From: Tommy the Terrorist <[m--yd--y] at [super.zippo.com]>
Newsgroups: rec.games.frp.dnd,rec.games.frp.misc
Subject: Magic 101: A Taste of Necromancy (Part I)
Date: 14 Jun 1998 07:37:04 GMT

[Note:  the following makes some references to rules of games put out by
TSR Incorporated, but is *not* a TSR product and is not approved by TSR
in any way, shape, or form.  In fact, it runs contrary to several of
their "rules of ethics", which is one reason why I wrote it. ;)]

Anti-Copyright (A) 1993, Tommy the Terrorist.  This document is
explicitly a part of the public domain and can be copied, modified, used,
etc. freely by all.

Crystal Trap (Necromancy)
Reversed Name: 
Author: Epidarius
Level: 7
Frequency: Very rare
Range: Touch
Components: V, S, M
Materials: Diamond (10,000 gp, specially enchanted), Diamond dust (10,000
gp crushed)
Duration: Permanent until drained
Casting Time: 1 round/hit point drained
Area of Effect: 1 creature
Saving Throw: (vs. death magic) Negates
   This innately evil spell allows a mage to store the lifeforce of a
single victim within a magical gem and to call upon it without further
spellcasting at the time of his need.
   In order to cast this spell, the caster must first acquire a captive
victim --- a sentient, mobile creature which is conscious but incapable
of escaping the caster's touch or of breaking his concentration.  A
creature of similar nature to the caster works best for purposes of this
spell, but other creatures may be used with penalties explained below. 
The caster holds a specially enchanted diamond above the victim while
chanting a word of power and grasping the victim.  If the victim fails a
save vs. death magic, an airy, blood-red emanation containing the
victim's lifeforce oozes from the body into the crystal.  As the spell
progresses, a miniature image of the victim appears within the gem. When
the spell is complete, the victim's body is dead, and his image is fully
focused within the crystal.  All nonmagical hit points possessed by the
victim at the time of casting are stored for the caster's use.  While
within the crystal, the creature is effectively in stasis:  it cannot
eat, drink, sleep, excrete, heal or damage itself, has no difficulty
breathing, and cannot use magical or psionic powers or call upon divine
power.  The creature can, however, gesticulate visibly, and is able to
see what is going on outside the crystal, but cannot communicate using
other senses. If the casting is interrupted, all lifeforce immediately
flows back to the victim and the spell is wasted.
   To prepare the crystal used for this spell, the caster must obtain a
diamond or other clear crystal of not less than 10,000 gp value, cut to a
precise 30-sided shape, and inscribe it with magical runes equivalent to
his true name and nature.  Using an additional 10,000 gp in diamond dust
he must draw a representation of the perfect shape in four dimensions
possessing 120 dodecahedral sides of which the gem is a cross-section. 
To enchant the gem he must place it within the still-beating heart of an
unborn babe within the still beating heart of its mother, and cast the
crystal trap spell for the first time while chanting the power word he
wishes to use in the future and standing in the center of the diagram of
power holding the hearts and gem above his head.  To avoid the stoppage
of either heart or the misdrawing or smudging of the symbol, the caster
must roll less than the sum of his intelligence and dexterity on 1d100,
plus the amount by which a Healing proficiency check is made, if
applicable.  The caster may gain a bonus to this roll by the use of
various strategems, e.g., standing on a wall of force to avoid smudging
the lines.  If this roll is failed, the gem will explode doing 3d20
damage (save vs. spell for 1/2) and destroying all components.
   Once the gem is enchanted, it must remain within one foot of the
caster's skin at all times or else its attunement is immediately broken. 
If the gem contains any stored lifeforce at that time, it will explode
1d20 segments later doing damage equal to the stored lifeforce (1 hp per
hp) to all within 10 feet (save for 1/2). Breakage of the gem has the
same effect.  While the caster and gem are attuned, both will be apparent
to detect evil.  The gem projects into all planes as the caster travels. 
In the astral plane, the gem is not subject to damage and cannot be
removed from the caster, being an integral part of him there.
