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| Shockwave (Invocation/Evocation) Range: 0 Duration: 1 round Area of Effect: 100-yard radius This spell sends a high energy tremor through the ground in a circle surrounding the caster. All targets on the ground at the time of casting are affected. In addition, all creatures with fewer than 4 legs are automatically knocked down. The material components of this spell are elemental remains and a shard of a tree struck by lightning. -------------------------------------------------------------------------------------------------------- True Aura (Evocation) Range: 0 Duration: 1 hour Area of Effect: The Caster This spell creates a bright aura three inches thick that covers the caster's entire body. The aura has these effects: 1) Immunity to light and energy based attacks 2) A total protection from physical attacks 3) The ability to breathe and move at full movement rate within any elemental plane 4) The ability to cast altar of protection once -------------------------------------------------------------------------------------------------------- Vibration (Alteration) Range: 10 feet per level Duration: 1 round per level Area of Effect: One sujbect This spell makes an object vibrate rapidly. Intelligent objects get saving throw, A vibrating object (for example, a sword) becomes almost impossible to hold. -------------------------------------------------------------------------------------------------------- Spitfire (Evocation) Range: 3 yards Area of Effect: One Target The casting of this spell causes the victim to be surrounded by a swarm of small popping firecracker bursts of fire. While these bursts of fire do little damage they make it impossible to concentrate to the degree necessary to cast any spell. This spell will do no damage at all to anyone who is thoroughly soaked in water, but the concentration breaking effects of the spell still function. -------------------------------------------------------------------------------------------------------- Shadowbolt (Illusion) Range: Special Casting Time: 1 round Area of Effect: Target This spell creates arrows from wisps from the plane of shadows, when the caster performs the somatic action of drawing a physical, unloaded bow, and mutters the word "shadowbolt". The arrow is then fired as normal. Obviously, the caster should know how to use a bow. After the spell is initially casted, up to 2 arrows per level of the caster can be fired within the next hour. Only the caster can use the arrows, and they disappear both whether they hit the target or not. -------------------------------------------------------------------------------------------------------- Greater Invisibility (Alteration/Illusion) Area of Effect: Caster This powerful cloaking spell offers complete undetectability to any would be attackers. Even true seeing is ineffective, as this spell was specifically desighed to foil this type of magic. This spell is ineffective against detect individual, because of the narrow scope of that divination. -------------------------------------------------------------------------------------------------------- Spellstopper (Abjuration) Range: 0 Duration: Permanent Casting Time: 2 hours Area if Effect: 100 square foot section of wall per level This very potent abjuration is used to protect a castle, keep, city, etc, from one or more enemy spells. For each level the caster has obtained, he may protect up to a 100 square foot section of wall, more than one application of this spell may be cast on a single wall at once, as long as the areas of protection do not overlap, once this spell is cast, any of the spells directed at the protected area automatically fail. -------------------------------------------------------------------------------------------------------- Master Weaving (Alteration) Range: 0 Duration: 1 round Casting Time: Special With this spell, several spellweavers can combine their magical abilities and powers to create a greater spell. If several casters want to combine their efforts, they must first decide who will be the head weaver. This person is the center of the spell, without him the entire spell structure collapses. Also, if he looses concentration all the efforts are lost and the spells as well. Next, they must decide which spell they are going to create, the experience level at which the spell is cast is the head weaver's level plus half the level of every other spellweaver involved. If this is lower than the minimum needed to cast the final spell, then the spell is still casted. Also, the weavers can not be seperated by more than 10 feet, and no barriers may be between any individual and the head caster. The number of mages involved is also limited to 11 for a Master Weaving. -------------------------------------------------------------------------------------------------------- Laser (Evocation) Range: Special Duration: Instantaneous Casting Time: 1 round Area of Effect: One Target Upon utterance of this spell the caster releases a light beam of positive energy from their finger. The beam inflicts, if the saving throw versus spell is failed. There is a 20% chance that a body part will be damaged. -------------------------------------------------------------------------------------------------------- Icetrail (Evocation) Range: 0 Duration: 1 round per level Area of Effect: Special This spell creates a wave of hardened ice which the caster actively directs. After casting, the caster simply taps the ground to activate the spell. The wave of ice begins where the caster taps the ground, and reaches its full dimensions after advancing only 10 feet. The crest of the wave is 10 feet high and 15 feet wide. Enemies coming into contact with the crest suffer 1 point damage. -------------------------------------------------------------------------------------------------------- Acid Rainstorm (Conjuration/Summoning) Range: 240 yards Duration: Instantaneous Area of Effect: 30 foot long square This spell, causes thin streams of hissing violet acid to fall within its area of effect. All within the area must save versus spell or suffer full damage. All exposed items in the area must also save versus acid or be destroyed. Characters under heavy cover which is not destroyed by the