Roleplaying Resources

Dark Powers Specialist

Dark Powers Spellcasters

Before the story begins, I should tell you who the Fearsome Five are. We are a Wizard's Guild of Five mages that live in the Eastern Heartlands of the Forgotten Realms, in the independant city of Calaunt (If you can't tell, I use the Forgotten Realms campaign setting). Each of us a specialty wizard, we are beings of absolute power and live in a huge mansion in the middle of town that EVERYBODY in the Realms knows of (unless you're from WWWWAAAAYYY east or WWWAAAYYY west or WWAAYY North, you get the idea). With hordes of magical items and treasure, we are always helping others (if the price is right) or fighting in battles which no other could possibly survive (id the price is right). Now, all retired adventurers, we just help those with the right amount of cash, or if everybody's life is at stake. We allow others to rule as we see fit. You either love us, hate us, worship us or fear us. Even the mighty Elminster has given us the nod as the most powerful beings in the Realms. Thanks to Dark Powers magic, we are now considered half-mortal (thanks to the curses that have been put on us from the beginning) and even Demi-gods fear us.

That is our Guild in a nutshell.

Dark Powers Origins

In the beginning there was good and evil. That was the way the gods made it, and it stayed like that for many years. There was one problem, good always triumphed over evil. The evil ones never had the upper hand on the good people. Nomatter what happened, good always found a way to catch up and defeat the evil within. Worst of all, it was the good side that were getting this power called magic. The gods of good were teaching the good people these powers so they could protect themselves against the evil that took advantage of them (this is the magic we know today).

One day an evil person known as Nicrophideus posed as a good person with intent to learn this power called magic, since the evil gods would not, knowing the catastrophe that would follow if they did. Nicrophideus went to the town of good at the beginning of the week and behind the evil gods' backs, learned magic. That day was enough for him, he learned a simple spell, a cantrip called “Compass”. With that, he returned to the caves of evil and began to created his own form of magic. When it was completed, he returned to his friends in the town of evil and taught everyone his evil magic, which he named “Dark Powers”. The evil gods were furious when they found out and told the gods of good what had happened. Both gods teamed up in the only team up of the evil and good gods on record and helped the good people destroy the new dark powers magic before anyone would get hurt. Nicrophidius was destroyed, along with his underlings and Dark Powers magic was thought to be destroyed. To make sure this would never happen again, the gods of evil promised to teach magic to the people of evil, the kind of magic that the good people were being taught. After all of this, things were back to normal. Everyone thought that the threat of Nicrophidius was finished.

But there was one problem, they didn't know Nicrophidius had a son. Within his son was a person who was good, but bent with revenge on his mind over the death of his father.

Although he couldn't do much about it, he declared war on mankind. With some help from his new found evil allies, he raided new towns of good, killing many. Fueled by revenge and his newfound evil gods, he lived to be 400 years old, still young as ever because of the gods' power. But he died in a swordfight from a paladin, at that time another new weapon in the fight against evil. Again, the thought of the family of Nicrophidius was destroyed but yet again, the son had his child, and the feud would continue.

For 9 generations the feud between the family of Nicrophidius and mankind was raged, each one lived about 200 years. Until this generation, a man named Nicademus, waged war on mankind to now redeem his family name. He decided to wage war his own way, to use magic the gods provided mankind with instead of slaughtering them with a sword.

On an adventure with a cleric named Gurark, he found a tomb with mysterious writings on it. When he opened it, he found copies of his Ancient Grandfather, Nicrophidius' journals. With great difficulty, he decifered the journals and found the spells of his Ancient Grandfather's creation or “pervertion” of magic. With this info., he went underground for five years and created his own spells. When he surfaced, he tried them and they worked marvelously. Suddenly, Tyr appeard to him after the first spell and told him he would be cursed if he used these spells. Nic laughed at the god and casted a spell and defied the god of good. Tyr was affected and was hurt. Angered, the god of good cursed Nic by giving him eyes without pupils, jet black that showed a skull and crossbones in a ghostly fashion when he was angered (lowered his charisma to 1 on a mortal's first sighting, 10 afterward. Always Chr. -3 when angered for those who want to know). Now it was almost impossible to find followers or allies to work for him. Disheartend, he built a hut and lived in seclusion for many years. After a 5 years, the Mage “Sylvester the Sinister” found him and proposed a partnership with him to be a part of a wizard guild called “The Fearsome Five”, a collective of some of the best spellcasters in the realm. Nic agreed. Later, Sierra Tormin joined and the “Sinister Six” was created. At this point, Nicademus showed and taught the other members the new magic that was over 2 millenia old. The gods cursed them all. Now, the magic will be passed on to others that are considered worthy to the Dark mage. As a necromancer, the Dark magic is more powerful to him and Nicademus is probably THE most feared mage today. With the Destruction of Sylvester, it was no contest that he would be the new leader, and the “Fearsome Five” reigns once again.