   To draw upon the stored lifeforce, the caster need only chant his
chosen power word a number of segments equal to the desired hit points to
be used.  The reddish emanation will flow from the gem into him, his
wounds will be healed, and equivalent wounds will appear on the victim
within the gem, which may react appropriately. When all hit points are
used up, the victim falls dead and fades away, though the gem may be
reused.  If the victim is substantially different from the caster (a
dragon drained by a human), the DM may impose a penalty ratio on hit
points recovered.  The caster may also need to save vs. spell or heal
with the appearance of the victim (scaly skin over the wound, etc.)  Such
change may be reversed with polymorph other, limited wish, or wish. 
Regenerate has unpredictable effects.  The lifeforce within the gem may
only be drained by its use to heal damage done to the caster, or by
discarding the gem.
[Notes from Mage Kalorc:  Though I have not seen this spell used, a tale
has reached me of regenerate being used to recover from a mismatched
donor, as described above.  In this case, a human caster drew on the life
force of fire giant so often that her skin became deep red and her facial
structure altered, becoming more coarse and bony.  In desperation, she
sought a regenerate spell which had a reversed effect of completing the
transformation.  Unfortunately, this resulted in her eventual loss of
spell casting abilities as she converted to giant form in mind as well as
body.]
   The body of the victim appears dead, and unless cared for suffers the
normal damage of decay but cannot be returned to life while the victim
remains in the gem.  If the gem is taken from the caster and brought
within 1 foot of the victim's body before it explodes, the victim will be
restored to life with the total of all damage done to his image and his
body (if this permits life).  If the gem is destroyed, the victim is
normally dead.  If the gem is drained of all lifeforce, the victim
utterly ceases to exist (his soul is destroyed) unless he makes a save
vs. death magic.  Even if he makes this save, he is still dead, and may
suffer level drain or attribute loss at the DM's whim.

Crystalline Plague (Alteration, Necromancy)
Reversed Name: Plague of Flesh
Author: Epidarius
Level: 7
Frequency: Unique
Range: 2 feet per caster level
Components: S, M
Materials: Ruby (powdered, 1000 gp or more)
Duration: Until dispelled
Casting Time: 5
Area of Effect: Special [1 creature + 1/ doubled gem value]
Saving Throw: Neg.
   To prepare for this spell, the mage must powder a ruby of weight
proportional to the number of creatures to be affected, and whose value
is 1000 gp to affect a single creature, doubled for each additional
creature to be affected.  Thus, for 10 creatures, an amount of ruby equal
to 500x210 or 512,000 gp.  At casting, the powder is blown in the
direction of the targets, where it bites into the targets' skins.  Unless
a save vs. death magic is made, the tiny fragments of ruby slowly grow
into gems of many colors and types, reproducing and eating further into
the victim until at last only a pile of "gems" is left.  The target must
make ability checks vs. constitution each day to determine whether 1
point of each attribute is lost, as well as sight, hearing, and smell. 
When any attribute is reduced to 0, the target dies.  The spell may be
ended and all effects reversed by a cure disease spell or a successful
dispel magic, but remove curse only halts the progression of the disease
for one day.
   The "gems" formed from the corpse appear as faceted rubies (1d100),
opals (1d20), diamonds (1d8), and sapphires (2) which would be worth 1d20
x 1000 gp if genuine.  Immediately after death the gems are soft and
watery, and subject to decomposition; but if gradually heated to
increasing temperatures they can be hardened into facsimiles of the real
gems.  Anyone succeeding with an Appraising skill check, or a Gemcutting
skill check only if attempting to cut the gems, will recognize them as
false (and will recognize their origin if such "gems" are known to them).
  Anyone handling the "gems" for any reason has a 1% chance per day of
handling of contracting a localized case of the disease (unless a save
vs. death magic is made), which will spread within one week to become a
generalized case of the disease.  However, these new (secondary) cases of
the disease are not infectious and produce much cruder, less convincing
"gems".
