lightning Bolt (Evocation)
Improved Fire Ball (Evocation)
--- 260,267 -----
Cone of Acid (Evocation)
Cone of Fire (Evocation)
Deflect Normal Weapon Attacks (Abjuration)
+ Dreamoore's Greater Eldritch Sphere (Evocation)
+ Dreamoore's Spellblade (Evocation)
Greenfire (Evocation)
High-Energy Lightning Bolt (Evocation)
Improved Fire Ball (Evocation)
***************
*** 239,245
Greenfire (Evocation)
High-Energy Lightning Bolt (Evocation)
Improved Fire Ball (Evocation)
! Jamye's Armor Reversal (Abjuration)
Jamye's Greased Lightning (Evocation)
Kalessin's Long Arm (Conjuration)
Meillikhom's Room of Seclusion (Alteration)
--- 265,271 -----
Greenfire (Evocation)
High-Energy Lightning Bolt (Evocation)
Improved Fire Ball (Evocation)
! Jamye's Armour Reversal (Abjuration)
Jamye's Greased Lightning (Evocation)
Kalessin's Long Arm (Conjuration)
Meillikhom's Room of Seclusion (Alteration)
***************
*** 246,251
Missile Multiplication II (Evocation, Alteration)
Rathe's Contingency Trigger (Alteration)
Rhuva's Wizard Stomper (Divination, Evocation)
Sonoric's Illusionary Observer (Divination, Illusionism/Phantasm)
Sonoric's Superior Minions (Divination, Conjuration/Summoning)
Summon Warrior (Conjuration/Summoning)
--- 272,278 -----
Missile Multiplication II (Evocation, Alteration)
Rathe's Contingency Trigger (Alteration)
Rhuva's Wizard Stomper (Divination, Evocation)
+ Scrybane (Divination, Enchantment/Charm)
Sonoric's Illusionary Observer (Divination, Illusionism/Phantasm)
Sonoric's Superior Minions (Divination, Conjuration/Summoning)
Summon Warrior (Conjuration/Summoning)
***************
*** 263,268
Alpha's Firefountain (Alteration)
Alpha's Rainbow Warrior (Evocation, Summoning)
Alpha's Starlight Citadel (Conjuration/Summoning)
Block Teleport (Abjuration)
Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
Copyright (Divination, Abjuration)
--- 290,297 -----
Alpha's Firefountain (Alteration)
Alpha's Rainbow Warrior (Evocation, Summoning)
Alpha's Starlight Citadel (Conjuration/Summoning)
+ Alter Occurrence (Conjuration/Summoning, Invocation/Evocation)
+ Azura's Black Scythe (Necromancy, Evocation)
Block Teleport (Abjuration)
Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
Copyright (Divination, Abjuration)
***************
*** 267,272
Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
Copyright (Divination, Abjuration)
Create Ghast (Necromancy)
Hold Person IV (Enchantment/Charm)
Improved Wiley's Door (Alteration)
Justin's Skimmer (Evocation)
--- 296,305 -----
Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
Copyright (Divination, Abjuration)
Create Ghast (Necromancy)
+ Dreamoore's Blade Summoning (Evocation, Conjuration/Summoning)
+ Dreamoore's Eldritch Decagon (Evocation, Alteration)
+ Dreamoore's Missile Tempest (Evocation)
+ Dreamoore's Viper Lance (Alteration)
Hold Person IV (Enchantment/Charm)
Improved Wiley's Door (Alteration)
Justin's Skimmer (Evocation)
***************
*** 270,276
Hold Person IV (Enchantment/Charm)
Improved Wiley's Door (Alteration)
Justin's Skimmer (Evocation)
! Kallesin's Spell Load (Evocation)
Lich's Palm (Necromancy)
Lorth's Stasis (Alteration)
Mage Lock (Alteration, Evocation)
--- 303,309 -----
Hold Person IV (Enchantment/Charm)
Improved Wiley's Door (Alteration)
Justin's Skimmer (Evocation)
! Kalessin's Spell Load (Evocation)
Lich's Palm (Necromancy)
Lorth's Stasis (Alteration)
Mage Lock (Alteration, Evocation)
***************
*** 277,282
Mass Teleport (Alteration)
Minor Accursed Rite (Necromantic)
Retroactive Dispel Magic (Abjuration, Alteration)
Staff of Light/Darkness (Alteration, Evocation)
Teleport Trap (Alteration)
--- 310,316 -----
Mass Teleport (Alteration)
Minor Accursed Rite (Necromantic)
Retroactive Dispel Magic (Abjuration, Alteration)
+ Spell-link (Alteration)
Staff of Light/Darkness (Alteration, Evocation)
Teleport Trap (Alteration)
***************
*** 291,297
Delayed Blast Snowball (Evocation)
Eye of the Beholder (Evocation)
Jamye's Flesh to Toast (Alteration)
! Jamye's Improved Armor Reversal (Abjuration)
Llewllynn's Wall of Force (Evocation)
Magic Quench (Alteration, Abjuration)
Mind Find (Divination)
--- 325,331 -----
Delayed Blast Snowball (Evocation)
Eye of the Beholder (Evocation)
Jamye's Flesh to Toast (Alteration)
! Jamye's Improved Armour Reversal (Abjuration)
Llewllynn's Wall of Force (Evocation)
Magic Quench (Alteration, Abjuration)
Mind Find (Divination)
