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Barrenness, Druid 2, Cleric 2,Wizard 3
CT: 1 round | R: Touch | D: Permanent
SV: Constitution negates (if undesired) | SR: Yes | Comp: V, S, M

The recipient becomes completely unable to produce offspring. Although generally considered a curse, libertines, demimondaines, and prostitutes often seek out magicians who will use this spell on them. Likewise, women who are afraid to die in childbirth will sometimes ask to be made barren.

Magically inflicted Barrenness can be removed with Remove Curse, or by Fertility.

The Material Component is a piece of earth from a barren field.

Bind Sorcerer, Wizard 6
CT: 1 hour | R: Unlimited | D: Until next New Moon
SV: Charisma negates | SR: Yes | Comp: V, S, M

The user prevents a specific spell caster from using magic against a specific person, place, or thing. A spell caster so bound is completely unable to use any kind of magic on the prohibited object, including magic from enchanted items. The affected spell caster will know that they have been bound, and who has bound them.

Bind Sorcerer is extremely hard to remove, resisting both Remove Curse and Dispel Magic. Usually nothing less than a Limited Wish will undo it. Slaying the person who placed the binding will also undo it.

In the most insidious use of the spell, a caster can even be bound against using magic on themselves!

The Material Component is a poppet representing the spell caster to be bound, inside of which is sewn a piece of the victim’s body (such as hair or blood) and a part of the thing to be protected. Note that pieces of the victim and protected thing must be collected on separate occasions, if they are to be used in separate castings of the spell.

Blacken Sky, Druid 4, Cleric 5,Illusionist 4, Wizard 5
CT: 1 round | R: ½ mile radius around the user | D: 1 hour
SV: None (if undesired) | SR: No | Comp: V, S

The sky overhead turns as black as a starless night. If it is already night, the stars and moon will no longer be visible within the affected area. Creatures who are nocturnal or damaged by the sun can function normally in the area covered by the spell, even if it is used during the normal hours of daylight. The affected area receives enough light from the surrounding environment that Twilight Vision will still be usable.

The spell is static, and does not move with the user in any way. It has no effete if used indoors.

Blast Crops, Druid 2,Cleric 3,Wizard 3
CT: 1 round | R: 1 acre | D: Permanent
SV: Charisma negates – see below | SR: Yes | Comp: V, S, M

All the edible and useful plants present in an acre of land become blighted and ruined. Such crops cannot be eaten or used in any way. The spell does not kill weeds, useless plants, or poisonous plants. Monstrous plants are likewise immune.

The owner of a cultivated field hit by Blast Crops is entitled to a Charisma Saving Throw to prevent their crops from being destroyed. If a field of edible or useful plants has no owner, there is no Save against the spell.

In most places, simply knowing how to Blast Crops is enough to warrant a death sentence.

The Material Component is a twig from an oak tree killed by lightning.

Change Gender, Wizard 4
CT: 1 round | R: 1 nearby visible creature | D: Until next New Moon
SV: Charisma negates | SR: Yes | Comp: V, S, M

The recipient changes gender. The change is physical, and not an illusion of any kind. The recipient can fulfill all the biological functions of the new gender, including reproductive. In the case of a man who is changed into a woman, any child conceived will be miscarried on the New Moon, unless the spell is renewed every month for 9 months.

People cannot be made into hermaphrodites by means of Change Gender. Such an effect requires the magic of Polymorph.

Change Gender can be undone with Remove Curse.

The Material Component is a small poppet depicting a figure of the opposite gender as the recipient.

Eat Sin, Wizard 6
CT: 1 hour | R: 1 person | D: Instantaneous
SV: None | SR: No | Comp: V, S, M

The recipient of this spell enjoys all the benefits of Atonement, without actually amending their behavior or attitudes. It can restore lost Paladin status, for example, even if the former Paladin is completely unrepentant in their heart. Those who have been denied Atonement by the religious authorities (rightly or wrongly) sometimes seek out a magician who can Eat Sin.

