Spells acquired by the players that are not found in the Players Handbook.

 

Magic Of Faerun MOF

Tome and Blood TB

Relics & Rituals Lost Lore II RRII

Those without a reference are of my own devising.

 

Amanuensis MOF

Transmutation

Level: Clr 3 (Deneir, Sor/Wiz 3

Components: V, S, M (see text)

Casting time: One action

Range: Close (25 ft. + 5 ft./2 levels)

Target: Object or objects with writing

Duration: 10 minutes/level

Saving throw: Will negates (object)

Spell Resistance: Yes (object)

            You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell only copies nonmagical text, not illustrations or magical writings (such as spell scrolls or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Like-wise, if the target contains text and illustration, only the text is copied.

            The spell triggers (but does not copy) writing-based magic traps in the material being copied.

            Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pagers, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spells duration you may redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.

            If this spell is used to copy a spell from a spell book, you must provide the necessary costly materials as if you were copying it by hand (see Arcane Magical Writings, page 155 of the Players Handbook).

            The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.

            Material Component: Materials necessary for copying spells from a spell book (if appropriate).

 

Armour of Bones

Forms a protective armour from a supply of bones.

   Necromancy

   Level: Sor/Wiz 1

   Components:  V, M

   Casting time: One action

   Range: Personal

   Target: You

   Duration: 1 hour/level, special 

   Saving throw: Fortitude half

   Spell Resistance: No

 

Description

                This incantation bears the strangely attractive utility and morbidity that is innate to the Primal Art.  Its purpose is to serve as bodily protection as well as provide specialized diplomatic advantages.  While serving a very functional purpose, armour of bone will also denote its wearer as a user of the necromantic Art which may or may not have repercussions of its own.

 

Spell Effect

                Armour of bone allows the caster to fashion form-fitting armour from the bones of other creatures.  The bones used by the spell may be free of flesh, or still within a body, but must still be strong and durable to be of use.  As it is custom made to its occupant, armour of bones entails no armour check penalty, arcane spell failure chance, or speed reduction.

            The bones chosen must be embraced or placed upon the casters body in some way as the words of the spell are chanted.  At the spells completion the bones wrap themselves around you strategically in order to protect your body.  If the bones are from a fleshless source, there is little problem.  If taken from a body, the bones force themselves from the corpse to envelope you, leaving them bloody red with tatters of flesh.  It is far more horrible when this spell is used on a still living creature.  The creature must be embraced during the spells casting, upon which their bones will attempt forcibly leave their body to cover you.  The hapless creature may attempt to free itself of you once it feels this happening (perhaps entailing grapple checks).  If unable to escape the victim suffers d6 damage for every two levels of the caster up to a maximum of 10d6, a Fortitude save may be made each round to half the damage.

            The armour of bone grants the wearer an AC bonus equal to 2 + Constitution modifier or Hit Dice/Level of the bone source, whichever is higher, and a damage reduction of 2/-.  The damage blocked is in fact taken by the armour itself which has hit points equal to twice your level.  The armour will continue to shift after being applied, allowing it to accommodate your movements and thus is quite comfortable if not very easy on the eyes.  If the bones were from a source that still had some component of its spirit, or was from a living being, you gain their Charisma bonus to your AC against touch attacks.  The armour will remain until you will it to expire or 1 hour per level after it has taken its first hit, or until all its hit points are depleted, whichever comes first.  Regardless of how the armour is lost, the bones crack and fall from your body and become unusable for most other applications.

            The sight of someone clad in nothing but subtly moving bones impresses upon those who see it, granting half the physical AC bonus to intimidate checks against living beings.  If dealing with zelengorsk the armour provides the same bonus to diplomacy, bluff and intimidate rolls.

Material Component: The bones to be used as armour in sufficient supply to cover the caster.   Bones of a creature the casters size or larger (or a number totalling this) will be sufficient.

 

Combust MOF

Evocation [Fire]

Level: Sor/Wiz 2 (Red Wizard)

Components: V, S, M

Casting Time: One action

Range: Touch

Target: Touched creature or combustible object that weighs no more than 25 lb./level

Duration: Instantaneous (See text)

Saving Throw: Reflex partial

Spell Resistance: Yes

            This spell makes a combustible object or a creatures combustible equipment burst into flame, even if damp.

            If the target is a creature, the initial eruption of flame causes 2d6 points of fire damage +1 point per caster level (maximum +10) with no saving throw. Further, the creature must make a Reflex save (DC 15) or catch fire. (For details, see Catching on Fire, page 86 of the Dungeon Masters Guide.)

            If the target is a combustible, unattended object, the initial eruption of flame inflicts fire damage on the object as noted above. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.

            Anyone touching the object during the initial eruption of flame takes the same fire damage the object does. A Reflex save reduces damage by half. If a creature touching the object fails the Reflex save, it must make another Reflex save (DC 15) to avoid catching fire.

            Material Component: A drop of oil and a piece of flint.

 

Dragon's Gut Touch

Employ the capacities of gleeah to your own ends.

