Arnold Littleworth, known far and wide as "Zolobachai of the Nine Visions," has spent his time in the Nameless City gathering up spells which might be useful to the party in its explorations. Naturally he names these spells after himself as the original researchers are doubtless either long-dead, laughably impotent to preserve their intellectual property rights, or surely have no clue of Arnold's pilfering.
Spell names drawn from the invaluable Chris Pound Name Generators.
The Call to Inflexible Salvation
Level - Cleric 3
Range - 0
Duration - Special
If the target fails a saving throw vs. Spells, the caster converts one creature touched to the most hidebound and fundamentalist interpretation of the Lawful alignment. Even if the target was Lawful to begin with, he or she becomes rabidly doctrinaire. Though the new alignment is magically induced, the character is treated as Lawful vis-a-vis all magical items, traps, spells, and so forth. The Call to Inflexible Salvation lasts until the character has the opportunity to carouse, at which point the habitual pleasures overwhelm his or her newly acquired zeal.
Zolobachai's Lingual Blood
Level - Magic-User 2
Range - 0
Duration - 1 day
The caster must use his or her athame (silver dagger) to draw the blood of a creature. After drinking the creature's blood, the caster can speak that creature's language for the next 24 hours as can any creatures which then drink the caster's blood. Note that only a wound inflicting 1 hit point of damage provides sufficient blood for the magic to function. Creatures without blood, or without language, may require alternative procedures at the Dungeon Master's discretion.
Zolobachai's Inventive Husbandry
Level - Magic-User 4, Cleric 3
Range - 60 feet
Duration - 6 turns
By means of this spell, any and all creatures originating from the same plane of existence within range become capable of interbreeding, creating viable offspring with the traits of each parent. Thus: lions and eagles may mate to become griffons, etc., in a manner to populate various Wizards' Lairs and other dungeons. The gender of the participants is no bar to conception. This spell does not induce mating nor the desire to mate; it simply creates the possibility of conceiving offspring. This spell may be disallowed by the Dungeon Master who fears juvenile antics and/or sexual violence in the game.