diff -c MU1/makeindex MU/makeindex
*** MU1/makeindex Thu Jan 31 23:34:48 1991
--- MU/makeindex Fri Mar 22 15:44:55 1991
***************
*** 1,21
# Note: below, plp is a local macro for troff, followed by lpr.
# Please change it into something more appropriate for your system.
! if [ -f index.Z ]
! then (
! uncompress index
! ptx -t -r <index >index.tmp
! plp -mptx index.tmp
! sleep 30
! rm index.tmp
! compress index
! ) &
! elif [ -f index ]
! then (
! ptx -t -r <index >index.tmp
! plp -mptx index.tmp
! sleep 30
! rm index.tmp
! ) &
! else echo "No file called index."
! fi
--- 1,7 -----
# Note: below, plp is a local macro for troff, followed by lpr.
# Please change it into something more appropriate for your system.
! ptx -t -r <index >index.tmp
! plp -mptx index.tmp
! sleep 200
! rm index.tmp
If you have trouble using patches, please just replace your last
Prayerbook by the complete new one. These patches are only for those
people that have accustumed the spells to their own needs, thereby
changing the original files. Applying these patches will (as much as
possible) keep changes you've made yourself intact.
In this posting, you can find the patches to be applied to the latest
version (that is: the first version, as posted january 29th 1991).
This supposes you then got the first version of the Prayerbook, which
was a zoo-ed file (29janPR.zoo).
To apply these patches, unpack your zoo-archive in a directory, and
save this message to that directory. Then go to that directory and
type: "patch <saved_file". The patch-program will then apply the
changes to the files.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
diff -c PR1/1 PR/1
*** PR1/1 Thu Jan 31 23:36:46 1991
--- PR/1 Fri Mar 22 15:23:49 1991
***************
*** 2,7
==========================================================================
First Level Spells
--- 2,27 -----
+
+
+
+
+
+
+
+
+
+
+
+ The Great Net Prayerbook!
+
+ Version 2,
+ march 22nd 1991.
+
+
+
+
+
==========================================================================
First Level Spells
***************
*** 392,398
Saving Throw: None
Using this spell, the druid causes oak leaves to become rigid and
! extremely sharp. These sharpleaves can now be wielded or thrown as
daggers. If the leaves are crumbled before the spell is cast, then the
resulting pieces are similar to caltrops, doing 1d2 points each. One
leaf can cover 5' square, with 1d4 hitting the first creature to
--- 412,418 -----
Saving Throw: None
Using this spell, the druid causes oak leaves to become rigid and
! extremely sharp. These Sharpleaves can now be wielded or thrown as
daggers. If the leaves are crumbled before the spell is cast, then the
resulting pieces are similar to caltrops, doing 1d2 points each. One
leaf can cover 5' square, with 1d4 hitting the first creature to
diff -c PR1/2 PR/2
*** PR1/2 Thu Jan 31 23:36:46 1991
--- PR/2 Fri Mar 22 14:02:55 1991
***************
*** 122,127
--------------------------------------------------------------------------
Inaudibility (Alteration)
Sphere: Protection
--- 122,146 -----
--------------------------------------------------------------------------
+ Heliot's Healing Sleep (Necromancy)
+
+ Sphere: Healing
+ Components: VSM
+ Range: 0
+ Duration: 4 hours + 2 hours per level
+ Area of Effect: 1 person
+ Casting Time: Special
+ Saving Throw: None
+
+ This spell causes the healing benefits of sleep to be threefold (i.e.
