SMV
Armor
Range
Touch 
Casting Time
1 rd. 
Save
None 
AoE
1 creature 
Duration
Special 
Damage
 
Materials
Finely cured leather that has been blessed by a priest 
By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (+4AC). The spell has no effect on a person already armored or a creature with Armor Class 14 or better. It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 14; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.

The material component is a piece of finely cured leather that has been blessed by a priest.
Residue
Uncommon
School
Conjuration 
Source
Players Hand Book page 170
SMV
Conjure Spell Component
Range
1 mile / level 
Casting Time
1 minute 
Save
1/2 
AoE
 
Duration
Permanent 
Damage
 
Materials
 
By means of this spell, any common, lightweight, naturally occurring spell component can be conjured. The item(s) desired is physically moved from within the range to the spell caster, appearing before them. The caster may conjure 2 specific components per level, and they will appear before the caster, falling to the ground unless containers are placed at the ready to be cast into.

Examples: Wool, beeswax, wolfsbane, sand, dust, crickets, whiskers
Not examples: Coins, gems, leather, crow's foot, gold ore

While the spell was designed for acquiring components, one could fill their house with wool using this spell if they were dedicated to the task.
Residue
Rare
None.
School
Conjuration 
Source
Koibu
SMV
Detect Magic
Range
30' 
Casting Time
Save
1/2 
AoE
1 creature 
Duration
1 minute / level 
Damage
 
Materials
Crystal dust 
This spell causes the dust of crystals to resonate with magical auras. The dust will react when sprinkled on magical items, giving them a soft yellow glow for the duration of the spell.

Alternatively, the dust may be inhaled by any creature whose eyes (pupil, iris, and whites) will glow bright yellow and be able to see the auras of magical items and effects. When used in this way, the range of the vision is 30', and the vision is blocked by any amount of stone or metal, or an inch of wood or dirt. Unlike other versions of this spell, the creatures need not concentrate to see these auras. Once the spell runs its course, the subject (if the dust was inhaled) is rendered blind for 1 minute, and semi blind for 1 minute after that. Semi blind effects are similar to those of poor lighting.

The caster may enchant as much dust as they can hold in their hands. A 2" crystal will create 2 doses, which is enough dust to cover a 10x10 area. Large creatures need 3 doses, huge need 10, gargantuan need 30. Small creatures need 1/3, tiny need 1/10. The crystal must already be in dust form before the spell is cast.
Residue
Uncommon
None.
School
Enchantment 
Source
Koibu
SMV
Enlarge
Range
5 yds./level 
Casting Time
Save
Negate 
AoE
1 creature or object 
Duration
5 rds./level 
Damage
 
Materials
a pinch of powdered iron 
This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed ten cubic feet in volume per caster level. The object or creature must be seen to be affected.

It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight. Magical properties are not increased by this spell - a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stein would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionally with size.

For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.

The reverse spell, reduce, negates the enlarge spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by one-foot increments to less than one foot, by one-inch increments to one inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the recipient cannot dwindle away to nothingness.

For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.

A rowboat that has a length of 14', a depth of 2', and a beam of 4' has a volume of 112 cubic feet. A rough volume measurement for a humanoid is: height cubed, divided by 24 (h³/24).

The material component of this spell is a pinch of powdered iron.
Residue
Common
School
Alteration 
Source
Players Hand Book page 173
SMV
Extinguish
Range
Self 
Casting Time
Save
None 
AoE
60' radius / level 
Duration
Instantaneous 
Damage
 
Materials
A drop of water 
With a snap of their fingers and at least a drop of water, the wizard snuffs out all applicable fires within the AOE.

At first level, this spell snuffs out all candles, torches, lanterns, small camp fires or other similarly exposed flames. At third level this fire puts out large camp fires and braziers. At fifth level this spell puts out bonfires and small structure fires. At seventh level this spell puts out burning buildings. At ninth level this spell puts out all non magical flames in its area of affect, even a raging forest fire.

