This is a small part of the quite extensive list of original spells created for War of Shadows. I'm slowly writing out the ones I have and someday the ones the players invented will turn up too. Until then, I've still got my work cut out for me. The spells are sorted by level. Certain types of spells are listed at the beginning.
Xyphael's Spells-hosted by the Beast from the East
Xyphael's Spells Levels One through Three- Hosted here for the moment because the Beast's site is down.
Biomancy Spells:
Combine, 3rd
Undo Transformation, 3rd
Imbue, 4th
Augment Attribute, 4th
Graft, 4th
Random Mutation, 5th
Reverse Mutation, 5th
Mind Jump, 5th
Chaos Spells:
Tinker, 5th
Cydwin's Spells:
Restore Damaged Texts, 2nd
Daemonic Spells:
Fiendtongue, 2nd
Lesser Daemonic Summoning, 3rd
Daemonic Summoning, 4th
Binding, 4th
Name Summons, 5th
Dauthier's Bird Spells:
Force Weaponry, 3rd
Ride the Silver Winds, 5th
Walk Amoungst Sages, 5th
Tap the Source, 5th
Impose Will, 7th
Sash of Spells, 7th
Draconic Spells:
Bolt Form, 4th (Not Draconic Only)
Erasure Pulse, 5th
Elven Spells:
Whip Vine, 1st
Hand of the Holy, 2nd
Mazan's Bulwark, 2nd
Dauthier's Combat Mind, 3rd
Energy Whorl, 3rd
Immolation, 4th
Lightburst, 4th
Nimbus of Light, 4th
Mazan's Force Armor, 6th
Gerald's Spells:
Gerald's Minimalism, 4th
Human Empire Spells:
Energize Weapon, 2nd
Mirror Shield, 2nd
Spirit Fire, 5th
Madness Spells:
Globule of Insanity, 1st/2nd
Magis's Spells:
Aura Surge, 4th
Necromancer Spells:
Ghostly Flames, 2nd
Wyvern Sting, 4th
Vile's Death Dust, 5th
Northern Spells:
Ice Blade, 3rd
Kazakh's Repugnant Aura, 3rd
Torian's Jumping Coldfire, 3rd
Aura of Lightning, 4th
Kazakh's Grinding Doom, 4th
Kazakh's Toxic Cloud, 4th
Mavorim's Icy Grasp, 4th
Spirit Vortex, 4th
Armor of the Spheres, 5th
Villnoc's Rain of Blows, 5th
White Flame, 5th
Hellfire, 6th
Kazakh's Diamond Blade, 6th
Wreath of Flames, 7th
Contagion of Magic, 8th
Spirit Crystal Spells:
Create Spirit Crystal, 3rd
Ingest Spirit Crystal, 3rd
Release Spirits, 3rd
Release Energies, 4th
Siphon Spirit Crystal, 4th
Corrupt Spirit Crystal, 5th
Shatter Spirit Crystal, 6th
Utility Spells:
Eagle Eyes, 3rd
Scry, 3rd
Slip, 3rd
Oozesight, 3rd
Vile's Spells:
Stability, 2nd
Vile's Ruby Bolt, 2nd
Acid Spray, 3rd
Ice Bolt, 3rd
Vile's Star Blade, 4th
Liquid Flame, 5th
Vile's Useful Swords, 5th
Vladimir's Spells:
Vladimir's Charmbreaking, 2nd
Void Spells:
Touch of the Nightbringer, 4th
Vorith's Spells:
Vorith's Cold Ray, 1st
Vorith's Life Drain, 2nd
Vorith's Shroud, 3rd
Vorith's Soul Scream, 4th
Whip Vine (1st)
School: Conjuration
Range: 15 yards
Components: V, S
Duration: 1d4 rounds + 1/level or until broken
Casting Time: 1
Area of Effect: one creature
Saving Throw: Negates
A vine extends from the caster's hand and wraps around the target, almost like a serpent. If the target fails their save, they are entirely entangled by the vine. They get a bend bars check (minus the caster's level) every round they attempt to break free. If they suceed in one of these or the duration expires, the vine collapses to dust.
Vorith's Cold Ray (1st)
School: Necromancy/Evocation
Range: 30 + 5/Level
Components: V, S
Duration: Instant
Casting Time: 1
Area of Effect: One Target
Saving Throw: ½ damage
A ray of numbing cold leaps from the casters hand. It deals 1d3/level damage to anyone it hits, up to a maximum of 8d3. They are allowed to save for half.
Globule of Insanity (1st/2nd)
School: Conjuration
Range: 20 yards
Components: V, S
Duration: Instant
Casting Time: 1
Area of Effect: one creature
Saving Throw: Special
This spell is still only held by a close group
(including Gerald and his closer friends). This spell lobs a little
bit of impossibility at the enemy. Physically it appears as a little
ripple in space (about 3" in diameter). The insane or truly warped
can cast this spell as a first level spell. Every one else has to
take the longer route.
Any one hit by this spell must make at three
saves vs. spells. Failing the first deals them 1d20 points of damage.
Failing the second results in the target being confused for 1d6 round (and
make a Wisdom check or go permanently insane). The third causes one
random spell currently effecting the target to backfire (if they have any
spells on them).
Energize Weapon (2nd)
School: Evocation
Range: Touch
Components: V, M
Duration: 1 round/level or until used
Casting Time: 2
Area of Effect: One Weapon
Saving Throw: Special
The spell fills a non-magical metal weapon with electrical energy. When someone is struck with it in a later round the electricity discharges dealing 1d6/level of the caster, up to 6d6. They also may be paralyzed if they fail a save vs. paralysis +2 (-2 on critical).
The component is a bit of amber (10 gp). It is consumed.
Fiendtongue (2nd)
School: Alteration
Range: Self
Components: V, M
Duration: 1 turn + 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
Modifies the caster's mind and vocal organs, allowing
them to speak the daemonic tounge. The caster gains no
assistence speaking when they would not otherwise be able. As a pleasent
side effect this spell also reduces the casting time of all spells under
one round by 1 (fireball has a 2 casting time) unless they already have
a one casting time. Unfortunately, the subjects normal speech is
marked by either gutteral or sibulant undertones.
The caster must swallow a section of raw tongue
from a sensient (own tongue not suggested).
Ghostly Flames (2nd)
School: Necromancy
Range: 10 yards + 5 yards/level
Components: V, S, M
Duration: Instant
Casting Time: 2
Area of Effect: one creature
Saving Throw: 1/2
This spell covers the target in roaring white
flames. These flames do little physical damage but can have potent
effects on the psyche. The spell does 1d4/level (max 6d4) to living
targets and 1d6+1/level (max 8d6+8) to undead.