The spell can also be used on behalf of a recently deceased person. In particular, a deceased recipient of the spell will not rise again as an Undead, even if their misdeeds might otherwise cause them to.

The Eat Sin ceremony consists of ritually transferring the recipient’s sins into a meal (usually of bread and wine) and consuming it. Since the outward form of the ceremony is easy to do, and the average person has no way of knowing when actual magic is being done, there are many who fraudulently claim to Eat Sin!

The user takes on the guilt and burden of all the recipient’s sins. For example, if a magician eats the sin of a murderer, Angels who subsequently meet the magician will believe him to be a murderer. Furthermore, a magician who has eaten the sin of another is always detected as Evil by spells which detect Alignments.

The primary benefit for the Sin-Eater is the money that can be made by using the spell. Generally, people willing to become Sin-Eaters believe they are already damned to Hell. Naturally, it is impossible to eat ones own sins! Naturally, actual Clerics hate Sin-Eaters.

The Material Component is the meal consumed to create the effect.

Fertility, Druid 1, Cleric 2, Wizard 2
CT: 10 minutes | R: One creature | D: One time
SV: Constitution negates (if undesired) | SR: Yes | Comp: V, S, M

The next time the recipient has the opportunity to possibly conceive offspring (or impregnate another), it will happen. Although usually thought of a blessing, the spell is considered a curse by libertines, demimondaines, and women in unwanted marriages.

Note that the spell does not guarantee the safe delivery of offspring, or the survival of women in childbirth.

The Material Component is a rabbit.

Galeanthropy, Druid 2, Wizard 3
CT: 1 round | R: Personal | D: Until dawn
SV: None | SR: No | Comp: V, S, M

The user is transformed into a form similar to black domestic cat, but almost as big as a man. The user gains natural Armor Class, strength, senses, and attacks equal to a Mountain Lion, while retaining their own mind. The user retains the ability of speech, and can freely change back and forth between their natural and cat form until dawn.

Each time the user changes form they are healed of 1 Hit Point of damage per Level. If the user is killed they instantly resume the true form.

The spell does not transform the user’s clothing or equipment.

The Material Component is a pinch of black cat hair.

Inflict Love, Cleric 2, Illusionist 1, Wizard 1
CT: 10 minutes | R: Unlimited | D: Permanent, but see text
SV: Charisma negates | SR: Yes | Comp: V, S, M

The user names a desired person, who must save versus Charisma or fall completely in love with either the user, or someone on whose behalf the spell is being cast.. The victim will travel any distance to find their beloved, defying social conventions and personal discomfort to be with the object of their new love. If the desired lover succeeds at their Save, however, they will thereafter regard the other person with antipathy.

Inflict Love carries a number of serious drawbacks. The victim will never want to be apart from their beloved under any circumstances. The victim becomes incredibly jealous, and will be extremely aggressive towards anyone they think is a rival for the attention and affection of their beloved. Worst of all, if beloved person ever actually spurns the victim of Inflict Love, the victim will immediately attempt to murder their beloved in the most violent way possible.

Understandably, Inflict Love is one of those spells that most Wizard use once, and only once.

Inflict Love can be undone with either Remove Curse or Dispel Magic.

The Material Component is a small poppet representing the intended object of the spell, and something from that person body (such as hair or blood).

Note: The CK is advised not to have NPCs use this spell on PCs, without prior permission from the Players.

Rain of Blood, Cleric 4, Wizard 5
CT: 1 round | R: 150 foot radius around user. | D: 1 minute
SV: Special – see text | SR: No | Comp: V, S, M

A large quantity of blood falls from the sky, with the following spells:
All people under Level 6 in the affected area must Save versus Wisdom or suffer the effects of a Scare spell.
All movement in the area is reduced by half due to the downpour and slippery pools of blood on the ground. Those who fail a Dexterity Check will fall down when they attempt to move on the ground.
All predatory animals within 1 mile will be attracted to the area, and will move at high speed towards it.
Any vampires (or similar blood drinking monsters) in the rain will be strengthened, enjoying +1 hit point per HD until dawn.

