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    Canonfire :: View topic - Matan Thunders Spells Thread!!!!!
    Canonfire Forum Index -> Greyhawk- AD&D 2nd Edition
    Matan Thunders Spells Thread!!!!!
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    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sat Mar 17, 2007 8:17 pm  
    Matan Thunders Spells Thread!!!!!

    Laughing Wink

    This is a very long list of spells that I have created in 2nd edition as PC or DM. A lot of them will be beyond some players skill levels, but for those of you who can find some interest in such things, here you go.....


    Old Second Edition Material Here!!

    This thread will contain a vast number of spells that I have created over my years as a DM and PC.

    If they seem familiar with anything you have found on the net the similarities are purely accidental. If someone wants to claim the rights to an idea feel free to claim it first. My thoughts on the subject are anything that advances AD&D or the game as a whole is a good thing and credit can go to people who want to take time and copyright things. I just want to create and see the game grow.

    Here is a nice little selection of spells that contain some whose source of inspiration is the Magister Guide that TSR put out. I fleshed out spells that were named but not fleshed out by the guide. If you have read it you know how unsatisfying it was for a spell to be named and not fully statted out. I took the time and compiled them all for my own uses. NONE of the material is a direct quote from the guide. Just the spell titles are mentioned in the book.

    The Magister based spells are the Flaer's Fist spells that stack like the Mantel spell that was listed in the Magister Guide. If the spells are cast concurrently they will all be in affect simultaneously as long as their duration lasts.

    Flaer's Grasping Fists 3rd lvl

    R:0 C: V, S, M
    D: 2 rounds per level C/T: 3
    A/E: arms and hands S/T : N/A

    This spell causes the casters arms and hands to be encased in a magical gray aura that glows lightly for the spells duration. The aura makes the users arms and hands gain a + 3 saving throw for verses magic affecting them specifically also they are immune to blows, crushing, or stresses that occur to the arms and hands do to increase strength.
    The caster can turn on and off the the spell effect the allows the caster to gain is sticky adhesiveness to aid in grasping and overbearing of objects or creatures. The on/off switch allows the caster, to conserve the duration of the spell. The on off is in instantaneous affect. This magical force field doesn't affect the casters ability to cast other magics while this spell is in effect.
    This spell is especially when linkable to the other Flaer's fist Magic's, if the castings are run concurrently they will hang momentarily, building on the resonance of the each previous casting, which culminates in a single casting event that releases all the fist spells simultaneously about their areas of effect. During such a casting the casting times of all the fist spells which were cast in this event. The multiple effects of the fist spells may create multiples saves vs all the effects of all the spells in a single rounds attacks with these combined fist spells.
    The material components are: bit of gold chain 1 gp; 2 oz sulphur; 2 oz of destroyed Helmed Horror; in a one gp copper bar .

    Flaer's Fists of Hammerblows 4th lvl

    R:0 C: V, S, M
    D: 2 rounds per level C/T: 4
    A/E: arms and hands S/T: half damage

    With the spell the caster and further augments his fist attacks with a +4 to STR bonus upto an 18 (00) maximum. The caster's a fist attacks do 3-18 dmg per strike, which also causes saving throw vs magic spells to take only half damage. Those who fail their saving throws will be stunned for one round, and the will to act. The blow also confer any strength bonuses that the caster may have, which are added in to the per strike totals. The caster can turn off the stunning effect with one segments thought. This spell is of course linkable with the other Flaer's fist spells. It may join in to the consecutive castings of these fist spells.
    The material components are: 2 oz 12th lvl fighters blood; 1 oz of Stone Giant blood.

    Flaer's Fist of Frostfire 5th lvl

    R: 0 C:V, S, M
    D:1 round per level C/T: 5
    A/E: arms and hands S/T: half dmg

    This spell augments the fist, with a glowing blue flame which when it hits a target it transfers the flame as a coating of blue rime with flames licking the from it. A successful to hit with a fist will cause this coating to outline the victim for the duration of the spell. This coating does 1-4 in blue fire damage, with the saving throw vs spell for half damage and half duration with a successful save. The coating also inflicts 1-4 in ice damage, with that saving throw vs magic spells for half damage. Up to one strike per 3 levels of the caster can be struck before the rime/flames will die out. Each time the flaming fist strikes, it will die for one round of recharging, before it may be used again. So this spell is only usable every other round. A target struck by the casters fist must save each round verses magic spell in order to terminate the affects of the clinging frost-fire. Otherwise, they will continue to be damaged by the magic of the frost-fire .
    This spell is linkable to the other Flaer's fist spells, and will support the build up in magical powers which the fist may inflict. This is through the use of the other fist spells.
    The material components are: 1 oz. Yeti blood; 1 oz Salamander blood.

    Flaer's Fists of Sweeping Blows 6th lvl

    R: 0 C: V, S, M
    D:1 round per level C/T:6
    A/E: 180 degrees upto 10 ft. away S/T: Special

    This spell creates a a slippery invisible plane of force which is 0 and 45 degrees of vertical wall, which sweeps outwards where range of 10 ft., striking all creatures in a 180 degree arc directly in front of the caster. The casters radiates a plow like planes of force which is located directly in front of the casters moving fists. This plane has no effect on the casters ability to fight physically or magicly, and the caster can designate up to one creature per level of the caster to be immune to the sweeping plows affects. The plows police sweep back and forth in front of the casters fists, which served as the axis point from which it they radiate. The blades inflicts damage of 1 hp per level of the caster plus 2D8 with each sweep. A target of such an attack its and ability score roll; Add STR and DEX then divide by 2, which if made allows a target to take half of damage from the attack. This is of course added to the other attack forms of the Flaer's fist spell .
    The spell caster may make a dismissive backhanded gesture, which would temporarily shut down and conserve the duration of the spell. The caster may do this up to one time per 4 levels of the caster.
    This spell will of course be linkable with the other Flaer's fists spells, which can build the ultimate fist oriented Magic's.
    The material components are: 1 oz of Hill giant blood; 200 gp mini-mithril plow shaped device.

    Flaer's Fist of Titan STR 7th lvl

    R: 0 C: V, S, M
    D:1 round per level C/T:7
    A/E: arms and hands S/T: none

    This spell boosts the fists light up to the glow level of the torch, with a great white light 10 ft. radius. The aura were intensifies the casters strength boost with teammate equal to do a Titan's Str. ( 25) or a +7 to hit, and a +14 to damage. This upgrade of the spell also creates a force field related encapsulating magic which will shield the caster, for up to 3-24 damage per round of incoming hostile magic or physical attacks. These force field regenerates each round protecting the caster from the rolled damage protection for that round. All excess damages apply normally.
    The greater power of this spell grant that casters fists when the the ability and to cause all creature is struck by blows with the spell ( to mansized or less) to hurl their foes from 5-50 feet away from the force of the blow. It does an additional 1-5 D6 damage from this flight time, with a minimum of a one round stunning recovery time. There is NO Save!!! All fragile items will need to make a saving throw vs crushing blows.
    This spell is linkable with the other Flaer's lists spells.
    The material components are: 2 oz Titans blood; 500 gp in gold dust; a bulls horn; and a storm giants tooth chips.

    Flaer's Fist of Vacuum 8th lvl

    R:0 C: V, S, M
    D: 1/2 rounds per level C/T:8
    A/E: arms and hands S/T: Special

    This spell out lines the casters hand in a bright purple aura, which is able to affect one target struck per 5 levels of the caster. This power can be turned on and off by the caster at will for the duration of the spell, half of round grant the full power of the spell. The spell encases a foe in a vacuum field aura 1 in. thick, which with a target to steal their breath away. The encapsulating field is slightly cold to the touch and no sound may pass into or out of the field. No spells may be cast by a target under the effects of this spell that have verbal components. Targets which are struck by the fist of the caster make a - 4 save vs. magic spells, to avoid the spells affect, which is incapacitation and slow suffocation. If a save is made there is an accompanying bursts of purple sparks in a 10 ft. radius.
    A failure to make the savings throw to prevent in encapsulation, causes the victim to gasp for breath , and completely incapacitating them for the duration of the spell. Making them -4 to hit and dmg, with a +4 AC penalty. Even when they recover, it will take 1-3 rounds . They have up to 1 round per 3 constitution points that the victim possesses before suffocating under the spells effects. This is where that 1/2 round of duration comes into effect, because this half round will kill those expiring at the end of the round.
    This spell can be linked to the other Flaer's Fist magics in their power building ritual.
    The material components are: a lodestone; a storm giants heart; 2000 gp in diamond dust; a titans vertebrae.

    (I know these are repeats, but I wanted to post them together with the set that spell stacks!!)

    Flaer's Fist of Grasping Hearts 9th lvl

    R: Special C: V, S, M 1/2 1/2 Sirhan five
    D: 1/2 rounds per level C/T: 9
    A/E: arms and hands S/T: Special

    This spell causes the casters hand to glow and crackle with red lightnings, which on command will cause an enemy target to have its heart ripped out forcibly through the ribcage, whereupon, it flies to the casters outstretched fist. There is a saving throw made at -2 verses magic spells, which if made me negates any spell affect. This can be attempted at ranges up too 30 yds or 3 in. indoors, at the rate of one heart per round. (use LV 5. tempus fugit) .
    The caster can forgo a round of attacks and to cast other magics or physical attacks, in subsequent rounds the power will reactivate at casters will until it expires . The duration of the spell is not able to be shut on and off as with some other fist spells. This spell is linkable with the other Flaer's fists spells.
    The material components are: a vampire's heart; a lodestone; 250 gp adamantine chips; 2 oz sulphur.

    Flaer's Fists Crevasse Blows 9th lvl

    R: Special C: V, S, M
    D: 1/2 round per level C/T: 9
    A/E: Special S/T: special

    This spell creates the shadowy aura of impending detonation in a 3 in. radius of the caster. The casters hand are covered in shadows that are detonated when the caster goes to 1 knee , whereupon, the caster strikes the ground with one shadowy fist. There is a thunder crack audible within 1 mi., and a crevasse will streak out from the fist strike directly in front of the spell caster's fist. The crevasse is 60 ft. long by 20 ft. wide at the greatest point, with a depth of 10 ft. per 2 levels of the caster. Caster can create one crevasse per levels of 6 the caster. The crevasse snaps open in one melee segment causing those in the cracks area of effect to fall in and doing appropriate damage from the falls. Those caught in the crevass opening within 10 ft. of a wall are allowed a DEX check to avoid falling in, but those caughe too far away get no save. It remains open for two rounds at which time those who have fallen inside will be killed by crushing damage NO Save!!!!. Those who have fallen into the pit will only have one round to trigger defensive magic, as it takes 1 round to get one's bearings after falling in.
    This spell is linkable with the other Flaer Fisk spells.
    The material components are 2 oz of earth elemental heart; 2 oz sulphur; 250 gp Turquoise flakes.

    Flaer's Shatter Golem 9th lvl

    R: touch C: V, S, M
    D: instantaneous C/T:9
    A/E: 1 Golan or construct S//T: Special

    This allows a single touch causing destruction of all golems & constructs in the Titanic burst of magical white explosion, but which leaves the caster unscathed by its power. The magics that power and animate the golem/constructs are disconnected, and their power becomes explosions that do 2D10 damage up to a 10 ft. diameter, and it does 1D10 to all out to a 20 ft. diameter. There is no saving throw for this damage. The target gets asaving throw verses magic as follows: the levels of this spells caster are compared to the creator of the golem/constructs, and the difference is considered a saving throw bonus +/- that difference. I.E. if the caster of the spell were 20th level affecting a Golem created by a 16th level, would yield a - 4 saving throw. If the levels were reversed a +4 saving throw bonus would be applied.
    This spell is linkable with the other Flaer's fist spells, and is usually the culminating spell to the power building nature of the spells. This is primarily due to the need to cast this spell within 1 round of the power building nature of this spell ends.
    The material components are:2 oz Mercury; an iron bar; 250 gp sapphire; and 2 oz of disenchanter ichor.

    Black Flames of Consumption 8th lvl

    R: 12 in. C: V, S, M
    D: 1/2 round per level C/T: 4
    A/E: 1 target S/T: 1/2 damage at - 2 saving throw

    This quick casting spell creates a black ball of flame that strikes, with the efficiency of a magic missile spell, to any target within the range of this spell. It bursts open and engulfs the target in a crackling burst of black flame that feed on the targets life energy. It feeds/burns on the victims life energy at the rate of 1 HP per casters level, if successful saving throw made, it yields 1/2 damage. Targets of the spell also need to make a CON check to be able to do anything other than roll around and withering in agony, for each round they are affected.
    The material components are: 2 oz sulphur; wight eye; an iron bar; 500 gp black Ruby; 2 oz of pitch black oak.

    Brym's Extradimensional Safehold 8th lvl

    R: 1 in. C: V, S, M
    D: one hour per level C/T: 1 turn
    A/E: 20 ft. Cube S/T: none

    This spell can be cast independently or attached to a gate, as a side step hideaway. The safehold cuts off all detection & scrying spells of below ninth level. The space created is in the trackless void of gray misty space, in a shadowy corner of the Deep ethereal plane. The room is a 20 ft. Cube with walls of solid gray mists which swirl and boil as if all live. These walls, ceilings, and floors are impervious to magic and physical attacks.
    Whenever this space is accessed it opens a 3 ft. wide by 6 ft. high glowing doorway. The doorway only opens the spell caster. For the spells duration the safehold follows the caster around invisibly and always open within 10ft of the spell caster. Items of extra dimensional qualities disrupt in the safe hold, causing that nasty spatial rift (sucked in for death or marooning thing). Items partially out of the safehold doorway will be visible in that state where part of them is exposed. No spells may enter or exit a safehold unless the door is open way, and a special focus is left outside entrance door way to act as a focus, origination point, for spells that a safehold dweller may wish to cast outside the safe hold from the safety of the insight of this safehold. Use a limited wish spell to affect an object outside the safehold to serve as this focus item. There is a variant which will slow or stop time within a safe hold spell.
    This safehold can be attached to a permanent gate to access this special safehold, simply by taking a sideways step. This step then gates the caster into his/her safehold in one melee segment. Those safe hold spells with permanent gates are locked into a specific location, set by the caster when the gate spell, which is immediately after the safehold spell. The mobile variant has a doorway which opens immediately in front of the caster .
    The room has no light its own, but it keeps enough air within it to support unto 8 M sized creatures for 24 hours. The caster must maintain physical contact with any creature it wishes to let access this room, but only one at a time may be assisted in to the extra dimensional room. This egress/ingress is the only way in or out, as the caster is basically a key.
    The material components are : a 4 in. mithril cube; 2 oz of dimension warper ichor; and 1000 gp in adamantine chips.



    Petrify Extremities 6th lvl

    R: 3" + 1" per level C: V, S, M
    D: permanent C/T: 6
    A/E: the targets arms tentacle , etc. S/T: negation at - 2

    This spell causes one creature's extremities to be turned to stone permanently. There is a saving throw verses spells at - 2, which is made negates this spells affect. A failed saving throw will allow the arms and clothes on the arms to turn to gray stone from the elbows down. If the saving throw is made the victim will still feel an ineffectual cramping in the arm in the area where the spell would have taken the affect. The stone material which the victim’s arms are made of is of a very soft nature. So soft that any blow which inflicts more than 12 the points of damage, will cause the victims arms to shatter . I.E. 6 hit points @ .
    The material components are: a basilisk’s eye; 2 oz sulphur; a lead bar; 2 oz Mercury; 100 gp in diamond chips.

    Tearing Talons 8th lvl

    R: 10 in. C: V, S, M
    D:1 round per level C/T : 8
    A/E:1 or 2 targets per round S/T: none

    This spell creates a 3 ft. long talons, with a shark teeth lined 12 in. wide mouth in the palm area, which flies through the air, Fly 24" , MC:A;. The talons are armor class 2, 24 hit points apiece, and strike as an 8 hit dice creature. Each claw can inflict 2-24 points per claw, and will continue to inflict 2- 24 damage from the bite. The bite is inflicted automatically each round after the claw successfully hits, whereupon, the teeth of the construct will continue to gnaw and chew . These constructs can attack any individual within range, and they are mentally commanded by the caster to attack a designated target until the duration expires or until the caster mentally commands it to attack someone else. The spell caster need not concentrate to maintain the spell; the spell caster only needs one melee segment to change the talons victims .
    The material components are: the tooth of a giant shark (Great White); 25 gp jade flakes; 2 oz of sulphur; an ogre nail; an eagle's feather; and a lodestone.

    Communication Constructs 4th lvl

    R: Special (touch) C: V, S, M
    D: 2 rounds per level C/T:4
    A/E: 1 Golem or Construct S/T: none

    This spell allows a link to be formed between the caster and the golem or construct, which allows the caster to see , here, and to speak through a golem to construct. The caster can walk (only) while these scenes are viewed through this link. The link can be shut on or off by the caster by taking one melee segment in a round to mentally commanded the function to be executed.
    The range of this spell is up to the same plane of existence, where the construct or golem exists on at this time. These constructs could be gated great distances and remain connected to the spell caster. A special function of the spell is to creates an illusionary face, which resembles the casters, to be super-imposed over the golem/constructs own features. This illusion is the source of any speech that the caster wishes to speak to.
    The material components are 2 oz: of sulphur; a silver chain 1 gp ( reusable ); a hair of the caster; 25 gp of platinum dust.

    Construct Connection 7th lvl

    R: Special (touch) C: V, S, M
    D: 2 rounds per level C/T: 7
    A/E: one construct or golem S/T: none

    This spell is best caster with the lvl 4 communicating constructs spell, which allows a caster the best possible results . This spells main power is similar do the lvl 6 projected image spells ability to use an illusion to channel and focus magic through; this time though a construct or golem will be that focus. During casting the mage must have line of the sight has or scrying which allows viewing of a target creature, and if this sight is broken for any reason, the connecting mage will be unable to cast magic through the construct or golem. The caster can turn this spell on or off to conserve its duration, with a one melee segment of thought necessary to apply the on/off power.
    This spell will cause all magical effects to seemingly originate from the contract or golems forehead .
    The material components are: a small replica bust of the caster 5 gp; 40 gp platinum dust; 2 oz of sulphur; a lodestone; a tin bar; and an iron golems jaw; and 2 drops of the casters blood.

    Spell Shunt 9th lvl

    R: 24 in. (LOS) C: V, S, M
    D: 2 rounds per lvl C/T:9
    A/E:1 target S/T: negation - 4

    This spell creates a faint opaque aura around the caster, and the designated target within
    Line of sight. There is a faint suction sound at the spells outset. Spell allows a mage to shunt hostile incoming magic to pre-designated (low lvl) foe, which gets a - 4 saving throw versus spells to avoid the affect. If failed, all hot style in coming magic is specially dimension doors directly on to the victim, (remote access level 5; absorbs level 9 ). It adds no range to the absorbed spell, but affects the target and those around them. The hostile spell caster can even be the target of their own spells in this. If they still fails to shunt, then it will hit the target originally intended.
    The material components are: 50 gp mini ivory hand ; 1000 gp amulet; 5 oz sulfur; silver mirror 1 gp; an iron bar; a tin bar; a lodestone; 1000 gp sapphire chips; heart of a magic jarred victim; Aboleth (Noble) tentacle; and a broken ring of spell turning.