The target must make a save vs. mental attack
(spells w/ wisdom bonus) or run away at top speed for 1d4+1 rounds.
Only living creatures are subject to this effect.
Any living target killed by this returns as a
poltergeist the next night.
This spell requires a shred of a funeral shroud.
Hand of the Holy (2nd)
School: Conjuration, Evocation
Range: 30 yards + 5/level
Components: V, S, M
Duration: 4 rounds + 1/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell may only be cast by mages that are
in the favor of a good god. It creates a hand of white light that
can move about the spell range. The caster can deliver touch spells
that do not involve negative energy (chill touch, vampiric touch) through
it, as though it were his own hand.
Healing spells transmitted in this way heal 1
more hp per die (cure serious now heals 2d8+3). Any round the caster
does not use the Hand to transmit a spell he may command it to attack an
undead creature within range of the spell. These attacks automatically
hit, but only do 1d2+1 damage. Attacking with the hand does not require
an action, but the hand always attacks last in the round.
The caster must have a holy symbol of the deity
he is in favor with (although it can be just the sign carved into a staff
or suchlike) and display it violently while casting the spell.
Mazan's Bulwark (2nd)
School: Abjuration
Range: Self
Components: V, S
Duration: 3 rounds/level or until discharged
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
This spell affects the first energy attack levelled
against the caster. Lightning Bolt, Magic Missile, and thread magic
attacks apply. If it does damage through spell magic or mystical
energy, you're safe. Physical attacks by swords and the like pass
through the barrier without change.
The Bulwark absorbs 2d6 damage + 1/level before
the save is figured in and adds +4 to save vs. first energy attack against
this attack only. Any left over absorbtion is lost.
Mirror Shield (2nd)
School: Abjuration
Range: Self
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
A convex shield of shimmering, reflective material appears before the caster. Behind it, the caster has AC 3 or, if they choose to forfeit that AC, the shield can parry one attack with a Thac0 of a fighter of the casters level. When Magic Missile or any ray spell of first through third level strikes the shield, it is reflected back onto its caster.
The material component is a small convex mirror of hammered silver (20 gp). It is consumed.
Restore Damaged Texts (2nd)
School: Alteration
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 2 rounds
Area of effect: one page/level
Saving Throw: None
This spell restores one page of non-magical text per level to an undamaged state. All damage from age, fire, acid, and water are repaired along with folding, spindling, and mutilation. This can return a pile of paper flakes into a book with several casting (depending on how long the book was). Any page removed from the book can not be restored.
Stability (2nd)
School: Alteration
Range: Self
Components: V
Duration: One Turn/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This spell allows the wizard to cast spells while being jostled or moved around. It allows the wizard to cast on a galloping horse or the deck of a ship in storm. Any damage caused by bludgeoning weapons is reduced by 1 during the duration, but damage beyond that will still disrupt the wizard's spells.
Vile's Ruby Bolt (2nd)
School: Evocation
Range: 60 yards + 5 yards/level
Components: V, S
Duration: Instant
Casting Time: 2
Area of Effect: One Creature
Saving Throw: None
A powerful beam of red energy slams into the target inflicting 1d4+1/level up to a maximum of 10d4+10. It also removes a coat of stone skin. The caster must have a clear line of sight to the target (enough to allow a 2" diameter beam to pass through, at least) and be very careful. If the spell is disrupted, the caster must make a save vs. spells or have it backlash for half damage (a ninth level wizard would get 4d4+4 backlash).
Vladimir's Charm Breaking (2nd)
School: Enchantment
Range: 60 yards + 10 yards/level
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: One charmed individual
Saving Throw: None
This spell is used to break charm spells (including
charm person, dominate, confusion, and many other). Anything within
Enchantment/Charm that controls peoples actions is fair game. It
does not affect any other spells cast on the target.
Roll 1d20 for each charm on the target.
If the roll plus the dispeller's level minus the charmer's level is greater
than 10, the charm is broken. Any number of charms on the subject
can be broken in this way.
Vorith's Drain (2nd)
School: Necromancy
Range: 1/level
Components: V, S
Duration: Instant
Casting Time: 2
Area of Effect: One Target
Saving Throw: None
A conduit of energy forms between the caster and the target draining energy into the caster. The spell deals 1d3 damage/level, up to 8d3. The caster is healed for half the amount of damage dealt. This spell can not penetrate hard magical shielding.
Acid Spray (3rd)
School: Conjuration
Range: 10 yards + 10 yards/level
Components: V, S, M
Duration: 1 round
Casting Time: 3
Area of Effect: 20' radius
Saving Throw: 1/2
This spell is part of the same series as Ice Bolt,
created to save Vile apprentices and hassle. It conjures a wave of
acid into the area of effect, covering everything with a fine layer of
extremely potent acid.
Over the course of the round, the acid does 1d6/level
(up to 10d6). It does serious damage to objects in the area (promting
save vs. acid for many of them). At the end of the round, the acid
simply vanishes.
This spell requires a drop of potent acid.
Aura of Lighting (3rd)
School: Invocation
Range: Self
Components: V, S, M
Duration: one round
Casting Time: 3
Area of Effect: Ten Foot Radius
Saving Throw: Half
Aura of Lighting surrounds the caster with a cloak of writhing electricity. Everyone within ten feet of the caster (friend or foe) is dealt 1d6 points of damage per level of the caster (maximum of 12d6). Those entering the area before the end of the duration suffer the same damage. Those who would have taken action after the spell is triggered and fail their save loose that action, those who already took their action(s) for the round are immune to this effect. Aura of Lighting is a favorite spell amoung war mages and other magi prone to end up alone in violent situations.
Create Spirit Crystal (3rd)
School: Necromancy
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: one body
Saving Throw: Special
This spell traps the spirit from a recently dead
body (1 turn max) inside a previously prepared crystal. This spell
will not effect anyone who's promised their spirit elsewhere or priests
above 4th level. If the target was of higher level than the caster,
the spirit gets a save at its original level. If the save succeeds,
the spirit proceeds to its final destination, and the crystal shatters.
The prepared crystal takes 1 day of work to prepare
and costs 150 gp. They "keep" for two weeks.
Eagle Eyes (3rd)
School: Alteration, Divination
Range: Self
Components: V, M
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: caster
Saving Throw: None
This spell vastly enhances the casters normal
vision (not infravision or night vision). It allows them to magnify
their vision up to ten times. They can also see objects within three
times their normal range of vision. Obviously they can't do both
at once.
This spell requires two lenses (one concave,
one convex), which are not consumed.