   The reverse of this spell, plague of flesh, affects glassy or
crystalline creatures or objects in the same way.  Objects should be
treated according to the rule that one creature is approximately equal to
a three square yard area.  The material component for this version of the
spell is a powdered tumor, which gives rise (after the death or
destruction of the original recipient) to tumors with a slight (one foot
/ hour) degree of mobility, which can crawl across floor, walls, and
ceilings.  These tumors will move toward all glass and crystalline
surfaces, with the same 1% chance of infection per day, per crystalline
creature or equivalent area of crystalline surface.  Unless a new
infection is started all tumors die after 1d4 weeks.  Tumors arising from
a secondary infection are not infectious.  The "tumors" formed appear
marginally edible when dried, but have no nutritive value.

Skeletal Command (Necromancy)
Reversed Name: 
Author: Epidarius
Level: 4
Frequency: Common
Range: 60 yards
Components: V, M
Materials: Quartz skeleton (2000 gp), 1 HP caster's blood (fresh)
Duration: Special [time of concentration, plus 3 rounds up to 1 round per
2 levels]
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Negates
   The skeletal command spell allows the caster to directly control the
skeleton of the target as an undead creature --- even though it isn't
dead yet!  This allows the wizard to exert a crude control over the
target's movement, based on direct manipulation of its bones.  The target
retains controls over its muscles and can oppose these movements,
however; thus, very strong characters will be only slightly affected,
while others may be helpless to resist.  The caster may specify any
course of action for the target's skeleton to take each round (attacking
a compatriate or itself with a sword, ceasing to move, etc.); the
character may make an ability check vs. Strength to resist.  If this
ability check is made by 0, 1, or 2, (e.g. a character with Strength 14
who rolls 12) the target resists only at the expense of falling over,
dropping its weapon, etc.
The specific choice of action in such cases is up to the player, but must
be limited to a convulsive, sacrifice manuever.
   This spell does not affect creatures without bones.  In most cases,
creatures of greater than Large size are virtually unaffected by this
spell due to their innate strength.  Finally, the caster must actually
see the victim to exert coordinated actions, though such non-coordinated
actions as holding limbs fixed or contricting breathing by clamping bones
down on lungs may be maintained (though not initiated) even on creatures
outside the caster's range of vision.  The caster must maintain
concentration for the duration of the spell, although the skeleton
affected will continue to hold its position or to apply a constant force
for three rounds after concentration is ended.  (Such actions include
standing still or pulling a rope, but not fighting or running.)
   It is not normally possible to stop the affected creature's breathing
entirely; however, if the target is wearing highly confining armor or is
otherwise restrained, the DM may rule that it begins to suffocate.  In
any case the dampening of the target's breathing makes a Strength check
necessary for any speech louder than a conversational tone; a check made
by 0, 1, or 2 yields an incomprehensible shriek.  Spell-casting is made
virtually impossible, as a Strength check must be made by 5 for each
component of the spell.  (Thus a spell with verbal, somatic, and material
components requires 3 checks.)
   The material component for this spell is a quartz carving of a
skeleton, with each bone finely articulated, of not less than 2000 gp
value, which is not consumed in the casting.  At the time of casting the
mage must anoint the skeleton with blood flowing directly from a cut in
his skin which has done at least 1 HP of damage in the making.  (If the
caster wishes to use a previously made wound rather than inflicting one
himself, it must be no more than 1 turn old for fresh blood to still be
available)

Shark Torque (Necromancy, Alteration)
Reversed Name: 
Author: Epidarius
Level: 5
Frequency: Unique
Range: 1 mile per caster level
Components: V, M
Materials: Necklace (Shark teeth, gold, gems, 5000 gp)    
Duration: Special
Casting Time: 
Area of Effect: 1 creature
Saving Throw: [Strength check] Negates
   The shark torque spell allows the caster to exercise control over a
creature by convincing it that resistance will bring certain death, via a
sharp-toothed torque which seems to know its every movement and which
gives it the instructions it must follow.