    Tangle-Tangle Vines 5th lvl

    R: 12 " C: V, S, M
    D:2 rounds/level C/T:5
    A/E: (1) 3' tumbleweed per/lvl S/T: special

    This spell uses a green aura which seems to humm with life, and it sweeps through surrounding growth and gleans (1) 3 ft. diameter tumbleweed like bush per/ level, which swirl into existence anywhere within range. Then the tumbleweed instantly start to roll 18 inches per round any charge towards targets preset by the caster. The tumbleweed rolls until it makes contact with the target. Whereupon, a gleeful wolfish growl emanates from the bush, as it leaps to entangle and overbear the victim as if by an 18 (00) STR human fighter of 200 lbs. The tumbleweeds entwine limbs pinning them to the body, in seeking to and the targets mouth. The root and branch tendrils grow at a fantastic rate, similar to an infinity vine. The plant matter meld/grows into a mass of withering vines, with a central core on the targets of this spell. Only M sized creatures or less are affected by the spell.
    Targets get a one time DEX roll at -6 to avoid capture. And on the next round saving throw vs spell at -3 to escape the tendrils, if they have a 17+ STR only. If the tumbleweed misses its capture attack, it will discorporate in 1 seg. Those successfully entwined are entrapped until the duration expires, whereupon, they are covered by a pile of mulch.
    This spell is a fire in forget spell. A single tumbleweed can be destroyed by fire of 40 hit points damage, but an entangled victim takes full damage from any such attack.
    The material components are: 2 oz of infinity vine; a Druids hair; 2 oz of rare earth; a lodestone; a grape vine; a tine bar; 1000 gp mithril bar; treant root; quickling blood; 2 oz of sulphur; and 2 oz of Worg blood.

    Item Chain-Contingency 7th lvl

    R : Touch C: V, S, M
    D: 1 Day per lvl C/T:1 hour
    A/E: 1 item S/T: None/if owned

    This spell triggers either: 2 spells simultaneously or three spells casting one concurrently per round. Up to eighth level spells may be used. These spells go off when specific triggering events occurred, similar to other contingency magics. Only magic items may be affected by the spells. The spells usually are set to repair, heal, or teleport items of special worth to the caster worth protecting from destructive magics and situations.
    The material components are: the hung spells normal components; 5 oz sulphur; 1000 gp Mercury; 1000 gp gem; eyelash of Ogre magi; hair of ki-rin; 500 gp Ivory chips; 10 oz of dragons blood; 50 oz of distillate.

    There is lots more to come if these are accepted and. This is about two (of my) pages worth of material and I have over 100 pages of spells that are either new material or upgrades of other material. If anyone provided source material I will mention it.

    I have listed my items & spells on more than one site out there. It is basically public domain material at this point and I felt that I should at least give the mods the information that AD&D.com won't exdlusively have the material.

    Later

    Laughing Shocked

    Turn them all into rainbow mushrooms and drop them 300’ to the music of the Anvil Chorus!!!!

    We’re all gonna be naughty gods!!!!!!
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


    Send private message
    Sat Mar 17, 2007 8:18 pm  

    Wink Exclamation

    Here are a some more of my material. Easilly converted to your game & setting!!

    MAGIC SPELLS POST
    Matan Thunder


    Matan's Greater Spell Circle 6th lvl
    R: touch C: V, S, M
    D: Special C/T: the 6 segments plus special (total of spell casting times & 1 round per member)
    A/E: circle of magic users S/T: None

    This spells physical manifestation is a bright gold aura which emanates from the casting mages bodies. The mages are all linked in 6 segments with each additional caster in the spell circle requiring a one round linking process for all spell casters to join the circle. The circle of spell casters will confer the upgraded spell unto the focal prime casting mage, who must be in the focal position as the joined spell casters complete their spell. It is always 100 percent successful. The focal mage may hold the upgraded spell in the appropriate memory slot until it is cast normally.
    The spell will automatically radiate a globe of invulnerability as while as a cube of force aura for the spells linking period only. These effects extend out to 50 ft., but is non selective about who it affects. The affects only last until the circle is broken, and will only affect incoming affects.
    The material components are: 2000 gp emerald dust, and 100 gp platinum dust.

    Added Targets 7th lvl
    R: 0 in. C: V, S, M
    D: special C/T: 7 rounds
    A/E: one additional target per 3 levels of the casterS/T: as the linked spell.

    This spell links with another spell cast on the round after the added target spell is cast. It only affects spells that have a single target normally allowed under the area of effect parameters. This spell allows the caster to affect more targets, with a secondary spell, the then it would normally allow. The spell caster will affect one extra target per 3 levels of the caster. This magic will affect only spells of 6th level or lower. The secondary spells affect is penalized a + 1 to the targets saving throw, and it is cumulative for any additional targets to be affected, i.e. if the four targets are affected a + 3 saving throw adjustment is the adjusted saving throw roll.
    The materials components are: a lodestone and a 6 in. platinum chain of 500 gp, which must have a number of links equal to the number of targets to be affected.

    Matan's Selective Summoning 7th lvl

    R: 0 in. C: V, S, M
    D: 2 turns C/T: 7 rounds
    A/E: self S/T: N/A

    This Spell has no visible manifestations, and is only functional when summoning magic spells which have a variable monster selection is used. The caster of this spell may select the specific type of monster summoned, but not particular individuals. All spells of this nature during the duration may be affected this way, as long as, the summoning spells generates a variety of creatures.
    The material components all are: a small piece or a drop of blood of the creature type to be summoned.

    Elminster's Spell Trigger 5th lvl
    R: touch C: V, S, M
    D: permanent or until triggered (24 HRS MAX) C/T: 5 segments
    A/E: 1 spell S/T: N/A hot

    This 1/2 spell allows the mage to use any gesture, word, facial expression, or movement of 1 in. or more, as a triggering method to release a single or multiple spells in the preset direction as if these spells were cast normally. Any spell bell of 8th level or less may be cast by use of this spell.
    This spell many the blade as a trap, (i.e. cast on a rock in the hall which is a moved, I.E. stepped on or kicked more than 1 in. could be a triggering a sequence for the spells held within). Or a spell caster could conceivably set their left eye winking as a triggering sequence to release a specific spell at the casters whim. The spell caster may use up to one spell per 3 levels of the caster within a given a 24-hour period. This spell limit may not be exceeded by the caster.
    The material components are: a silver finger, a rubber band, a crystal worth 5 gp, and 25 gp in gold dust.

    Extension IV 7th lvl

    R: 0 in. C: V
    D: Special C/T: 7 rounds
    A/E: Special S/T: none

    This spell mimics the Extension I-III spells except it allows a double duration all 1st to 5th lvl spells and this version adds a +50% to the ranges of 1st to 3rd level spells. All other spell parameters are those indicated by the previous extension spells.
    As with all extension spells they are cast prior to the spell which is to be augmented, which causes the casting times to be added together.

    Extension V 8th lvl

    R: 0 in. C: V
    D: Special C/T: 8 rounds
    A/E: special S/T: none

    This spell functions exactly as the spell listed above except that not only does it doubled the duration of 1st to 5th lvl spells, and with a further double ranges in 1st to 3rd lvl spells & +50% to ranges in 4th and 5th lvl spells . Other extension spell limitations are also in effect.

    Wift's Spell of Stored Spells 7th lvl

    R: touch C: special and M
    D: permanent until used C/T: 7 rounds
    A/E: Special (as spell stored) S/T: none

    By means of this spell the mage may touch any other PC's and imbue in them the abilities to cast a spell as if they were a mage (equal to the imbuers power level), and up to spells of 6th level may be endowed in this way. These spell can be released with a special command word or phrase. The spell to be cast/imbued is chosen at the spells inception. Player characters with levels may memorize one spell per INT point, and unclassed individuals may learn up to one spell per 3 INT point.
    The material components are: those needed for the spell to be imbued plus 50 gp in gold dust.

    Yar-Akuu's Gesture of Defiance Arduin 6th lvl

    R: 0 in. C: V, S, M
    D: Special C/T: 6 rounds
    A/E: 1 spell S/T: N/A

    This spell has no visual manifestations, but it causes a second spell to be loading into it, with its casting taking place on the following round. Any level spell may be stored in this way, with a limit of one spell per 3 levels of the caster. The spell remains stored until the special hand gesture is initiated, and is preset at the spells casting. The activated spell will be ejected from the hand or finger of the caster in the direction of the gesture.
    The material components are: a blue jade amulet of a hand on a gold chain worth 50 gp, 200 gp platinum dusts, a lead bar, a tin bar, and a sulphur crystal.

    Matan's Spell of Semi-Permanency 6th lvl

    R: touch C: V, S, M
    D: one week per level C/T: 2 turns
    A/E: 1 Item S/T: negation

    By means of this spell, permanency of a magic item can be achieved without the permanent loss of a CON point. The currencies will last for up to one week per level of the caster, and is no less effective than a full permanency spell. This variance of the permanency spell will only function for magical items. The CON point loss will last for the duration of the spell only, and any subsequent semi permanency spells will not drain a CON point on the caster, is aware for additional spells the caster may wish to add on to the items enchantment. This would also allow a continuous rejuvenation of the semi permanency magic on and item, as long as the rejuvenation is done prior to the spells expiration.
    The material components are: 2000 gp sapphire, 100 gp in gold dust, 2 drops of Titans blood, and the 2 threads of a ghosts robe.


    Pof's Spell of Speed Reading 5th lvl

    R: 0 in. or touch C: V, S, M
    D: 6 turns + 1 turn per level C/T: 3 segments
    A/E: one creature S/T: none

    By means of this spell any mage is able to speed read his spell books or any other reading material in 1/2 the normal time it would take. Memorization from the spellbook are limited to spells of 7th level or less. Interruption for even the briefest moment while speed reading will negate the spells affect. It must then be recast to achieve the speed reading. This spell may be conferred by touch to another spell caster, and may held for up to the spells duration.
    The material components are: the set of gold and crystal spectacles worth 500 gp, 200 gp black pearl, and a bar of platinum 300 gp.

    Mind Focus 3rd lvl

    R: 0 in. C: V, S
    D: varies C/T: 3 segments
    A/E: self S/T: N/A

    This spell is used when the spell is memorized in conjunction with another spell to prevent the destruction or interruption of the spell caster during the casting of the one designated spell. Only instantaneous death magic can cause the protected spell to misfire. The spell affect causes a temporary, during the casting time, force-like wall to form around and protect the caster. Only previous stated death magic more powerful creature of Demi God or greater status can prevent this spell from working.
    The material components are: a crystal sphere, 10 gp in silver dust, an iron bar, and a lead bar.

    Localized Siphon 9th lvl

    R: 5 in. C: V, S, M
    D: instantaneous C/T: 9 segments
    A/E: 100 yard radius S/T: negation

    This spell allows the caster to absorb spell power, within the area of effect, equal to 1/2 of all the magic users in the area of effect expressed in levels of spell power drained from the magic users in the A/E. The most powerful spells are drained first. The magical energy is siphoned into the caster bodies accompanied by the caster glowing intensely. Those creatures within innate magical powers will suffer a drain of 1/2 of their magic potential for the day, with their powers exhibiting the corresponding powers of the magics they possess. All affected spell casters or magical creatures are allowed a saving throw verses magic to avoid this siphoning of spell energy or potential. A failed saving throw allows the drain to take place.
    The spell caster is able to absorb spell levels up to 10 times their levels of experience expressed in spell levels. i.e. A 16th level spell caster could absorb 160 levels of spell potential. Any excess levels are given off as that intensely glowing light emitted from the spell siphoner, which last for 1 turn for each level of excess spell energy absorbed. The spell caster has no control over this light emission.
    The material components are: a 100 gp platinum bellows, a tin bar, a lodestone, 1 oz of sulphur , 1000 gp chrysolite, a dragon's eye, 2 oz of trolls blood, and 1000 gp in diamond dust.

    Redd's Rapid Fire Ritual 3rd lvl

    R: the other spell C: V, S, M
    D: Special C/T: 1 round
    A/E: one spell S/T: N/A

    This spell has no visible manifestations but links together spells of the same type or school. Up to one spell per 3 levels of the spell caster may be so linked with the rapid fire ritual spell. Spells all to off in the sequence which they were linked and evenly spread out within the 60 second ejection sequence. The casting time of the spell is 1 round plus the number of all other casting times of all linked magics. The spells may be held for up to 25 hours maximum.
    The linked spells may be relearned normally before the stored magics are released. Only one rapid fire ritual, per 3 CON pts the spell caster has, may be held at any one time.
    The 50 material components are: 50 gp platinum chain, 5 grains of sulphur, a tin bar, 50 gp pearl, and 2 oz of Pegasus blood.

    Ageless's Manna Stone Creation 6th lvl

    R: touch C: V, S, M
    D: until used C/T: 3 turns
    A/E: 1 gemstone usually a sapphire S/T: none

    This spell allows the caster to store magical energy/power within it a precious gemstones, usually sapphires, at rate of one spell level/point per 10 gp value of the gemstone. The stones glow more intensely with each additional spell level or point that it stores. During the casting the spell caster will meditates conferring 10 points or spell levels per round into the gem. In the 3 turn casting time up to 300 spell levels/points can be conferred into the gem, which must have a value of 3000 gp. With such energy stored inside the gemstone it glows like a pulsing quasar, illuminating any thing within a 100 ‘radius.
    The spellcaster must drain the appropriate number of spell levels from their daily spell casting limitations when. The gem will lose 10 spell levels/points for each month that it is stored. The spell caster may cast spells directly from the gem instead of losing in memorize spell directly as normal. Only one spell maybe processed in this way each round, and it still requires its normal material components. The casting time using the gem is one segment regardless of spell level or casting time.
    The gem can cause an overload situation if it suffers over 10 hit points of damage, which causes 1D6 for each spell level/point that is currently stored within the gem. It will affect all creatures within a 30 ft. diameter with a blast of raw magical energy, but it will allow a saving throw verses magic only suffer 1/2 damage. There is no save for a creature that is struck personally by such a manna enriched stone breaking upon them from a slingshot, sling, or sling-staff.
    The material components are: the arm of a phaerimm, the gemstone to be empowered, 1000 gp adamantine dust, and 2 oz of sulphur.

    Dart's Hold Weapon in Readiness 4th lvl

    R: 10 ft. C: V, S
    D: 1 round per level C/T: 4 segments
    A/E: one weapon per 3 levels S/T: N/A

    This spell produces minor telekinetic force which will hold a weapon or weapons up to 1 in. or 10 ft. in perpetual readiness for combat. The weapon will be held in readiness just outside the spell casters immediate reach, and it will follow the caster around for the spells duration. Up to one weapon per 3 levels of the caster may be held in readiness in this way. At the end of any given round the spell caster can mentally switch any weapon that is currently being held in readiness. The weapon to be switched out will suffer a 1 segment penalty the next round. These weapons held in readiness will avoid any actions the spell caster takes during round which does not involve them. A bow and arrow combination counts as 2 weapons to be held in readiness. Only one weapon change is allowed per round.
    The material components are: a lodestone, a tin bar, 25 gp in emerald flakes.


    Dart's Multiple Arms 5th lvl

    R: 0 in. C: V, S, M
    D: 2 rounds per level C/T: 5 segments
    A/E: caster S/T: none

    By means of this spell a spell caster performs a special specific polymorph spell upon themselves, which bestows upon them a second set of totally functional and usable arms located just forward and in front to the armpits. The spell caster may use these arms as if they were the normal set, casting spells, will in weapons, holding magic items, etc... The spell caster must undergo a system shock roll because of the stress and pain of the polymorph magic, which if failed will cause the death of the spell caster. If a spell caster uses more than two weapon during a combat round then all weapons wielded over 2 will suffer a -2 penalty to hit as long as the spell last.
    The material components are: 1 oz of mercury, 50 gp in platinum dust, a doppelgangers’ nail, a lead bar, 2 oz of sulphur, and 2 oz of malgrym blood collected by the spell caster.



    Wift's Clothing/Item Quick Change 8th lvl

    R: 0 in. C: V, S, M
    D: 3 rounds per level C/T: 8
    A/E: special S/T: N/A

    This highly versatile spell allows an instantaneous ethereal transfer/shift of any worn item. The shift causes a deep blue flash which transposes/switches the desired object into the desired location. Items that are to be interchangeable for the spells duration are linked in the original spell casting. Up to one set of pieces may be changed for each 3 levels of the spell caster. This spell will affect normal and that magical items and will cause an instantaneous transposing of the items in question on a preset command word chosen by the caster. The primary item which remains visible and in place will be accessible as normal, with the secondary linked item superimposed on the ethereal plane, ready to be called back to the Prime material plane through use of this spell. The actual time necessary to switch the items around is only one second.
    The material components are: 50 gp platinum dust, 1 oz of mercury, 2 oz of sulphur flakes, a tin bar, and a 25 gp onyx.

    ADDITIONAL SPELLS

    BY Matan Thunder


    Dimensional Rift Creation 9th lvl

    R: 5 yds per level C: V, S, M
    D: 1 round per level C/T: 1 turns
    A/E: 1 ft. per level S/T: none

    This spell opens a special gateway to an inner or outer plane which will tap into magical emanations which are innate to that plane. Such a rift roars with a sucking sound at the volume of a train, accompanied by a flickering tear of light (color reflects the plane it opens into) which composes the rifts facings . The rift which this spell opens a 10 ft. by 10 ft plane were, which will suck all within 10 ft of the facing surface at 180 degrees of the rift/gates surface. There is no save for the affect, such a creatures will find themselves exposed to the elements of the chosen plane i.e. , flame on fire, drowning on water, falling in air, & smothering in earth, etc.. Those caught in the rift must find their only means to escape from the alien environment chosen by the caster. The outer planes rifts open onto some of the worst environments imaginable, by the caster. Such areas of are usually occupied by some particularly nasty denizens of that plane and religious ethos’s. The gateway/rift exits location is chosen by the caster at the spells initiation and are totally 1-way gateways, and nothing can escape from such a rift.
    This spell is used in conjunction with the other dimensional warping magic’s (Item/creature) . This spell lends itself to permanency spells, allowing the essence of the chosen planes existence, as well as the suction factor, which will make it challenging for any who wish to test their luck. The dimensional warping magic extend outward to 1' per casters level, with a bolt lesser effects away from the rift, but there are detectable levels of the planes element or essence out to 10 ft. per casters level. This dimensional warping will appear as a super imposed image of the Prime material plane and the chosen rifts essence or element.

    The material components are: 2 oz of blood of a creature native to the plane to be opened; 25 gp mithril ring; a titans hair; 2 oz of sulphur; 3 bars of tin; 5 oz of rare earths.

    Dimensional Warping Item 9th lvl

    R: touch C: V, S, M
    D: permanent or 1 turn per level of caster C/T: one hour
    A./E: 1 item S/T: negation/failure

    This spell exposes an item to that innate unique planer emanations of the chosen inner or outer plane opened into, via a Lvl 9 dimensional rift creation chosen by the caster, in order to create a focus using the element or essence it is exposed to. The visual aspects of the spell show a drawing in of a mysterious misty emanations of the proscribed element or essence. This item must be specially prepared similar to any other item using a Lvl 6 enchant an item spell, but once exposed to the element or essence the item can be endowed with several unique powers native to the chosen planes essence/element. these powers are listed in the Lvl 6 Darklights Planar Weapons spell; my compendium 7. This spell lends itself to the Lvl 8 spell permanency also.