Energy Whorl (3rd)
School: Invocation
Range: 10 yards + 5/level
Components: V, S
Duration: 1 round/5 levels
Casting Time: 5
Area of Effect: 15' radius
Saving Throw: None
This spell manifests as a spiraling vortex of mystical energy. Every round, this vortex does 2d6+2 damage to all within it. Anyone attempting to cast spells inside the whorl must make a save vs. spells to succeed. Every time some one fails this save, the spell is countered and a round is added to the duration of Energy Whorl for every 3 levels of the spell (magic missile or fireball adds 1, Prismatic Spray adds 3).
Force Weaponry (3rd)
School: Invocation
Range: Self
Components: V, S
Duration: 3 rounds/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
Creates a melee weapon out of solid force, of whichever type the caster is most skilled at. If the caster drops or throws this weapon, it dissapates. Regardless of what weapon it appears to be, the Force Weapon does 1d10 and the wizard gains half an attack a round while using it (1 attack a round become 3/2).
Ice Blade (3rd)
School: Alteration
Range: Self
Components: V, M
Duration: 3 rounds/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: none
This spell creates blade of ice in caster's hand, allowing the caster to attack with a proficient fighter's thaco of their level. The blade does does 1d6 + 1d6 cold. The caster can choose to detonate the blade on a successful hit to do an additional 1d6 physical and 2d6 cold. The caster can not cast spells requiring somatic components while using this spell.
Ice Bolt (3rd)
School: Invocation
Range: extends from hands
Components: V, M, S
Duration: Instant
Casting Time: 3
Area of Effect: 5' x 80'
Saving Throw: 1/2
Vile invented this spell long ago to avoid the
irratation of having his apprentices killed by rebounding lightning bolts.
It also turns out to be quite handy against many daemons.
Ice Bolt does 1d6/level (to 10d6) of cold damage
to all within the area of effect. Material objects hit will be damaged
only if extremely vulnrable to cold.
The component of this spell is a tiny piece of
glass crafted to look like a snowflake.
Ingest Spirit Crystal (3rd)
School: Necromancy
Range: Touch
Components: V, M
Duration: Permanent
Casting Time: 1
Area of Effect: one spirit crystal
Saving Throw: none
This spell converts one spirit crystal into positive
energy. It heals the caster for 1d4 plus one per level of the spirit
trapped in the crystal. This healing can cause the caster to exceed
his original hp, these phantom hit points are damaged first and last one
hour.
The material component is the crystal itself,
which is consumed in the casting.
Kazhak's Repugnant Aura (3rd)
School: Enchantment
Range: 10' + 5'/level
Components: V, S, M
Duration: 1d10 hours + 1 hour/2 levels
Casting Time: 3
Area of Effect: one object
Saving Throw: Neg.
This spell makes all perceiving the object have
a deep seated hatred for it, seeing it as the most repulsive thing they
have ever seen. Anyone holding the object must make a save vs. spells
(with Wisdom) or drop it immediately. Anyone nearby with the means
to destroy the object quickly must make a save (with Wisdom) or spend a
round attempting to destroy it.
This spell can not effect holy symbols, holy
relics, or powerful magical items.
The component for this spell is a shred of rotten
meat.
Lesser Daemonic Summoning (3rd)
School: Conjuration
Range: 10 feet
Components: V, S
Duration: Permanent
Casting Time: 3
Area of Effect: one daemon
Saving Throw: None
This is a desperate version of the Lesser Daemonic Summoning ritual. It simply plucks a small daemon out of the daemon planes and puts it temporarily under the caster's control. The caster must make a wisdom/willpower check every round or loose control of the daemon. Most lesser daemons just aren't that intellegent, so its usually not too difficult to get away from them, should they turn on you.
Possible Table (1d20)
1-2 Imp
3-4 Quasit
5-9 Sludgy Daemon (like manes)
10-14 Grotesque Daemon (like nupperibo)
15-18 Hunger Daemon (basically little critters
with really sharp teeth)
19 More potent daemon (anything you want, will
be uncontrolled)
20 roll 1d4+1 times on the table or 1d4+1 of
one from the table (will be uncontrolled)
Oozesight (3rd)
School: Divination, Alteration
Range: Touch
Components: S, M
Duration: turn/level
Casting Time: 3
Area of Effect: touched creature/self
Saving Throw: None
This spell allows the creature touched to see
perfectly in the plane of Ooze or similar materials. This vision
extends to 120 feet and does not need a light source, although darkness
spells still block it. The character can see through mud and various
forms of glop, but creatures remain visible.
The spell requires a monocle to cast.
Release Spirit (3rd)
School: Necromancy
Range: 30 feet + 10/level
Components: V, S
Duration: Permanent
Casting Time: 3
Area of Effect: one spirit crystal/three levels
Saving Throw: Negate
This spell destroys a number of spirit crystals carried by one target. Which crystals are destroyed is determined randomly. The target gets a save to negate this effect. If the crystals are lying loose, there is no save. The spirits immediately proceed to their proper afterlife.
Scry (3rd)
School: Divination
Range: Regional
Components: V, S
Duration: 1d4+3 rounds
Casting Time: 3
Area of Effect: one target
Saving Throw: 1/2
This spell simply locates a target. The spell gives a general idea of the target's location (near to a certain known landmark). If they fail their save, the caster also receives a quick glimpse of where they are and what they are doing.
Slip (3rd)
School: Alteration
Range: 1 mile
Components: V
Duration: Instant
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
Moves the caster through silver void to anyplace
they can see within one mile. The caster can carry 20 pounds/level
additional weight (including more individuals). After the caster
reaches the destination, he must spend the next round recovering.
Attempting to take unwilling passengers negates
this spell.
Torian's Jumping Coldfire (3rd)
School: Necromancy, Conjuration
Range: 60 feet
Components: V, S
Duration: Instant
Casting Time: 3
Area of Effect: 1-3 targets (see below)
Saving Throw: none
A ball of green-black fire leaps from the casters hand, striking the first target, doing 3d10. It then jumps to the nearest creature (maximum 10'), doing 2d10 and jumps again (maximum 10') doing 1d10. The spell will never hit the same subject twice and dissapates if there is not a suitable target within range. The spell does not distinguish between friend or foe.
Undo Transformation (3rd)
School: Alteration
Range: 50 feet + 5/level
Components: V, S
Duration: Permanent
Casting Time: 3
Area of Effect: 1d4 target creations
Saving Throw: Special
This spell reverses all biomancy transformations preformed on this creature or passed to it from its ancestors. This includes combinations and granted abilities. For every level the original modifier is above the caster, there is a 5% chance of failure (undoing transformations by deities or members of the First Race always fails). Combined creatures, like the Owlbear, split into their component parts.