acid are fully shielded from the effects of the spell. The acid, once is strikes the ground, harmlessly disappears. -------------------------------------------------------------------------------------------------------- Ball Lightning (Evocation) Range: 10 yards Area of Effect: Special The caster of this spell can create one to four spheres of glowing electrical energy. These spheres resemble dancing lights and the caster can control them in the same way. The spheres can be moved up to a 120 feet. Each ball is about 5 feet in diameter, and any targets approaching within 5 feet will dissipate that ball's charge. Let us say the Caster rolls a 6, but the target chose high, then for each number in between add 1 and the target would take a hit from the ball of lightning. -------------------------------------------------------------------------------------------------------- Rainbow Blast (Evocation) Range: 0 Duration: Instantaneous Area of Effect: 1-foot wide, 10 foot + 5 foot per level long This spell is powerful. Besides a slightly larger area of effect, and the fact that a solid object will not stop the beam unless larger than 2 feet wide and formed of solid stone. The beam is not stopped by mere flesh, even if armoured, but would be stopped by a stone wall. A target resistant to one or more of these forms of attack takes one less point of damage per die per attack that it is resistant to. The opposite applies for creatures thatt are particularly vulnerable to a certain form of attack ( for example, a frost giant is immune to cold, but is not particularly vulnerable to fire, so it would take one less point damage per die roll.) -------------------------------------------------------------------------------------------------------- Shadowfire (Evocation/Necromancy) Range: 0 Duration: Instantaneous Area of Effect: 1-foot diameter, 5-foot per level long ray This spell calls forth a seething black ray shot through with veins of green fire. A successful saving throw versus breathe weapon will result in only half damage. A creature that is immune to fire or to energy drain will suffer only half damage. -------------------------------------------------------------------------------------------------------- Beacon (Alteration) Range: 60 yards Duration: 1 round Area of Effect: 5-mile long, 1- foot wide beam A ray of light of any color springs from the Caster's Palm. It can be up to 5 miles long. This ray inflicts 2 points of damage per level of the caster to any target directly affected by sunlight. -------------------------------------------------------------------------------------------------------- Fire Bolt (Evocation) Range: 20 yards Duration: Instantaneous Area of Effect: Special The spell creates a powerful bolt that inflicts damage per level to anyone in its area of effect. This bolt is 60 feet long x 5 feet wide. It streaks outward much like a lightning bolt. It does not reflect, however. If the firebolt hits a wall, it spreads out in a 5 foot radius hemisphere, anyone in the hemisphere takes damage. -------------------------------------------------------------------------------------------------------- Hell Hail (Evocation) Range: 10 yards Duration: Special Area of Effect: 40 foot square Hell Hail is a fire version of ice storm with some differences. As a storm, it has the same are affect as a ice storm does. The storm is largish hailstones that drop from above. On impact, they burst in a firey flash of heat and energy. It will ignite flammable materials. The storm is unlikely to burn a table, stout chairs, large logs, or leather objects and the like. The storm doesn't last long enough to light them. In this form, its duration is instantaneous. -------------------------------------------------------------------------------------------------------- Invisible Spell (Alteration) Range: 0 Duration: 1 round Casting Time: 1 round This spell can effect any one spell of fifth level or lower. It functions to cloak all visible effects of the spell, making it invisible. For example, a fireball modified by an invisible spell would explode with normal noise, heat, impact and such, but would still be invisible. Note that this does not conceal the caster or the victims spells. Only the visible portion of the spell. -------------------------------------------------------------------------------------------------------- Shockwave (Evocation) Range: 0 Duration: Instantaneous Area of Effect: 30 feet to 100 feet wide This pulse of force, scound, and wind can be emitted when the caster swings their arms. This action causes a thunderous wave of force along a 50 feet long path, which is 30 feet wide at its beginning, but expands to 100 feet wide at the end of its travel. The force will knock anything caught within it. -------------------------------------------------------------------------------------------------------- Spell Booster (Alteration/Evocation) Range: 0 Area if Effect: The Caster When a caster casts this spell, he strengthens the power of spells he casts. -------------------------------------------------------------------------------------------------------- Enemy Blink ( Alteration/Enchantment/Charm) Range: 30 yards Duration: Instantaneous Area of Effect: Target Makes an enemy blink if its saving throw failed. Other wise is is like blink. Good for use if the enemy is near a cliff, mountain, or large body of water. -------------------------------------------------------------------------------------------------------- Detect Phase (Divination/Dimension) Range: 0 Area of Effect: 60 feet Creatures or objects that are phased can be detected by using this spell. The spell effects of path are 60 feet long and 10 feet wide. Any phased creatures or objects in this area are revealed as a soft blue glowing light, becoming visible only to the caster. -------------------------------------------------------------------------------------------------------- Displace Self (Alteration/Dimension) Range: 0 Duration: 1 round Area of Effect: The Caster This causes the caster to displace themself into another location. The only spell that will reveal caster's true location is true seeking. -------------------------------------------------------------------------------------------------------- (more to come) |