-Dungeons and Dragons, Holmes edition page 13
Sleep
The Sleep spell (1st level) requires sand from the bone wastes.
This desert area causes creatures who venture there to fall asleep
and never wake up. The corpses are scoured by the sand the edges of
the desert are full of bones of all sorts of creatures. A pinch of
sand from this desert is required to cast the sleep spell, and is
consumed in the casting. If the sand of the Bone Wastes is touched any character must
save vs. sleep/paralysis/Mortal Terror or fall asleep forever. A
flying or levitating PC or creature could conceivably carry some of
the sand away. The Sand must be stored in a velvet bag with a
Kyrthanean Hieroglyph "eye". The color of the bag effects
the dreams of those under the effect of the spell. Black velvet will
cause terrifying dreams, red velvet causes dreams of violence and passion,
and blue velvet causes confusion or self loathing. The longer the sand
spends in the bag the more intense the dreams. Once the sand is in a bag as described, its effects are diminished without the proper magic to activate its power, so that a person reaching into the bag will feel drowsy, but it otherwise has no effect.
Magic Missile
There are two known ways to cast the Magic Missile Spell (1st level). the first is to make an arrow from vermillion ash. This arrow is useless as a normal arrow, but when fired in combination with casting the spell effect occurs.
The second way to cast Magic Missile is to travel to the green realm of the elves and trade or steal astral arrows. These are intangible, invisible and held in the casters thoughts. A Magic-User can carry a number of these equal to their INT. Astral arrows can be traded between Magic-Users but non-spellcasters cannot carry them.
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