Vorith's Shroud (3rd)
School: Necromancy
Range: Self
Components: V, S
Duration: 1 turn + 2 rounds/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
The caster is surrounded by swirling scraps of negative energy. Any unintelligent undead will believe the caster a fellow undead and not attack unless specifically ordered to (Attack that undead not even Attack that Group or Attack Everyone that Passes through, Everyone who passes, including undead would also work). If the caster is undead they are -6 to be turned. If struck by a positive energy attack spell, the shroud collapses but absorbs 1d6 damage/level up to 12d6.
Augment Attribute (4th)
School: Alteration
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 3d6 turns
Area of Effect: one animal
Saving Throw: None
A biomancy spell, Augment Attribute allows the caster to create super animals so to speak. If the animal survives its system shock roll, it gains 1d3 points in the attribute of the caster's choice. The second casting of this spell on the same attribute gives 1 point. The third casting kills the animal (no save). Attribute bonusus apply as though it were a character.
Aura Surge 4th
School: Evocation
Range: 30 + 5/level
Components: V, S, M
Casting Time: 4
Area of Effect: One Creature
Saving Throw: Special
A pulse of disruptive mystical energy courses around the target. If the target is non-magical, they feel an uncomfortable sensation crawl over their body. If the target is an inherently magical creature, they take 4d4 damage. If they have wizard spells memorized, they must make a save vs. spells -4 (not mind-affecting) or loose one spell from each level memorized. Priest spells, the save doesnt have a penalty.
If they have spells cast on their person, make dispelling rolls against them (level -11 +1d20 vs. caster level). Each spell dispelled backlashes against the bearer. Unless it is an exceptionally energetic spell, it deals 1d4+2/level of the spell. When all is said and done, the target can make a save vs. spells for half damage, although no resistances or shieldings apply.
Magic resistance or spell-turning affects this spell before it has a chance to negate them.
The component for this spell is an entire crushed moonstone, which is thrown at the target.
Binding [Daemon, to Self] (4th)
School: Conjuration, Necromancy
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3 hours
Area of Effect: caster and daemon
Saving Throw: None
This spell allows the caster to absorb one daemon they control to themselves. The daemon can either be traditionally controlled, willing, or just prevented from moving for three hours. The wizard immediately gains several benifits. Whenever the total hit dice of daemons they have bound to them is greater than double their level, they go irrevicobly insane.
Benifits:
+1 hp per hit die of the Daemon
gain one special ability of the daemon (chosen
by DM)
+1 to all saves
Penalties:
insanity (afformentioned)
subject to Protection from Evil (-1 to all attacks
against protected)
Anti daemon weapons deal full damage
Detect as strongly evil
Bolt Form (4th)
School: Alteration
Range: Special
Components: V, S
Duration: Instant
Casting Time: 2
Area of Effect: Caster
Saving Throw: Special
The caster of this spell reduces themself to a mindless construct of pure energy, a lightning bolt. The caster can travel up to 30 feet per level in a straight line. Like a lightning bolt spell, the caster will reflect off of any solid surface. All between the caster and her eventual destination suffer 1d6+1 damage per level (up to 12d6). Every individual struck in transit does 1d6+1 damage to the caster and every solid surface does 3d6+3. The caster rematerializes at the end of the range, still crackling with electrical energies. Casters other than Blue Dragons and Storm Magi are disoriented for one round after the casting of this spell.
Combine [Animals] (4th)
School: Alteration
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1d6 hours
Area of Effect:Two animals touched
Saving Throw: None
This spell combines to animals touched in a basically
random way. For every 5 levels of the caster, she can choose which
animal is represented in one part of the body. So, if a 10th level
mage was combining a tiger and a hawk, she could decide that the front
legs would be a tiger's and the wings would be a hawk's. Even with
the best of intentions, both animals must make a System Shock roll (usually
35% for small, 60% for medium, 90% for large). If either fails, the
whole is destroyed.
No magical creatures can be combined. However,
giant versions can enter the meld just as easily. Giant Rats and
the rest are fine.
Daemonic Summoning (4th)
School: Conjuration
Range: 10'
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: summons one daemon
Saving Throw: None
Like Lesser Daemonic summoning, this spell plucks
a random daemon out of the daemon planes. This one is able to pluck
slightly more powerful daemons. The caster must still make a Wisdom/Willpower
check every round or loose control of the daemon. These daemons are
more intellegent and more vicious, but still aren't powerful enough to
make deals.
The caster must offer the daemon a gift (the
material component) that costs at least 250 gp, otherwise the daemon is
automatically uncontrolled.
Sample Table (1d20):
1-3 Gargoyle
daemon (abashai or gargoyles are two examples)
4-8 Daemonic
animal (Hellcats are one example of many)
9-12 Hordling (anything
goes)
12-14 Hunter Daemon (Barbazu are
a more powerful example of this type)
15-16 Amorphous Blob (just what it
sounds like, have fun)
17-18 More powerful daemon (uncontrolled)
19
3d4+4 lesser daemons (uncontrolled)
20
1d4+1 of these daemons (uncontrolled)
Dauthier's Combat Mind (4th)
School: Divination
Range: Self
Components: V, S
Duration: Level rounds
Casting Time: 4
Area of Effect: Caster
Saving Throw: none
With this spell cast, the mage has a deep understanding of battle, what moves are being made and how that will effect the future. The caster is much better able to anticipate opponents moves.
Their understanding allows them to outthink and anticipate their opponents actions, ready for the first opening, roll 1d6 for initiative while physically fighting. Against any enemy they can see they are +2 to hit and +2 to AC. They are also +4 on dodging saves (breath weapon) if they see it coming. They are also considered proficient in any weapon that could normally be used by their species.
If they have expertise, specialty, or mastery in their weapon, they can successfully critical hit on one number less (usually 17,18,19, & 20).
However, during this time they can think of little other than combat. When attempting a proficiency check not directly related to combat, it is at -2.
Gerald's Minimalism (4th)
School: Alteration
Range: Self
Components: V, S
Duration: 5 rounds + 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This spell reduces the caster to around 1/10 of an inch. This is accompanied by an immense loss of weight (although not entirely concurrent with the loss of height). The caster may cancel this spell at any time.
Imbue (4th)
School: Alteration
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 3 hours + special
Area of Effect: one animal
Saving Throw: None
Imbue allows the caster to give a creature an innate spell ability. It takes 3 hours plus ten times the casting time of the spell. If the creature makes it system shock (-10% per level of the spell) it gains the ability to use the spell (as a wizard of its hit dice). Instant duration effects can be used at will if the wizard links the power to an appropriate action by the creature as well, such as a dogs bark. If not, the spell can be used 1/day. Longer duration spells are always 1/day but can be linked to circumstances (generally adrenal rush).