The reverse of this spell, Ignite, will set aflame any small fire yet to be lit. Candles, torches, lanterns, braziers, or small camp fires that are prepared can be ignited. The reverse has no spell component, and will not work to ignite non prepared substances. The thatch of a roof, a small dry bush, or even a pit of oil cannot be lit via this spell.
Residue
Rare
None
School
Abjuration 
Source
Koibu
SMV
Fist of Stone
Range
Casting Time
Save
None 
AoE
The caster's hand 
Duration
1 round/level 
Damage
 
Materials
 
Upon completion of this spell, one of the caster's hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had strength of 18/00. Combat bonuses for strength do not apply if the caster uses any weapon other than his fist.

While the spell is in effect, the wizard cannot cast spell requiring somatic components.
Residue
Rare
School
Alteration 
Source
Tome of Magic page 17
SMV
Glancing Blow
Range
5' / level 
Casting Time
Instant 
Save
None 
AoE
1 attack 
Duration
Instant 
Damage
 
Materials
 
With a quick gesture, the caster produces an angled wall of force momentarily between the target and an incoming physical attack that they can see. The wall is positioned in such a way as to deflect the incoming blow, reducing the damage by 1d4 per 3 levels (1d4 at level 1, 2d4 at level 4, 3d4 at level 7, maxing out at 4d4).

Due to the instantaneous nature of the spell, the casting must be declared before the attack roll is made. Preferably it would be announced well in advance, "I will cast Glancing Blow on the ogre's next attack."
Residue
Rare
None.
School
Abjuration 
Source
Koibu
SMV
Identify
Range
Casting Time
Special 
Save
None 
AoE
1 item/level 
Duration
1 rd./level 
Damage
 
Materials
a pearl (of at least 100gp value) and an owl feather steeped in wine 
When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceeding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.

The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveal nothing). Only one function of a multi-function item is discovered per handling (i.e., a 5-th level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.

The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charges ring of three wishes always appears to be only faintly charged.

After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).

The material components of this spell are a pearl (of at least 100gp value) and an owl feather steeped in wine, with the infusion drunk prior to spellcasting. If a luckstone is powdered and added to the infusion, the divination becomes much more potent: exact bonuses or charges can be determined, and the functions of a multi-functional item can be learned from a single reading.

At the DM's option, certain properties of an artifact or relic might also be learned.
Residue
Rare
School
Divination 
Source
Players Hand Book page 175
SMV
Light
Range
Hand 
Casting Time
Save
None 
AoE
1,000 cubic feet (10' cube) 
Duration
3 hours / level 
Damage
 
Materials
Part of the creature you wish to summon 
By crushing the dried remains of a harmless glowing creature (like a firefly) and blowing it from their hand, the caster conjures a small swarm of the creatures that shed soft light in the area. If larger harmless glowing creatures are to be summoned, such as a puffball, only one is summoned and it sheds light in a 5' diameter circle.

The creatures can be commanded using only a look [requires line of sight] and a gesture with only a moments focus, and will fly/walk/crawl/swim/hover at their typical movement rate. Most flying insects will move around walking pace.

At 4th level, the caster may reduce the duration of the spell to increase the area covered. Every time the duration is decreased by half, the volume is doubled, with each new volume created being an independently controllable swarm. For example, if the duration is cut in half, the caster has two swarms that each light a 10' cube. The caster cluster them to create one big light, or split them into two groups, one following herself, and one following another party member.

The spell can be dismissed at will.
Residue
Uncommon
Light while active.
School
Conjuration 
Source
Koibu
SMV
Minor Disintegration
Range
Touch 
Casting Time
Save
1/2 
AoE
 
Duration
Permanent 
Damage
 
Materials
 
The caster holds a small solid object made from a single material entirely on their hand, speaks the words, and the object disintegrates into dust which flows from their hand to the surface below.