   Before casting this spell, the mage must obtain or prepare a specially
made torque, approximately 3/4 inch in diameter and large enough to fit
over the target's head, containing a number of gems knit together with
gold and silver wire, and concealing a in its interior a full set of
teeth of a shark of equal or greater size than the intended victim.  This
costs at least 5000 gp to prepare, if man-sized humanoids are the
intended target; the cost for larger or smaller creatures is proportional
to the size of their heads, although greater than 2000 gp in any case. 
This spell, of course, cannot succeed against creatures without a neck or
similar vital body part around which the shark torque can constrict. 
(e.g. xorns)
   The caster must retain a strand of gold from the same stock as the
necklace for each casting of the spell.  This spell may be cast a number
of times using the same necklace, whether on the same or different
targets.  With a successful proficiency check, considering the rarity of
this spell, a character with Spellcraft may recognize that a given torque
externally resembles the type used in this spell, but such torques are
relatively common.  (1/12 of all normal jeweled torques appear like the
type used in this spell, with parallel gold strands running lengthwise
allowing slits through which concealed shark's teeth could extend.)
   The necklace remains wholly nonmagical (undetectable to trap-detection
spells or abilities, although true sight would detect the hidden shark's
teeth) until the spell is cast, at which time the caster gains the
ability to see, hear, and smell through the various gems of the necklace.
 Note that the caster perceives what is apparent from the perspective of
the necklace.  For example, if the torque is covered, he cannot see,
though hearing and smell may be only slightly restricted.  However, if
not so restricted, he can see behind the victim as well as in front.  The
caster also gains the ability to command the following functions of the
necklace:  to contract to as little as 10% of its original diameter, to
extend the shark's teeth facing inward, and to project a rough, metallic
sort of speech through the necklace. Of course, for these powers to be
most useful, it should be placed around a neck, whether by simple deceit,
strategic placement as a "treasure", charm person, etc.  
   A creature wearing the necklace is entitled to a Strength check to
escape death only when the caster commands the necklace to constrict so
far as to kill; before this time, it is allowed only a single bend
bars/lift gates check to attempt to break it.  (Of course, until the
caster commands the necklace to constrict at least partly, the necklace
can be taken off normally.)  Other characters may attempt a bend
bars/lift gates check as well, and may add their chances if attempting
simultaneously, but each character may participate in only one attempt
each.  All such bend bars/lift gates rolls require 1d8 rounds to
complete, successful or not; if successful, the necklace is removed, but
it is only destroyed if it fails a save vs. crushing blow. (Otherwise,
the torque is stretched to sufficient size to pull it over the victim's
head without damaging it.)  The necklace may also be removed by a
successful dispel magic or remove curse spell.
   The mage retains control over the necklace for as long as he
concentrates.  Before ending the spell, however, he can give the necklace
a set or sets of circumstances, usually quite intricate, under which the
spell will briefly reactivate, much in the manner of those used for the
magic mouth spell.  Thus the necklace can react to any normal visual,
auditory, or olfactory cues within five yards per level of caster, but
cannot distinguish invisible creatures, nor can the torque react to
characteristics of things within this range if they are not apparent to
sight, hearing, or smell.  For example, the conditions might state,
"Constrict to 10% if the victim speaks or points at the torque," but not
"Constrict to 10% whenever a paladin or priest of Pholtus comes within 10
yards."  Inappropriate commands simply fail to function: the caster is
not otherwise aware of this failure.  The flashback lasts 1d10 segments,
rolled secretly by the DM, and the caster must be conscious, within one
mile per level of the torque, and willing to immediately concentrate on
the spell (sacrificing any other action) in order to sense or command via
the necklace.  The caster is permitted to view for as many segments as he
is willing to risk before giving a single command or set of simultaneous
commands (for example "contract to 10%, extend shark's teeth, and say
"Fool..."). No commands can be given afterward unless the spell is recast.