    In most cases endowing an item with an inner planes element will imbue a melee weapon is affected by this spell with a base 1D4+1 hit points damage per casters level, but the chosen element won't damage the owner of such a weapon, that is once the caster suffers the initial damage one time. The item must if be held by the spell caster by just outside the suction zone of the opened planar rift/gateway spell for the duration of the casting of this spell. Items exposed to an inner planes essence, which are not weapons, will generally confer a immunity to that element as long as it touches the owner skin. This contact with non weapon items, allow the items owner to send forth a gout of the chosen elemental matter up to 20 ft. long ,10 ft wide, and 10 ft high, up to three times a day. This gout of elemental essence will inflict 1D6+1 damage per casters level, with those making a saving throw vs. death ray for the total avoidance of the gout affect .
    For those rifts opened to the outer planes the item has the same affects with its weapons forms, I.E. causing extreme emanations of the chosen alignment based essence in the exposed item but does damage based on the alignment variances between the item owner and its current foe. The particulars are discussed below:
    A) Opposite alignments will inflict 1D10+1 damage per level of the caster to those successfully hit with such a weapon no save.
    B) (4-7 Steps variance) will inflict 1D6+1 damage per level of the caster to those successfully hit by such a weapon. "
    C) (1-3 Steps variance) will inflict 1D3+1 damage per level of the caster to those successfully hit by such a weapon. "

    This damage is inflicted on a moral and physical level to the victims of this spell through its intensified nature centered on the weapon of choice. Non-weapon items will issue forth intense alignment based field accompanied by a concussion blast which inflicts blasts a 20 ft long by 10 ft by 10 ft gout of elemental fury from these non weapon items up to three times a day.

    This spell is also used to harness other facets of the chosen element or essence, usually related to the field or area the caster chooses at the spells inception. I.E. vacuum would create a suffocating force as well as a concussive force as the vacuum is filled, essence powers based on the alignment, religion, required emanations of power, etc.. The caster of such variants magic could use a lvl 7 limited wish spell to illicit the desired power in addition to the basic powers listed above. This is only limited by the dungeon masters creativity. The essence of power is imbued outer plane items exactly as with an airplane items.

    All items are allowed a saving throw (at the casters lvl) verses spell to see if they properly enchanted that the object. Interruptions during such an enchantment will always spoil the item. Once the desired powers have manifested themselves on the item a Lvl 8 permanency spell must be cast to hold onto the enchantment.
    The material components all are: 1 pint of blood from a creature native to the plane selected; 5000 gp white diamond; a titan's hair; 5 oz of sulphur; a lodestone; 2500 gp in mithril flakes.

    Dimensional Warping Creatures 9th lvl

    R: 12 in. C: V, S, M
    D: permanent C/T: 2 turns
    A/E: 20 ft. radius S/T: negation

    This spell allows the caster, in conjunction with a Lvl 9 Dimen. The Rift is a Creation, with which to expose a group of creatures to a nurturing form inner or outer planar power endowing them with powers unique to the chosen plane. Whether that plane is an inner or an outer plane, the powers instilled are granted to all creatures within the area of effect for full casting time. A saving throw verses magic spell is allowed to unwilling creatures caught within this spells nature and area of effect. A successful saving throw negates the affect.

    Through use of this spell creatures will adapt some of their basic nature to that of a given inner or outer planes element or essence. A) For the inner planes the element will convey the ability to move through the chosen element as if walking in air, with a control on up and down. Use of the negative plane in such creations will yield horrific changes in a creature the least of which is usually insanity. Those creatures of the positive and material plane will yield the supercharged "Glowing with arcane power",
    reflected as a bonus of twice as many hit points, with additional castings of this spell will cause a violent explosion to affect a creature a second time by this spell, the explosion leaves body parts strewn about the area of effect. The exact warping affect can be tailored by the spell caster through use of the Lvl 7 limited wish spell cast immediately after the exposure to the appropriate elements or essence.

    One effect of the spell allows the caster to shape the victims warped aspects, without the use of a limited wish, allowing the caster to cause the desired warping and actually control the former elicited with alterations by +/- 50% to the affected, size, form, claw length, natural weapons augmentations which include giant strength, etc. . Warped creatures will seamlessly flow together with the element or essence chosen, except in extreme alignment clashes of some essences, supplying a powerful emotional uplifting and general anesthesia while this transition takes effect. This is followed by a deep sense of transition as the affected creature assumes his role in the elemental scheme of things, for all intensive purposes they are now a native to that elemental plane.
    A successfully enchanted creature is totally immune to the element chosen whether of the inner or outer planes, both types will be able t will be able to do touch attacks in the chosen element or essence type, the recipient of this magic will be able to confer elemental damage through a touch attack on a successful to hit roll; doing an additional 1D8 per day damage in the element chosen type up to a maximum of one time per level of the recipient per day (this power regenerate its 24 hours after the first power blast is used in the be , even conferring this touch attack through a hand held weapon, also including a special breath attack with a 5 ft /90 degree arc using the elemental type chosen by the caster. The breath weapon does 1D8 damage and may only be used one time a day. It also causes any creature coming within 2 ft. of its skin to suffer from damage dealt out by and the chosen elemental type when violating the area of elemental saturation. The damage dealt out by the elemental saturation is at a rate of 2 hit points per round. Furthermore this spell will allow the caster to endow one unique planar property or power beneficial to the creature affected. I.E. in the Beastlands beneficial animal friend status or possibly generating a level 5 animal growth spell a limited number of times per day, acquiring some powers of an evil plane like Gahanna’s' residents. Damage suffered from the essence of an outer planar force will cause + 1 hit point of damage for each point of separation of the recipients alignment from that of a victim's alignment difference i.e. chaotic evil versus lawful good is an 8 step in there for a + 8 damage to all attack forms of the physical touch nature, this variant also allows the differing of touch attacks through hand-held weapon up to one time per recipients level every day. This alignment variants bonus extend to all the above listed attack forms inflict damage through a semi-poisonous miasma which manifests itself physically whenever the breath weapon is used with outer planar essences during the spells casting as the mist of the appropriate elemental color or essence color coalescing into a tornado like vortex, with the tail touching the recipients chest .

    Recipients of this spell will be especially susceptible to the opposite alignment essences or elements, and will also cause attacks from such a foe to gain +2 hit point per die of damage inflicted in such cases. There is a + 1 hit point per die damage caused bonus for opposite elemental encounters of an opposite nature. All conflicts of the opposite nature will furthermore inflict an additional penalty which causes a - 4 saving throw verses spells of opposing elements or opposing essences.

    The material components are: the creatures whose elements are to be altered ; an item created by a elemental or essence of a alignment oriented nature; 2 oz of an blood or ichor of a native to the chosen inner or outer; 2500 gp platinum dust, a crystal worth 250 gp containing the last death sigh of a creature from the appropriate inner or outer plane; a mithril cube 2 in. worth 750 gp; a 1000 gp figurine of the finest green jade, carved by a master craftsman in the likeness of the spells central recipient and also serves as a centering point of this spells effect. The creatures and the figurine serve as the centering point which must be within 20 ft. of the rifts opening.

    Essence Stealing 9th lvl

    R: touch C: V, S, M
    D: 1 turns per level C/T: 1 turn
    A/E: one creature S/T: Special

    This spell allows the caster to steal the creature’s soul essences along with all the magical fluid that represents their magical essences. The creature’s essences contain its magical nature i.e. the magical powers they possessed in life. This essence and meant to be drank to acquire these powers, and maybe semi-permanency spells to extend the duration of the spell. This would allow the spell caster free use of the magical powers of a race or creature type to the duration of the spell. This usage is an exact replication of the powers limitations, durations, and affects.
    This liquid is also used in many alchemical magical formulas; this could open a whole market of alchemical essences. Further augmented by, the use of clone spells and deepenspawn monster stocks. most desirable essences: illithids, mind flayers, aboleth, dragons, phaerimm, sharn, reigar, ulgo, deodanths, character class's, etc...
    The material components are: 500 gp violet jade collection bowl; a liches eyebrow; a djinni hair; 5000 gp Black Pearl; 2 oz troll blood. Only neutrals and evils may use this magic.

    Vision of Future Clarity greater divin 5th lvl

    R: 12 in. or 120 yards C: V, S, M
    D: 1 turn per level C/T: 1 round prior to; 1 segment
    A/E: self and all hearing S/T: negation

    The caster uses the spell to see the next 1 turn of future time, which allows all friendly to them, to see how best to work in harmony during a time frame in combat, as they view the perfect clarity of the events. They all view it from their own perspectives and perceive the best possible interacting combat sequences would be most beneficial almost intuitively. It takes one full round fall all of the forces to be affected by this spell to gain the synchronicity this spell tries to achieve.
    This harmony in combat conveys itself tangibly as a +2 to hit, dmg, a saving throw bonus, and a -2 bonus to armor class. The spell can be held for up to 24 hours for a quick 1 segment casting time.
    The material components are 250 gp platinum dust; 2 oz sulphur; a tin bar; a chronomancers hair; 250 gp yellow pearl.

    Simalcrum Shadow illus/phan mixed 3rd lvl

    R: 2 in. per level C: V, S, M
    D: instantaneous C/T: 3 segments
    A/E: one creatures shadow S/T: none

    This spell can activate only when even a minor shadow is present/exists on the target creature. The shadow lashes out with a quasi-real blade that does the basic damage of that weapon type but without magical STR bonuses. The strike takes one melee segment that share returns to normal. The spell is good against low-level spell casters as it will break their concentration at the very least. The phantasm exists for only one melee segment, and it vanishes into nothingness leaving no trace. (A higher level version of the spell could lend itself to a more real existence or even repeated strikes) .
    The material components are: 1 oz mercury ;a tin bar; an iron bar; and a tentacle from the monster known as Wingless Wonder ( my compendium vol 1 monster No. 9) .

    Tearing Talons 8th lvl

    R: 10 in. C: V, S, M
    D:1 round per level C/T : 8
    A/E:1 or 2 targets per round S/T: none

    This spell creates a 3 ft. long talons, with a shark teeth lined 12 in. wide mouth in the palm area, which flies through the air, Fly 24" , MC:A;. The talons are armor class 2, 24 hit point apiece, and strike as an 8 hit dice creature. Each claw can inflict 2-24 points per claw, and will continue to inflict 2- 24 damage from the bite. The bite is inflicted automatically each round after the claw successfully hits, whereupon, the teeth of the construct will continue to gnaw and chew . These constructs can attack any individual within range, and they are mentally commanded by the caster to attack a designated target until the duration expires or until the caster mentally commands it to attack someone else. The spell caster need not concentrate to maintain the spell; the spell caster only needs one melee segment to change the talons victims .
    The material components are: the tooth of a giant shark (Great White); 25 gp jade flakes; 2 oz of sulphur; an ogre nail; an eagle's feather; and a lodestone.

    Communication Constructs 4th lvl

    R: Special (touch) C: V, S, M
    D: 2 rounds per level C/T:4
    A/E: 1 Golem or Construct S/T: none

    This spell allows a link to be formed between the caster and the golem or construct, which allows the caster to see , hear, and to speak through a golem or construct. The caster can walk (only) while these scenes are viewed through this link. The link can be shut on or off by the caster by taking one melee segment in a round to mentally commanded the function to be executed.
    The range of this spell is up to the same plane of existence, where the construct or golem exists on at this time. These constructs could be gated great distances and remain connected to the spell caster. A special function of the spell is to creates an illusionary face, which resembles the casters, to be super-imposed over the golem/constructs own features. This illusion is the source of any speech that the caster wishes to speak to.
    The material components are 2 oz: of sulphur; a silver chain 1 gp ( reusable ); a hair of the caster; 25 gp of platinum dust.

    Construct Connection 7th lvl

    R: Special (touch) C: V, S, M
    D: 2 rounds per level C/T: 7
    A/E: one construct or golem S/T: none

    This spell is best caster with the lvl 4 communicating constructs spell, which allows a caster the best possible results . This spells main power is similar do the lvl 6 projected image spells ability to use an illusion to channel and focus magic through; this time though a construct or golem will be that focus. During casting the mage must have line of the sight has or scrying which allows viewing of a target creature, and if this sight is broken for any reason, the connecting mage will be unable to cast magic through the construct or golem. The caster can turn this spell on or off to conserve its duration, with a one melee segment of thought necessary to apply the on/off power.
    This spell will cause all magical effects to seemingly originate from the contract or golems forehead .
    The material components are: a small replica bust of the caster 5 gp; 40 gp platinum dust; 2 oz of sulphur; a lodestone; a tin bar; and an iron golems jaw; and 2 drops of the casters blood.


    SMALL SELECTION OF MAGISTER SPELLS

    Slow Cold 7th lvl

    R: 30yds C: V, S, M
    D: one day per level C/T: 1 turn
    A/E: 10 ft. Cube S/T: none

    This spell creates a 10 ft bluish aura within the 10 ft. Cube that forms the spells area effect. This aura can be cast inside a room, hold, caster, etc.. The aura which encloses the area of effect which helps to seals doors and windows which could lose the valuable product of this spell which is a constant cold temperature of 25 degrees Fahrenheit. Those not properly clothed will suffer one hit point per round after a constitution and check is failed. The check is made each turn that a creature is in trapped in the Cube. This spell forms the basis of a refrigeration Co. i.e. the spell caster, as there is a long duration of this spell and helps to preserve perishable goods. This spell could also be used to create a cold environment benefiting cold based creatures.
    The material components all are: 100 gp diamond dust; a yeti's heart; 2 oz of sulphur; an iron bar; a tin bar; a mithril box worth 100 gp .

    Fil's Leaping Boulder 6th lvl

    R: 120 yds C: V, S, M
    D: instantaneous/special C/T: one segment
    A/E: 1 Boulder per level (special) S/T: 1/2 damage

    This spell allows the caster to animate up to one boulder per the casters level, with the diameter up to 1' per level of the caster. These boulders will come crashing together on a single target area up to 10 ft. sized Cube. The boulders all leap together simultaneously and with such synchronicity that they all form one large attack. Each individual boulder will count as one attack in relationship to any stone skin spells which a target might possess. Each boulder will inflict 1D4 per 1' in diameter that the boulder has. All creatures within the area of effect 10' cube will take the above described damage unless they make a - 2 saving throw vs. death ray. A successful saving throw will only inflicted half the damage.
    This spell can be left as a trap allowing it to remain dormant for up to one day per the casters level, with preset conditions and instructions for the activation of sequence. Similar to a contingency spells activation sequences. Optionally the caster may choose the moment of activation, and detonating the trap.
    The material components are: a lodestone; 2 oz of sulphur; a xorn's heart; 250 gp platinum flakes .


    Laro's Fire Hands 6th lvl

    R: 10 yds per level C: V, S, M
    D: 1 rd per lvl C/T 6:
    A/E: 1 or 2 targets S/T: 1/2 damage

    This spell creates a pair of 6 ft. tall flaming hands which fly about a 24" per round/ MC:B within the spells range as they seek targets mentally designated by the caster of the spell. The victims need not be creatures but can also be a given area of protection which will not exceed a 20 ' cube by will of the caster. The flaming hands will follow the last attack command given by the spell caster, and may be targeted individually. The hands will not exceed the duration or range of this spell.
    Each hand will strike with the THACO of the caster of the spell inflicting 4-48 damage with each successful strike. The victim of this spell is allowed a saving throw vs. magic spell to only suffer 1/2 damage. These hands can sense all other spell casting within range of 6" of hands per a location, with their first reactions will be to home in on spell casters other than the caster of this spell. This has prevented many opponents from getting the upper hand in combat. These attacks by the hands will disrupt any spell caster they are pursuing/attacking. This could cause some friendly spell casters some difficulties as these hands will leap out to their 6" spell casting area of effect at a friendly target unintentionally.
    The caster can move about, caster other spells, physically engage in combat, etc., as they would normally while still maintaining contact with the spell hands continuously. The spell caster and will always sense the location of the hands created with this spell. Furthermore, the spell caster can perceive what the hand is viewing with a mere 5 segments of concentration.
    The material components are: 250 gp in ruby flakes; a lodestone; 2 oz sulphur; a tin bar; a pair of fire newt hands.

    More to come,

    Later

    Cool Happy

    Turn them all into rainbow mushrooms and drop them 300’ to the music of the Anvil Chorus!!!!

    Lo there do I see my father,
    Lo there do I see my mother, and my sisters, and my brothers,
    Lo there do I see do I see the line of my people, back to the beginning,
    Lo they do call to me,
    They bid me take my place among them,
    In the Halls of Vahalla
    Where the brave,
    May live,
    Forever

    It’s Good to Be the King!! (Or the DM!!!)
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


    Send private message
    Mon Mar 26, 2007 7:10 pm  

    Cool Wink

    Here is the latest batch of my spells for everyones use and review. I hope that a few of these find a way into your games.


    Items of Amplifications 9th lvl

    R: 12" + 1" per 3 caster level C: V, S, M
    D: 1/2 round per level C/T: 2 rounds
    A/E: 20 ft. radius S/T:none

    This spell will be cast on an object ( usually a gem ) to help increase the effectiveness of a given school of spells. This amplification will grant a bonus of a + 4 hit points per die of damage up to stated limits, with a -4 saving throw for creatures vs the magic amplification of the spell. Secondly, if used on a single spell will increase the bonus to a +2 damage per die of damage done with the ability to exceed normal spell damage limitations. It also magnifies the spells saving throw with a -8 saving throw for creatures vs the magic amplification of the spells affects. This terminates the duration early though cutting duration based spells to 1/2. This spell cannot be used cumulatively with a second casting of this spell.
    This spells stressful nature will cause the caster to suffer a 1 round recovery time after the last spell is cast as this spell fades away. The caster can initiate no action even walking is impossible. The caster feels drained and slightly disoriented for this 1 round.
    The material components are: gem or gem dust worth 500 gp; a lodestone; 2 oz of sulphur; 2 oz of mercury; a leprechauns' 8 oz of dragon blood; a beholder eye (any); and a sharns' jaws.

    Embed Magic Item 9th lvl

    R: touch C: V, S,M
    D: permanent C/T: 3 turns
    A/E: 1 item & one creature S/T: negation/ failure

    This spell allows the caster to implant a magic item into the body of a creature that may be willing or unwilling to allow this to be done. This willingness can be magically altered with charm and domination magic. A creature has the ability to have up to 1 item per 3 CON points they possess. The magic of the spell prevents the body from rejecting the magic item, and the target will always be have a feeling of vague discomfort due to the items presence within their bodies.
    The original casting and implanting of the item is made painless due to a facet of this spell which prevents pain. Part of the process will be the use of the lvl 5 Awaken from Afar spell that allows the activation of magic items from a distance. This will form the basis for activation of the imbedded magic items. This awakens a further ability of the spell to mentally activate and release powers of all imbedded items each round, (in one melee segment 6 seconds), for each item they wish to activate in that round. All innate powers are immediately accessible each round, while other powers will be emmited from a item inbedded creature arms/hand, eyes, mouth, and even the legs/feet. The origination point is connected to wherever the embedded item is held on the body will indicate its emanation source. The embedding can be complete or partial as the spell casters wishes.
    The material components of are: a giant moths' cocoon; 10 oz of sulfur; a lodestone; an iron bar; a necromancers heart; jade chips worth 500 gp; 3 oz dragon blood; a mithril cup worth; 200 gp; and the hands of a Phaerimm .

    Rock of Encasing 6th

    R: 1 in. per level of the caster C: V,S,M
    D: permanent C/T: 6
    A/E: Special S/T: special

    This spell can encase an object of up to a 40 ft. cube in size. The basic 40 ft. Cube, will get an additional 5' layer of rock per level of the caster. The spell creates a layer of rock which appears normal to the natural environment of the area. The layer of rock is so real that only True sight will reveal its magical nature. A dispel magic by creature of the higher level will cause the stone created by the spell to burst into a fine gray mist.
    This spell is often used to encase a petrified/dead foe the cube of magical stone. The idea is to create a rock/dead body inside a bigger rock that is very difficult to find. The stones shape and appearance is randomly generated by the spell, but is consistently mesa-like .
    The material components are: a xorn claw; a dwarf hair; 2 oz sulphur; a lead bar; a lodestone; 2 oz of mercury; 50 gp in gold dust.