   Necromancy

   Level: Sor/Wiz 1

   Components:  V, S, M

   Casting time: One action

   Range: Touch

   Target: Creature or creatures touched (up to one/level)

   Duration: Instantaneous           

   Saving throw: Fortitude save Negates

   Spell Resistance: Yes

   Description:  By coating her hands in gleeah and incanting this spell, the wizard is able to use the life-draining properties of gleeah to steal the essence of her victims.  This spell was developed by a hare mage for the pink dragon Dlar, in exchange for her life.  Dlar understands that this spell requires a small amount of gleeah to work, and knows that any mage who wishes to use it must deal with him for gleeah, or risk bargaining with another.

    Spell effects:  With but a touch attack, the caster may use the ensorcelled gleeah to drain essence from her target into herself or corrode the flesh from an undead being.  When used against a living being the caster may draw d4 essence should the target fail a Fortitude save.  This essence will heal any physical damage the wizard has suffered on a point-per-point basis.  Any essence that is not used to heal wounds will be used to restore any essence lost by the wizard until normal maximum is reached.  Should all wounds be healed and all essence be restored then surplus essence added as temporary essence which bleeds away at one point per hour.  If used against dead flesh, either of a corpse or undead of Negative polarity, the touch deals 2d12 corrosive damage with no save.

 

Lesser Sonic Orb TB

Evocation [Sonic]

Level: Sor/Wis 1

Components: V,S

Casting Time: One action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: Up to five creatures or objects, no two of which can be more than 15 ft. apart.

Saving Throw: Fortitude half

Spell Resistance: Yes

            An orb of sonic energy about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed at a ranged touch attack to hit your target. If you miss, there is no splash damage.

            For every two levels of experience past 1st, you gain an additional orb that you shoot at the same time. You have two at 3rd, three at 5th, four at 7th, and the maximum of five orbs at 9th level or higher. If you shoot multiple orbs, you can have them strike a single creature or several creatures. A single orb can strike only one creature. You must designate targets before you roll for SR or roll damage.

 

Malicious Whisper

Binds a malevolent spirit to a measure of bone shards.

Necromancy

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: 1 action

Range: Close (10 ft.)

Area: One creature per round

Duration: 1 round/level

Saving Throw: Reflex half

Spell Resistance: No (may apply versus the 1d6 chill component)

Description: Developed in antiquity by hare necromancers and passed down ever since, the malicious whisper incantation draws forth a nearly mindless yet vicious spirit (the "whisper") and binds it to a small amount of bone shards. The spirit animates the shards as a cloud of lacerating blades that can quickly flay a creature of its flesh. Its tendency to break free of the caster's control from time to time makes it risky to use in the company of friends, but being employed mostly by necromancers this is seldom a problem.

Spell Effect: The caster tosses the bone shards into the air while beckoning the spirit to come forth and take possession of the shards. The spirit brought forth is controlled only to an certain extent, meaning the caster must make a Will save each round (DC 15), or lose control of the spirit for that round during which it will attack a random target (never the caster) within its confined range of 150 feet around the caster. If the caster succeeds in his will save, he may direct the attack of the spirit that round against any target within the 150 foot range. The cloud of shards always hits dealing 4d4 physical damage and 1d6 negative damage as by chill touch, however, the target may make a Reflex save to avoid half the physical damage.

Focus: Approximately half a pound of bone or chitin shards from any creature. Should the shards have some innate property that would make them more hazardous then this may be applied to the damage inflicted.

 

Miasma MOF

Conjuration (Creation)

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: One action

Range: Close (25 ft. + 5 ft./2 levels)

Area: 15-ft. radius burst

Duration: One round

Saving Throw: Fortitude negates.

Spell Resistance: Yes

            You conjure a cloud of foul-looking gray fog. The toxic fog deals 1d4 points of subdual damage/level (maximum 5d4). Holding ones breath does not help.

            Focus: Three polished grey stones.

            Note: This spell is known as Igedrazaars Miasma in the MOF book.

 

Netherblade RRII

Creates a sword that drains negative energy, damaging undead creatures.

Necromancy

Level: 2

Components: V, S

Casting time: 1 action

Effect: Sword-like beam

Duration: 1 min/level

Saving throw: none

Spell resistance: yes

            Netherblade creates a 3-foot long sword of swirling energy that springs forth from the caster's hand. The blade strikes as a melee touch attack and drains negative energy, inflicting 1d8 points of damage +1 point per 2 caster levels (max +10) against corporeal and incorporeal undead opponents. The blade is also bone-chillingly cold and inflicts half this damage as cold against living opponents.

            Note: As the current campaign this spell would be used in employs the Essence system, this spell will deal 1d8 +1 every two levels (+10 max) against negatively charged spirits and half that to positive directly to essence instead of hit points. No damage is dealt to beings without spirit or those with differently charged spirits. While the original description of this spell does not state what happens on a critical hit, or if this is even possible, I have decided to allow the casters Wisdom bonus to be applied to damage on a natural roll of 20.

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