Immolation (4th)
School: Evocation
Range: Touch
Components: V, S
Duration: 1d4+1 rounds
Casting Time: 4
Area of Effect: one creature
Saving Throw: Decreases Duration to 1d2 rounds
The caster must touch the targets flesh for this spell to be effective, requiring a to hit roll against their AC unmodified by natural armor. Mystical shields that totally block damage (Mazons Force Armor would, not Mazons Bulwark) block the touch. Plumes of flame erupt from the targets form, enveloping them from the inside. The victim takes 5d6 damage each round at the initiative Immolation was originally cast.
Graft (4th)
School: Alteration, Necromancy
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3d6 turns
Area of Effect: One Animal
Saving Throw: none
This allows the caster to graft a working limb onto another creature. If it survives the obligatory system shock roll (-10% per size level difference) it gains full use of this limb. This can be used to add tentacles, wings, arms, legs, or even heads. The caster should be careful not to overburden the creature or hinder its movement.
Kazhak's Grinding Doom (4th)
School: Invocation
Range: 30 feet + 5/level
Components: V, S
Duration: 1-4 rounds (special)
Casting Time: 4
Area of Effect: one creature
Saving Throw: 1/2
This spell creates two planes of force that slowly grind the target. The spell does 1d6 per level of the caster (up to 12d6). If the target suceeds in their save vs. breath weapon they take half damage. If they fail, they take full damage and the caster can distribute six d6s through the next three rounds (3-2-1, 2-2-2, 6-0-0). Their spells are disrupted during any round which more than one die is allocated. A dispel magic during this time will destroy the spell.
Kazhak's Toxic Cloud (4th)
School: Conjuration
Range: 20 yards + 5/level
Components: S, M
Duration: 1 round
Casting Time: 4
Area of Effect: 5 foot radius/level up to 50
foot radius
Saving Throw: 1/2
This spell conjures a cloud of contact poison
over a large area. Anyone coming into contact with it takes 6d6+6
damage. They may save vs. poison for half. If they fail this
save, they must save again at +4 next round or take another 6d6+6.
This cloud dissipates in 1 round, unless exposed to gale force winds, in
which case it dissapears immediately (before any effect can be taken).
Anyone prepared for the spell and not inhaling receives +2 to their saves.
This spell requires a single drop of snake venom.
Lightburst (4th)
School: Invocation
Range: 60 feet + 10/level
Components: V, S
Duration: Instant
Casting Time: 4
Area of Effect: 30 feet
Saving Throw: 1/2
A flash of amazingly brilliant light illuminates the area covered by this spell. If cast in total darkness or against creatures whos' eyes are sensative to light (drow, etc.) the spell automatically blinds all in the area for 2d4 rounds. It does 1d4 damage/level to those in the area, but shadow creatures and those vulnrable to sunlight (vampires, wraiths, etc.) are dealt 1d6/level. It maxes out at 14d4 and 14d6 respectively. Save for half. Anyone failing their saves is blinded for 1d4 rounds (permanently if they are in darkness or sensative to light). This blindness only affects creatures with standard light sensitive organs (read: eyes).
Mavorim's Icy Grasp (4th)
School: Invocation
Range: 30 feet
Components: V, S, M
Duration: Instant
Casting Time: 6
Area of Effect: one creature
Saving Throw: 1/2
This spell flash freezes almost any target.
It does 1d10+1/level to the target (up to 10d10+10). Victims of this
spell will often become frozen solid.
The component for this spell is a diamond worth
at least 100 gp.
Nimbus of Light (4th)
School: Abjuration
Range: Self
Components: V, S, M
Duration: 1 turn + 2 rounds/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
This spell is a line of desperate defense against
negative energy attacks. It drains 1/5th of the caster's maximum
hit points whenever they cast it (possibly knocking them unconcious if
they are already injuried). This spell totally blocks low level negative
energy attacks (Chill Touch or a shadow's strength drain). It can
block one higher level attack per three levels of the caster. These
attacks include Vampiric Touch and Enervation. More powerful attacks
count as more than one of these. A level drain counts as two per
level. Finger of Death is similarly two. A Harm (reversed heal)
spell would be three.
The spell requires a 400 gp ivory amulet.
Release Energies (4th)
School: Necromancy, Enchantment
Range: Touch
Components: V, M
Duration: Permanent
Casting Time: 2
Area of Effect: One spirit crystal
Saving Throw: none
This spell breaks down a spirit crystal into spell
energy. The caster can regain memory of one level's worth of spell
for every two levels of the trapped spirit. So a tenth level fighter
trapped in a spirit crystal could allow the caster to regain memory of
a fifth level spell, a fourth and a first, two second and a first, or any
number of other combinations. Wasted spell levels backlash doing
2d4 each.
The spell consumes the spirit crystal itself.
Spirit Vortex (4th)
School: Invocation
Range: 120 feet
Components: V, S
Duration: Instant
Casting Time: 4
Area of Effect: 50 foot radius
Saving Throw: Half
Unearthly energies tear through the area of effect when this spell is cast, minimally damaging normal beings in the area, but tearing at the tenuous connection incorpreal beings still hold to the physical realm. All corpreal beings in the area of effect take 2d8+2 damage. All incorpreal beings are dealt 1d8+1 per level, up to 12d8+12. Incorpreal beings for this spell includes out of phase, partially in the Silver Void (Ethreal), possessing entities, and wispy ghostlike undead amoung others.
Syphon Spirit Crystal (4th)
School: Necromancy
Range: Touch
Components: V, M
Duration: 1 round/hit die of spirit
Casting Time: 4
Area of Effect: one spirit crystal
Saving Throw: None
Syphon Spirit Crystal is the slow, efficent brother to Ingest Spirit Crystal. Every round, the crystal looses one hit die (or level) and the caster gains 1d8+1 hit points. Extra hit points gained in this way last for one hour as "phantom hit points." A successful dispel magic on this spell destroys the spirit crystal. The spirit crystal will fully disintigrate at the end of the spell.
Touch of the Night Bringer (4th)
School: Conjuration
Range: 30 feet
Components: V, S
Duration: Instant
Casting Time: 4
Area of Effect: One Target
Saving Throw: Half
This spell is one of the few remaining that directly calls upon the power of the Void. By tearing a hole in reality, the target can be exposed to the essesnce of nothingness. A vast roar accompanies this spell as it destroys air and innanimates on its way to the target. Luckily, this spell is one of the weakest that truly manipulates Void energies and can be resisted. A successful saving throw vs. breath weapon at -4 halves the damage received. Otherwise, the target is dealt 1d8+2 damage per level of the caster. Anyone slain (reduced to negative hit points greater than their Constitution) by this spell is instantly and irrevocably destroyed. There is no method to retreive those slain by Void energies, making the user's of this spell targets of more hate and fear than necromancers and biomancers combined.
