| Additional Sorceror/Wizard Spells For Dungeons And Dragons One of the things I immediately noticed about the wizard/sorceror spell lists in the PHB was the inequality in the number of spells available to each school. I have written some more spells for the �neglected� schools, enough that each school has 5 spells per level. The most difficult was the enchantment school, which has been very narrowly defined (charm or suggestion only). I have sort of redefined this as the �mind� school. This has some overlap between illusion and necromancy, but I basically defined illusion as false images rather than direct mental manipulation, and necromancy is the �death force� of undead and fear. This list has only first, then second level spells. There may be some balance issues I hadnt considered, but I tried to err on the side of weakness where possible. Level 1 spells Enchantment Name: Tremors Components: V,S Casting Time: 1 action Range: 120 feet Targets/Effect/Area: 1 creature Duration: 2 rounds per level plus 1d6 rounds Saving Throw: Will Negates Spell Resistance: Yes This spell causes the target to shake and twitch uncontrollably. Tremors make attacking and defending more difficult, along with movement and many other activities. The target receives a save to resist the spell, if the save is missed, the target receives a -2 to melee attacks, -4 to ranged attacks, and -2 to armor class. Movement is reduced by 20%, while charisma skills have a -2 penalty and dexterity based skills have a -4 penalty applied. Penalties increase by 50% at 4th level, and double at 8th level. Like most charm spells it cannot be used against undead, constructs, plant-creatures, or things with no mind. This spell is not hugely powerful, but it is useful against single powerful targets. It also gives an enchanter spell which can be used against non-humanoids in combat. The comparison for power were the blindness and deafness spells, which are approximately as powerful with a permanent duration. This spell is scalable for level as well, which is a substantial benefit. Name: Leash of Rage Components: V,M Casting Time: 1 action Range: 40 feet + 5/lvl Targets/Effect/Area: 1 creature Duration: 1 round plus 1 round per level Saving Throw: Will Negates Spell Resistance: yes If the save is failed the target creature is overcome by a burning and insatiable rage for a �prey� of the casters choice. The target will immediately attack with whatever weapon is at hand, or with their most destructive spell. If not adjacent and no ranged attack is available, the target will move at a run towards their prey, ignoring all other events. Once the prey is reached, the target attacks with a +2 to str and a -2 to ac until the prey is dead or the duration elapses. After the spell ends the target will almost certainly turn on the caster, though not nearly so single-mindedly. As with all enchantment spells, this spell does not work against undead, constructs, plant-creatures, or other creatures without a mind. The material component is a small leather collar on a piece of cord or twine, which is consumed in the spell. This strong is more powerful than charm, but also much shorter lived. The range is also not great. Name: Song Of Paranoia Components: S,M Casting Time: 1 action Range: 60 feet Targets/Effect/Area: 1 creature Duration: 1 day, +1 day per level. Saving Throw: Negates Spell Resistance: Yes This spell turns the target�s mind back upon itself, summoning up auditory hallucinations of whatever scares or disturbs the target. If the target makes its save, it will be totally unaware of the spell�s casting. If the target misses its save it will begin to hear a steady stream of disturbing sounds. The sounds will vary in loudness, range from a barely audible whisper to loud thumps, bangs, and screeches. The specific content of the sounds will also vary, taking the form of whatever the target is afraid or disconcerted by. For one it may be the growling and howling of wolves, for another it may be the sound of footsteps, while for a third it may be the sounds of children crying. The sound will continually be out of sight, either around a corner, behind the target, or under a large piece of furniture. The result of this is that the target is continually distracted and on edge. They receive a -2 on all dexterity, intelligence, charisma, and dexterity skill rolls. The target will be at a -2 on all spot checks. Sleep will be restless and after the first day the target will lose -1 str and con until the spell ends, but no more. The material component for this spell is a black rabbit�s ear. This spell is also not powerful in a combat sense. But it�s very, very cool. If you want to understand the mechanics of it, think of Poe�s �The Tell-Tale Heart� and you are pretty much there. This spell is bordering on both and illusion necromancy and if it were legal I might allow all three schools to use it. Evocation Name: Dalrit�s Entwining Ribbon Components: V,S,M Casting Time: 1 action Range: 120� Target/Affect/Area: 1 man sized or smaller creature Duration: 1d6 rounds + 2 rounds per level Saving Throw: Reflex Save Negates Spell Resistance: Yes This spell creates a glowing red ribbon which wraps around the target, binding it and moving contnuously for the remainder of the spell. If the target makes a reflex save it is able to avoid being trapped. Once trapped, however, the target must then break out. The target may make a roll to break out every round, using either Strength or Dexterity bonuses (but not both), against a DC of 17+ the casters level. The ribbon does not provide any protection against weapons. A fire, acid, or electrical attack against the target will free it. If a slashing weapon is used against the target, there