Necromantic Resurrection (Necromancy)
Reversed Name: 
Author: Epidarius
Level: 7
Frequency: Unique
Range: Touch
Components: V, S, M
Materials: Unholy Water, Phoenix blood
Duration: 1 turn/caster level
Casting Time: Special [1 round/required caster level]
Area of Effect: Special
Saving Throw: None
   This supremely evil spell briefly brings a creature back to
"life"---without repairing any of the damage that caused it to die. This
allows the caster to conduct interrogations, etc. on a much better
footing than a speak with dead spell.  The soul or spirit of the creature
is directly bound to its corpse by the magic of the spell, with no
intervening animus, shadow, or other energy.  The condition of the
deceased does not have an anaesthetic effect---quite to the contrary, the
direct connection of body and soul causes the creature to be many times
more sensitive to pain than in life, including to pain consequent to
injuries received prior to death.  Neither the will of the caster nor any
amount of damage will restore the creature to death before the end of the
spell duration, and only a full wish, or absolute destruction without
even ash remaining, will dispel the energy of this magic before the
duration expires.  Severed parts will continue to move according to the
will of the deceased, and even if his bones are ground into powder the
victim of this spell will sense everything that happens to every particle
of the powder.  Note that while the dead flesh of the victim is able to
function as if it were living, it neither heals in any way, nor is it
specially animated or bound together in the fashion of a skeleton. 
Intellectual function and sense of touch is never impaired, regardless of
the body's condition; other organs function only to the degree to which
they are intact.  Thus if the caster wishes to interrogate a pile of
bones with this spell, he must either use some form of telepathy or take
further measures to make the bones capable of communication.  Such means
include casting animate dead to give the skeleton motion and a means of
perception (though not speech), or regenerate to restore the flesh of the
skeleton.  Heal or cure spells work to restore speech only if all
necessary parts are present, at least as dust --- any parts removed or
gnawed away will be missing.
    This spell may be cast on remains or a portion thereof in any
condition, but it only works on creatures dead for less than 10 years per
caster level.  The spell requires 1 round of casting time per 10 years
(or portion thereof) dead, reflecting the additional difficulty in
withdrawing such a spirit from its resting place. There is a  chance of
25%, +5% per 10 years dead, -1% per caster level, that the necromantic
resurrection will be the immediate cause for the appearance of entities
following the creature from its resting place, whose nature is at the
DM's option.  These creatures will usually seek to slay the caster and
destroy all knowledge of the existence of this spell, although in some
cases they may merely be using the rift opened by the spell energy to
escape from their outer plane, or even may be accidentally transported
and ignorant of what has happened.
   The creature restored, in some ways both living and dead, is
susceptible to all undead-affecting spell effects except for a cleric's
turn or dispel ability.  It does not have the normal immunities from
spells granted to undead, except that it is immune to all charm effects,
or effects resulting in unconsciousness or disconnection from reality
such as sleep.  The creature has a cumulative 5% chance per turn of
developing a form of insanity, plus 1% for each 3 hp equivalent of
torture imposed, and each form of insanity (DM's or PC's choice as
appropriate for the character) has a 10% chance each turn of barring all
activity, even the answering of questions.  All creatures brought back
with this spell are automatically monomaniacal, with their sole desire
being to slay the caster of this magic (thus there is a base 10% chance
that no activity will be performed in a turn).  All creatures treated
with this spell are at -50% to survive subsequent resurrection by normal
means.
   The chance of obtaining useful information varies substantially
depending on the type, alignment, and characteristics of the victim.  To
obtain information from the victim, the victim must first roll percentile
dice to be able to act in a turn despite insanity, as described above. 
The victim must then make an intelligence check to be able to recall the
information under these circumstances, which may be modified by up to +3
for information fully on his mind at the time of his death, or -3 or more
for obscure information, if remembered at all.  Finally, the victim makes
a wisdom check, where success indicates unwillingness to divulge the
information.  Such victims, especially those of chaotic alignment, may
even give false information.  This check is at -1 per 6 hp equivalent of
torture administered (if done skilfully---if the caster is not proficient
with interrogation or fails a proficiency check, the bonus is halved,
although the victim is no less likely to go insane from the torture)  One
attempt may be made to interrogate the victim per turn; if it is
successful, up to ten questions may be asked (one per round) without
further checks provided that they are somewhat related to the first and
are not more sensitive topics to the victim.  Note that the victim may
also be scanned with mind-reading spells or psionic disciplines; if the
victim is resisting (by making the wisdom roll) but is otherwise able to
divulge the information, then the desired information may be read as
surface thoughts, subject to the restrictions of those spells or effects.