Vile's Starblade (4th)
School: Invocation
Range: 60 yards + 10/level
Components: V, S
Duration: Instant
Casting Time: 4
Area of Effect: one creature
Saving Throw: none
This spell calls into existences a blade shaped
field of force, studded with twinkling stars. When this field rips
into an opponent it deals 1d8 damage/level (max 10d8). This spell
destroys 2d4 layers of stoneskin when it hits and bypasses the twice the
caster's level in MR (i.e. 65% MR creature targeted by 12th level caster
has 41% MR for purposes of this spell).
This spell is restricted to Vile, his apprentices,
and their apprentices. If this spell is used by someone outside of
this circle, they are likely to have several rather irate magi tracking
them down, or just attacking them on sight.
Vorith's Soul Scream (4th)
School: Necromancy
Range: 5/level
Components: V, S
Duration: Instant
Casting Time: 4
Area of Effect: 15 Radius
Saving Throw: Half Damage
When the caster finishes this spell, a scream of righteous souls unjustly tormented rises up from the underworld. Any one with ties to good in the area is sickened and physically injured by this assault. Normal priests of good suffer 1d4 damage/level, while Crusaders or Paladins suffer 1d6/level, High Priests or Exceptionally Righteous individuals suffer 1d8/level, and Celestials or Avatars of good suffer 1d10 per level. All dice max out at 12. Also does 1d4 damage/level to spirits of any sort. Anyone under the effect of magical silence automatically makes their save.
Wyvern Sting (4th)
School: Alteration/Necromancy
Range: 20 feet
Components: S, M
Duration: Special
Casting Time: 1
Area of Effect: One Target
Saving Throw: Special
The caster of this spell focuses his will for
a moment, then inhales the dust of a specially prepared wyvern's sting.
A moment later, a wyvern's sting complete with tail rips out of the caster's
body and strikes at whomever he wills. The initial tearing of flesh
does 2d6+4 damage to the caster. The caster must roll to hit as a
fighter of equal level, on a hit the target is injected with the wyvern's
poison. A successful sting does 2d6+4, plus poison. The poison
burns through the victim's body, dealing 4d6 on a successful save, and
slaying (by massive convulsions and liquification of internal organs) in
1d3 rounds on a failed save. Even those normally immune to poison
are dealt 1d6 damage, unless also immune to acid. If the caster misses,
he may attempt another attack next round. The spell doesn't end until
the caster suceeds in hitting or chooses not to attack during a round.
The wyvern's sting requires 15 days of soaking
in alchemical compounds, including aqua regia, powdered emeralds, wyvern's
blood, and more exotic components. The compounds generally cost around
400 gp.
Armor of the Spheres (5th)
School: Abjuration
Range: Self
Component: V, S, M
Duration: 1 round/4 levels and special
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
This spell is designed solely to provide a few
rounds of protection in absolutely desperate situations. While it
lasts, the caster is immune to attacks of +2 or lesser weapons and spells
of level 3 and below. They take 1/10th damage from all other attacks
(rounded down). Negative energy attacks allow a save (or save at
+4 if they already allowed on). The caster can extend the Armor further,
but it costs one permanent point of Con for every round after the normal
duration runs out.
The armor manifests as a suit of jet black plate
mail, through which no part of the caster can be seen. The caster
can see out perfectly, but can not cast spells.
The spell requires a 1,000 gp diamond sealed
inside a 500 gp onyx.
Corrupt Spirit Crystal (5th)
School: Alteration
Range: 60 feet + 10/level
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: 1-4 spirit crystals
Saving Throw: 1/2
This is a spell specially designed after the earlier
Spirit Crystal spells hit the market. It warps 1d4 of an enemy's
spirit crystals (1d2 if they save), chosen at random. If they try
to use it for power after that point, it backfires in a most unpleasant
way. Ingest and Siphon cause damage instead of healing and Release
Energy wipes one random spell from the caster's mind for every level of
the spirit.
It takes a successful arcanology roll to determine
whether a spirit crystal is corrupted or not.
Erasure Pulse (5th, Dragon)
School: Invocation
Range: sixty feet
Component: V, S
Duration: Instant
Casting Time: 3
Area of Effect: One Target
Saving Throw: Special
This spell must be cast on a humanoid spell mage.
The target is surrounding by arcs of red crackling energy as their memorized
spells are converted to destructive force. If the target is currently
casting a spell, that spell is disrupted and converting to red lightning,
without save. They must then attempt saves vs. spells until they
make one (at -2 for every one past the first; -0, -2, -4, -6). Each
failed save tears a random spell from memory and converts it into destructive
force. Each spell unleashed does 1d3 per level of the spell if it
is totally inoffensive (divination), 1d4 if it directly affects the body
of the target or creates something (polymorph, alter self, shadow
monsters), 1d6 if it manipulates forces in a defensive fashion (fire sheild,
Mazon's Force Armor), 1d8 if it is a directly offensive spell.
Only dragons or those rare humans truly in sync
with the draconic mind set can use draconic spells.
Liquid Flame (5th)
School: Conjuration
Range: 20 feet + 10/level
Component: V, S, M
Duration: 5 rounds
Casting Time: 5
Area of Effect: 20 foot radius
Saving Throw: 1/2
This spell is an example of absolute overkill.
It conjures a storm of flaming goo (sort of like napalm) coating everything
in the area. It can be extinguished and reignited just like normal
fire, although it continues to burn underwater for one round. The
first round it does 10d6, the second 8d6, the third 6d6, the fourth 4d6,
and the last round it does 2d6. All of these are reduced to half
if the target saves at first.
This spell requires a dram of a special alchemical
conconction in a crystal vial (total 500 gp). The concoction includes powdered
ruby, a speck of red dragon bone, and various flammable oils.
NOTE: This spell may be really out of wack for
some campaigns. However, its not as powerful as it looks.
Mind Jump (5th)
School: Alteration
Range: Touch
Component: V, S, M
Duration: 1d4 hours + 1 hour/level
Casting Time: 5
Area of Effect: one creation
Saving Throw: None
This spell allows the caster to take control of
a creature he has modified through biomancy. The caster's body falls
into a deep trance, unable to be awakened by any means (although dispel
magic on the creature can reverse the spell). During the duration,
the caster has almost complete control over the target. If the creature
and the caster are ever truly at cross purposes (caster trying to kill
creature, forcing creature to attack freinds), the creature regains control
with an opposed Wisdom check, knocking the caster back to his body.
Note that this spell only affects creatures the caster has personally modified
through biomancy spells.
This spell requires a small silver statuette
(25 gp) roughly depicted the creature to be taken over.
Name Summon (5th)
School: Conjuration
Range: Transplanar
Component: V
Duration: Permanent
Casting Time: 1 round
Area of Effect: one unlucky target
Saving Throw: none
This is a spell rarely used but greatly feared.