This spell is primarily used to create dust from gems and metals for other spell components. The object to be disintegrated must be fully contained in the casters hand without being visible from any angle. A small coin could be turned to dust, but a very large one could not.
Residue
Rare
None.
School
Alteration 
Source
Koibu
SMV
Read Magic
Range
Casting Time
1 rd. 
Save
None 
AoE
Special 
Duration
2 rds./level 
Damage
 
Materials
a clear crystal or mineral prism 
By means of a read magic spell, the wizard is able to read magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
Residue
Common
School
Divination 
Source
Players Hand Book page 178
SMV
Arcane Spray
Range
30 feet 
Casting Time
Save
Special 
AoE
 
Duration
Instantaneous 
Damage
Special 
Materials
 
The invoker loudly calls the magic words to this spell and points at a target within range, bringing forth a spray of 20 miniature golden magic missiles. If the target of the attack fails their saving throw (dex suggested), they take an amount of damage equal to the difference between their failed save and what they needed to succeed, indicating the number of miniature magic missiles that struck the target. Furthermore, characters in magical or metal armor suffer a damage reduction of half. Characters wielding a shield may add 2 to their save.

Example: Diana the Invoker casts Arcane Spray at a hobgoblin warlord. Diana rolls a d20+21 (15 Int, level 3) and rolls a natural 20, for a combined roll of 41. The hobgoblin warlord rolls a d20+18 (12 Dex, level 3) and rolls a natural 2, for a combined roll of 20. The difference between the two is 21, so the hobgoblin warlord takes maximum damage of 20. Were the warlord to be wearing chain mail, the damage would be reduced to 10.

Spell effects that penalize missile fire, but not natural effects, grant a penalty to the caster's save equal to the missile fire penalty.
Residue
Rare
Very small sulfur crystals are the remains of the miniature magic missiles.
School
Evocation 
Source
Koibu
SMV
Conjure Simple Object
Range
Touch 
Casting Time
Save
1/2 
AoE
1lb / level 
Duration
3 rounds / level 
Damage
 
Materials
Powder or dust of the material desired 
By speaking the words aloud and sprinkling the components on the ground in a circle, the caster creates a simple object of the same material. The sprinkled dust forms into the desired object directly. This object must not weight more than 1 pound per level, be fragile, have moving parts, patterns, or complicated construction. Only one object can be summoned and it is of the same material as the dust.

The duration of the spell may be extended if the caster maintains full concentration on the spell before its duration is over. The caster may not break line of sight with the object and cannot occupy their mind with other things, like conversation, spell casting, or keeping concentration of any kind on another spell.

Examples: Ladder (2'/level), hammer, bowl, dagger, plank, crow bar.
Not examples: Bow, lantern, magnifying glass, rope, chain, hinged box.

The quality, but not the complication, of the object summoned changes as the caster gains levels.
At 1st level: Simple and unremarkable work.
At 4th level: Good.
At 6th level: Fine with simple decorations.
Residue
Common
Object dissolves back into components.
School
Conjuration 
Source
Koibu
SMV
Locate Landmark
Range
1 mile 
Casting Time
1 minute 
Save
None 
AoE
Current plane 
Duration
Instantaneous 
Damage
 
Materials
A compass 
Casting this spell draws on the knowledge of all creatures within the range, and poses a subconscious question to these creatures: Where is the landmark in question. The answer is then returned to the caster as long as the location is on the current plane of existence, and there is a general consensus from the creatures in the area. Landmarks must be stationary and singular. Should a stationary landmark be moved, perhaps the "Great Tree of Vitality" has been cut down and moved, the original location of the landmark as it is known to people in the range of the spell is used. Mobile landmarks, like a King's Crown, automatically fail.

