Moralar's Spells



Moralar's Malefic Maws (1st)
School: Alteration
Range: 60' + 10'/level
Components: V, S
Duration: 2d4+4 rounds
Casting Time: 1
Area of Effect: Single Living Humanoid
Saving Throw: Negate

If the target fails their save, 2d6+1 fanged maws open on random parts of their body and begin hooting and gibbering.   The target must then make a Dex check or drop all held items.  Each round, they must make a Wisdom check or fail in any action they attempt from the distraction.
 

Moralar's Glittering Daggers (2nd)
School: Alteration
Range: Touch
Components: V, S, M
Duration: 5 rounds/level or until used
Casting Time: 2
Area of Effect: one dagger per 2 levels (round up)
Saving Throw: Special

This spell calls upon the energy of light to enhance several daggers or knives.  They must then be thrown (and strike) to have any effect.
A dagger enchanted with Moralar's Glittering Daggers does 1d4+1 extra damage.  Anyone hit by one of these daggers must make a save vs. spells or go blind for 1d2 rounds.
This spell requires the blades to be enchanted and a small quantity of powdered gold.
 

Moralar's Many Mask's (3rd)
School: Alteration
Range: Self
Components: V,S, M
Duration: one hour/level
Casting Time: 3 rounds
Area of Effect: Self
Saving Throw: None

Over the course of the spell, the caster's physical appearance flows fluidly.  The caster has basically no control over the exact appearance, but it will be a humanoid of roughly the caster's weight and height, and the same gender.  Every hour the caster has entirely changed appearance.  Changes in height and weight stay within 20%.  Race and general appearance are totally up for grabs.  Nonmagical equipment is also affected by this spell (although armor remains armor of the same type).
The appearance will generally be modeled after someone within a few miles, but only a passing resemblance will be apparent.
This spell requires multicolored powders and a small wax doll.  It needs only be distinguishable as roughly humanoid.
 

Moralar's Glorious Perforation (3rd)
School: Alteration
Range: Special
Components: V, S, M
Duration: Instant
Casting Time: 3
Area of Effect: 3' wide by 60 yards + 10 yards/level
Saving Throw: None

This spell sends a spray of shrapnel from the caster's outstretched hands.  The first target within the area of effect is ripped into for 3d12 damage + 1/level.  The spell stops there.  Creatures immune to normal weapons are affected by this spell, but any sort of physical barrier can stop it.  Amazing magical armor can reduce the damage of the spell .
A small pile of steel (enough to make a small pile in one palm) is required to cast the spell.
 
 

Moralar's Radiant Blade (3rd)
School: Alteration
Range: Touch
Components: V, S, M
Duration: 1 round/level or until thrown
Casting Time: 3
Area of Effect: One Dagger
Saving Throw: Special

This spell overloads a dagger with arcing radiant energies.  The caster then throws it.  Wherever it lands, the dagger detonates into a massive display of light.  Everything within ten feet of the detonation is dealt 6d4+6 and must make a save vs. spells or be blinded for 2d4 rounds.
Anyone directly hit by the dagger also takes normal dagger damage +2d4+2 radiance and suffers a -2 to save vs. blindness.
This spell requires a specially crafted silver dagger with a quartz pommel.
 

Moralar's Martial Prowess (3rd)
School: Alteration
Range: Self
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

After the caster of this spell swallows the material component, he finds the more menial forms of combat suddenly making sense.  For the duration, the caster has a priest Thac0 with thrown weapons and a thief thac0 with melee or fired weapons.
The component for this spell is a shred of brain and a shred of tendon from a seventh or higher level fighter.
 