To be able to cast Dark Powers Magic

At 4th level, you must call a hearing with Nicademus, a test is in effect to see how much the wizard has progressed. If he passes (D.M's discretation, if you want to make it realistic, ask ME, I've got alot of time on my hands on weekdays), then Nicadmeus shows the ways of Dark powers at first level. Every level after that, you may call for an audience with Nicademus (he does not always answer) to see if you are worthy enough to cast Dark Powers Magic. Each time you are worthy, Nic shows you a new level (usually every 2 levels). But, you must have at least one normal spell for every Dark Power spell. This is for regular spellcasters only.

NOTE: Make the tests HARD, I'm not giving away some cantrip here, make that mage WORK for it.

There are some bad sides.

  • 5% chance per level of spell cast to be cursed by the gods for using such forbiden arts.
  • -4% chance per spell level of failing a Ravenloft powers check. If you have never played Ravenloft, then make up some MINOR curse (Hair on knuckles grows long, something like that).

For those who play and know the chart, it becomes a little worse.

Spell levels

  • 1,2,3 : Level one curse
  • 4,5,6 : Level two curse
  • 7,8,9+: Level three curse

Note: There is one more level after 9, called 9 advanced, MAYBE I'll give it up in a later compendium.

* Casting this magic will sooner or later turn the caster evil in some way (10% chance per level of spell cast, evil spellcasters do not apply).

After one of these three dark sides has been reached, then #1 and 3 never apply again. #2 ALWAYS applies.

Things to know

In Dark Powers casting, there is a component called “Mind”. When the spell is casted, the effects are the last thing to be done in the round, nomatter what you roll on initative. The up side to this, if you get hit, you don't lose the spell because it's already been casted AND you don't usually need somatic components because you are using your mind to cast the spell so surprise is inevitable (unless expected, from ESP or other ways).

example: Septorow, a mage that has just learned the first level of Dark Powers magic, casts a first level spell two trolls called “BURNING EYES”, a spell that requires only mind. He rolls a 2 on his initative and goes first casts the spell, but nothing happens. Both trolls hit him, but he doesn't lose the spell, because, you guessed it, it's already been casted. In the end, the Trolls are hit with a blast from Septorow's eyes and fry, never knowing what hit them.

1) It's a mind spell, so it's already been casted.

2) They were surprised because there were no somatic gestures, just “FOOOSH!”

Dark Powers Spells

First Level Dark Powers Spells

Burning Eyes (Alteration/Dark)

Range: 5 yards per level
Components:mind
Dur: ins.
Area of eff: special
Save: special

Created by “Leviathan The Warlock” former member, now undead minion of Nicademus.

This spell takes the conventional Burning hands spell and makes the fire be thrown from the eyes, without any other components. The damage is 1d4 points per level, up to a max of 10d4. Save vs. Spell can be done for half damage. If the save number is a 19 or 20, then some of the spell energy is reflected back into the caster's eyes and suffers 1d10 points of damage and is blind for 1 turn per level.

Change Undead (Illusion, Necromancy/Dark)

Range:0
Components:v,s
Dur:2d6 rounds+2rounds/level
Casting Time:1
Area of Eff:Target
Sav:None

Created by Master Nicademus “The Dark Defier”/Necromancer This spell enables the caster to alter undead. Make it seem like anything, a table, chair, even a full flesh and blood human that feels warm to the touch and smells like a human can be done. This spell only effects undead that have low to non intellegence. Saving throw applies as in “Change self” spell.