    Tsja's Animate the Essence of the Fallen 8th lvl

    R: touch C: V, S, M
    D: one year per level C/T: 2 turns
    A/E: 1 body or body part S/T: negation

    The spell is used in conjunction with the lvl 7 Animate the Bodies of the Fallen to help further augment the that spell by endowing all the affected creations with completely restored magical powers of the class level abilities they had attained in life. The spell is essentially captures the affected being's mental and psychological makeup within the animated body or body parts that they had. During this spells duration the former's spirit of the slain creature is 1/2 in and 1/2 out of their chosen eternal resting plane (depending on alignment).
    The spirit of the fallen creature feels detached from reality and will seek to return to their higher planar resting place at the earliest opportunity by seeking death at every opportunity. This is largely because morose and forlorn emotions play upon the former creatures real life, and the fact they're dead. Touching the prime material plane will cause physical discomfort for their mental composure as long as it is held in the body or body part. This spell could lend itself to several other necromantic spells which could hold a soul to the body to ensure a timely rescue and resurrection.
    The material components are: a hair of the creature or a nail clipping for hairless creatures; 2500 gp diamond dust; a lodestone; an elf eye; 2 oz of sulphur; 2 oz of mercury; and a vampire jaw .

    Urbo's Spellseeking Worm 8th lvl

    R: 12 in. + 1 in. per level of caster C: V, S, M
    D: 2 rounds per level C/T:2 rounds
    A/E:1 target creature S/T: N/A
    This spell creates a 2 ft. long translucent blue wormlike creature/construct which moves at 6 per round 6" through solids and liquids of any type but is tireless. It has an armor class of - 2 and can sustain up to 50 hit points in damage. Its function is to follow and hunt down a targeted creature who is riding or running away from a fight. The target must have been viewed with a magic spell, by the spell caster, prior to the spell being initiate.
    The worm follows any mental commands given to them telepathically up to 9” away, which must be thought in 20 words or less. A designated search pattern can be assigned to patrol within it the range of the spell. If the target is not encountered it returns to the caster to receive further orders for long as the duration of lasts. If the target is found the worm flashes and latches onto the target NO SAVE, furthermore becoming a homing beacon for further spells of a teleportation or scrying nature. Only a successful dispel magic and remove curse cast in succession can break the worm hold.
    The material components are: a worm; 500 gp in gold dust; 500 gp in a black jade amulet; and a rangers heart.

    Acid to Water reversible 6th lvl

    R: 6 in. C: V, S, M
    D: special C/T:6
    A./E: 1 gal. per caster level S/T: Special
    This spell automatic hangs itself ( remains set) on the caster until it erupt; activated by a gout of acid. It is activated in much as the contingency spell does. The spell activates the next time any acid comes within 1' of the caster, whereupon, it is changed into water instantly. Creatures or spell casters hurling the acid get one save, adjusted by the difference in the level of the spell caster when compared to the level of the acid magic caster, expressed as a +/- adjustments to the saving throw versus death ray. This spell will hang for up to 24 hours, and once it is activated it lasts for one turn converting all acid spells within range (1') .
    The material components are: 2 oz of baking soda; 2 oz of sulphur; 20 gp in a silver flakes.

    Ozgor's Black Lightning Trap 5th lvl

    R: touch C: V, S, M
    D: permanent until discharged C/T:1 turn
    A/E : object touched S/T: 1/2 damage plus special
    This spell is identical to the level 3 firetrap spell in function, being able to set them up on books, bottles, boxes, etc., and other devices of a closeable nature. It is detectable only by mages detect magic spells. This makes it effective even to a thieves detect trap ability .
    The spell has a command word (chosen by the caster at the spells inception to prevent accidental detonation. It works only when the command word speaker is present at the spells creation.
    When detonated by an authorized opening the black lightning is ejected out to a 10 ft. radius which has three major effects: A) It does 1d4+1 per level of the caster in lightning damage; saving throw for 1/2 damage. ; B) a life draining affect which will drain 1d3+ (-1) more level per the casters level, causing a saving throw versus magic spell to lose only half the levels. ; C) The final saving throw is vs magic spells, which causes those failing a saving throw being hurled 20' away in a random direction, and afflicting 2D6 damage as well as stunning the victim for 1 round. All magic items within the area of the blast must save vs crushing blow, lightning , and corrupting disintegration.
    The material components are: 2 oz of sulphur; 5 oz mummy dust; tail of a Catelopas ; an iron bar; a copper bar.

    Magister Velomar Dauntcastle
    607-612DR
    By Matan Thunder


    Velo's Hummingbird Swarm 4th lvl
    R: 10 yds per level C: V, S, M
    D: 1 round per level C/T: 4
    A/E: 30 ft. in diameter sphere S/T: 1/2 damage/ special

    This spell creates a huge swirling mass of ruby throated hummingbirds, flying about at 24" with a MC: A, chirping their calls between themselves in a wild swarm that resembles the schooling traits of fish. The swarm will move about anywhere within its range at the spell casters silent mental command. This spells has a visual affect as the birds fly about there is an iridescent sheen as they swarm about. The swarm reduces movement to 1/2 the normal rate on the ground, and prevents access to flying spells within its area of effect, as all the other flyers within the area are pummeled back to earth whenever they try to take off. The swarm reduces sight within it to be reduced 1-10', and prevents all spell casting or missile fire from originating in the swarm unless a DEX roll at - 4 is made. The effect causes one roll to determine the success of both actions for that whole round. The swarm will inflict 2 hit points per level of the caster each round to any creature which fails it saving throw verses magic spell, and made saving throw yields 1/2 damage. Each hummingbird has one hit point of phantasmal damage before it can be killed, and it is impossible to aim it at any one particular animal. Area of effect spells will kill as many birds as hit points in damage they affect inflict, but as stated below they regenerate each round.
    The spell caster may perform other actions as the swarm will follow the last command given by its caster, for the duration of the spell. The caster can change the orders and location of a swarm as many times as needed during the duration of the spell. \
    Any birds killed will disappear without a trace at the duration’s termination. These losses are without consequence to the swarm as the bird to regenerate magically each round.
    The material components are: a hummingbird's feather; 25 gp in mithril flakes; 2 oz sulphur; a lodestone; a herring; and 2 oz of mercury.

    Velo's Stirge Swarm 5th lvl
    R: 10 yds per level C: V, S, M
    D: 1/2 round per level C/T: 5
    A/E: 20 ft diameter sphere S/T: 1/2 damage/ special

    This spell creates a black swarm of stirges attacking all its area of effect, and is similar in many ways to the level 4 Velos’ Hummingbird swarm spell. The stirge swarm move at 18 " per round, MC: C, and has a ghostly dark grey swirling mist which follows the swarms undulating flight path. There is a high-pitched chirping as stirges use sounds to echo locate about its area. This spell reduces movement by 1/3 normal land rate with no save. It also prevents all flight as listed in the above spell. Sight is reduced to 1-10' for the spells duration, and causing a successful, DEX roll at -6, to be able to fire a missile in weapons or cast spells while in the area effect. The roll is made each round once, but counts towards both the effects. The swarm inflicts 1D4+1 per casters level in blood loss each round a victim is within the area of effect. A successful saving throw vs. spell can reduce this by 1/2 damage.
    The swarm is controlled by the caster by silent mental command taking one segment, at the beginning of a round, to change the following rounds actions. The caster can elect to change a targeted position/foe as many as they wish within the spells duration. The swarm of follows the casters last mental command. If the swarm is sent out of range, by the nature of the last order given by the caster, the stirges will individually explode in a puff of gray motes. As with all the Velo's Swarm spells the swarm individuals each have one hit point of phantasmal damage each, and the slain disappear without a trace at the end of the spells duration. This spell also regenerates slain members as with the hummingbird spell, each round the slain individuals are replaced.
    The material components are: a stirge proboscis; 50 gp in gold flakes; 2 oz of sulfur; a lodestone; a lodestone; and a vampire's lust for blood.

    Velo's Giant Ant Army 6th lvl
    R: 10 yds per level C: V, S, M
    D: 1/2 round per level C/T: 6
    A/E: 60 ft. to diameter tide/wave S/T: 1/2 damage/ special

    This spell creates a vast army of large 12" long ants which span a wave/arc 60 ft. across and 3 ft. in depth at its deepest point. The wave/arc surge at a rate of 12 " per round, at the casters silent mental command. The entire horde glows with a hellish green aura which swirls about the area of the wave/arc as it moves about. Those caught within the wave will have their movement reduced to 1/6th the normal rate; it also causes those on the ground who attempt to fly away from the wave to make a DEX roll at - 5 successfully leap into the air to fly away. Those failing this check are trapped within the wave. Those caught within the wave suffer 3 hit points of damage per casters level the first round within the wave, 4 pt per casters level the second round, etc. There is a saving throw verses spell to reduce damage by 1/2. There is no upper limit to the cumulative + 1 hit point damage inflicted up to the duration’s expiration point. This reflects the extra damage done to those caught within the wave by the superior numbers of the ants. Spell casting and missile fire require all ground targets to make a - 5 DEX roll to allow these effects to take place; each round a check is made.
    The tide follows the casters last mental command, until changed by silent act of will in segment one of a given round, and will follow this last command until the duration expires or the command is changed. If a command allows an ant to stray out of range it disappears in a puff of green motes. Those ants slain during this spell will disappear at the duration’s expiration, and each ant has a phantasmal 1 hit point to kill. This tide of ants regenerate as with the other Velo's Swarm spells, allowing replacement of killed ants each round.
    The material components are: a giant ant antenna; 100 gp in platinum flakes; 2 oz of sulphur; a lodestone; a herring; a thri-keens heart; 2 oz of grey ooze ichor.


    Velo's Giant Wasp Swarm 7th lvl

    R: 10 yds per level C: V, S, And M
    D: 1/2 round per level C/T: 7
    A/E: 40 ft. sphere S/T: Special

    This spell creates a swirling yellowish cloud of 12 in. long giant wasps that swirl about in a loud drone/buzzing, with long it stingers and vicious jaws. There is a yellowish mist which swirls about the swarm concealing its members. It is similar to the Lvl 5 Velo's stirge swarm spell. The swarm reduces movement by 1/3 rd normal rate, and prevents all flight within its area of effect. It prevents all missile fire and spell casting within the swarm unless a - 8 DEX check is and successfully made. (one roll for both) The swarm moves at 24 " MC: B. . The swarm is capable of inflicting 3 hit points of damage per round/per level of the caster, which allows a saving throw vs. magic spell so the only 1/2 yet each is taken. As an additional affect the swarm will sting a target one time per 4 levels of the caster as long at they remain in the swarm. The victim is allowed a saving throw verses magic or suffer paralysis for 1/2 the normal number of rounds. The duration of each victim's is 1/2 a round per casters level.
    The swarm follows the silent mental command is of the caster and will follow last command given by its caster until the duration expires. The swarm can be commanded by the caster with one melee segment of thought, which occurs at the beginning of each round of action. Swarm members which exceed the spells range will disappear in a puff of bright yellow motes. These losses are without consequence as long as the entire swarm doesn't exceed the range of the spell; members of the swarm regenerate each round. Each swarm construct can sustain one hit point before dropping to the ground apparently dead, and all such casualty's simply disappear at the spells expiration. Area of effect spells can inflict significant losses on a swarm, but at the beginning of the next round all casualties inflicted are instantly replaced.
    The material components are: a piece of giant bee wing; 100 gp gold dust; 2 oz of sulphur; a lodestone; a herring; a cockatrice's rooster's head comb.

    Velo's Birds of Prey Swarm 8th lvl

    R: 5 yards per level C: V, S, M
    D: 1/2 round per level C/T: 8
    A/E: 30 ft. sphere S/T: Special

    This spell creates a swirling white mist which accompanies and conceals a swarm of 20 lbs eagle like raptors. These raptors make no noise while within the mists; those on the outside edges of the mist can emit loud screeches audible up to 100 yards distance, as long as the caster wishes it. The spells guidelines are similar to the lvl 7 Velo's giant wasp swarm. The swarm of flies about to within the area of effect at 24" per round; MC: B. The swarm cuts all movement within the area of effect by 1/4, and no flight is allowed by those capable. Missile fire and spell casting require a -10 DEX roll for successful use of these skills. Furthermore, the swarm inflicts 4 hit points per casters level whenever a victim is within the area of effect, a saving throw vs. magic spell will reduce the damage by 1/2. There is a secondary saving throw verses magic spell at - 4, as the raptors will be exclusively at a victim's eyes, and a failed saving throw causes the victim to be permanently blinded. If a week to victim is successfully targeted by the blinding, a saving throw vs. magic each round is necessary to avoid a - 1 CHR loss each row within the area of effect. This CHR loss cannot be healed if magically done so within 48 hours, the charisma losses are permanent without magical healing. The rapport swarm will regenerate as with the other Velo's spell, i.e. losses will regenerate each round 100 percent. Each raptor construct has one hit point of damage which it can sustain before dropping dead to silently vanish at the spells expiration.
    The swarm follows the silent mental command of its caster and will follow the last mental command given it up to the expiration of the spells duration or the task/mission being changed by the spell caster. Changing a command takes one melee segment, in the first segment of combat, and all other actions start at segment 2. If a swarm member exceeds the range limitations of this spell they will burst in to a cloud of light gray motes. If the swarm completely exit the range of the spell it is destroyed prematurely.
    The material components all are: a giant eagle feather; 150 gp platinum dust; 2 oz of sulphur; a lodestone; a herring; a gorgons tooth; and a medusa's eye.

    Besides the spells above by Velo, the spells of Urbo, Ozgor, & Tsaj also are Magister inspired spells.

    More to be posted later.

    Shocked Cool

    Turn them all into rainbow mushrooms and drop them 300’ to the music of the Anvil Chorus!!!!

    We’re all gonna be naughty gods!!!!!!

    Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


    Send private message
    Mon Mar 26, 2007 7:18 pm  

    Idea Wink

    Lets start with a few spells from another of those Magisters & then some spells that really take it to the edge.

    For those who can use them, enjoy.

    Magister Ozgor Hyelvel
    592-601DR
    By Matan Thunder



    Black Lightning of Ozgor 6th lvl

    R: 40 yd + 10 yds per level C: V, S, & M
    D: instantaneous C/T: 6
    A/E: Special S/T: 1/2 damage / negation (special)

    This spell is a modified and lightning bolt spell (lvl 3) that crackle and howls like the damned for one full round after its impact. Spell creates either a 10 ft wide by 40 ft. long forked bolt or a single bolt 10 ft wide by 80 ft. long, but as with all such a lightning bolts there is a chance of rebounding of solid objects (in random direction) in the bolts pathway. The bolts origination point to and the anywhere within the range of the spell and in any direction at the caster chooses.
    Each bolt inflicts the following damages and affects: A) the standard lightning bolt damage of 1D6 per casters level up to a maximum of 10D6; A Life Force stripping and magic which will drain 1-3 levels of life energy, with an actual flesh devouring component, causes a saving throw verses spell which if successful will negate this spells effect. This life force burning effect will inflict considerable scarring which only removable by a Lvl 6 Heal spell at a rate of +1 hit point per heal spell cast (with a special bonus of + 1 hit point more if spell caster possesses herbal healing lore) on the damage to individual. Damage inflicted by This portion of this spell should be kept in a special separate tally so as to be able to reflect the scoring damage; C) Finally the kinetic energy of the bolt causes a saving throw for spells which if failed will hurl the target (M sized o smaller) 3-30 ft. away from the bolts impact point, this inflicts 3D6 damage to the victim of this spell. The victim is allowed a second saving throw vs. spell to take 1/2 damage.
    "The material components all are: a zombies' finger; 100 gp amber rod; a pinch of fuzz; scale from a dragon's tail; 2 oz of dracolichs' ichor.

    Ozgor's Black Chain Lightning 9th lvl

    R: 40 yds + yards per level of caster C: V, S, M
    D: instantaneous C/T: 9
    A/E: Special S/T: 1/2 or negation

    This spell replicates the LVL 6 Chain lightning spell with a bolt stroke width of 2.5 ft... The spells has 3 powers listed in below. A) The bolt leaps from victim to victim losing one hit die each jump, from the potential of 1D6 per casters level to the first victim, (saving throw verses spell for 1/2 damage). If a spell caster was 12th level, the second creature struck would get 11D6 damage with the saving throw roll for 1/2 damage. B) This lightning bolts second function is that life force draining of 1D3 levels per level of the spell caster, when struck by the bolts; unless a saving throw verses magic spell is made (a save negates this part of the spells effect). The spell loose a 1D3 life force any potential with each leap of the bolt. The damage inflicted by this lightning is the same flesh devouring type described above listed spells, in that it needs to be tallied separately from normal damage due to the fact of the scarring it inflicts, and the specials means which the scarring can be removed. C) The final spell power forces a saving throw vs. magic spell to avoid the affect which is, to be hurled from 3-30' inflicting 3D6 damage from of this effect.
    As the bolt arcs from target to target all three of these spell effects will continuously inflicted to all targets struck within the range of this spell. The bolt will strike the nearest adjacent object, (be it animal, vegetable, or mineral) starting at its original target the victim. Distance and the metallic content are the 2 determining factors for the arcs determination as to its path, whereas, if a metal object and an inmate animate object are equidistance from the arcing origination point would find that the bolt seeks out the metal object first. This could lead to a grounding affect all this spells arcs DM decision necessary. All magic items possessed by victim struck by the spell triple affects will need to make saving throw for these items three times verses lightning, corruption/disintegration, and a crushing of blows.
    The material components are: a bit of fur; and amber rod is worth 20 gp ; 1 mithril pin per level of caster, worth 5 sp each; a figurine carved from a skeleton warriors thigh bone; 2 oz of sulphur; one pint of the shadow dragon's blood; a shadow dragon's scale; and a shadow dragon's tooth.

    Ozgor's Black Lightning Spit 9th lvl

    R: self C: V, S, M
    D: instantaneous C/T: 1 round
    A/E: 5 ft. wide bolt S/T: 1/2 damage at - 6 saving throw

    This allows the caster to forcibly eject a large black howling lightning bolt from their mouth the round after the casting is completed, as well as perform other actions as needed in the same round in which they eject the bolt. This spell has 3 major effects which are : A) The bolt must be shot first at segment one, and adding the other actions time considerations to this segment one starting point. This bolt jumps like a lvl 6 lightning spell, losing one hit dice from its potential damage with each targets struck. This bolt inflicts 1D8 per level of the caster to the first target it strikes, forcing a saving throw verses spell at - 6 penalty, and allowing 1/2 damage if the throw is made. B) This spell also features the life force and flesh burning lightning bolt effect causing -1D3 life force levels per casters level to be lost if a saving throw vs. magic spell (at -6 ) the is failed, if the saving throw is made only 1/2 of the life force levels are lost. This spell requires a special tallying of the damage it inflicts, in regards to how it may be healed because of its scarring and flesh eating nature. This tallied damage can only be healed via a Heal spell a of the rate of 1 hit point per day, unless they possess the herbal healing proficiency which would gain them a + 1 per day healing of bonus. C) The spells third effect is also adjusted by a -6 saving throw penalty, for its effects which all are to be hurled 5-50' and have 5D6 damage inflicted from the backwards blasting effects of this spell.
    This spells arcing powers are exactly the same as the spell listed above.
    The material components are: amber rod and worth 50 gp; 1 mithril pin per arcs linked with this spell worth 5 sp per pin; 2 oz of sulphur; a bit of fuzz; a death knights finger bones; 2 oz of shadow dragon's blood; a shadow dragon's scale; a shadow dragon's tongue; and black dragon's largest fang.

    There are a couple of real shakers in this list. If you can get the first one past the DM it is the bomb!! It reads your intent in the wish. No more nasty twisted wishes.