is a 1 in 3 chance each time a blow lands that the ribbon is cut and the target is freed. Piercing and blunt weapons have no appreciable similar chance. Anybody with a sharp edged tool wishing to free the target can spend one full round cutting away the ribbon. People with out a sharp instrument may still help, by adding their strength or dex bonus (whichever is higher) to the escape roll. The material component is a small red ribbon. This spell stands a good chance of neutralizing one target, without killing. This is about par for a first level spell. This to me is a weaker version of Web. Name: Flare Components: V,M Casting Time: 1 action Range: Self Target/Affect/Area: 10 foot radius Duration: Instant Saving Throw: Reflex negates Spell Resistance: Yes This spell creates a bright flash of light which radiates from the caster to a radius of 10 feet. All those in this radius who have the caster in their line of sight must make a reflex save. If they fail they are blinded. If the spell is cast in daylight conditions, they are blinded for one round. If the spell is cast in torchlight, twilight, or other dim conditions, the targets are blinded for 1-3 rds. If the spell is cast in complete darkness, its effects last 1-6 rds. The material component is a piece of magnesium. This seems like a fairly powerful spell at first glance. And it is, but it�s power fades rapidly in the daytime, and the caster must get within 10 feet of a creature for it to have a chance of affecting that creature. Also, it is indiscriminate, blinding friend and foe alike, so it requires some strategy in body placement before it�s use (get behind your fighters). In reality I might want to increase the radius to 15 feet or 20 feet. Name: Hornet Spine Components: V, S, M Casting Time: 1 action Range: 120� Target/Affect/Area: 1 creature Duration: 1 rd +1 rd/lvl Saving Throw: None Spell Resistance: No This spell summons a glowing dart of force which begins attacking a designated target. It has an attack bonus equal to that of a fighter of a level equal to the caster. It does 1-4 damage if it hits. It can move at 40� per round. It cannot be destroyed except by dispelling. This is considered a magic weapon for purposes of hitting creatures hit only by magic weapons. The hornet spine has no intelligence and so doesn�t have the wit to maneuver to the back of a target if it is engaged with another foe. This spell is not terribly powerful. It is effective against weak creatures and those with low AC. I consider it slightly less powerful than magic missile. It has the capacity to do more damage than MM but the need to hit the target reduces this. It also does its damage over a number of rounds as opposed to quickly and all at once. It could even be increased in power by increasing either the duration (which would be a smallish increase) or damage (I considered going to 1-6 damage per hit). Necromancy Name: Essence Venom Components: V,S Casting Time: 1 action Range: 60 feet Target/Affect/Area: 1 creature Duration: Permanent or until dispelled Saving Throw: Fort or Will (whichever is better) to negate Spell Resistance: yes This spell does damage to a creatures �soul� or essence. The target gets either a Will or Fortitude save, whichever is better. If the save is failed, they are overcome by a weakening of their spirit. All emotions and drives are weaker. The target feels physically and emotionally �tired�. Will and Fortitude saves have their difficulty increased by 2 after this spell takes effect. Morale checks are also at a 2 greater difficulty. The target�s strength is reduced by 1. The effects of this spell can be removed by a remove curse, dispel magic, or lesser restoration. All of these require a check of 1d20 + cleansing caster level versus at a DC of 11+ venom�s caster level. This is another neat spell, but not a very lethal one. It�s pretty easy to remove. It is mostly useful in conjunction with say a �punishment mark� which warns whomever that this person was cursed for a reason and removing it might get you in hot water. Name:Grave Command Components: V,S,M Casting Time: 1 action Range: 15 feet + 5 feet/level Target/Affect/Area: 1 undead creature Duration: 1 turn per level Saving Throw: Will Neg. Spell Resistance: Yes This spell gives the necromancer the ability to control undead. If a will save is failed by the targeted undead, it can be commanded by the necromancer. Intelligent undead are treated the same as described under �charm person�. Nonintelligent undead consider the caster to be their master/creator/controller and will follow his commands with complete loyalty to the best of their limited ability. The material component is a clump of dirt from a fresh (less than 48 hours old) grave. The duration on this spell is shorter than charm person, and the material component is a little tricky. Otherwise, it is a specialized version of charm. Level 2 Spells Enchantment Name: Blossom Of Pain Components: V,S,M Casting Time: 1 Action Range: 60 feet Target/Affect/Area: 10 foot radius Duration: instantaneous Saving Throw: Will Neg Spell Resistance: Yes This spell creates a glowing red and black �firework� with a 10 foot radius. Those caught within this radius must make a will save. Those who fail the save are stunned by pain for 1d4 rounds, making them unable to attack or move and -2 on AC. Creatures which cannot feel pain or with mental blocks are immune to this spell. The material component is an origami flower, rune-inscribed. This is roughly on par with web and stinking cloud for power. Once again, it falls kind of under the necromantic rubric, but I choose to define it as a mind effect. Name: Anesthesia Components: V,S Casting Time: 1 action Range: Touch Target/Affect/Area: 1 