+ 3 HP per day rested). Additionally this spell causes any and all
+ curative spells cast during its duration to have maximum effect plus 1
+ HP. The individual to be effected must be able to sleep, and must be
+ asleep during the spells effect. The casting time of this spell is 6
+ turns minus the caster's level, with a minimum of one turn.
+
+ --------------------------------------------------------------------------
+
Inaudibility (Alteration)
Sphere: Protection
diff -c PR1/3 PR/3
*** PR1/3 Thu Jan 31 23:36:46 1991
--- PR/3 Fri Mar 22 14:26:08 1991
***************
*** 201,207
Components: VSM
Duration: 2 rounds per level
Casting Time: 1 round
! Area of Effect: One creature
Saving Throw: Special
By means of this spell, the druid causes a willing recipient's feet,
--- 201,207 -----
Components: VSM
Duration: 2 rounds per level
Casting Time: 1 round
! Area of Effect: 1-3 creatures
Saving Throw: Special
By means of this spell, the druid causes a willing recipient's feet,
***************
*** 213,219
allowed. The recipient may "root" and "unroot" at will, as long as it
occurs within the duration of the spell. Rooting or unrooting takes 1
segment. The recipient may not perform any action requiring legwork
! (walking, running, etc.) while rooted. At the end of the spell's
duration, the recipient is automatically unrooted.
Optionally, the spell may be cast upon an unwilling subject (who must
--- 213,219 -----
allowed. The recipient may "root" and "unroot" at will, as long as it
occurs within the duration of the spell. Rooting or unrooting takes 1
segment. The recipient may not perform any action requiring legwork
! (walking, running, etc.) while rooted. At he end of the spell's
duration, the recipient is automatically unrooted.
Optionally, the spell may be cast upon an unwilling subject (who must
diff -c PR1/conclusion PR/conclusion
*** PR1/conclusion Thu Jan 31 23:36:46 1991
--- PR/conclusion Fri Mar 22 15:38:26 1991
***************
*** 8,14
every spell you've got for them (don't hesitate to post them if you
think that's more convenient than e-mailing).
! Also, any feedback the former e-mails is more than welcome, especially
comments on the lay-out or on the level the several prayers were listed
in.
--- 8,14 -----
every spell you've got for them (don't hesitate to post them if you
think that's more convenient than e-mailing).
! Also, any feedback the former files is more than welcome, especially
comments on the lay-out or on the level the several prayers were listed
in.
diff -c PR1/index PR/index
*** PR1/index Thu Jan 31 23:36:46 1991
--- PR/index Fri Mar 22 14:02:55 1991
***************
*** 23,28
2 Detect Invisibility 15' Radius
2 Dieme's Forceful Hand
2 Flame/Frost Blade
2 Inaudibility
2 Nausea
2 Planar Vision
--- 23,29 -----
2 Detect Invisibility 15' Radius
2 Dieme's Forceful Hand
2 Flame/Frost Blade
+ 2 Heliot's Healing Sleep
2 Inaudibility
2 Nausea
2 Planar Vision
***************
*** 40,46
3 Lion's Claw
3 Oxen Strength
3 Protection from Constriction
! 3 Protection from Lycanthropes, 10' radius
3 Protection from Petrification
3 Protection from Undead, 10' radius
3 Root
--- 41,47 -----
3 Lion's Claw
3 Oxen Strength
3 Protection from Constriction
! 3 Protection from Lycanthropes, 10' Radius
3 Protection from Petrification
3 Protection from Undead, 10' Radius
3 Root
***************
*** 42,48
3 Protection from Constriction
3 Protection from Lycanthropes, 10' radius
3 Protection from Petrification
! 3 Protection from Undead, 10' radius
3 Root
4 Adaptation
--- 43,49 -----
3 Protection from Constriction
3 Protection from Lycanthropes, 10' Radius
3 Protection from Petrification
! 3 Protection from Undead, 10' Radius
3 Root
4 Adaptation
***************
*** 54,60
4 Pacify
4 Possess Animal
4 Protection
! 4 Protection From Elementals, 10' radius
4 Remove Scars
4 Reptile Command
4 Sanctum Sigil
--- 55,61 -----
4 Pacify
4 Possess Animal
4 Protection
! 4 Protection From Elementals, 10' Radius
4 Remove Scars
4 Reptile Command
4 Sanctum Sigil
diff -c PR1/intro PR/intro
*** PR1/intro Thu Jan 31 23:36:46 1991
--- PR/intro Fri Mar 22 15:32:34 1991
***************
*** 1,11
Hi!