    The other allows the ultimate brand of armored protection when entering a melee zone. The rest of the spell will also have their uses. The Phaerimm quest spell is the basis of their control over their mind slaves. I hope you enjoy them

    By Matan Thunder


    Perfect Wish !!!!! conj/summ True Dweomer 10th lvl

    R: unlimited C: V, M
    D: permanent C/T: special
    A/E: Special S/T: Special

    This spell is identical to the ninth level wish spell mages can normally cast except that a spell caster must be 28 th level or higher in order to survive the rigors casting of the spell. Any mage casting this spell will be incapacitated for a period of 4-8 weeks as they regather their strength from this spells casting. Because of the rigorous nature of the spell and the monstrous research over the spells wording which the spell caster must undergo the caster must take one year in preparation to casting of the spell, even though they may not know the exact nature the wish will be expended on. The research is vague but it must be intense as it reflects upon the nature of wishes in general, whether good or bad results were achieved. This spell will intuitively connect with the spell casters wishes, and only has a 10% chance of warping the wishes of the spell caster.
    The material components are: a 6000 gp white diamond, a black opal worth 6000 gp , a griffons heart, 2 oz of Faerie dragon blood , 4 phaerimm arms, 5 oz of aboleth brain, the last breath of a arch mage, and the first light of a new century caught within the facets of a prism.

    Matan's Force Armor abjuration 9th lvl

    R: the casters body C: V, S, M
    D: 1 round per level C/T: 9 segments
    A/E: self S/T: N/A

    This spell encases the casters body in a light purple magic aura which appears to be some type of armor which even covers the casters head. This aura is not restricting in any way to spell casters actions in a combat round setting. The aura grants the recipient an armor class of ((-10)) for the spells duration. Normal weapons touching the armor will melt or per on contact no saving throw. Magic weapons will sparks brightly on contact but are otherwise unaffected. The armor flares greatly and strobes as it makes contact with anything during the spells duration. These distracting affects grant an additional -2 are classed bonus above the stated limit above. The only way to break this spell before the duration expires is a natural 20 critical hit, and the critical attack is still blocked.
    The material components are: 3000 gp diamond, a small platinum shield worth 50 gp, 10 gp in lodestone dust, a single dragon's scale, and 1 p. of ogre’s blood.

    Balch's Double Blow evoc/alteration 6th lvl

    R: 0 in. / self C: V, M
    D: 1 round per level C/T: 6 segments
    A/E: self S/T: N/A

    This spell allows its caster to do double damage (including STR and magic bonuses) with each successful weapon attack, by making the weapon time shift briefly back in time to the split second that it inflicted the first wound in order to inflict a terrible double wounding. This time shifting is completely unnoticeable by the spell caster or the victim of the attack, the blow seamlessly deepens of the already inflicted damage completing the double strike. The only noticeable visual affect of this spell is that the caster in a faint violet light while the spell is in effect. The attacking caster needs only one successful THACO to inflict the double damage.
    The material components are: 25 gp gold dust, 25 gp in a mixture of all emerald, diamond, ruby, and sapphire dust.

    Reverse Damage abjuration 9th lvl

    R: touch C: V, S, M
    D: 1/2 round per level C/T: 9 segments
    A/E: one creature S/T: none

    Through use of this powerful abjuration spell will cause all physical or magical damage directed at the caster to be 100% reflected back to its source even if it exceeds normal range limits. This spell renders its caster totally immune for the spells duration. The visual manifestation of this spell is a sparkling golden aura that flashes as the attacks are reflected back on to the mages foes. The spell can be overloaded by damage equaling the spell casters level x10, whereupon it explodes harmlessly into a bright golden motes . This destruction takes one melee segment.
    The material components are: 500 pp platinum dust, 5000 gp sapphire, 500 gp in mercury, a lead bar, a copper rod, and the heart of an Aurora Energy monster. ATWM .


    When Meld's Hold Weapon in Air 1st lvl

    R: 0 in. or touch the C: V, S, M
    D:1 round per level C/T: one segment
    A/E: 10 ft. radius S/T: none

    This spell causes any touched weapon in the area of effect to hover in the air where the caster releases it. The force holding up the weapon requires a 23 STR or greater in order to break this spell before the duration expires. Any foes of weapon touched by the spell caster within the area of effect is halted in its path and rendered immobile for the spells duration. The to hit roll which the spell caster must make is - 4 armor class THACO had held weapons & - 8 is the armor class THACO for all missile weapons in order for the weapons movement to be halted mid swing. If the spell caster fails a to hit roll, they will take full damage from the attack no saving throw allowed.
    The material components are: a lead bar, 5 gp in platinum dust, and a tin bar.

    Identify Protection Fields 3rd lvl

    R: 1/2 inch per level C: V, S, M
    D: 2 rounds per level the C/T: 3 segment
    A/E: 10 ft. wide beam S/T : N/A

    This spell allows the caster to visually identify protective types of magic on any creature within the beams pathway up to range limitations of the spell. The spell caster can identify the exact type of protection magic within the beams affect, so long as the spell caster knows or has seen the protective spell himself. In all other cases the protected spell is identified mentally to the caster in only general terms. This means the information conveyed to the caster will reflect the exact type of protection that the unidentified protective field is based on: fire, blows, missiles, or school of the magic.
    Those creatures with protective fields closest to the caster are revealed first and only creatures physically seen can have magic protections identified. All the information is relayed to the spell caster in one melee segment per creature caught in the beams affect. As reflected above invisibility renders this spell it useless. In a special cases where an invisible creature encounters the beam while under the affects of a Faerie Fire spell, the powers of identification are fully restored to the spell caster for the duration of the spell.
    The material components are: the eye of a eagle, 5 gp in platinum dust, 10 gp in diamond chips, 5 gp pearl, and the toenail on a Ogre Magi.

    Rune's Multiply Missiles illus/phant 5th lvl

    R: 60 yds + 10 yds per level C: V, S, M
    D: 1 round (special) C/T: 5 segments
    A/E: Special S/T: None

    This spell is cast on any creature about the fire in a missile weapon. The special illusion creates multiple images of the missile type that is about to be discharged, that will seamlessly spring from the true physical missile weapon upon its firing. Since one of the missiles is actually real there is no saving throw allowed against the multiple missile strikes which take place upon a successful to hit roll from real missile fired. The damage inflicted is equivalent to that normally related to the type of missile fired. The spell caster can create one extra missile per level of the spell caster. These missiles are under the direct control of the spell caster allowing the caster to direct separate missiles to targets within 20 ft. of where the real missile strikes. The spell caster must maintain concentration for one segment at the spells inception to direct the missile's path. The illusionary missiles strike unerringly because of this concentration.
    The material components are: one arrow per casters level, 5 gp in gold dust, and a lodestone.

    Improved Smokey Form 5th lvl

    R: touch C: V, S, M
    D: 1 turn per level C/T: 1 round
    A/E: creature touched S/T: Special

    This spell is a customized version of the level 2 Wu Jen spell, except that those affected by this spell are allowed to cast magic spells so long as they possess the material components for such magics upon their smoky person. This spell furthermore causes a intensifying cohesiveness in smoke which allows it to slip through small cracks and holes as long as the duration of such transportation is no more than one round. This customize spell will also reduce the damage inflicted by wind based magics by 1/2.
    The material components are: a stick of burning incense, 25 gp in platinum dust, and an Ogre magi eye.

    Conceal Item 3rd lvl
    R: touch C: V, S, M
    D: 2 rounds were + 1 round per level C/T: 6 segments
    A/E: 1 Item S/T: None
    This spell is a mage variance of the level 2 clerical spell of the same name. This spell renders an utterly undetectable to anybody but the spell caster. The item must be of smaller mass than the spell caster. The spell conceals even magic or alignment auras, and it shows anyone trying to spy on the caster using true sight only a black shifting area of white fog where the item is. To normal sight only appears to be an opaque area which is undetectable except 1 in 20 chance at distances up to 100 ft.. Those further away can't even see the opaque area at all.
    The material components are: 2 oz of powdered gemstones worth 200 gp, and a dopplegangers hair.

    Rapid Transit Spell arduin 5th lvl

    R: Touch C: V, S, M
    D: 1 round per level C/T: 5 segments
    A/E: creature S/T: negation

    This spell causes the recipient to move at 10x their normal allowed foot speed. The spell ages the caster one-year with each casting. The spell can be terminated by the spell recipient prior to the expiration of the duration by silent act of will. Recipients must then spend 1 turn per round that they were under the effect of the rapid transit magic. If they cannot rest they will fight as if fatigued until they can rest.
    The material components are: 2 licorice roots, 300 gp platinum dust, and 2 oz of quickling blood.

    Grillock's Dictation evocation 5th lvl

    R: 3 inches C: V, S, M
    D: 3 rounds per level C/T: 5 segments
    A/E: Special S/T: N/A

    This spell allows the caster to verbally dictate mundane or magical writings on to an appropriate to type of parchment or vellum for magical writings. It takes 5 segments to cast this spell and in the case of magical spells it takes 5 segments per level of the spell. The parchment must be laid out with the accompanying quill which must be filled manually with the liquefied platinum dust in it. Some of the platinum dust is also sprinkled on the writings to assist in drying.
    Multiple uses of this spell are possible in order to lengthen the spells duration in order to facilitate longer spells and long-term dictation.
    The material components are: the paper and vellum, an eagle quill, 2 oz of ink, 50 gp platinum dust, + 10 gp in platinum dust per level of the spell.

    Phaerimm's Quest of Submission 8th lvl

    R: touch C: V, S, M
    D: 1 day per level C/T: 8 segments
    A/E: one creature S/T: None

    This spell creates a combination of a quest magic & and a submission magic both of which are conferred by touch. The casters hand glows purple until a target is touched, which allows no saving throw. A creature affected by the spell will show no outward signs of its affect unless the spell caster utters a special command word set at the spells inception. The affected creature will not even realize its servitude to the spell caster, as their mind goes blank whenever this command word is used. ESP will not detect this spell functioning either. The caster of the magic speaks the command word and gives the appropriate orders followed by the command word a second time. This allows the creature affected by magic to engage in the tasks set for it by the spell caster.
    The spell makes the target the helpful, selfless, and completely helpful to the spell caster even when not under the direct compulsion of orders set to the target by the spell caster. The target will not seek out to subvert or overtly work against the spell casters commands or their missions regardless of alignment. The spell may only be broken by a wish spell before its duration expires. Creatures may even be commanded to undertake embarrassing or suicidal tasks, which they will feel it was their idea to undertake such attacks or tasks. As stated above commands can violate normal alignment limitations.
    The target creature sees the caster as a miniature, friend, compatriot, and conspirator regardless of the obvious facts of the situation. The magic shields the target from seeing the facts in anything other than a positive and or friendly light. The spell caster is connected via a special telepathy in order to confer the command is non-verbally at 30x times the normal rate of verbal commands.
    The phaerimm who originally perfected this spell did not require the V,S,M components will and cast this magic through force of will spell casting.
    The material components are: 2 oz of sulphur, a tin bar, an iron bar, a lodestone, 100 gp per HD of target worth of jade amulet, 500 gp amethyst, and a phaerimm tail.

    I hope that you like them. I wonder if the DM will let that first one in???


    Later

    Laughing Cool

    Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.

    Turn them all into rainbow mushrooms and drop them 300’ to the music of the Anvil Chorus!!!!
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


    Send private message
    Mon Mar 26, 2007 7:23 pm  

    Shocked Cool

    Old Second Edition Material Here!!

    Here are a few more nice spells for the powergamers out there. Some others might be such that they can make it into a more conservative gaming style.

    For those who can enjoy!

    Spells
    By Matan Thunder

    Rope of Spellcasting 7th lvl

    R: 10 ft. per level C: V, S, M
    D: 1/2 round per level C/T: 3
    A/E: One Rope S/T: none

    This spell allows a caster to cast spells from the end of a rope as if the caster were there. He sees via a small section of vision of 4 in. box at the bottom left corner of their field of vision as the end of the rope would view if it had an eye. The spells emanate from the end of the rope, as the rope itself hisses and slithers wherever the caster wishes within range. The rope can move 12 " per round like a snake. It has a lightning quick strike at ranges up to 30 ft. doing 1D6 damage once per round striking with the casters THACO. The end of the rope points at targets of the spell. There is a tendril made of force similar to a wall of force which inhabits the rope for the spells duration. The construct can sustain damage equal to 1/3 rd the casters current hit point total. This spell causes the loss of one-third of the casters hit points but can be healed magically and it has an AC of 2.
    The material components are: 5 oz sulphur; a lodestone chip; a tin bar; an iron bar; shadow ichor; 500 gp gold dust; 500 gp blue jade figurine.

    Heralds Refuge 9th lvl

    R: 30 yds C: V, S, M
    D: permanent C/T: 1 hour per/room
    A/E: special S/T: none

    The spell can create an invisible set of extra dimensional and potentially extra planar rooms some of these areas, which are preset to certain command words and gestures to allow subsequent creatures access to these extra dimensional rooms. Some of these rooms have been passed down for centuries with noble families in the FR Cormyr region. Each caster made create one room per 2 levels of the caster. It is at 10 ft cube for each room, but these rooms may be combined. Noble families have been known to use a Circle Spell 1st lvl, with members of the family who can practice magic, to make much larger room complexes. The extra dimension rooms can be either underground or accessing the ethereal plane, but are closed off to other outside access. The rooms are mentally constructed in the caster own mind at the spells inception, which may be equipped with rudimentary furniture and facilities constructed of the material where the room is housed. The rooms can be of any size and shape up to the volume limits of the spell.
    The room and its contents are undetectable by any means short of a wish spell, and wishes only give the point of access. Only another wish can reveal the necessary rituals & keys needed to open these extra dimension of rooms. These rooms are connected to physical access links on the Prime material plane. There is usually a landmark or special area that is the key access points.
    The rooms always appears to be made of rough hewn stone, which always have only one access corridor of 40 ft. in length, usually trapped. The caster may shape these corridors in a manner similar to the room construction described above. The construction will incorporate up to one trap per 3 levels of the spell caster.
    The material components are: One 5000 gp mithril cube per room constructed; 2 oz of cleric brain; 2 oz sulphur; and iron bar; a lodestone; a tin bar; to tentacles of Charculus (MY mon spec IV); as well as the jaw and the eye.

    Pack Mentality 7th lvl

    R: 120 yds C: V, S, M
    D: 2 rounds per level C/T: 7
    A/E: 1 creature per level S/T: none

    This spell causes a purple aura to briefly outline any affected by this spell. This allows of mental link between all creatures will touch (up to the maximum #) and remain within 120 yds of each other after the spell is cast. If range is exceeded contact with the pack is broken. A faint growl is heard at the spells inception, as all the minds are linked telepathically with each other. The pack mentality allows those affected by the spell to gain a + 2 to hit, dmg, and a -2 to armor class as long as they hunt with the pack, or until the duration expires. This bonus is granted as the pack works together to attack and defend the synchronouscity as long as the spell is in effect.
    The link allows sharing of all combat decisions and actions, including possible spell area of effect problems that could occur as the combat progresses. The pack that is linked also share a danger though, causing a saving throw vs spell when the pack member suffers a death blow. Those who fail their saves will be stunned for 1-6 rounds, unable to take any action at all.
    The material components are: a worg ear; an illithid brain; 2 oz of sulfur; a lodestone; 500 gp in mithril flakes; a 500 gp gold colored pearl; a tin bar; an iron bar; and 20 oz of wolf blood from the same pack.

    Animate Treasure 8th lvl

    R: 60 ft. radius C: V, S, M
    D: until triggered C/T: 1 turn
    A/E: all valuables within range S/T: Special

    This spell causes a golden wave to leap from the casters body like fast ripples on a pond, when a stone it is thrown into it. All valuables within to the ripples range or briefly outlined in this gold aura for one melee segment, and are then set to activate when any theft is attempted within the area and of the affect. All affected treasured objects will move and act as if wielded by the spell caster through use of telekinesis magic. Mundane objects will fly at the thieves, and will inflict damage equal to its size (usually between 1D2 and 1D20) once per round for each item in the hoard. Magical items are activated as if possessed by the will of the spells caster, each attacking once per round. The treasures will coordinate their attacks as it they knew what each item was going to do in that combat round.
    Small items will join together in the mass of moving mounds to engulf and smother the thieves of the treasure. The caster controls of this mentally, such attacks due to a 2-20 damage per attack and may launch one such attack for each 5000 lose coins available to make these suffocating or smothering attacks. A saving throw vs spell is allowed to reduce damage by 1/2. After the first five rounds a CON roll is made to avoid suffocation, and each round following the roll must be made again when a cumulative -1 penalty until they do suffocate. A successful attack with one of these hordes automatically knocks down M sized targets if they fail their saving throw. Victims under such attacks generally use thought activated items or powers to help the escape.
    All animated treasure is immune to all physical damage while under this spell affects. The treasure moves about at 24 " per round MC: B for the spells duration. The spell lasts for one round of per level of the caster after being triggered by the thieves. This spell automatically alerts the spell caster that the spell has been triggered as long as the caster is on the same plane. Any treasures stolen automatically have a magical tracer on them which confers a magical view of the area immediately surrounding the stolen objects, suitable for a teleport spell landing area. If multiple treasures are stolen the caster will need to focus on them one at a time to track them, and the tracer only lasts as long as the duration does.
    The material components are: gray ooze ichor; 5 oz of sulphur; a lodestone; psionicist brain; a tin bar; a 1000 gp mithril; 5 oz metal master ichor; and 5000 gp in pale green jade flakes.

    Power Building Matrix 9th lvl

    R: self C: V, S, M
    D: 1 round per level C/T: 2 rounds
    A/E: all magic items owned S/T: Special

    This spell forms a matrix about the casters magic items allow in them to linked and form bonuses in the same areas, such as +'s to hit, saves, etc....,. These bonuses become cumulative for the spells duration. (i.e.... If the caster had 3 luckstones, the caster would normally only receive a plus 1 bonus, but with this spell the caster gain a +3 bonus for the spells the duration).
    If magic items such as a +2 and a +3 swords are targets of the spell they will meld becoming a +5 sword for the spells duration. A permanency spell can be used during this time in order to make the change permanent.
    The material components are: 5 oz sulphur; 5000 gp sapphire; a lodestone; a leprechaun’s hair; and a liches a finger bone.

    Layering Fields 7th lvl

    R: 6 in. C: V, S, M
    D: 1 round per/3 levels C/T: 7
    A/E: spells area of effect S/T: N/A

    This spell allows the caster to manipulate magic fields (even permanent ones) in order to change their area of effects similar to the spell square the circle. This spell was designed specifically to allow a spells affects to react to other spells identical to them; in such a way as to allow an accumulation of effect to manifest itself to the casters benefit. It creates an onion like structure that at first isolates the spells affect, but it leaves the area with in the onion affect to be able to link with other protective magics or spell affects in a beneficial way to the caster. The caster can link up to one spell per 3 levels of the caster using this spell. This spell is cast followed by the magic's to be linked up in consecutive rounds of spell casting. The layering of the spells leaves a minute space between each magical field. The areas of effect may be shaped into any type of geometric pattern which suits their needs, up to the limitations of the magic field volumes of the layered spells.
    This spell is specifically designed for the spell Tempus Fugit Lvl 5, which can allow time to be sped up or slowed down even more dramatically than normal. It is also low very valuable in the use of protective and magic fields, which wouldn't normally be able to stop negative-spell affects by themselves.
    The layering spell can also be used to intercept incoming enemy spells as long as the layering the spell casters level is higher than the caster of the hostile in coming magic. Once the layering spell intercepts the hostile spell in its outside layer it causes the incoming spell to detonate outwards away from the layering spells interior. This destroys one layer of the field permanently, but it protects anyone with in the area inside the field as long as the layers last.
    The material components are: 1 onion; 250 gp platinum dust; a wizard’s fingernail clipping; 2 gold interlocking rings 2 gp Value.