Discharge (Evocation/Dark)

Range:10 feet/level
Components: v,s
Duration:Special
Casting time: 2
Area of effect: Target only.
Saving Throw: None

Spell created by the creator of Dark Powers, Nicrophidius. This spell makes the caster discharge an electrical charge that jumps from the caster to the target. When struck, the discharge does 1d10 plus one point per 2 levels of the caster. A successful attack roll is needed for the spell to work. If the spell is missed with a roll of 5 or lower, the spell backfires and the caster suffers half damage.

Insult (Enchantment/Dark)

Range: 60 yards
Components: v,s.
Duration: Ins.
Casting time: 1
Area of Effect: target.
Saving Throw: Neg.

Created by Damian “Twister” Tormin, Sage of Wizardry of “The Fearsome Five” This spell insults a target and makes them feel feeble towards the caster and his allies. With this spell, the target is insulted so bad that he feels so horrible. The target suffers -1 to all rolls for the next 24 hours and -3 to all rolls if the caster is in sight. A saving throw vs. spell at -1 per 3 levels of the caster will negate the effects. If the save number is a 18 or higher, the caster feels that the insult didn't work and all attack, damage, and saving throws are made with a minus one penalty.

Magic Missle of Destruction

Range:50 yards + 5 yards/level
Com:v,s,mind
Dur:special
Area of Effect: Special
Saving throw: 1/2

Created by reciently deceased Sylvester “The Sinister” Tormin, Former leader. This potent spell is probably the strongest 1st level spell in the books today. They strike unerringly, save for half damage. Damage is 1d6 per missle, and every 2 levels you gain another missle (2 missles at 3rd, 3 at 5th, etc.) with NO MAXIMUM. You can fire up to a max. of Ten missles a round, but as long as the spell isn't interupted by a successful attack, you may fire off more missles the next round. You may do this until you run out of missles for that spell. During the spell, you may not cast anymore spells, but you are free to move as if no spells have been cast. You can run, duck, dive, and still be able to cast missles until you have exausted the spell. You may not cast another spell until the original spell is finished. If the saving throw number is a 19 or 20, the amount of missles thrown that round rebound of the victim (victim suffers 1/4 damage) and strike the caster (1/4 damage, no save.)

Phantasmal Forces of The Dark Side (Illusion/Phantasm/Dark)

Created by, Nicademus the Necromancer, leader of the “Fearsome Five” Everything is the same, but this spell affects undead.

Spine Chill (Necormancy/Dark)

Range:0
Com:v,s
Dur: 5 rounds + 2 rounds /level
Casting time:2
Area of Eff: the caster
Sav: Neg.

Created by founder of Dark Powers, Nicrophidius “The Evil Mage” When the spell is cast, a deep blue glow that hums encompasses the hand. This spell savagly attacks the targets life force. The spell needs a successful attack roll for damage to be afflicted. The target needs to save vs. spell at -1 / 4 levels of the vaster for the spell to be negated, and you want this spell to be negated if you're the victim. If the save fails, the victim suffers a chill that goes right up the spine. It makes the victim suffer 1d6 points of damage, paralyzes him for 1 round per level and makes him lose 1 point of strength, Dex., and constitution. If the save is successful, all damage is negated and the caster suffers 1d4 points of damage and loses 1 point of intellegence.

All damage can be healed magically and lost ability points come back at a rate of 1 point for every 2 hours.

Undead are affected differently, if undead are touched, they must make a save vs. death at the same penalties for live victims. If it is successful, nothing happens, if it fails, the undead falls into a coma-like state for 1 round per level.

Second Level Dark Powers Spells

Detect Shadow (Divination/dark)

Range:10 yards/level
components: V,S
Duration: 5 rounds/level
Casting Time: 3
Area-of-effect: 10 yard radius/level
Saving Throw: Special

Created by “Nicademus the Necromancer”, leader of the Fearsome Five. This potent spell was created by Nicademus so he could keep track of his shadow slaves. This spell detects any type of shadow, Living or otherwise so you can track it. This spell works very well with shadow hunters or anything living that can cast a shadow. Any shadow that is being cast in the area of effect can be detected and know approx. where the shadow is within 5 feet. If the shadow is a live shadow (as in the shadow monster) the shadow is allowed a saving throw vs. spell to avoid detection. If it saves, it avoids detection from the spell and it cannot be detected. If it fails, the Caster knows the location of any amount of living shadows in the area of effect.