Moralar's Ether Sphere (4th)
School: Alteration
Range: 20 yards + 5/level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One person
Saving Throw: Special

This spell transforms the area around one subject into liquid ether (the chemical, not the concept).  The ether quickly begins evaporating.  This causes drowsiness/intoxication and can also be a fire hazard.  It takes 1 round/2 levels to dissipate fully.
Every round under the effects of the spell, the target must make a save vs. poison or fall unconscious.  The unconsciousness will last 1d4 rounds past the duration of the spell.
If the ether is exposed to any open flame or spark, it ignites explosively.  This does 1d6+1 fire damage per level of the caster on the first round (up to 12d6+12).  Every round after that, the spell does 2d6+2 less (max 10d6+10, 8d6+8, etc.).  When the damage reaches 0, the threat from both sleep and fire are gone.  The spell ends when the ether is set on fire.
The ether can not be destroyed by dispel magic or similar, it is not magical after the spell is cast.
The spell requires a small quantity of ether.
 

Moralar's Rain of Ashen Fury (4th)
School: Invocation
Range: 30 yards + 10/level
Components: V, S
Duration: 3 rounds
Casting Time: 4
Area of Effect: square 20 feet + 5/level on a side
Saving Throw: None

When the final words of this spell is cast, the skies in the area of effect turn red and cinders begin raining down.  This spell was primarily designed to set fire to large areas, but also has some use on the field of battle.
The first round, the spell does 1d8 worth of fire damage + 1/level.  The second round it does 1 damage/level.  The final round it does 1d2 damage.  Most wood and all straw structures should be on fire by the end of this time.  These fires may be extinguished normally, but are not under the control of the caster in any way.
 

Moralar's Instantaneous Disassembly (5th)
School: Alteration
Range: 5 yards/level
Components: V, S
Duration: Instant
Casting Time: 5
Area of Effect: one person
Saving Throw: Special

A ray of green energy flies from the casters hands and strikes the target in a random limb (determined randomly).  Sections of this limb drop off in roughly 1" cubes.  The target takes 3d8+3.  If they fail a save vs. spells, they also loose that limb and must make a system shock roll or die.
 

Moralar's Chromatic Surge (5th)
School: Alteration
Range: 120 feet + 10 feet per level
Components: V, S, M
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
 

As the caster finishes the last word of this spell, the room darkens as ambient light is drained to power it's magics.  A pulse of prismatic light explodes from the caster's outstretched palm.
The spell flies in a straight line, though not unerringly.  It is a normal to hit roll (+4 because of the velocity) plus Dex bonus.
This spell is cast at 1 level less in magically dampened light and 3 less in full out mystical darkness.

1st
Red
This pulse invokes the power of fire.  Any exposed flammables the target may be carrying are set alight and any hidden flammables must save vs. mystic fire.
Deals 4d6+4 and 2d6+2 to those in a 10' radius.

4th
Blue
A pulse of pure cold is evoked.  The target must save vs. paralysis -2 or be crippled by the frost for 1d4+1 rounds.  Those in a 10 foot radius must make a save at +2 or suffer the same effects.
Deals 6d6+6 and 3d6+3 to those in a 10' radius

7th
White
Pure radiance assaults the target.  They must save vs. spells at -4 or be blinded for 2d4+2 rounds.  Those looking at the target (excepting the caster) must save or go blind for 1d4+1 rounds.
Deals 6d6+12 and 3d6+6 to those in a 10' radius.

10th
Vermillion
A cloud of toxins fills a ten foot area around the target.  All within it must save vs. poison (-1 per every four levels of the caster) or suffer 4d10 damage from the toxin.
Deals 4d6+12.

13th
Azure
This pulse can only be used above ground.  A single bolt of lightning falls from the sky and blasts the earth where the pulse strikes a moment after the initial impact.  The lightning bolt does 10d6, save for half.
Deals 3d6+12 to all within ten feet (no additional to target).

16th
Crimson
The dread arts of blood magic flow with the crimson pulse.  Any one struck is paralyzed with pain for 1d4 rounds if the pulse removes more than a quarter of their current hit points.
Deals 8d6+18 and 4d6+9 to all within ten feet.

19th
Violet
This pulse tears the fabric of the planes as it passes.  Anyone struck by it that fails their save vs. petrifaction (-1 per 3 levels of the caster) is thrown to a random plane of existence.
If the target is not hurled to another reality, they are dealt 10d6+24.

22nd
Black
???

The material component for this spell is a large diamond, faceted as a prism.

Hosted by www.Geocities.ws

1