    Cril's Safehold 9th lvl

    R: 60 yds C: V, S, M
    D: 12 hours C/T: 2 turns
    A/E: 10 ft. cube S/T: none

    The caster of this spell is covered in an opaque gray aura, which makes a sighing sound as it fades from view. The spell creates a substantial dream, in the form of a hidden dream all room with in substantial walls. Any creature other than the caster who tries to walk through these hidden walls will be reflected or turned 180 degrees of their inbound path in 1/10th of a second. This reversal is so rapid that a creature won't notice it has changed direction for one round, and this turnaround will inflict no damage whatsoever unless the creature fails a DEX roll. This could lead to a minor falling damage depending on the velocity of the incoming creature. Only the caster and those he touches may enter the safe hold. The spell opens into a safe hold that reflects back any magic, psionics, force, or other types of power alone the path of their incoming trajectory, away from the safe hold, this includes powers up to demi-god strength. The safe hold is the perfect place for healing, resting, etc., for the 12 hour duration. A safe hold can be will away earlier if the caster wishes.
    Time in side this dream safe hold passes at three times the normal rate, so 12 hours outside the safe holds area of effect will be 36 hours inside the area of effect. The duration limits reflect outside time, so inside the safe hold will last 36 hours if the caster wishes.
    The safe hold is actually hidden in the untold depths of the deep ethereal plane, creating a small pocket dimension. The walls, ceiling, and the floors, are composed of the swirling matter of the deep ethereal planes.
    The material components are: 5 oz Mercury; a lead bar; a tin bar; a copper bar; 1000 gp platinum chips; 1000 gp of black onyx; ichor from the central eye of a beholder; a specially made 3000 gp mithril web shaped net ( reusable) 18" diameter; 2 oz titan blood; a dragon bone.

    Magic Item Sizing & Tailoring alter/ench 8th lvl

    R: touch C: V, S, M
    D: permanent C/T: 1 hour
    A/E: 1 magic item S/T: N/A

    The power of this spell allows the spell caster to alter the form of any more and magic items to permanently adjust themselves to fit the spell caster as if they were made for them alone. The physical manifestations of this spell is a bright blue white glow about the item to be altered and a soft humming which is part of the verbal components of the spell. The magic items affected by the spell can shrink or grow to fit the spell caster with no drawbacks in regards to the power of the magical item or its functions. With this spell items could even be adjusted to accommodate wings, multiple limbs, tails, claws, etc.. . . The magical items enchantments are permanently adjusted to fit the new owner with no detrimental effects to the device at all.
    The material components are: a smith's heart, a tailors finger, a leatherworkers tools, 3 oz of dragon blood, 2 oz of mercury, a tin bar, 1500 gp platinum flakes, 500 gp black pearl, 100 gp turquoise chips, the eye of a jeweler, and a phaerimm brain.

    Combination Magic Item Spell alter/ench 9th lvl

    R: touch C: V, S, M
    D: permanent C/T: 12 hours per item
    A/E: 1 magic item per 3 levels S/T: Special

    This spell is an advanced form of the following types of spells: level 7 spell Steal Enchantment, level 9 spell Artifact Enchantment, and level 9 spell Wondercraft magic. The power of this magic spell can bring together several different types of magic items up to the limitation of one magic item per 3 levels of the spell caster. This linking of magic items into a single focus item been together several different types of magic item into a single focus item. The spell manifest itself as a golden glow about the individual magic items which slowly turns into mist and drift into the prime focus item that will serve as a magical vessel for the all the powers of the different magic items. The enchantment is accompanied by a soft chiming audio component which is part of the somantic components of the spell.
    The following spells can all be used to help enhance the chances of success of this enchantments: level 5 Prepare enchantment, level 4 Merald's Meld, level 4 Dweomorflow, level 5 Focal stone, level 5 Eternal flame, level 6 Wonderrous Web, level 6 Valendar's Vambrace, level 7 Awakening, level 6 Crown Meld, level 9 Power Accumulator Activator, or level 9 Power Building Matrix. The last two spells are especially useful in combining the power of the +'s from the different magic items utilize in the creation of a focus item.
    In order to successfully enchant the focus item the spell caster must make successive saving throws verses magical spell with the cumulative - 1 to each saving throw after the first saving throw to join the first 2 items is made at the spell casters basic saving throw number. So if 3 items will join together in - 1 saving throw verses magic spell must be made to successfully bring the items together, 4 items would be incurred in - 2 saving throw, 5 items would be a - 3 saving throw, etc.. . . If the saving throw is not successful the focus item and all the items which are joined to it must make a - 4 saving throw verses magical flame or be destroyed and the spell casters suffers 10-100 points of damage from the arcane explosion of energy.
    The prime item can access to any of the powers of the items it is combined with. The items that are absorbed will originate from the focus item permanently after this prime item is created. All the powers of those items are contained within the focus item and are accessible to the device wielder in a normal fashion. Those items containing magical pluses either to saves, armor class, to hit, etc. may be combined during this spell casting by the application of the level 9 spell Power Accumulator Activator or level 9 spell power building matrix. Items of exceptional powers are created in this way and the dungeon master controlling the game world may not allow the spell if they cannot control magic items of supreme power. Items with magical pluses will gain the benefit of all the magical items contained in the focus prime item. There are basically two types of combined items which are usually contain together because they combine the same type of attack or worn functions which lead to the best combined magic items. The types of items are weapons and worn items. Weapons can frequently find use of specialized worn equipment and other benefit, but items that are worn frequently cannot be used as weapons unless they are a ring or other object in strike as a weapon. If an item combined in this way protects a specific area of the creature or in all cases where the magic item must have a manifestation on the user during the use of its power a ghostly superimposed of the device will appear in the appropriate place on the device wielder and provide the necessary protection or power to that area as if it were worn normally. Magic items they contained charges made be combined to use of this spell and may even serve as the prime focus item, but once all of their charges are expended the device will remain but no powers may be accessed until the devices recharged. The lack of charges for the item in no way inhibits it as serving as a focus item with use of this spell.
    The prime focus device uses all the in the constant powers simultaneously as if it is a combination of all the utilized items with no detriment to the user. The prime focus device may activate a single power each round either by silent mental will of the device holder or by utilization of command words or gestures as dictated in the use of the magic items that comprise the focus item. This includes any necessary material components to activate an item in special cases.
    The material components are: the magic items to be combined and the focus item, 12 oz of rare earth, a tin bar, a lead bar, 1000 gp sapphire chips, 3000 gp and platinum cables and clips which connect each individual item to each other, 5 oz of dragon's blood, 3 oz of beholder ichor , a phaerimm brain, and 5 oz aboleth slime.


    I really like Power Building Matirx and the Combination Magic Items Spell. Now to use them together!!

    More to come,


    Later

    Cool Idea

    Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.

    Let them keep what they kill!!

    Randomize it adds spice to a predictable games plot line (especially if they have read it before).
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


    Send private message
    Sat Apr 14, 2007 8:35 pm  

    Shocked Cool

    Here are some more including one of my PC's attempts to upgrade the Lv 7 Simalcrum spells. It works for me and my players.


    More Useful Mage Spells
    Matan Thunder


    Brallick's Improved Simalcrum necro/illusion 9th lvl

    R: touch C: V, S, M
    D: permanent C/T: Special
    A/E: one creature S/T: None

    This spell creates the same type of duplicate as a normal simalcrum spell in all ways except as follows: The new improved simalcrum has 71%-80% of the hit points of the original creature; a reincarnation in a wish spell increase the carry over knowledge and personality up to 60%-85%; and the levels/hit dice carry over becomes 40% to 70%.
    If the spell caster concentrates on his creation he can trace the location of this creation if within 10 mi. per level of the caster. This simalcrums creator may also through concentration to gain access on that the creations visual and audio input. During this type of concentration the spell caster may impart orders mentally in one at melee segment.
    A spell caster may also further boost the knowledge and personality of the simalcrum to 100% through use of the Lvl 9 Matan's Phantasmal Mental Impression Construct.
    The material components are: the precursor snowman, 10 gp ruby dust, 25 gp gold dust, 50 gp diamond dust, and a small piece of the creature to be duplicated.

    Matan's Super Clone 9th lvl

    R: 1 in. C: V, S, M
    D: permanent C/T: 1 turn + Special
    A/E: Special S/T : N/A

    This spell creates a Clone exactly as the 8th lvl spell does, except that the clones has a personality altering spell, the level 8 Phaerimm Quest of Submission spell is permanented upon it. The clones created by this spell will try to misinterpret orders given by the caster 25% of the time, which is a reflection of the hostilities which the alter egos harbor for their original creator. This form of mis-interpretation of order is less physically violent then with a normal clone, but will lead to non-injurious consequences which inflict pain instead of death. The submissions spell last for 1 day per level of the caster. A clone will revert to the hunting hostile vengeance seeking creation that a normal clone would normally assume upon reaching full growth. The clone is completely under the sway of the spell caster as long as the submissions spell is in effect, which could allow the spell caster to send it on a suicidal mission or cause it to suicide before this event happens. Under such orders there is still the 25 % chance that the order is intentionally misinterpreted by the clone.
    The clone will have all been in the powers and abilities the original possesses, as well as all memories of the creature that it was generated from.
    The material components are: a piece of skin of the target creature to be cloned, a sulphur crystal, a lodestone, a 1000 gp jade figurine of the creature to be cloned, an amethyst worth 500 gp, a phaerimm egg, 1 oz of mercury.

    Inhabit Clone 9th lvl

    R: 10 yds per/ level C: V, S, M
    D: 1/2 round per level C/T: one round
    A/E: on clone or simalcrum S/T: N/A

    Through the use of this spell the casting mage will have a mental (first person) connection & full inhabitation of any clone some simalcrum the have created. The spell caster may even transfer some of their magic items to the copy via a teleport spell. While a spell caster is mentally shifted to inhabit the copy the spell caster reaming is fully in control of his original body. This control allows the caster to perform simple action such as walking, sitting, running, talking, etc.... The actions which the caster wishes to have implemented through the copy form a conduit between the 2 of them, through which the caster may launch magical powers, psionic powers, or even physical attacks are all inflicted as if the caster, not the copy, were implementing them. Mage spell, psionic attacks, or triggered magics will originate at the copy. The conduit is so strong that it will inflict a system shock roll onto the caster that is caught inhabiting a clone/simalcrum which is destroyed/killed . A failed system shock roll means the caster is killed. It takes one full round to turn on or off the inhabitation power, but as long as the copy is viewed contact may be reestablished without penalty.
    When the link is severed the copy will execute the last set of orders imparted to it by the caster in the last seconds of the inhabitation link . While the link is in affect the casters body performs actions under the affects of a blur spell, to conceal the fact that they do not currently inhabit their body. All power passed through the copy seem to originate at the forehead of the copy, except for physical attacks. Communications between the spell caster and the copy minds are performed at 10x the normal rate of normal verbal communication. Clones perceive that all action they take for the caster were completely their own, not the spell casters. Through use of the inhabitation power a spell caster could cause a copy/clone of the caster to abandon its current of the caster, which it normally does upon first waking from the clones spell completion.
    The material components are: a lodestone, a tin bar, 500 gp jade amulet, 150 gp in onyx, 500 gp sapphire, a doppleganger heart, and 2 oz of titan's blood.


    Matan's Double Jeopardy Spell reversible 7th lvl

    R: touch C: S, M
    D: 2 rounds per level C/T: 1 turn
    A/E: one creature S/T: negation

    This spell creates the beneficial effects similar to the monster called a "Tween", wherein, the caster receives insights into actions taken in the next melee round. This insight allows the recipient of this spell to make 2 dice rolls instead of one, and take the most beneficial roll of the 2. The spell has a secondary negative affect to all creatures within 30' of the spell recipient, wherein, they must also make 2 die rolls but they must take the worst of the 2 dice rolls. The only way in which to avoid negatively affecting friends and foes within this range is for them to also have this spell cast on them. All negative affects of this spell are avoided for those symbiotically attached to a living Tween .
    This spell may be used as an offensive attack spell also, causing a target creature who fails its saving throw vs. spells to suffer 2 dice rolls with the negative (worse roll) afflicting them for the spells duration. During this time any creature not currently under this spells positive affect variance will gain the positive affects if they are within the 30' area of effect.
    The material components are: 2 oz of ethereal matter contained in a glass globe, 500 gp ruby, and a 1000 gp mithril diviner’s rod.

    Analyze Enemy divination 6th lvl

    R: 0 in. C: V, S, M
    D: instantaneous C/T: 2 segments
    A/E: self S/T: N/A

    This spell allows the caster to instantaneously analyze a potential foes attack routines for the next round. This insight leads to a + 2 to hit and a - 2 to armor class for the duration of the encounter, as the caster receives insights continuously during the encounter. The insight will also reveal all magic items that an enemy has, but excludes detection of artifact power items. If a vote possesses an artifact date will gain a + 2 to hit and a -2 to armor class instead of the spell caster.
    A detailed mental picture of all the attacks likely to be faced in the next round are mentally transmitted into the caster mind. The selected foes will have all of their races, levels, class's, proficiencies, and other skills likely to be used in combat revealed to the caster instantaneously. The spell caster will not be able to access the creature’s real name, unless they say it to the caster.
    The material components are: a lodestone, a cleric's hair, and 50 gp in sapphire chips.

    Wift's Indicator of Power divination 2nd lvl

    R: 10 yds per level C: V,M
    D: 1 round per level C/T: 2 segments
    A/E: within sight S/T: N/A

    This spell outlines a viewed foe with an invisible aura which appears violet colored to the spell caster. The aura is a lighter color for the lower levels individuals, and darkens to a near black purplish color for the highest level individuals viewed with this spell. This spell color variation can be measured by the spell caster, to the nearest five levels of experience, by the color indicated to the spell caster. The aura but can never be concealed to the spell caster and it is invisible to all others.
    The material components are:10 gp gold dust, an iron bar, 10 gp pearl, and 1 gp diamond dust.

    Darasson's Improved Potion enchantment 6th lvl

    R: touch C: V, S, M
    D: one hour per level C/T: 6 segments
    A/E: one vial of water & other sp comp S/T: None

    This spell is identical in all ways to its level 4 version, which prepares a special vial of water to accept another spell allowing the caster to make an instant and temporary potion going through the steps normally associated with making a potion. The exception for the improvement of the spell is that it allows spells of up to 5th level to be imparted within the potion. A spell caster could also use duration altering magics to allow long-term storage of vast amounts of the spell potions. The only limitation is that the spell caster must know the spell to be imbued within the potion.
    The material components are: a vial worth 50 gp made of jade which turns to ordinary stone once the potion contained within is consumed and 1 oz of the dragon's blood.

    Improved Blinking 5th lvl

    R: 0 in. C: V, S, M
    D: 1/2 round per level C/T: 5 segments
    A/E: the caster or by touch S/T: None

    This spell is an upgraded version of the level 3 Blink spell. The improvement allows a more controlled blinking which may not be more than 60 ft. from the casters last location. The spell caster also has the ability to choose the direction that they are facing when they rematerialize. The blink is instantaneous and allows the spell recipient to see all foes briefly before it the blinking takes place. The recipient of the spell can thereby gain full backstab bonuses granted normally in combat.
    The material components are: a thread from a ghosts robe and a blink dogs tail.

    Elminster's Blessing 7th lvl

    R: touch C: V, S, M
    D: special C/T: 7 segments
    A/E: one creature S/T: If wished a saving throw for negation

    This spell grants a special boon from spell caster which resembles a contingency spell, which heals all physical damage done to the recipient of this spell, as the Lv 6 clerical heal spell. The Heal magic is activated the same segment in which the recipient creature reaches 10 hit points or less. This healing contingency repairs all damage done to a recipient’s mundane or magical equipment with a 100% efficiency. It does not affect charges or usages of potions or similar magics. The recipient of the spell radiates a strong hidden dweomer until the spell it is activated. This spell only be used in conjunction with other contingency based magics.
    The material components are: 1 oz of sulphur, 100 gp platinum dust, 25 gp jade amulet, an iron bar, and a tin bar.

    Hiss's Illuminate Area of Effects 2nd lvl

    R: Special C: V, M
    D: special C/T: 2 segments
    A/E : 1 spell per 3 levels of caster S/T: none

    This spell is held until all spells it may affect have been cast in a single combat round, whereupon, the spell caster will see a blue glow are around any area of the effect of a spell within line of sight, out to limit the number of spells it can view. If the number of spells exceeds the number viewable by the caster then the highest level spells all are revealed first. The spell caster is the only one who sees the illuminating glow, which reveals the area of effect spells within line of sight as well as the location of the spell caster for each of the spells viewed. The glow is color coordinated so that an area of effect viewed will be traceable back to its caster by the color it shows. Magics already existing within line of sight are not viewable through use of the spell.
    The spell caster may use this spell in a similar manner, (simultaneously with the above manner), to view their own spells area of effect, which has the secondary affect of causing targets who to fail their saves vs. their own spells to glow 10 times as brightly as they would normally. This brightening of the illumination works for both manners of this spell. This brightening will also show if a spell has been inflicted on a party member, and thereby alert the spell caster of hostile magics at work.
    The material components are: 1 link of iron chain for each spell this spell caster can affect, a box of the chalk with all the primary colors therein, and a 15 gp chip of sunstone .

    Runeweaver's Quickening of Somantics 9th lvl

    R: 0 C: V, S, M
    D: 1/2 round per level C/T: 9 segments
    A/E: self S/T: none

    This spell quickens any spell casters somantic components which allows any spell caster to reduce their casting time of a spell by 2 melee segments. If the spell caster is a Runeweaver their hands blur during the weaving patterns of their spell casting, and they find that their spellweaving times are reduced to 1/3 rd the original casting time of the spell that they're trying cast. This means that spells cast/ Rune woven in a casting time at 1/3rd the normal that a Runeweaver would normally have to .
    In either case, after the spells duration expires it will cause a spell caster to rest their hands for five full rounds. This spell is extremely taxing to a spell caster, which limits its usage in a day to one time per 3 constitution points which the spell caster possesses. If a spell caster uses this spell more than the limited amount they will become fatigued for the next 24 hours.
    The material components are: a bumblebee, 2 hairs of a quickling, and 125 gp in mithril dust.

    Amra's Moving Wall of Force evocation 8th lvl

    R: 1/2 inch per level C: V, S, M
    D: 1 round per level C/T: 8 segments
    A/E: 40 ft. wide "V" shaped force wall S/T: 1/2 damage

    This spell forms a 20' x 20' V shaped wall of force that skims continuously 1/2 inch off the ground at rapid speed, like a supercharged D9 cat, or a runaway freight train, directed by the casters will, for the spells duration. This wedge of force takes one round to reach its top speed of 80 mi. an hour. The wall will inflict 8D10 damage to anyone within in its path which fail their saving throw verses death magic, and it inflicts 4D10 to those who make their savings throw. This wall of force is completely invisible unless it is plowing something over, whereupon, the objects it affects will clearly show its path. This spell can be used as a tool for demolition of large structures.
    The wall is at the caster mental command as to speed and direction of its path, which only takes one melee segment in a given round. Large objects will reduce its speed by 1 mi. per hour for each 100 lbs. of the object in its path. This allows large objects like trees or a castle wall to slow its advance with the accumulation of the blocking wait.
    The material components are: 1 oz (20 gp) powdered diamond, 25 gp miniature electrum wagon, 2 in. of funds in, 1 pint dragon blood, and 100 gp platinum dust.

    Amra's Moving Wall of Force is also a nice one to have to clear a path when your favorite PC is in a hurry.

    & Still More

    Here are a few spells that I developed for a Wind Mage/Monk that I once ran. I hope some monks out there kick a little *** with some of these cast on them by a willing mage.