Mind Shock (Evocation/Divination/Dark)

Range:0
components: mind
Duration: 1 round/level
Casting Time: 2
Area-of-effect: Creature Touched
Saving Throw: none

Spell Created by Tyler “The Traveller” Tasseloft, Transmuter of the Five. This spell allows the creature touched to be protected from any scrying device or spell that can look into the mind. If a spell or magical item is used to look into the creature's mind while protected by this spell, the spell discharges and a magical surge strikes the enemy, suffering 1 point of damage per level of the caster and paralyzed for 1d4 rounds unless a saving throw vs. paralyzation is successful.

Hypnotic Pattern of the Dead

Everything is the same as the 2nd level spell “Hypnotic Pattern” but it effects undead.

Meld into Shadows (Illusion/Phantasm/Dark)

Range: special
Components: v,s,m
Duration: 2 rounds/level
Casting time: 5
Area of effect: 10 foot radius
Saving Throw: Special

Created by Sylvester “The Sinister” Tormin, former leader, now deceased. This spell allows the caster to become a two dimensional and turn black, like a shadow. Now, the caster can move freely and pass through the narrowest of cracks and be totally invisible in the darkness. This spell will only work when the light is as bright as a torch and as dim as night without a moon. As long as a shadow is present, the spell will work. Willing targets will automatically turn into shadows while unwilling get a saving throw vs. spell at -1/2 levels of the caster. If the spell fails, the caster loses one second level spell for the day.

Sierra's Acid Barrage (Conjuration/Dark)

Range: 200 yards
Components: V,S,M
Duration: Special
Area-of-effect: Special
Casting Time: 3
Saving Throw: Special

Created By “Sierra Tormin, Conjurer Extrodinaire” of the Fearsome Five. This spell acts in all ways to a “Melf's Acid Arrow” in effect to damage, saving throws and how long the acid lasts. But for every four levels of the caster, another Acid Arrow is created. One victim can be targeted with more than one missle. They can be fired all at once or once each round. Material components are the same as acid arrow except more of the components are needed if more than one arrow is let off per round.

Beserk (Alteration/Dark)

Range: Touch
Components: V,S
Duration: 1 round/level
Casting Time: 1 round
Area-of-effect: Creature Touched
Saving Throw: None

Created by Nicrophidius, the creator of Dark Powers Magic. This spell causes the recipient to absolutly lose his mind. The recipient has the ferocity of a jungle tiger but with the intellegence to match. The recipient gains 3 points of strength for the duration of the spell and has no morale at all. The recipient also loses 3 points of intellegence. Hostile magic spells that effects someone physically does half-damage and if a saving throw vs. spell is allowed, the damage is reduced to 1/4. Any spell that affects the mind or emotions will come into effect immediately after the spell wears off, even if a saving throw is allowed.

3rd level Dark Powers Magic

Ghost (Illusion/Phantasm/Alteration\Dark)

Range : 0
Components: V,S,M
Duration : 1 round
Casting Time: 3
Area-of-effect: 2f. wide/level by 10y/level long.
Saving Throw: Special

Created by Damian “Twister” Tormin, Archmage.

This spell creates a dual effect. To put it bluntly, it's like combining Spook and Gust of Wind. What seems like the most horrifying ghost ever seen charges forth from the caster's hands and keeps going until dispelled by “Dispel Magic”, “True Seeing”, the caster or a saving throw vs. spell. The ghost can't really do anything and goes in a straight line. Seeing the ghost and failing the save means you are paralyzed for 1r/level and anything in the victim's hands are dropped automatically. The ghost also creates a “Gust-of-wind” as the spell as it passes. A saving throw vs. spell at -1/3 levels of the caster dispels the ghost from sight and nothing, not even the wind, is felt if the save is a 20, regular save means that the ghost is gone but the wind is felt. If the save is reached by 5 or more, the caster gets “Spooked” as the spell, saving throw applies.

Material Component for this spell is cloth that has been buried with a dead person (clothes or something like that).

Undead Summoning 1 (Conjuration/Summoning/Necromancy\Dark)

Range: 5y./level
Components: s,mind
Duration: 5 rounds + 1r./level
Casting time: 3
Area-of-effect: Special
Saving Throw: none

Created by Nicademus “Dark Master”, Necromancer

This spell has 2 uses.