Example: Bobo the diviner casts Locate Landmark, with the landmark in question being the secret burial ground of elves. Bobo is in a human dominated region, where nobody knows the answer to this question, so it returns no answer. Bobo then decides to head to a major port where there are many elves, and casts the spell again. The compass in his hand turns to point North West. Bobo doesn't know how far North West it is, so he travels North West for six days before casting the spell again. This time he is in a small elvan port town that allows human visitors. He casts the spell again, and gets a direction of south west. Bobo knows he's overshot the distance, and can change directions, heading south this time.

A very careful wizard with a compass and map might be able to triangulate the location of a landmark, although this can be tricky since the further the target is from the landmark, the more the compass needle wobbles.
Residue
Rare
None
School
Divination 
Source
Koibu
SMV
Magic Key
Range
Touch 
Casting Time
1 round 
Save
1/2 
AoE
 
Duration
Light concentration 
Damage
 
Materials
A key 
The caster touches a locked door with one hand, holds a key openly in their other hand, and softly speaks the words to the spell. The component disinterested into a fine sand and slips through the casters fingers. A magical key is conjured from the air that is an exact replica of the key used for the door being touched. The key vanishes when the caster loses light concentration, but until then acts in all respects as a normal key.

The key created is of the same volume as the key used in the component. While locks on homes and chests tend to be of similar size, desk locks tend to have smaller keys, and gates tend to have larger keys. Too much material in the spell component is usually possible to work around, perhaps producing a key with a large handle, but having too small of a spell component can lead to unusable results for large keyed locks.

It is possible to intentionally flub the spell and produce a key that does not work on the door. This flubbed key will be of a type that would work in the door, but with the wrong configuration.
Residue
Rare
Disintegrated object.
School
Conjuration 
Source
Koibu
SMV
Mark of Recall
Range
Same plane of existence 
Casting Time
Save
1/2 
AoE
1 object 
Duration
Permanent 
Damage
 
Materials
 
By means of this spell, the caster is able to recall any one object that has been prepared in advance. The object must be physically marked/inscribed with words or runes. The first rune inscribed is a personal identifier of the caster, while the other words/runes are the sounds the caster uses to recall that object. Each object must have a unique set of sounds, and marking a new object with sounds of a previous object voids the enchantment on the previous object. If another caster marks the same object with the same spell, the first caster's enchantment is void.

The preparation for an object takes as much time as it would take to engrave (by hand) the object. Only after the runes/words have been inscribed can the caster finish the preparation by casting this spell into the object, which includes a drop of the caster's blood.

Once an object has been prepared, it can be recalled from anywhere on the plane by casting this spell and speaking the sounds/words to that particular object.

Restrictions: 1lb/level of the caster. 1 foot/level. Only the marked object can be summoned, not any attached items (a box will be recalled without its contents). Modifications to the object void the enchantment (writing on marked paper, engraving in a box). Items bound in silver or lead, or those enclosed in silver or lead lined rooms are temporarily unreachable.

The caster can dispel the enchantment by touching the object. If the object is identified, the name of the caster who enchantment can be determined.
Residue
Rare
Light violet aura on the object,
School
Conjuration 
Source
Koibu
SMV
Minor Sealing Ward
Range
Touch 
Casting Time
1 minute 
Save
None 
AoE
 
Duration
Until dispelled 
Damage
2d4 
Materials
Sage 
After anointing a nonliving object with burning sage, speaking the words, and going through the movements, the spell caster creates a rectangular scrap of paper with magic runes on it that affixes itself to a nonliving object of the caster's choice. If ever a living creature nears the ward, the runes emit a soft orange glow. The scrap of paper cannot be removed without being destroyed, and if the scrap is destroyed it explodes, dealing 2d4 points of damage to everything in a 10' radius, potentially destroying the item it was warding. Saving throws for half. Usually the seal is placed over a door and frame so that the door cannot be opened without ripping the paper. Those with walls or other structures between them may make a saving throw for no damage, suffering half damage on a fail.