    The Time Slip Tail is also pretty kick. Please post that someone is getting these out there. I am just trying to further the information for other gamers. A little feedback to let me know what you think will lead me to create new material more tailored to the gamers on this sites needs.

    SPELL RELEASES
    By Matan Thunder


    Serason's Finger Push evocation 6th lvl

    R: touch C: V, S
    D: 2 rounds per level C/T: 6 segments
    A/E: one creature per touch S/T: -2 saving throw verses magic for negation

    This spell allows the caster to touch foes in melee combat imparting a telekinetic blow that hurls them back with a violent push. The touch foe is a hurled violently backwards for 1' per level of the spell caster unless the victim makes a saving throw vs. magic at -2. For every 10 ft. of flight that a target foe is hurled inflicts 1D6 points of damage upon striking the ground. Victims suffer 1D4 rounds of being stunned with no saving throw allowed in any case.
    The spell affects 250 gp (25 lb) per level of the spell caster. This telekinetic touch can affect multiple targets within the duration of the spell. The spell caster may wear gloves or gauntlets while imparting the spells magical affect. Any creature in the flight path of a hurled victim will take 1D4 points of damage for each 10 ft. they have traveled.

    Serason's Sonic Touch 7th lvl

    R: touch C: V, S
    D: 1 round per level C/T: 7 segments
    A/E: creature touched S/T: 1/2 damage

    This spell allows the mage to create a magic sonic vibration to be stored within a spell casters hands. It is a manifested and in the field of blue aura about the hands. The spell inflicts 2 hit points per level of the casting mage, +1D10 damage on a successful melee to hit roll. Any creature failing its saving throw verses magic will take full damage and be stunned for 2-4 rounds. A successful savings throw allows 1/2 damage to be inflicted.
    As a secondary affect which allows no saving throw any buckles, buttons, clasps, ties, etc. are automatically unfastened and causing a DEX roll to avoid being tripped by the rapid unfastening the of these devices on their person. It takes one round to refasten a single item

    Serason's Spinning Vortex Movement 8th lvl

    R: 0 in. (self) C: V, S, M
    D: 1/2 round per level of the caster C/T: 8 rounds
    A/E: self S/T: N/A

    This spell makes the casters movement a blur of actions as they rotate about combat area with 3X the normal speed they would normally possess. Their movement is so fast that all their actions are concealed grey opaque blurring movements unrecognizable to anybody in combat with them. The recipient of this spell integrates movements much like a whirling dervish with the grace of a ballet dancer. It somewhat mimics an elvish Bladesingers flow in battle. The spell caster attacks with 3X the normal number of combat attacks, and make cast up to three spells per round until the spells duration expires.
    The spell caster gains the benefit of a - 3 to armor class & gains a +3 to damage rolls due to the forceful impact of its spinning attacks. The spell caster is able to dodge 3 physical attacks in any given round. If a fourth attack is forthcoming it will suffer the - 3 AC adjustment stated above. The spell recipient me also leapt up to 10 feet vertically and 30 feet horizontally once per round during its dervishlike dance.
    The material components are: 100 gp sapphire dust, a lodestone, a djinni hair, 100 gp platinum dust, and 3 oz of pegasus blood.

    Brallick's Communication of Assistance 9th lvl

    R: unlimited C: V, S, M
    D: 1 round per level plus special C/T: 3 turns of preparation then one segment
    A/E: Special S/T: N/A

    This spell combines a 2 way telepathic linkup combined with a spell casting conduit between its recipients, which is similar to that shared between a spell caster and his Lv 6 Projected Image spell.
    The magic energy is channeled through a specially prepared rod which must be physically touched activate any of the communication or spell casting between recipients. The spell allows 2 way communicates between the spells caster and the rod holding secondary spell recipient. The rod will allow other rod holders access a original recipient’s communication link and the spell channeling capabilities the original spell caster wishes. Any magic cast through the rod is ejected from the tip which is pointed by the rod holder. The duration of this spell is able to be turned on and off, so that the duration of the spell is held up if the link is currently not needed.
    The material components are: an intricately jeweled rod worth 2000 gp and made of pure platinum, the rod is imbedded with 1000 gp with diamond, ruby, and sapphire chips, and 2 clay figurines of the mage and the communications original host.


    Klynt's Cube of Baffling Beauty Arduin 6th lvl

    R: Special C: V, S
    D: 1 round per level C/T: 6 segments
    A/E: 10 ft. Cube S/T: -6 saving throw to negate

    This spell it is adapted from the Arduin series, this spell creates a cube of indescribable colors and sounds which surrounds the caster and is immobile. This spells intense nature affects the senses so powerfully that a -6 saving throw vs. magic must be made to avoid the spells affects. Anyone within viewing range are affected by this spell. It will stop all intelligent creatures for one round regardless of level or power the creature possesses, as it stares in rapture intrigued by the powerful colors and sounds the cubic emits. Any creature failing at the saving throw is allowed at another saving throw each round thereafter to break the cubes affect.
    Unintelligent monsters are not affected by this spell in anyway.

    Slygon's Silver Spiral of Sleep Arduin 5th lvl

    R: 60 ft. C: V, S, M
    D: until dispelled C/T: 5 segments
    A/E: 9 ft. high x 3 ft. wide S/T: Special

    This Arduin based spell a whirling, swaying, spiral of silver lights and dancing motes of white lights. The spiral will attract and draw attention to itself when in an attempt to hypnotize and finally cause all victims to fall asleep for all those within viewing range (60').
    The spell uniquely affects creatures in the following ways. All creatures of 20 level or hit dice are affected 10 % of the time with an increase of 10% for each Lvl/Hit dice less than 20. I.E. A 12th lvl/hd creature would have an 80% chance of succumbing to the spell (MRS % will apply). Creatures affected by this spell will have this percentage chance further modified to by a -5% per INT point above the 12th. I.E. the 12 lvl/hd creature with an 18 intelligent would have a 50% to be affected.
    The material components are: 25 gp silver spiral created by master jeweler, 5 sp in silver dust, a dryad hair, a black mushrooms, and 2 oz in fine sand.

    Marcum's Gold Spiral of Domination 8th lvl

    R: 60 ft. C: V, S, M
    D: until dispelled C/T: 8 segments
    A/E: 9 ft. high x 3 ft. wide S/T: Special

    This spell mimics an Arduin spell called Slygon's silver spiral of sleep; this spells capturing qualities causes a glowing golden spiral to form accompanied by green swirling motes of power . This spells power also draws an attract attention to itself first causing the targets to be hypnotized followed by the targets within the 60 ft. range to have their will's to be dominated by the spells caster until they escaped the spells range or an outside force breaks the domination magic. This domination does not allow the spell caster to cause suicidal missions to be undertaken, but the domination allows any action short of the suicidal limitation. Remember the spell caster can only affect targets as long as they remain within the 60 ft. to range.
    Creatures are affected the same way as the above mentioned sleep spiral spell, with creatures of 20 lvl/HD being affected 10 % of the time, with a 10% increase for each level or hit dice less than 20. The creatures affected are also granted the 5% bonus for each INT above 12 they possess. Only a successful MRS % roll can prevent this spell from occurring. Creature possessing no INT or eyes to view the spiral cannot be affected by this spell.
    The material components are: 10 gp in gold dust, 50 gp gold spiral created by a master jeweler, 2 oz of aboleth skin, a black mushroom, 5 oz of fine sand, and 300 gp black onyx.

    Matan's Platinum Spiral of Paralyzation 9th lvl

    R: 60 ft. C: V, S, M
    D: until dispelled C/T: 9 segments
    A/E: 9 ft. high x the 3 ft. wide S/T: Special

    This spell is another spell related to the Arduin spell Slygon's spiral of sleep, in that it creates a whirling in swaying platinum colored spiral which is accompanied by a dancing motes of dark green light . This spiral draws and attracts attention to it self as it hypnotizes the targets and then it paralyzes them for as long as they will remain within the range of the spell. Any and victims of this spell who cannot be removed by outside help will remain paralyzed for 30 days at which time they are allowed a -2 saving throw vs. magic spell to break the spirals affected. Each day thereafter they receive a one saving throw per day. This special saving throw will not take effect until the 30 day limit has elapsed. Creatures breaking free of the paralyzation are allowed 1 turn to escape the spells range before this spell takes effect as stated below again.
    This spell affects creatures of 20 lvl/hit dice at a straight 10% chance as long as they remain within the spells range. For each level/hit dice below 20 lvl/hd a victim suffers a further 10% chance of being affected by the spell as long as they remain within range. Targets also have the -5% chance of being affected for each INT point above 12 they possess .
    Creatures held under this spells paralyzation affects can take no physical, mental, or magical actions to escape this paralyzation field. Targets are held immobile the second they view the spiral. All creatures that are non intelligence or possess no eyes cannot be affected by this magic.
    The material components are: 50 gp in plat. dust, the special plat spiral worth 100 gp, a 100 gp emerald, a snake head from a medusa's head, a ghouls tongue, a tin bar, and 2 oz of drow paralyzation poison.


    Matan's Phantasmal Mental Impression Construct phantasm/conjure 9th lvl

    R: 1 " C: V, S,M
    D: 1/2 round per level of the caster C/T: 2 rounds
    A/E: Special S/T: N/A

    This magic allows a spell caster to place a snapshot-like personal mental creation within an opaque purple face-like phantasm, which can then be channeled into an object, a simalcrum, a construct, a hung spell which will cast it as if the caster were actually doing the casting, or even less as a warning mechanism for those trespassing within the casters domain. The phantasm is 2 dimensional and is under affects similar to a Lv 6 Duo Dimension spell. It is invisible if viewed from the side. The phantasm is a shadow magic-like construct which has an armor class of 0, has 10 hit points, movement 12" MC: A, has no physical attack, but can store one spell for each 3 INT pts the caster possessed at the spells inception. (before the penalty) . The spell caster can also endow psionics they may possess into the phantasm if they wish. The caster will loose access to any science or devotion they bestow upon the phantasm as long as the phantasm exists, with enough PSP's to keep each power activated for 1 turn. These endowments are inaccessible to the spell caster for long as the phantasm is in existence, so many spell casters are unwilling to do this. Some spell casters create psionically endowed magic items in order to grant the phantasm psionic ability. Objects will cause the phantasm to flow into the object disappearing within it, as well as mobilizing the object as if it were just the phantasm. There is a weight limit of 250 lbs. The caster of the spell will suffer a -1 INT penalty while this spell is in effect. This penalty can become permanent if that phantasm is magically dispelled or destroyed by an anti magic field or magic dead zone. Only magic weapons may inflict damage upon the construct, as no magic spell or common weapon can damage it. . Recovery of the INT point drain can be achieved with a wish or a limited wish magic prior to the spells duration expiring.
    This spell is often used to give direction to defense in lieu of a spell caster being there to perform and such actions themselves. The original spell caster may give the phantasm orders and possible activation sequences, whereupon, the phantasm spells are ejected or launched at targets. The casters mind is photo-copied within the phantasms form. This spell will lend itself to a semi permanency or permanency magic’s. A spell caster is unlikely to allow this unless he has a way to replace the INT point loss, as it the spells duration could cause a permanent loss of 1 INT point .
    The material components are: 500 gp jade mask of the casters face, a lodestone, 1000 gp in platinum flakes, the sigh of a ghost, a lead bar, a tin bar, 5 oz of sulfur, an illusionists heart, a dopplegangers skull, a 500 gp emerald, a 100 gp pearl, and a hair of the caster.

    Phantasm of the Time Slip Tail phantasm/conjure 8th lvl

    R: 0 in. C: V, S, M
    D: 1 round per level C/T: 8 segments
    A/E: self S/T: Special

    The caster of this spell causes a 6 ft. long lizard like tail to appear on the spell caster. The tail is muscular and prehensile, and allows the spell recipient an extra attack inflicting 1 to 6 pts damage + STR bonus. It is opaque with a slight white aura outlining it shape, which makes it very hard to see in daylight . The tail may also wield a weapon at the caster normal attack rolls and inflicting the STR bonuses also. The spell casters tail may also can be used to whip and trip foes directly behind the tail wielder, the attack if successful it causes the target to make a DEX roll or fall, and take 1 to 3 round to recover. The caster of the spell may use the tail in one of two special ways, in the first usage the caster will strike out with the tail hurl the target 1 to 3 rounds into the future, where they arrive in the same position at the moment at the tail touches them. This causes a saving throw verses spell to avoid this time slip attack. The secondary attack form allows the caster to touch him with the tail and allow them to slip 1 to 3 rounds in the future. The tail recipient arrives at the exact location they left the time stream and requires no saving throw. The special timeslip may only be used 1 time per 3 levels of the caster, during the spells duration. The tail remains for the remainder of the duration even if the timeslip abilities are used up ability has been used
    The spell caster suffers a temporary loss of -1 STR, DEX, and CON point. This penalty is cumulative for each use of the timeslip power which ever form is used. These may be recovered when the spell expires or the spell caster may use limited wish or wish like magic’s to remove these penalties before the spells duration expires.
    The material components are: 500 gp mithril flakes, a tin bar, an iron bar, 5 oz of sulfur, a carving jade serpent like tail worth 250 gp, a Deodanth heart, a scale of a red Dragons tail, 4 oz of dragon blood, and the fragrance of a Saurial in battle.

    Matan's Suspension of Duration meta magic 5th lvl

    R: 0" C: V, S, M
    D: Special C/T: one segment
    A/E:1 spell S/T: N/A
    This meta magic spell operates by simply forming a circuit of magic and a battery like magic storage object, which yields the ability to turn on and off any spell which does not have an instantaneous duration. The spell creates a visual golden aura which looks like a slowly revolving spiral which slowly shrinks as the spell duration its sustaining expires. Smarter spell casters have used the Lv 2 Sense Shifting spell to alter the colors of the glowing spirals so the are aware of which spells durations are nearing expiration. These spirals slowly orbit along the vertical plane about the spell caster. The casting mage casts this spell first followed by the spell to be affected by this suspension magic. A spell caster may engage many spells with this magic spell, but each casting will only affect one spell.
    The material components are: a 100 gp spiral of gold, 2 oz of sulphur, a tin bar, an iron bar, a candle made of giant beeswax, 2 oz of dragon's blood, a copper tube with a glass lined interior and caps filled with acid, and a gold watch worth 50 gp.

    Overlay Weapons and Items alteration 9th lvl

    R: touch C: V, S, M
    D: 2 rounds per level C/T: 2 rounds per Item to be overlaid
    A/E: 1 Item per 3 levels of the caster S/T: Special
    This magic creates 1 loud gonging note for each item to be overlaid, accompanied by a bright white aura which swirls about the items to be overlaid. This glowing coalesces into an intense glow equal to a continual light spell as long as the spell is in effect. The object to serve as the prime focal item exhibits the continual light aura described above, and is the only object left visible after the overlaying takes place. There are ghostly images of all the melded objects which seem to inhabit the same space super imposed over the prime item. This spells primary power is to temporarily bind together several magic items which are usually of a like kind. I.E. A spell caster could conceivably link several powerful magical staff together in order to use several constant powers in conjunction and be able to invoke a single invokable power while simply carrying the single overlain object.
    Items of a disparate nature may be melded together without penalties, although the glowing superimposed images may appear weird. Any item affected by this spell will operate normally while it is overlain. Items with +/- bonuses are not cumulative, and only the best will be accessible for use in the overlaid object.
    As an example a + 5 long sword, a + 2 giant slayer short sword, a + 2 throw axe, and a + 3 2 handed vorpal sword would yield up to a + 5 2 handed vorpal giant slaying sword which could be thrown as if it were an axe. The combinations which spell could generate are endless. Some DM judgments could be necessary in order to come up with the limitations on this combination magic item. Miscellaneous objects may prove the hardest to interpret into a melded object.
    Artifacts, relics, & intelligence magic items are all immune to this spells affect. This spell may not be permanented, but the overlaying magic will not harm any of the objects overlain by this spell.
    The material components are: 5 oz of sulfur, 2000 gp in adamantine chips, a tin bar, an iron bar, 5 oz of glue made from the hooves of a pegasus, a lodestone, a 1000 gp star ruby, a 3000 gp sapphire, a liches phylactery, a heart of a Shadowstaff, and the spirit of a Tarsardar.

    Dart's Dragonling Horde evocation 9th lvl

    R: 1 in. per level of the caster C: V, S, M
    D: 1/2 round per level of the caster C/T: 1 round
    A/E: creates 1 per level of caster S/T: N /A
    This spell allows the caster to create a force construction which appears to be a miniature dragon 5 feet in length. These force constructed dragons are made of a clear flexible force material which renders them totally invisible to the naked eye. This flight and miniature dragons works with a group mind, and operate in a piranha-like fashion as they are directed to attack a single target designated mentally by the spell caster each round they are in existence. Each construct has hit points equal to 1/10th the casters current total hit points, has an armor class of - 2 , attacks with the caster THACO, moves 6"/32" fly MC: A, and its bite does 1-10 & their 2 claws inflict 1-6 damage per strike. The dragon's have an additional attack form, which is a breathe weapon which reaches up to 20' in a straight line gout of damage. This damage or magic effect of the breath weapon are controlled by the type of dragon's scale used in the spells casting. The spell caster is the only one able to view the flight without the use of a detect magic spell or a true sight spell.
    These constructs will follow the last mental order given them. They may engage in complex tasks as the spell caster orders within the spells duration. If a single member or a portion of the flock exceeds the range limitations it will disappear invisibly without a trace.
    In order to strike one of these force constructs those under attack must penetrate the - 2 armor class, but may not aim their attacks due to the dragon's invisible nature . The attacker will feel resistance, but no blood is present to reveal the victims location.
    The material components are: a dragon's scale of the type that caster chooses, 1000 gp in mithril flakes, 5 oz of dragon's blood, 2 oz of sulphur, a 250 gp carbuncle, a jade figurine worth 500 gp, an iron bar, a lodestone, a pseudo dragons stinger, a piranha, and a plane of glass gilded with a adamantine frame worth 1000 gp.

    This will be a one two punch posting of spells.

    More to come right now!!

    Later

    Shocked Laughing

    Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.

    Let them keep what they kill!!

    Randomize it adds spice to a predictable games plot line (especially if they have read it before).
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sat Apr 28, 2007 9:41 am  

    Shocked Wink

    These new spells feature a divinational spells for you NPC or PC that can give them an edge over the random factors of the game. There is also a spell that is like the Psionic Science “Split Personality” and it mimics some traits of the Wu Jen spell Find the Center in allowing for spells that require concentration involved. There are also a number of spells of “Improved” versions of existing spells. I hope that some of you will find them useful.


    Morg's Contemplate Fate 9th lvl

    R: self C: V, S, M
    D: 1 turn C/T: 2 turns
    A/E: the caster S/T: N/A

    This spell allows the caster to concentrate on the possible ramifications of a given course of actions which lasts for 1 turn any time within the next 60 rounds/ 1 hour. Multiple casting could give informational on longer periods of time when cast consecutively. The spell reveals the most likely results in the contemplated course of action, but the significant images revealed are mixed-up and out of order. These would form a complete picture of the upcoming events, but it requires an intelligence of 22 greater to decipher these mixed up glimpses of the future. If properly deciphered it will give the spell caster a 99 % accurate viewing of the upcoming 10 rounds of action, just as the caster pictures its results and conclusions of this precognition. Even full exactly follow the spell casters ideal results for the action. In combat and spell casting situations all to hit rolls are +5 which reflects the spell helping the future sought by the casters visions in the initial spell casting. There is a - 5 saving throw adjustments against targets the caster used magic against, and a+ 5 saving throw bonus for the spell caster, to avoid the spells of foes cast at him and thereby help the picture of the future event come to pass.