1). This spell acts in all aspects of “Monster summoning 1” except that the wizard can conjure 1 skeleton/2levels , 1 zombie/3 levels and 1 ghoul/4levels. They can be commanded to do anything the wizard desires, doing the task to the best of their ability For the Wizard until the duration expires or until slain. When the duration expires they are free to do whatever they wish.

2). This spell can be used to command any conjured undead that you, the caster could conjure. (example: Four skeletons are conjured up and you use “Undead Summoning 1”, at level 8, you could control all of these undead automatically. But, another “Undead Summoning 1” could be used to counter the effect and so on.)

Phantom Wall (Illusion/Phantasm/Alteration/Dark)

Range: 5 yards/level
Components: V,S
Duration: 2 rounds/level
Casting time: 3
Area-of-effect: 10f.wide x 5f. high area/level
Saving Throw: special

Created by Nicademus “Dark Master”, Necromancer

This spell creates a wall of illusionary spirits to seeming rise up out of the ground and then fall back to the ground, and flow up again, like a repeating waterfall. The wall has all of the abilities of a “Wind Wall” 3rd level spell but anybody who passes through the wall and fails their saving throw vs. spell at -3/level of the caster is grabbed by a “phantom” and hurled up off the ground 5f./level and thrown back 3f. level of the caster (falling damage applies).

There is also a loss 1 point of strength that returns in 1 hour. Strength loss is cumulative.

If the save is made while walking through the wall, the spell stops functioning. A successful “Dispel Magic” and other items of the like will dispel the wall.

Dark Powers Spells of Unknown Level

Shadow Port (Illusion/Phantasm/Alteration/Dark)

Range: 0
Components : Mind
Duration: Special
Casting Time: Special
Area Of Effect: Special
Saving Throw : Neg.

Created by : Sylvester “Sinister” Tormin, Former Grand Arch-Mage of the Six. This sneaky little number was created for assassination purposes because “Sly” was also part theif. It allows to pull the famous Scorpion Maneuver of the video game “Mortal Combat”. The spell is cast from the mind (therefore there is no components, only that the casting time is automatically 1 round. If you know your D.P. magic rules) and can be set off at any time afterward. Note that because the component is Mind only the caster and whatever he is holding can be affected, maximum of 2 lbs/level. The caster teleports behind the person he is staring at. The amount of space between the caster and the victim is 5 feet per 2 levels. Note that you don't have to teleport the maximum distance everytime the spell is activated, the Minimum is 5 feet. In the place of the caster is a temporary illusion that begins to fade slowly out of existence after two rounds (maximum life of the illusion is 5 rounds). It mimics what the caster is doing behind the opponent (therefore if the caster is casting a spell after the teleportation, the illusion will look like it's casting a spell infront of the opponent.) The illusion can't do anything else but mimic the caster. Although all it can do is mimic the caster, it does serve as a diversion. All creatures, including undead, that have hit dice of 4 or less or have a intellegence of 6 or less automatically fail their saving throw and believe that the caster is still infront of him (for two rounds, afterward it's obvious that it's an illusion). Everything else gets a saving throw vs. spell at -1 per 3 levels of the caster to disbelieve the illusion. If it's successful, the opponent notices that there's just something wrong with the caster (he doesn't know that he's behind him). A roll of 19 or 20 means the spell backfires and the caster goes nowhere, losing the next round due to confusion.

Dark Powers Contagion (Necromany/Dark)

Range: 10 yards
Components: V,S,M
Duration: Permenant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

Created By: Nicademus, Dark Defier and Grand Arch-Necromancer of the Five. This spell causes the victim to catch what seems like a major disease. As Contagion, boils break out, pains everywhere etc… But, there's a catch.

Immediatly after the spell is casted, the victim suffers major damage. All ability scores are reduced by 2, while strength Dex and Charisma are reduced another 2 (total of 4). All attack rolls are at -2 and all damage rolls are minimum. Spellcasting is impossible, except from items. The character must rest for 1d6 weeks or a “Cure Disease” spell casted by a priest of good alignment and at the least of 10th. level of experience. After this, ability scores come back a rate of 1 per day. If none of these things are taken into account, the spell goes to phase 2.

If the character hasn't started recoperating by the time 4 days comes by, the spell takes full effect. Skin begins to rot and peel, bones become so brittle that it is impossible to stand. All physical ability scores are reduced TO 3. Leperacy sets in and so does pneumonic plague. These effects can only be reversed by a good aligned priest casting “Restoration”, “Healing”,

“Cure Disease” and finally “Remove Curse”. If these things are not done by the time the pneumonic plague sets in (D.M's descretion), the character will be terminal and die. But the worst has yet to come.