! I am mailing you the latest update of The Great Net Prayerbook. I have
! edited the prayers to make them somewhat more legible (for example: SOME
! OF THEM WERE COMPLETELY CAPITALISED, while some of the other prayers contained some lines
! that did not fit on an 80-line screen, while others contianed much
! speeling missteaks).
Anyway, following this e-mail will be 12 other ones, with the following
Subject-lines and approximate length (in bytes):
--- 1,11 -----
Hi!
! As I promised a while ago, I am sending you (the ASCII version of) The
! Great Net Prayerbook, version 2. I have edited the prayers to make them
! somewhat more legible (for example: SOME OF THEM WERE COMPLETELY
! CAPITALISED, while some of the other prayers contained some lines that did not fit on
! an 80-line screen, while others contianed much speeling missteaks).
Anyway, with this introduction you will find 12 other files, with the
following subjects and approximate length:
***************
*** 7,14
that did not fit on an 80-line screen, while others contianed much
speeling missteaks).
! Anyway, following this e-mail will be 12 other ones, with the following
! Subject-lines and approximate length (in bytes):
ASCII Net Prayerbook: List of prayers 2885
ASCII Net Prayerbook: Attributions 582
--- 7,14 -----
CAPITALISED, while some of the other prayers contained some lines that did not fit on
an 80-line screen, while others contianed much speeling missteaks).
! Anyway, with this introduction you will find 12 other files, with the
! following subjects and approximate length:
Net Prayerbook: List of prayers 2878
Net Prayerbook: Index 1378
***************
*** 10,27
Anyway, following this e-mail will be 12 other ones, with the following
Subject-lines and approximate length (in bytes):
! ASCII Net Prayerbook: List of prayers 2885
! ASCII Net Prayerbook: Attributions 582
! ASCII Net Prayerbook: Index 1374
! ASCII Net Prayerbook: Makeindex 190
! ASCII Net Prayerbook: Level 1 16778
! ASCII Net Prayerbook: Level 2 12746
! ASCII Net Prayerbook: Level 3 8404
! ASCII Net Prayerbook: Level 4 12341
! ASCII Net Prayerbook: Level 5 11891
! ASCII Net Prayerbook: Level 6 5374
! ASCII Net Prayerbook: Level 7 6622
! ASCII Net Prayerbook: Conclusion 698
These e-mails contain the names of the prayers, the names of the people
who posted them, an alternate listing of the prayers, a macro to create
--- 10,27 -----
Anyway, with this introduction you will find 12 other files, with the
following subjects and approximate length:
! Net Prayerbook: List of prayers 2878
! Net Prayerbook: Index 1378
! Net Prayerbook: Index-macro 204
! Net Prayerbook: Attributions 2209
! Net Prayerbook: Level 1 16930
! Net Prayerbook: Level 2 13032
! Net Prayerbook: Level 3 8403
! Net Prayerbook: Level 4 12341
! Net Prayerbook: Level 5 11891
! Net Prayerbook: Level 6 5374
! Net Prayerbook: Level 7 6620
! Net Prayerbook: Conclusion 664
These files contain the names of the prayers, the names of the people
who posted them, an index to the prayers, a macro to print that index
***************
*** 23,31
ASCII Net Prayerbook: Level 7 6622
ASCII Net Prayerbook: Conclusion 698
! These e-mails contain the names of the prayers, the names of the people
! who posted them, an alternate listing of the prayers, a macro to create
! your own index, the prayers themselves, and a conclusion respectively.
You are free to redistribute the prayers, and copy them for your own
use, as long as you do not prevent others to do the same. You may not
--- 23,31 -----
Net Prayerbook: Level 7 6620
Net Prayerbook: Conclusion 664
! These files contain the names of the prayers, the names of the people
! who posted them, an index to the prayers, a macro to print that index
! using troff, and the prayers themselves, respectively.
You are free to redistribute them, and copy them for your own use, as
long as you do not prevent others to do the same. You may not sell them
***************
*** 27,36
who posted them, an alternate listing of the prayers, a macro to create
your own index, the prayers themselves, and a conclusion respectively.
! You are free to redistribute the prayers, and copy them for your own
! use, as long as you do not prevent others to do the same. You may not
! sell the prayers for profit. If you distribute the prayers, make sure
! that you also distribute the list of contributors, unchanged.