   If the creature subjected to this spell is not restrained (bound,
gagged, etc), it will immediately attack the caster in any way possible. 
Otherwise the creature is likely to attack any living thing nearby in a
berzerk rage, with a base probability of 25% for good, 50% for neutral,
and 75% for evil creatures, plus the probability of insanity-dominated
behavior detailed above. (Although here this behavior is berzerk rage
rather than inaction) Combat capability of such creatures is at DM's
option, but generally the remains should be determined as 0-100% mobile
(randomly if necessary).  These creatures effectively have two times
their total (living) hit points, multiplied by the percent intact, before
they are chopped into pieces too small to be dangerous.  Damage is
determined as for the living creature, but multiplied by the percent
intact.  Spells, clerical powers, and psionics may be used by the
creature if it succeeds in making a 2d100 roll vs. its percent intact
rating for each such effect. Note that since these creatures are fully
sentient and aware, it is possible, though difficult, to talk them out of
a berzerk attack by convincing them that the person they are attacking is
friendly and will help them attack the caster of the necromantic
resurrection.
   The material components of this spell are unholy water (not sanctified
by clerics of any death-god, however!) and the blood of a phoenix, which
must be mingled and sprinkled over the remains to be affected.  It is
whispered that necromancers have cast this spell followed by permanency
upon their especial enemies, but surely the gods would never permit
this...  There are also tales of demented necromancers who somehow cast
this spell upon themselves and make it permanent in a mad desire for
immortality.  They then use healing spells and potions to keep themselves
fully intact and mostly out of pain, (since they wouldn't heal
naturally), and never age or die.  Such tales never end well (indeed,
they generally end with a piece of meat in the stew the listener has just
eaten.)


Mark of the Beast (Alteration/Necromancy)
Reversed Name: 
Author: Epidarius
Level: 9
Frequency: Rare
Range: Touch
Components: V, S, M
Materials: Unicorn horn (broken while living), Maidenhead of a cleric
sworn to celibacy, Diamond (uncut; flawed at center; 10000 gp),
Miscarried babe (by natural means only), Fair maiden for sacrifice
Duration: Special [Permanent + Special powers-1 day]
Casting Time: 666 segments
Area of Effect: One creature
Saving Throw: Special
   This spell grants the powers of a lesser demon to the caster who binds
himself to the power of the Abyss, increasing his power in combat and
allowing him to begin scheming for a superior position in the afterlife.
   Before casting this spell for the first time, the mage must distill
the magical essence of perdition from the horn of a unicorn that was
broken off while the creature yet lived, the maidenhead (a few drops of
blood or semen as appropriate or desired) of a cleric sworn to celibacy
who was seduced into breaking that vow, an uncut diamond flawed at its
center, and a naturally miscarried babe which is perfectly formed but
never drew breath.  This essence, brought into mystical rapport with the
Negative Material Plane and the Abyss through laborious preparation (2d8
days) which includes the casting of Gate, Permanency, and Binding, takes
on a life of its own.  When forced into an incision in the caster's
forehead, it grants him the power to use this spell.
   When cast at the full moon, this spell allows the caster to assume the
form of a Type I, II, or III lesser demon at any time during the next
month.  The caster may retain this form for up to one day.  During this
time, the caster enjoys the innate abilities of lesser demons: 
telepathic comprehension of all languages, 1/2 resistance to fire, cold,
electricity, and gas attacks, infravision, darkness at will in a 15'
radius depending on type chosen, teleportation with no error, and the
ability to gate in other demons of type I, II, or III with 30%
probability.  During this time the caster is equally at home on the Prime
Material plane and in the Abyss.  The caster may plane shift to the Abyss
(and back) once while in demonic form.  While in the Abyss the caster is
treated by other demons as a demon of his chosen type.  The effects of
this spell in no way interfere with any power that the caster has in his
normal (e.g., human) form.