Example: A minor sealing ward is placed over on a door frame, with creatures on either side. One creature opens the door, setting off the ward. Those on the ward side of the door save for half damage, taking full on a fail, while those on the opposite side save for no damage, taking half on a fail.

The ward itself is made of a tough and durable material, requiring a small effort to tear. It is unlikely for the ward to be destroyed through accident or exposure to the elements.

The ward may be dispelled by the caster at will, or removed by any other spell caster 3 levels higher than the original caster.
Residue
Uncommon
Light magic on the ward itself.
School
Abjuration 
Source
Koibu
SMV
Shadow Snap
Range
120 feet 
Casting Time
Save
Negate 
AoE
1 creature 
Duration
1 minute / level 
Damage
 
Materials
 
The caster points to the sky and speaking softly lowers their finger to the shadow of the creature they wish target. A blade springs forth from the air and plunges into the ground under the target's shadow. As long as the blade is in the ground, the target cannot move from the waist down. Once the spell is broken, the blade vanishes.

The blade will not penetrate stone until 8th level, but it is firmly lodged in whatever ground it does penetrate. Sand and snow are loose enough that another creature should be able to easily remove the blade, but hard packed earth or clay might require a strength check to be removed. Ground in-between these may require a strength check with a bonus subject to DM discretion.

Targets that do not see the spell coming, fleeing targets for example, make their saves at -2. For each size difference to the caster (larger or smaller), the target of the spell receives a cumulative +2 bonus to their save. If the shadow leaves the blade (lighting changes for example) the spell is broken.

Whether the subject of the spell is able to reach, grasp, and withdraw the blade is dependent upon the circumstances. The blade is ~3' long and is all but fully sunk into the ground, leaving the handle near to the ground. A tall creature struck from behind may have a hard time reaching something so close to the ground, while a short creature whose shadow stretches before them may easily grasp it.
Residue
Rare
None.
School
Abjuration 
Source
Koibu
SMV
Clairvoyance
Range
1 mile / level 
Casting Time
1 round 
Save
None 
AoE
120 feet 
Duration
Concentration 
Damage
 
Materials
A small glass or crystal ball 
By clearing a small circle around themselves and tossing the material components into the sky, the caster summons into being a singular eyeball, wrapped in a lid of its own. The caster can move the eye around at will, as long as they remain in the circle they cleared, and see through the eye as if it was their own. Unless the caster closes their other eyes, the effect is quite dizzying and confusing. The eye has poor focus and has a hard time seeing things beyond 120 feet. When the caster moves the eye, it levitates, hovers, and flies at twice the caster's movement range. The eye is physical and can be interacted with. It has AC 15 and 1hp.

Strong winds, rain, snow, or sleet can make manuvering of the eye difficult or impossible.

When the spell ends, the eye returns to being a crystal ball, landing where the eye last was. Should the eye have been destroyed, the crystal ball is destroyed.

If a small glass or crystal ball cannot be found, the eye of a creature may be used instead, but is consumed in the process.
Residue
Uncommon
Crystal ball takes on a moderate yellow aura, fading over the next 24 hours.
School
Conjuration 
Source
Koibu
SMV
Dispel Magic
Range
120 yds. 
Casting Time
Save
None 
AoE
30-ft. cube 
Duration
Instantaneous 
Damage
 
Materials
 
When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:

First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects.

Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast.

Third, it destroys magical potions (which are treated as 12th level for purposes of this spell).

Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel).

If the caster is higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (thus making it more likely that the dispel succeeds); if the caster is of lower level, then the difference is added to the number needed on 1d20 to dispel (making it less likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled.

A dispel magic spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature's saving throw against this effect, otherwise it is automatically rendered nonoperational.

An interdimensional interface (such as a bag of holding) rendered nonoperational would be temporarily closed. Note that an item's physical properties are unchanged: a nonoperational magical sword is still a sword.

Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DMs option.
Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.
Residue
Common
None
School
Abjuration 
Source
Players Hand Book page 191
SMV
Fireball
Range
10 yds.+ 10 yds./level 
Casting Time
Save
1/2 
AoE
20-ft. radius 
Duration
Instantaneous 
Damage
1d6/level 
Materials
a tiny ball of bat guano and sulphur 
A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - ld6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6).

The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet - thirty-three 10' x 10' x 10' cubes).

Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the
heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.

The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast.

Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).

The material component of this spell is a tiny ball of bat guano and sulphur.
Residue
Uncommon
School
Evocation 
Source
Players Hand Book page 191
SMV
Hold Person
Range
Touch 
Casting Time
Save
Negate 
AoE
1 creature 
Duration
Special 
Damage
None 
Materials
Creature sized mirror and a drop of the creatures blood. 
By positioning a creature against a mirror, and marking their forehead with their own blood, the necromancer entombs the creature inside a mirror. The mirror must be of a size to hold the creature. Spells that change the size of the creature prevent the creature from being entombed until the spell is worn off. Similarly, mirrors that are magically changed in size are unsuitable for this task.

Once a creature is held in a mirror, it is in a state of two dimensional semi-stasis. The creature does not heal, does not age, has no need of food, drink, or bodily functions, yet they may still move and speak (if they were able to outside of the mirror). Furthermore, those trapped in the mirror find that their three dimensional belongings no longer function in two dimensional space: books cannot be read, potions cannot be consumed, itches cannot be scratched, etc. Creatures with magical abilities (spells, gazes, etc.) will find that their spells are restricted to the mirror dimension in which they are placed. A basilisk would not petrify someone looking at it, nor could a mage within a mirror cast Magic Missile at someone on the other side or at the mirror itself.

Creatures inside the mirror are aware of what is happening on the outside of the mirror, being able to see, hear, and smell. Similarly, creatures on the outside of the mirror and see and hear those trapped within. Those inside the mirror may walk around within the confines of the mirror, and may come into the foreground (between the onlooker and their reflection) or stay in the background (behind the reflection of creatures).

If the mirror is broken or damaged (scratching the glass counts as damaged), the magic is broken, the mirror shatters, and the creature is freed, in the exact state it was originally imprisoned.

A shatter spell cast from within the mirror dimension will break the mirror. Spells that move between dimensions can be used as long as they do not require 3 dimensional space (A spell that opens a portal one walks through would not work, but a spell that shifts the caster from one dimension to another will). Teleportation has no effect.

A caster may not imprison themselves in a mirror.
Residue
Rare
Strong magic until the mirror is broken.
School
Necromancy 
Source
Koibu
SMV
Spirit Armor
Range
Touch 
Casting Time
Save
None 
AoE
1 creature 
Duration
3 rounds / level 
Damage
 
Materials
Special 
This spell conjures spirits from another plane that surround the target. They weight nothing, add nothing to encumbrance, and do not interfere with casting or visibility. These spirits interpose themselves between their host and her nearby enemies. Anyone attempting to make an attack against the caster must make a saving throw vs spell or instead attack the spirits. The spirits have AC 13 and hit points equal to 8 + caster level.

Additionally, depending on the material components there is an additional effect.

5 steel coins: earth elemental spirits surround the target, reducing damage by 1 per die from non magical weapon attacks.
10gp crystal: the spirits have AC 14
Fungus or lichen: the spirits are fey and shed a soft green light for 10 feet in all directions
Healing potion: spirits have additional hit points as if the potion was consumed.
Humanoid finger: the spirits those of the dead and impose a -1 to fear saves of all enemies who can clearly see them
Water, fresh: the subject and their clothes are imbued with water, wetting skin and dampening clothes. Saves vs. fire effects are made at +1
Water, salt: the spirits are foggy and dense, creating an area of light fog for 10 feet
Residue
Uncommon
Spirits radiate light conjuration magic.
School
Conjuration 
Source
Koibu