One small note about the files themselves: after you've done away with
the headers and the .signature, you can, if you wish, just "cat" them
--- 27,37 -----
who posted them, an index to the prayers, a macro to print that index
using troff, and the prayers themselves, respectively.
! You are free to redistribute them, and copy them for your own use, as
! long as you do not prevent others to do the same. You may not sell them
! for profit. If you distribute them, make sure that you distribute the
! entire package as you have received it yourself, especially the list
! of contributors, unchanged.
One small note about the files containing the prayers: after you've
removed the headers and the .signature, you can just "cat" them into
***************
*** 32,40
sell the prayers for profit. If you distribute the prayers, make sure
that you also distribute the list of contributors, unchanged.
! One small note about the files themselves: after you've done away with
! the headers and the .signature, you can, if you wish, just "cat" them
! into one large file: all of them end with a ^L (page break).
I will eventually (re)post these prayers, whenever I think I have
accumulated enough new ones. I will mark these updates as being another
--- 33,41 -----
entire package as you have received it yourself, especially the list
of contributors, unchanged.
! One small note about the files containing the prayers: after you've
! removed the headers and the .signature, you can just "cat" them into
! one large file: all of them end with a ^L (page break).
I will eventually (re)post these prayers, whenever I think I have
accumulated enough new ones. I will mark these updates as being another
diff -c PR1/list PR/list
*** PR1/list Thu Jan 31 23:36:46 1991
--- PR/list Fri Mar 22 15:33:53 1991
***************
*** 1,3
Level 1
-------
--- 1,11 -----
+ The Great Net Prayerbook!
+ Version 2, march 22 1991.
+
+
+ The following is a list of the new prayers, as they were posted to the
+ net in the last two years or so.
+
+
Level 1
-------
***************
*** 34,39
Detect Invisibility 15' Radius (Divination)
Dieme's Forceful Hand (Alteration)
Flame/Frost Blade (Evocation)
Inaudibility (Alteration)
Nausea (Enchantment/Charm) Reversible (Abjuration)
Planar Vision (Divination)
--- 42,48 -----
Detect Invisibility 15' Radius (Divination)
Dieme's Forceful Hand (Alteration)
Flame/Frost Blade (Evocation)
+ Heliot's Healing Sleep (Necromancy)
Inaudibility (Alteration)
Nausea (Enchantment/Charm) Reversible (Abjuration)
Planar Vision (Divination)
***************
*** 55,61
Lion's Claw (Alteration)
Oxen Strength (Alteration)
Protection from Constriction (Abjuration)
! Protection from Lycanthropes, 10' radius (Abjuration)
Protection from Petrification (Abjuration)
Protection from Undead, 10' radius (Abjuration)
Root (Enchantment/Charm)
--- 64,70 -----
Lion's Claw (Alteration)
Oxen Strength (Alteration)
Protection from Constriction (Abjuration)
! Protection from Lycanthropes, 10' Radius (Abjuration)
Protection from Petrification (Abjuration)
Protection from Undead, 10' Radius (Abjuration)
Root (Enchantment/Charm)
***************
*** 57,63
Protection from Constriction (Abjuration)
Protection from Lycanthropes, 10' radius (Abjuration)
Protection from Petrification (Abjuration)
! Protection from Undead, 10' radius (Abjuration)
Root (Enchantment/Charm)
--- 66,72 -----
Protection from Constriction (Abjuration)
Protection from Lycanthropes, 10' Radius (Abjuration)
Protection from Petrification (Abjuration)
! Protection from Undead, 10' Radius (Abjuration)
Root (Enchantment/Charm)
***************
*** 73,79
Pacify (Enchantment/Charm)
Possess Animal (Enchantment/Charm)
Protection (Abjuration)
! Protection From Elementals, 10' radius (Abjuration)
Remove Scars (Necromantic) Reversible
Reptile Command (Enchantment/Charm)
Sanctum Sigil (Abjuration, Evocation)
--- 82,88 -----
Pacify (Enchantment/Charm)
Possess Animal (Enchantment/Charm)
Protection (Abjuration)
! Protection From Elementals, 10' Radius (Abjuration)
Remove Scars (Necromantic) Reversible
Reptile Command (Enchantment/Charm)
Sanctum Sigil (Abjuration, Evocation)
diff -c PR1/makeindex PR/makeindex
*** PR1/makeindex Thu Jan 31 23:36:46 1991
--- PR/makeindex Fri Mar 22 14:02:55 1991