It only functions if the caster knows the targets full and true name (this
is not their given name, its the name of their eternal soul). The
target immediately appears within ten feet of the caster. Unfortunately
the spell makes no provisions for controlling the creature when summoned.
Any being on any plane can be summoned with this
spell. Most often, this spell is used to summon daemons for parlay.
It is also used to conjure opponents.
If the being named is dead and has migrated to
its final destination, it receives a saving throw to resist the effects.
Otherwise, it is summoned as a form of ghost. It works perfectly
on reincarnations of the original target.
Random Mutation (5th)
School: Alteration
Range: 10 feet
Component: V, S, M
Duration: Permanent
Casting Time: 4 rounds
Area of Effect: one creature
Saving Throw: none
This spell is the quick, sloppy method of biomancy.
The creature targeted mutates basically at random, but keeps its basic
form. The DM has full discression on what to do. The table
for hordelings should be a good start. As a rule, about 50% are benificial
and the rest detrimental. The target has no chance of death from
this procedure, in the short run.
This spell requires a gem that has been baked
in Underdark radiations.
Reverse Mutation (5th)
School: Alteration
Range: 30 feet + 5/level
Component: V, S
Duration: Permanent
Casting Time: 1 round or 1 hour
Area of Effect: One creature
Saving Throw: None
This spell reverses the most recent biomancy spell (except Reverse Mutation or the like) that has been cast on the creature. In the one hour version, it reverses all such spells. Either way, the creature must make a system shock roll or die. This spell only functions on the target the spell was originally cast on (not its decendents).
Ride the Silver Winds (5th)
School: Alteration
Range: Touch
Component: V, S (M)
Duration: until sunrise
Casting Time: 1 round + 1 per additional subject
Area of Effect: Caster and more
Saving Throw: none
This spell shunts the caster and up to 1 willing
participant per 3 levels into the Silver Void. From there, they can
travel at 8 times their normal movement rate, until the next sunrise.
There is a small chance of encountering creatures inside the Silver Void
(about 1/10 over 8 hours), but these encounters are very painful.
Requires a 50 gp gem to be held by each additional
recipient of the spell. These gems are consumed when the group returns
from the void.
Spirit Fire (5th)
School: Necromancy
Range: extends from hands
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: swath 2 x 30+5/level
Saving Throw: Special
A gout of wretched greenish flames spews from the casters hands. Infused with Negative energies, the flames wither trees, cover the ground in frost, and violently wither any unfortunate enough to be in its way.
Anyone caught in the gout is dealt 1d4+1 damage per level of the caster or healed 1 per level if they are undead. Living creatures struck must make a save vs. death magic at -2 (-4 if they took over a quarter of their maximum hit points in damage) or have one limb withered to uselessness, restorable only by a Heal or Limited Wish. If they loose a limb, they must make a system shock roll or die forever, their spirit consumed to fuel the flames.
Tap the Source (5th)
School: Invocation
Range: Caster
Component: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
This spell is both dangerous and complex.
It involves directly hooking into the global Weave. This power can
easily overload weak-willed mages. The caster must make a wisdom
check every round at -1/round after the first or take 6d8 damage and end
the spell.
While the spell lasts the caster:
-gains 2d8 phantom hp
-reduces casting times by 2
-ignore verbal or somatic components (as long
as at least one remains)
-sacrifice a first level spell to throw a magic
missile without loosing an action
-is +2 save against all magical effects
-can sacrifice 3rd-5th level spell to get back
a spell 2 levels lower
-can sacrifice up to 5 spell levels to throw
that many magic missiles
When casting this spell, the caster must wear
a silver and quartz circlet worth 25gp. It shatters when the spell
ends.
Tinker (5th)
School: Alteration
Range: touch
Component: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: one magical item
Saving Throw: Negate
Tinker warps the mystical energy flows within a magical item. Whether this turns out to be good or bad is basically random. If this spell is cast against an item someone else is holding they get a save to avoid it. This spell, of course, never effects artifacts or relics. In a wild magic zone, or when cast by a wild mage, roll three times and apply all results.
Table (roll 1d100+10 and subtract the caster's
level)
1 or less one power is supercharged
(6d6 fireballs become 9d6, +2/+2 becomes +3/+4)
2-20
gains 1d3+1 new powers
11-25
gain 1 new power
26-35
recharges/reaches full potential (or gain a new power)
36-40
Superficial Form of the item changes (adds/removes gems, color altered)
41-45
Functional Form of the item changes (sword to mace, amulet to cloak, potion
to wafer)
46-50
Basic form of the item changes (sword to cloak, amulet to axe, potion to
boot)
51-55
Theme of the item changes (fire powers become wind powers, for fighters
becomes for wizards)
56-80
looses 1 power
81-90
looses all powers
91-100 Explodes
(damage as you see fit)
Vile's Death Dust (5th)
School: Conjuration
Range: 0
Component: V, S, M
Duration: 24 hours
Casting Time: 5
Area of Effect: one handful
Saving Throw: None
This spell creates a handful of powerful ingested poison. The 1/60th of a handful is proper dosage for one target. Usually its dropped into a pot of stew or the like. Two doses impose a -2 to save, Three impose a -4. Any more is pretty easily detectable, unless the subject is really, really pigging out. The poison has an onset time of 1d4 hours. A strange historical note is that Vile didn't invent this spell. It was created almost fourhundred years later.
Level Effectiveness
1-9
6d6/3d6
10-13 8d8/4d8
14-17 death/3d10
18+
death/4d10 (-2 to save)
Vile's Useful Swords (5th)
School: Alteration
Range: 240 feet
Component: V, S, M
Duration: 5 rounds/level
Casting Time: 5
Area of Effect: up to 6 swords
Saving Throw: None
When this spell is cast, up to six swords (which must be identical and prepared together) leap to life and begin following the caster's every instruction. They can zip around the range of the spell (up to 240 feet from the caster) and attack anyone the caster directs them too. They strike at the casters mage Thac0 (regardless of whether they are dual or multi class). Their damage and initiative are as they were originally.
Villnoc's Rain of Blows (5th)
School: Invocation
Range: 10 yards/level
Component: V, S, M
Duration: Instant
Casting Time: 5
Area of Effect: 20 foot radius
Saving Throw: None
This spell creates a flurry of short lived fists
of force. The caster gets one per level. Each fist can attempt
one attack (at the caster's wizard thac0) at a victim inside the area of
effect, before it dissipates. Any striking do damage as per a footmans
mace (1d6+1 to S&M, 1d6 to L).
The component to this spell is a small clay mace
(a few coppers, weighs half a pound).