person + 1 person per 3 levels Duration: 1d6 rds + 1 rd. per level Saving Throw: None Spell Resistance: No Anesthesia gives the target(s) the ability to withstand pain. It gives the target 1d6+2 phantom hps. When all other hps are used up, then damage is applied to these hps. However, the person is still below zero hps and will suffer the effects of that, including bleeding. If the spell wears off while the target is at or below zero hps, they immediately go unconscious. For every 3 levels the caster has, they can use this spell on one additional target. As with all spells of this kind, it does not work on undead, constructs, or anything that cannot feel pain. This spell is very limited use. It basically prepares targets for �suicide scenarios� so that they can do the maximum damage possible before they die. Name: Auspex Components: V,S Casting Time: 1 action Range: touch Target/Affect/Area: 1 target Duration: 1 hour + 1 hour per 2 levels Saving Throw:None Spell Resistance: No The target of this spell gains a bonus to their senses. All spot and listen checks are at +4. Animal empathy, appraise, diplomacy, gather information, heal, read lips, and sense motive are all at +2. They receive -2 to saves versus sound or sight based attacks. Nothing unusual here. This might be considered divination, or transformation rather than enchantment. I chose to interpret it as boosting mental acuity, which would make it enchantment. The duration might be a little long. Abjuration Name: Weave Of Warding Components: V,S,M Casting Time:1 action Range: self Target/Affect/Area: 10� radius Duration: 2 rounds per level Saving Throw: None Spell Resistance: No This spell creates a silvery mesh in a 10 foot radius around the caster. It attempts to grab and trap incoming missiles of less than 4 pounds weight. This mesh provides a +1 ac vs missiles to all within 10 feet of the caster, with an additional +1 every three levels. (At level 3 when the spell is first gained, it will give a +2 ac). Divination Name: Persaud�s Prescience Components: V,S Casting Time: 1 action Range: self Target/Affect/Area: self Duration: 2 rds/ level Saving Throw: None Spell Resistance: No This spell allows the caster to have a half second foresight into other�s actions. This gives the caster an advantage in combat, allowing them to more easily avoid blows and more easily land their own blows. The spell gives a +1 to ac and to hit, and a +1 on reflex saves, with an additional +1 per 2 levels. This spell is very powerful. If it were able to be applied to someone other than the caster, it would be godawful. Because of a wizard�s fragility and weakness in combat, this spell becomes much less powerful. Name: Sense Evil Components: V,S Casting Time: 1 action Range: self Target/Affect/Area: 30 ft. radius Duration: 3 turns + 1 turn per level Saving Throw: None Spell Resistance: No This is an improved version of detect evil. It does not require concentration. The caster senses evil as a smell, a sound, or a light radiating from the source. There is an element of intensity, so very strongly evil creatures or things will radiate more strongly than less evil. This spell�s effectiveness is reduced by its smaller radius than detect evil. Evocation Name: Arctic Aura Components: V,S Casting Time: 1 action Range: Touch Target/Affect/Area: 1 weapon Duration: 1 round, plus 1 per 2 levels Saving Throw:No Spell Resistance:No This spell enchants one weapon with a field of cold on the blade or head. If the weapon hits, the field does an additional 1d6 of damage, in addition to any other damage. Projectile weapons may not be enchanted with this spell, nor may natural weaponry like claws or horns. This is a pretty average spell. The duration and damage can both be tweaked to adjust the power if necessary. Necromancy Name: Dire visage Components: V,S,M Casting Time: 1 action Range: Self Target/Affect/Area: Self Duration: 1 turn plus 1 turn per 2 levels. Saving Throw:Yes, against effect Spell Resistance:No This spell cloaks the caster in the appearance of an undead creature. Undead creatures of average intelligence or less will think of the caster as simply another of their kind and ignore him or her. More intelligent undead will still think the caster is an undead, but may still react. Living creatures who meet the casters gaze must make a will save or lose their action against the caster. This only occurs once per creature and all further actions are carried out as normal. The material component is a mask made from a dried human or demihuman face stretched over a frame. This is not a terribly powerful spell. It is more of a utility spell with an interesting benefit. But it is interesting. Name: Dying Vision Components:V,S,M Casting Time:1 turn Range:Self Target/Affect/Area:self Duration:1 round Saving Throw:None Spell Resistance:No This spell allows the caster to see the last round of a creature�s life through it�s eyes. It requires that the creature have at least one intact eye. The eye is placed in a cup or chalice, which is then filled with some liquid (wine or water are the most common choices, but milk could be used). A 1 turn ritual is carried out. At the end of the ritual, an image forms on the surface of the liquid of the last things that the eye saw before death. The image moves but it is very brief, showing only the last round that the eye saw before death. If the eye died without seeing anything, then the image will be of the last round that the eye did see. The material component of this spell is a cup or chalice with runes written inside, some liquid, and the eye of the dead creature. This spell is both atmospheric and cool. Not as useful as speak with dead or clairvoyance, it still has some obvious utility. |