24 hours after death, the character rises from the grave and becomes a ghoul under the caster's automatic control. It is now a creature of undead status and nothing short of divine intervention will ever bring him back.

The material component of the spell is a bit of decaying skin.

Negative Plane Shield (Evocation/Necromancy/Dark)

Range: 0
Components: V,S
Duration: 2 rounds + 1 round/level
Casting Time: 5
Area Of Effect: The Caster
Saving Throw: Special

Created By: Theodure, “The Sinister Shadow”, Invoker Supreme of the Five. This spell creates a shield of positive energy that is in flux with the Negative plane (to explain this, it would take a whole packet, just trust me on this). It confers total protection to spells that resemble negative plane attacks (Vampiric touch and Enervation are two examples) of a maximum of 2 hit dice per level of the caster, after which the shield is negated.

It also protects the caster all creatures with energy draining abilties or those that are connected with the Negative material plane. All undead that have energy-draining abilities must make a saving throw vs. spell at -1 for 4 levels of the caster. Success means that the undead passes through without harm. Those that fail suffer 2 points per level of the caster and are thrown back 10 feet per level of the caster. Any creatures connected with the negative material plane other than undead cannot pass through the barrier at all, it will simply not allow them.

Note that magic resistance and “Dispel Magic” will not work on the shield. To negate it before the spell duration expires, you must exaust it's protective nature (maximum hit die on shield) or the following spells will also work.

  • “Restoration” on the shield
  • “Wish” on the shield
  • “Symbul's Synsodweomer” on the shield (In F.R. Adventures book).
  • “Elminster Effulgent Epuration” on the shield.
Rainbow Pattern of the Dead (Illusion/Necromancy/Dark)

Range: 10 yards
Components: S,M
Duration: Special
Casting Time: 5
Area of Effect: 30 foot cube
Saving Throw: Neg.

Created by : Nicrophidius, founder of “Dark Powers” magic; Great-Great-Great Grandfather to the Mighty Arch-Necromancer Nicademus.

This spell acts as a “Rainbow Pattern” spell in regards to affecting undead. To the living, it does something more grotesque.

It makes the affected creatures who fails their saving throw vs. spell at -1 for every 5 levels of the caster to see the most horrid slaughterings ever witnessed by human beings. Woman are raped and children slaughtered in the streets. Anyone who is not Chaotic or Neutral Evil (in N.E. case, the person must be much more evil than greedy) must attempt a saving throw. Success means they fight off the horrible scenes in their mind. Failure strikes the creature with “Hopelessness” as the EMOTION spell for 1 turn and also falls to sickeness with vomiting for 1d4 rounds. No actions can be taken while the sickness is in effect. A “Cure Disease” spell or “Dispel Magic” spell cancels the effects of the spell.

Material Components are a drop of blood and a fingernail from a zombie.

DeadSkin (Alteration/Necromancy/Dark)

Range: Touch
Components: V,S,M
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

Created by : Nicademus, Almighty Defier and Master Arch-Necromancer of Toril.

This spell alters a creature's skin and turns it hard, grey and leathery. What it actually does is turns the affected creatures skin into Ju-Ju zombie skin. The affected creature gains A.C. as a Ju-Ju Zombie (adjust for Dex) and all immunities except for +1 or better weapon. The only recipient that gets this ability is the caster.

All immunities include the weapon type immunity, fire immunity, every single one. Note that if the caster's armor class is better than the zombie's A.C, then no bonus is given.

The material component for this spell is a piece of skin from a Ju-Ju zombie. No other zombie will do.

Credits

Created by Patrick Burton for the Great FidoNet Compendiumplugin-autotooltip__default plugin-autotooltip_bigThe FidoNet AD&D Compendium Version 2.1

The Great FidoNet Compendium 2.0 was published to the AD&D FidoNet group on January 22nd, 1997. It was adapted to the internet as Version 2.1 on August 21, 2011. Last updated July 29, 2014.

Introduction

The previous version of this compendium was released close to fifteen years ago. With FidoNet long gone, and plain text out of style, I figured it was time to reformat this thing for the internet. This version includes seven spell submissions that didn'…
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