Walk Amongst Sages (5th)
School: Divination
Range: Caster
Component: V, S, M
Duration: One day
Casting Time: One round
Area of Effect: Caster
Saving Throw: None
This spell draws upon some unknown vault of knowledge,
beleived to lie on the spirit planes. Throughout the day, the caster
will receive one or more flashes of inspiration. These can be similar
to the effects of a spell like Genius or just be things the caster hadn't
realized before. The caster has no control over when these flashes
appear, but can tell when they do.
The component for this spell is a scrap of ancient
text (at least 200 years old).
White Flame (5th)
School: Conjuration
Range: extends from hands
Component: V, S
Duration: Instant
Casting Time: 5
Area of Effect: Cone 20' long 20' terminus
Saving Throw: 1/2
This spell unleashes an otherwise unknown type
of inner planar energy, similar in some ways to Positive energy.
The spell does 6d10 + 2/level in damage. Undead take double damage,
save for normal.
Anyone that is not resisting automatically fails
their save. However, the damage is counted as healing energy instead.
If their hit points exceed twice normal maximum, they immolate like everyone
else. Otherwise, they get the hit points as phantom hit points for
one hour (or until hit a lot). Only someone making a spellcraft check
at -8 (or possessing a copy of the spell) realizes this.
Hellfire (6th)
School: Invocation
Range: Extends from hands
Component: V, S
Duration: Instant
Casting Time: 6
Area of Effect: 5 feet by 60 feet
Saving Throw: 1/2
A sphere of white-hot plasma explodes from the caster's hands, streaking towards some unfortunate bloke. Anyone touched takes 12d8+24 damage, save for half. Just seeing this spell is enough to require a morale check in most low-level troops, unless led by a mage of equal caliber.
Kazhak's Diamond Sword (6th)
School: Conjuration
Range: 120 feet
Components: V, S, M
Duration: Instant
Casting Time: 6
Area of Effect: creates one blade
Saving Throw: 3/4
A supersharp sword of crystal materializes comes
sweeping down at an opponent within range. The caster makes a called
shot at thac0 of 0 (-4 to hit for arms/legs, -6 for head, -8 for neck).
If the attack is a critical hit, the affected area is severed. It
is also severed if they fail a save vs. paralysis. Regardless of
this, it does 12d6+12 damage, save for 3/4
The spell requires a tiny 200 gp sword carved
out of a clear crystal or gem.
Mazan's Force Armor (6th)
School: Abjuration
Range: Caster
Components: V, S
Duration: 1 round/level
Casting Time: 6
Area of Effect: Self
Saving Throw: None
A rippling blue set of mystical plates surround and protect the caster. These plates in no way hamper spell casting. They subrtract 4 from AC and prevent one damager per die. The spell will absorb the first 5 hp per level (up to 90) of damage that gets past this added protection. After it has stopped this damage, the spell collapses.
Shatter Spirit Crystal (6th)
School: Invocation
Range: 60 feet + 10/level
Components: V
Duration: Instant
Casting Time: 1
Area of Effect: 20 foot radius
Saving Throw: Special
This short invocation destroys all spirit crystals within the area of effect that fail a save vs. crushing blow (as crystal, roll 17 or better). This spell was the ultimate response to the cycle of spirit crystal spells, and eventually what caused them to fall into disuse.
Impose Will (7th)
School: Alteration
Range: Caster
Components: V
Duration: 5 rounds + 1/level
Casting Time: 7
Area of Effect: 30 foot radius
Saving Throw: None
The caster's mental power booms when they finish this spell. By spending a round concentrating they may attempt to dominate everyone in area with opposed will checks, if the caster wins dominate for 1 round, win by 5 for 1d4+1 rounds, win by 10 for 1d6+2 rounds. Have the caster roll once and everyone else roll against them. Instead of doing this, they may spend a round suppressing psionics in the area. Just like dispel magic, 1d20 + mage's level - psionicists level. Check for every psionic effect inside the area.
Rain of Ash (7th)
School: Conjuration/Necromancy,
Range: 120 yard + 10/level
Components: V, S, M
Duration: 3 rounds
Casting Time: 7
Area of Effect: Four 10' cubes + one cube/level
Saving Throw: None
This spell recreates the environment of the plane
of Ash for several rounds. The first round it does 3d8+level, the
second round 2d8+8, and the third round 2d8. It is intended for battlefield
use, covering a number of linked cubes (they have to share at least one
side in common). All living beings inside this area are effected.
Unitellegent Undead suffer minimum damage, while intellegent undead suffer
no damage.
The component for this spell is a 300 gp onyx.
Sash of Spells (7th)
School: Abjuration
Range: Caster
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 7
Area of Effect: Self
Saving Throw: None
The mystical sash called into being absorbs 2
spell levels + 1 per 2 levels of smite spells (single target attack spells
using energy). The minimum damage caused by those spells is stored
and can be thrown back in the caster's own smite spells. Any part
of the stored damage not used up is dealt to the caster at the end of the
duration of Sash of Spells.
Examples of smite spells include Magic Missile,
Vile's Starblade, Mavorim's Icy Grasp, Kazhak's Grinding Doom, and the
like.
The spell requires a silken sash with sapphires
worth 500 gp.
Wreath of Flames (7th)
School: Conjuration/Abjuration
Range: Caster
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 7
Area of Effect: 20' radius
Saving Throw: Special
A conduit is opened to the Plane of Fire surrounding
the caster with roaring blue flames, extending out as far as twenty feet.
Those who linger within 20 feet of the caster suffer 1d8 damage a round.
Those meleeing with the caster suffer 1d8 damage + 1/level. All weapons
used against the caster must make item saving throws vs. mystic fire every
round or melt away.
In addition to its offensive powers, the conduit
blocks temperature based attacks. The caster suffers half damage
from all flame or cold based attacks, or none on a successful save.
The physical portion of spells like Flame Arrow does still effect them
normally, as does Ice.
The spell requires the dust of a 200 gp ruby,
to be flung around the caster at the time of casting.
Contagion of Magic (8th)
School: Alteration
Range: touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: one mage
Saving Throw: Neg.
The target is infected with a mystical plague
if they fail a save vs. death magic at -6. They are totally denied
access to a single school of magic. Any mage that comes within 10
feet of any one infected with the plague must make a save (vs. death magic
-2) every three rounds or catch it. TTThey do not realize that they
are resisting this plague or even if they've caught it. Every week,
they may make another save (original chances) to shake it off. If
they make one of these saves they can not be reinfected by the same plague.
The only other way to cure victims is a bath of holy/unholy water and a
heal spell. However, victims cured that way can be reinfected.
When someone with the plague attempts to cast
a spell of the newly barred school, it simply fails. Fizzles entirely.
The material component for this spell is the
ground bones of five specialists in the chosen school (of 6th level or
higher).