   The casting of the Mark of the Beast spell proper requires the
sacrifice of a maiden or virgin man, the subsequent animation (animate
dead or, preferably, necromantic resurrection), and the violent rape
thereof.
   The actual mark made to permit this spell is permanent and seems to
have a life of its own.  After activation by the first casting, it will
block any effect that would change the alignment of the person marked up
to, but not including, the effects of an artifact or diety, and will
forcibly stop the person marked from attempting any good or lawful act,
whether done voluntarily or as the result of magical coercion, by
imposing the equivalent of a hold person effect.  Not even a wish can
remove the mark.  It is rumoured that after hundreds or thousands of
years a mage affected by some variant of this spell (for the hand of
demons has inspired many a mage to this same end) may be little more than
a thin shell of skin surrounding a black fibrous mass derived from the
mark, and that the deaths of such mages release monstrous offspring which
seek to corrupt the innocent and strengthen the guilty.  It is also
rumored that, after hundreds of years, such mages eventually are able to
gain the powers of greater demons or remain in this form for longer
periods, and that in fact some of the higher powers of the Abyss are
still-living necromancers.  Further advancement of demon form is left up
to the DM.  

Affinity Burn (Conjuration)
Reversed Name: 
Author: InterMage Spellware, Inc.
Level: 5
Frequency: Very Rare
Range: Special [Unlimited on this plane]
Components: V, S, M
Materials: Iron crucible, engraved; Bonfire, raging hot
Duration: Special [1 round warning, 1 round effect, fire]
Casting Time: 5
Area of Effect: Special [all direct copies of text]
Saving Throw: Special
   This spell is but one of the many ways InterMage Spellware is working
to make your intellectual property more secure.  At our facilities a new
breed of mages, with mercurochrome blood and adding-machine souls, works
night and day to provide spellware security at a price at least we firmly
believe to be too reasonable.  As a special service to our customers, we
have partially translated technical data concerning this spell from the
original Japanese.
   Casting spell with large pot iron.  Etch you pentagram see further
page bottom pot.  Lighting fire and wait.  To put now original copy in
pot, all copies just as hot and burn.  Ha He spellbook go on fire. 
Instructions copyright (C) InterMage Spellware, Inc. 481 A.E.  All rights
reserved.
   [Epidarius notes:  This scroll was a real bitch to crack.  I'm ashamed
to say it took me almost a full week to get it into a spellbook.  There
are some things they don't mention in their instructions, like that the
copies elsewhere smoke for a full round before they go up in flames, and
that since they use an iron pot the copies can't get any hotter than
iron, and above all that you're only guaranteed to burn a direct copy
made using a copy spell or by someone who just transcribed the text
directly without thinking about it (which you can't even do with magic!) 
If a mage learns a spell over a few days the normal way and copies it
into his spell book he gets a save vs. spell to see whether he copied
even a small part blindly; otherwise it doesn't burn.  And this spell
doesn't affect copies of copies at all, so you can just copy something
twice to be sure.
   I actually ended up re-researching the spell myself, then recreating
their errors to make it consistent when I was cracking the scroll.  Most
of the scroll (and the most interesting part) was one big mess of
self-scrambling magic as copy protection.  In any case, the version I
came up with didn't give the person the 1-round warning with the smoke,
let you use any material you wanted for the crucible so that with a
suitable heat source you could melt metal if the text was written on it,
and didn't give the mages the saving throw.  (Although it had the
disadvantage that since it went through their minds they immediately knew
some spell had been cast on the text).  It even seemed like with proper
modification and a little extra power that you could use it to set a
wizard's head on fire.
   In the end I burned the better version I came up with.  There are just
some things man was not meant to know!---Epidarius]