The blood is real. After its falls it coagulates and decomposes just like any other blood.

The Material Component is a vial of blood thrown upwards.

Rain of Fish, Druid 3, Wizard 3
CT: 1 round | R: 150 foot radius around user. | D: 1 minute
SV: Special – see text | SR: No | Comp: V, S, M

A large quantity of living fish fall from the sky, with the following consequences:
All intelligent creatures under Level 6 in the affected area must Save versus Wisdom or stand and stare dumfounded for the entire duration of the spell.
Everyone who stays in the affected area will suffer 1 point of nonlethal damage per round from being hit with fish.
All predatory animals within 1 mile will be attracted to the area, and will move at high speed towards it.
Any unintelligent carnivorous creature already in the affected area will stop whatever they are doing to consume the fallen fish.

The fish are real, and will be of a random type not necessarily native to the area. The spell can be used to stock ponds and streams. Fish that do not fall into appropriate water will die and decompose just like any other fish.

The Material Component is a packet of fish scales thrown upwards.

Rain of Flesh, Cleric 3, Wizard 3
CT: 1 round | R: 150 foot radius around user. | D: 1 minute
SV: Special – see text | SR: No | Comp: V, S, M

Chunks of bloody flesh fall from the sky, with the following consequences:
All people under Level 6 in the affected area must Save versus Wisdom or suffer the effects of a Scare spell.
Everyone who stays in the affected area will suffer 1 point of nonlethal damage per round from being hit with meat.
All predatory animals within 1 mile will be attracted to the area, and will move at high speed towards it.
Any unintelligent carnivorous creature already in the affected area will stop whatever they are doing to consume the fallen meat.

The flesh is real. After its falls it decomposes just like any other flesh.

The Material Component is a piece of meat thrown upwards.

Rain of Frogs, Druid 3, Wizard 3
CT: 1 round | R: 150 foot radius around user. | D: 1 minute
SV: Special – see text | SR: No | Comp: V, S, M

This spell is similar in most respects to Rain of Fish, except that the falling animals are frogs or toads..

The Material Component is a dried frog thrown upwards.

Reconcile/Separate, Illusionist 4, Wizard 3
CT: 20 minutes | R: 2 people located anywhere | D: Instantaneous
SV: Charisma negates | SR: Yes | Comp: V, S, M

The user makes two former friends or lovers resume their relationship, or causes two current friends or lovers to feel antipathy for each other. Each unwilling subject of the spell receives a Charisma Save to resist. Whether the spell succeeds or not, the relationship between the two people will thereafter proceed as normal. Reunited lovers or friends could be subsequently separated for the usual reasons.

The Material Component is a pair of poppets representing the people to be affected, bound together with a cord. The cord is cut during the casting of Separate.

Steal Gender, Druid 5, Wizard 5
CT: 1 round | R: 1 nearby visible creature | D: Until next New Moon
SV: Charisma negates | SR: Yes | Comp: V, S, F

The recipient loses all physical attributes of gender, which are teleported to an area determined by the user. The recipient becomes a completely neuter being. The stolen attributes are preserved without rotting. On the positive side, spells which target specific genders no longer function on the recipient. The recipient is likewise immune to any affect that affects romantic love or arousal, such as Inflict Love. Thus, the spell might actually be purposefully employed by those who need to do battle with Succubi!

The user must designate a place where the body parts taken from the recipient will be stored. The place of storage could be a box or bag, or even in the branches of a tree! The body parts cannot be destroyed. If an attempt is made to do so, the parts are transported back to their owner, breaking the spell. If the body parts are ever found by their owner, gender can be restored by simply pressing the stolen organs back onto the appropriate locations on the owner’s body.

Remove Curse will not restore stolen attributes of gender, but Dispel Magic will undo the spell.

The focus is the specially prepared place where the stolen body parts are to be held.

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