    If by some fluke the events pictured don't come to pass, due to failed dice rolls, etc., then this spell fails. There is a 1% chance each time this spell is cast that a caster of this spell will find themselves lost in step by a parallel prime material plane, which is significantly different in one way. A race of people could be absent, a city lost, wars fought, love is lost, etc.. DM adjudicated what part of the PCs World has changed, but it's, permanent, have fun with this one.

    The material components are: a Titans hair; the preserved essence of a time elemental; 5000 gp diamond; 2 oz of sulfur; 250 gp platinum dust; and the eye of a leprechaun.

    Morg's Duality of the Mind 9th lvl

    R: self C: V, S, M
    D: 1 round per level C/T: 9
    A/E: one creature S/T: N/A

    This spell allows the caster to do multiple tasks as if they were giving that task their individual and undivided attention. The mind may be divided up to one time per 6 levels of the caster. At 18th level the mind would have three compartments . The caster can perform up to its normal number of attacks its' normal attack routine allows, plus hold normal conversations or maintain spells with the subdivided parts of the casters mind. A caster could maintain a telepathic link with and to transfer information with others in the party. Magic items could be activated by individual parts of the caster is subdivided mind, thereby, launching multiple magic item attacks or powers in a single round.

    The caster is a mind operates at three times the normal speed as the multiple minds can individually take on certain tasks. This spell power would allow a psionic character to launch one attack or psionic discipline or science per section of subdivided attention, and the caster themselves would gain the ability to use 3 attacks, disciplines, and sciences in a given round. This speed of thought will allow the central spell caster and two other set sections of attention to cast up to 3 spells simultaneously in to conjunctive release of spell energy. The caster and the two sections of attention are linked during this spell casting spontaneously, and will work to yield the most intense magical effects and uses of magical powers. Furthermore, this spell mimics the affects of a Gamma world mind power called duality, which allows multiple tasks to be undertaken in the casters mind without causing confusion or missed strokes.

    The material components are:100 gp adamantine chain; a giant Queen ants brain; a tin bar; 500 gp jade amulet; 250 gp platinum dust; a Phaerimm barbed tail spear.


    Tendrils of Wand Operation 7th lvl

    R: 0 C: V, S, M
    D: 1/2 round per level C/T:7
    A/E: self S/T: N./A

    This spell creates a crown of insubstantial tentacles which swirl around the spell casters head for the spells duration. The spell creates up to one phantasmal tendrils per 4 levels of the caster which orbit about the casters forehead area. Each tendril is approximately 2 ft. long and composed of white misty substance, if a wand is set into a tendrils grasp it will also rotate about the spell casters forehead. Wands carried in this way can be activated normally by the caster as if they were grasping them in their own hands. This spell leaves a casters hands free to engage in other activities such as spell casting. Want attacks generated from the tendrils take only one melee segment, and a spell caster can activate up to 1 wand power per 10 levels of the caster, (i.e. at 20th level a caster could activate 2 of the wand functions each round taking 2 melee segment, as well as casting any magic spell with the casting time of 8 or less).
    The material components are: a squid or octopus arm, a lodestone, a 25 gp platinum chain, a mind flayers tentacle, and a finger bone of a mage.

    Marcum's Improved Wraithform 8th lvl

    R: 0 in. C: V, S,M
    D:2 rounds per level C/T:8 segments
    A/E: the caster S/T:none

    This spell allows the caster and all their gear worn or held to become insubstantial for the spells duration. The spell caster may only be hit by a weapon of + 2 or better. All undead creatures will see the spell caster as a wraith, spectre, ghost spell , or special variety of undead creature. The spell caster is then enables to pass through small holes, cracks, and narrow openings for the spells duration. This spell will allow a spell caster to attack creatures physically on both the ethereal and astral planes. A spell caster and engaged in physical attacks is only invulnerable for 2 melee segments in any combat round (1 seg when appearing and 1 when becoming insubstantial again). The caster of this spell may turn it on and off, thereby, saving and its duration by silent act of will .

    The spell caster blends 100 percent into any shadow, but if illuminated in the sun or by a light spell this spell caster will appear to be his only animated shadow. The improved version of the original Wraithform spell allows its caster to attack creatures by surprise from behind physically or magically for the spells duration .

    The material components are: a bit of gauze, a wisp of smoke, 25 gp of gold dust, a crystal's dust, and 100 gp in a mixture of the emerald and diamond dust .

    Matan's Prolong Device Function 8th lvl

    R: 0 in. C: V, S, M
    D: Special C/T:8 segments
    A/E:1 magical device S/T: N/A

    This spell produces deep pearly blue flashes of magical power while its is in effect. It can cause a given magical device to acquire a prolonged duration of a magical affect it possesses 24 hours. It cannot affect any magical object power with a instantaneous affect though. Only a single magical power may be affected by a single casting of the spell. It is similar to the affects granted by a lvl 8 spell holding magic or a ring of spell holding XIIA table, but it affects magical items instead. Items which can be affected could be a figurine that could be held active past its normal duration or many items with short term durations.
    The material components are: 2 gold rings worth 20 gp, 100 gp in platinum dust, a lodestone, a tin bar, and 5 oz of sulfur. All of these components are consumed in casting.

    Familiar Spell Conduit 6th lvl

    R: 36 in. maximum C: V, S, M
    D: 2 rounds per level C/T: 6 segments
    A/E: 1 familiar S/T: none

    This spell creates a link between this spell caster and his familiar which is both telepathical and forms a conduit which will allow the spell caster to launch spells which they cast through their familiar which originate from the familiars mouth. This link allows spells of up to fifth level to be emitted from that familiar. The spell caster will be able to target these spells as the spell caster receives a visual data from the familiars location. The spell caster can turn this link on and off with one segment of thought as they wish. When activated the spell casters locations physical aspects fade to grey, and the familiars eyes will keenly glow yellow, as the spell caster picks up visual information from the familiars location. The spell caster will then initiate their spell casting, and once cast the link can be severed and the spell casters locations will once again be visually observable.
    The material components are: 1 oz of sulfur, 200 gp jade amulet, a lodestone, and the eye of a basilisk .

    Wift's Improved Homonculous Shield 9th lvl

    R: 0 C: V, S, M
    D: 1 round per level C/T: 3 segments
    A/E: the caster S/T: none

    This spell is a variation of the level 8 homonculous shield spell listed in the tome of magic. This spell creates an invisible mini replica of the spell caster which performs several functions. The mini replica is riding an invisible great eagle. fly 48" with MC: A, that has 2 claw attacks and 1beak attack per round, inflicting 1D6 @ for the claws and 1D6 for the beak attack. The hit points of the eagle are one hit point per 2 levels of the spell caster for both the mini replica and the eagle.
    While this spell is in affect a spell caster will suffer a - 4 saving throw penalty verses mind jar spells.
    All spells cast by the homunculus are limited as in the spell listed in the tome of magic except that defense the spells of up to 8th level are allowed to be cast as well as offensive magic spells of up to third level may be cast by the homunculus.
    The material components are: a miniature bust of the spell caster worth 100 gp, 25 gp gold dust, and 10 gp ruby dust.


    Hallway of Strife necro/abjure mixed 3rd lvl

    R: 12 in. or 120 yds C: V, S, M
    D:1 to 12 rounds + 1 round per level C/T:1 round
    A/E: 1" wide by 11" long S/T: Special

    This spell creates a shoving mass of men sized creations made of a whitish force like energy. It has a full range of tactile pushing, shoving, and jostling components. The images are man shape, but they have a transparency to their nature. The spell fills the area of the effect with the sea of these type of creations, but the spell lacks any audio component at all . These constructs will dissipate in a flash of white motes is struck (versus AC 0) with one hit point of damage. If they save vs magical spell is failed those in the area of effect are slowed 50%, allowed no spell casting, and -4 to hit/to damage within the area of effect. If the saving throw is made, those in the area of effect are slowed 25%, -2 to hit and dmg, and only spells with they casting time of five segments or less will succeed from spell disruption by the pushing and shoving. Possible dispel magic spells may only affect a 10 ft. Cube per dispel cast.
    The material components are: 35 gp silver dust; a merchant's eyelash; 100 gp jade figurine; and 100 gp in sapphire.

    Nel's Sphere of Spells 8th lvl

    R: up to 1 in. per level C: V, S, M
    D: one day per level C/T: 1 turn
    A/E: 100 ft. square per 3 levels S/T: N/A

    This spell creates manor house sized invisible bubbles of extra dimensional space. Entrance to the space is keyed when to a command phrase or a spell which activates the entrance as a key would. The entrance area is a 10 ft. Square, which glows with a dull white light. As long as these sphere are in existence the caster intuitively will know their exact locations and its key to accessing, for the duration of the spell. Inside the Globe's the environment always supplies fresh air and light equal to the dull glow equal to the glow equal to the entrance square's. the temperature inside the globes are 70 degrees Fahrenheit, regardless of the outside conditions . This spell is capable of being permanented .
    All those looking or scrying into these extra dimensional spheres will find that they cannot penetrate its areas of effect, unless they have access to a gemjump stone or a special tracer spell. All other spells function normally within the area of the effect. Bags of holding, pouches of access, etc. will not be affected by the extra dimensional qualities of the magic. I. E. They explode violently.
    The material components are:500 gp pink pearl; 350 gp mithril flakes; a lodestone; a lead bar; and any small beholder eye.

    Weld's Chain Triggering meta magic 9th lvl

    R: self C: V, S, M
    D:2 rounds per level C/T: Special
    A/E: caster S/T: N/A

    This spell is the ultimate in spell hanging magic combined with a complex holding matrix; It compartmentalizes the casters mind to store a cast spell, at a rate of one spell per level. The spell is held in stasis until triggered by mental command, whereupon, it releases the hanging spells in a simultaneous release of multiple spells and spell affects. This allows the spell caster it to store up bonus number of spells also, upto the casters intelligence/3 in spells that can be memorized in a given day. These bonus spells may be of any level, but are chosen at the time the caster learns his spells for the day. These spells are stored in the an unused portion of the casters brain with what special storage compartments. These spells can further augmented the number of spells released by being in a Baldric; Simbul sp Sequencer; Supremacy; P's Double Wizardry; etc,,
    The material components are: were 250 gp of orchalium chain; Spell Weaver hand; 1000 gp emerald chips; 100 gp pearl per spell stored in the matrix.

    Spell Hanging 8th lvl

    R: self C: V, S, M
    D: 1 day per level C/T: 8 + the other spells casting times
    A/E: 1 spell per 4 levels of caster S/T: None

    This powerful meta magic spell is able to be used with any other spell of 7th level or less. The spell has a visual component which outlines the spell caster with a level one Faerie Fire as long as any of the remaining hung spells are held in readiness. This is a dead giveaway that a spell caster has hung a spell. The spell hanging spell is cast first followed by the spell or spells the caster wishesto hang. These spells are then hung in readiness until it is released by silent mental act of will in one melee segment at the end of the round. This will allow a spell caster to launch more than one spell in a given round. A spell caster may only hold one spell per 4 levels they have attained at any one time.
    The material components are: a lead bar, a tin bar, a beholders eye, 25 gp in gold dust, and 2 oz of sulfur.


    Eyes of Gold 9th lvl

    R: 100 ft. C: V, S, M
    D: Special C/T: 1 round
    A/E: one creature per round S/T: Special

    This spell allows the casters eyes to glow with a bright golden color which causes the first creature in a round which meets the casters gaze to be forced to make a + 3 saving throw verses magic spell or be turned into a solid gold permanently. Those targets saving are slowed for 2 to 8 rounds no save. Up to one creature per spell level of the caster can be turned into gold in this way before the spell fades from the casters eyes. The first creature to win initiative is the first to make the check to avoid meeting the spell casters gaze. Any creature friend or foe may be effected by this magic, so a spell caster would be well advised to issue warnings to their fellow party members when this spell is initiated. Each time any creature fails their saving throw and is turned to gold the spell casters eyes will flash golden for one segment. Those creatures turned to gold are killed instantly upon failing their saving throw. A dispel magic, anti magic, mord. disjunctions, limited wish, and wish magic will all reverse this spell with varying degrees of success. Unless properly worded wishes still leave their victims dead.

    The material components are: 1 oz of gold essence, a retriever gold transmutation eyeball, a lodestone, 10000 gp in mithril flakes, and a Denzallans heart.

    Rune's Treasure Translocation Spell 8th lvl

    R: Special C: V, S
    D: 1 turn per level C/T: 8 segments
    A/E: one creature S/T: negation

    This spell targets any creature which has personal monetary or magical wealth not only on their person, but items which can be upto 2 planes removed from the targets current location, in safe caches that a target could have set up for a time of need. The spell caster hurls a glowing rainbow of runes 1 inch in size at a target creature within line of sight, somantically indicated by the spell casters pointed index finger towards the target. These rainbow runes fly at 48 " per round and a MC:A .
    The runes cause any wealth of the target to be deposited at the casters feet on the targets death if the target the fails its saving throw vs magic spell. This spell has a mind reading component which will reveal any hidden wealth which is on the targets body upon its death or hidden away. The spell caster is in the immediately aware mentally of the items which should show up at their feet.
    The death of the target creature is another matter entirely. My spell casters used many meta magics to penalize the target creatures saving throw verses this spell.


    Althoth's Petrifying Rune abjur. 10th lvl

    R: Touch C: V, S, M
    D: 1/2 round per level C/T: 1 turn
    A/E: 6 in. ball S/T: negation - 4

    This spell creates a visual effect similar to that produced when a stone it is tossed into a calm pond, creating rings of a grey-green color which emanate outwards from the rune center pointed in a sphere like effect. This is accompanied by the sound of a stone splashing into a pond when the rune is activated. At the center of this spell effect a glowing rune will appear at the spells inception and remain visible to the naked eye from one round after the spells inception. Once this activation period has passed the any creature passing within 10 ft of the center rune or cause the activation of this magical spells effect. The spell causes a momentary flash of grey-green ripples washing over the area and affects all creatures caught within the spells area of effect. Any thing within the area of effect must make a - 4 saving throw verses magic spell or be turned into a nondescript grey stone permanently. The power of this magic is so great that all vegetable, mineral, structures, etc. will suffer instant mineralization which is only reversible by use of wish related magics.
    The material components are: a basilisk eye, 150 gp turquoise which has been thrown into a pond, a gorgon's breathe weapon a lodestone, 5 oz of sulfur, 2 oz of rare earth, 500 gp mithril flakes, and a still beating tarresque heart.

    Zief's Triad Spell alter/summ 7th lvl

    R: 3 in. C: V, S, M
    D: 1/2 day per level C/T: 7 segments
    A/E: 3 creatures S/T: negation

    This spell creates a subtle mental link between three creatures, including the caster, creating a triad of minds sharing knowledge, languages, proficiencies, etc. by silent act of mental will for the spells duration. There is a visible physical manifestations for this spell which creates visible golden halos above the heads of each of the spells recipients connected by tendrils of mystical energy which must remain within 30 ft. of each other, but afterwards the spell casting recipients need remain on the same plane of existence in order to maintain link. The spell also allows the link to confer any sensory input of any other member of the triad, viewing manifests itself as a small 2 in. by 2 in. box in the bottom left-hand corner of the viewers field of vision, odors are smelt, audio input is conferred at a lower level than normally experienced by any of the spells recipients . The spell can even confer tactile sensations if the triad members wishes it to do so, although, the sensation can be terminated by silent mental act of will by any member at any time during the spells duration.
    This spell is innately intimate sharing between friendly spell casters, or possibly clones or simalcrums. This mental linking cannot transfer spells between recipients or psionic powers of any type ; although a well-placed to level 6 Projected Image could possibly confer magic in dicey situations between linked members. The recipients of this spell can turn that incoming perceptions on or off at a silent act of will in order to allow privacy when needed. If a member of a triad suffers death it will confer a piercing migraine headache to other members in the triad allowing no spell casting or psionics for one hour after the event.
    The material components are: 3 interlocking gold rings worth 20 gp, 5 oz of a mind flayer brain, 3 K'r'r'r' legs, 5 oz sulfur, a lead bar, a tin bar, an iron bar, 500 gp platinum flakes, and 5 drops of blood from each spell caster within the triad.

    Melk's Planar Dismissal abjur. 7th lvl

    R: 1 in. per level C: V, S, M
    D: 3 rounds + 1 round per level C/T: 3 segments
    A/E: 3 in. by 11 in. by 10 in. high S/T: negation

    This spell creates a pulsating visual violet aura illuminating the area of effect in a pulsating manner starting at the center point and radiating to the limitations of the area of effect. The spell effect is accompanied by the sounds of a rampaging rockslide has a spell takes effect within the area limitations. When the spell first takes effect all creatures within the area who fail their saving throw verses magic spells are hurled about violently in the vertical spinning for one round like a top. Those creatures succeeding in their saving throws are totally unaffected by this spells magic. At the end of that round this spell caster can choose a single elemental plane in which to eject the victims of this spell. This translocation magic eject the victims into random places of the chosen elemental plane most likely killing them, either quickly or slowly. The only way to survive this magic is preset contingencies or possibly wish related magics initiated in a one round of top like spinning in which the spell gathers power for the Translocation magic. If a creature somehow survives this translocation magic they will be returned to the exact spot from which they disappeared at the spells inception. If a creature fails its saving throw and dies while within the chosen elemental plane it will return at the end of the spells duration, dead of course.
    The material components are: a potion comprised of the chosen elemental plane into which the spell caster wishes to hurl their victims into, a lead bar, 2 oz of sulfur, 2 oz of mercury, an iron bar, a lodestone, 250 gp chips of ruby, sapphire, turquoise., 5 oz of storm giants blood, and 3000 gp platinum flakes.


    More to come,

    Later

    Exclamation Cool

    Blood and souls for my lord Arioch!!!!!!!

    So let it be written,
    So let it be done!!

    Let them keep what they kill!!
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sat May 26, 2007 7:10 pm  

    Shocked Cool


    Mage Meta Magic Spells of Power
    Matan Thunder


    Ageless's Force of Will Spell Casting 9th lvl

    R: 0 in. C: V, M
    D: 1/2 round per level C/T: 1 turn
    A/E: caster S/T: NA

    By means of this spell the casting mage need not use verbal or semantic components to any spells cast during the spells duration. All secondary magic still consumes material components, which disappear when the spells are cast in conjunction with this spell. These material components are not brandished in any way; they simply disappear consumed as normal. Those secondary spells cast which have no material components are cast as normal.
    The casting mage need only mentally concentrate, for one melee segment, to mentally activate any spell they have memorized with a casting time of 1 instead of the spells normal casting time.
    The material components are: 50 gp platinum dust; 50 gp opal ring; 2000 gp diamond; 2 oz of lich dust; and a amber dragon's scale.

    Balch's Maximizer Meditation 9th lvl

    R: 0 in. C: V, S, M
    D: 1 round per level C/T: 9 turns
    A/E: the caster S/T: N/A

    This spell cause an alignment based aura of a light to dark blue, with the light colored for good alignment based and dark colored auras for evil casters. The outlining field will glow brightly, as long as this spell is in effect, outlining the caster. This powerful magic aura will cause any spells learned within the field to gain the following benefits: - 4 saving throw penalty to all targets; a reduction of -20%; and a (+ 50 % the spells range, duration, and area of effect). There is also a +2 to all missile based spells cast, from learning the spell within this magic augmenting field.
    The caster must undergo a cleansing ritual which costs 100 gp in rare incenses which are consumed while the caster meditates for the 9 turns in the spells casting. A caster can then use the spells duration for the learning of the chosen spells.
    The material components are: 1000 gp in platinum; 2 iron bars; 100 gp beryl; 2000 gp chrosolite; and a gilded jade figurine of the caster worth 500 gp.

    Amplify Items Power 9/10th lvl

    R: touch C: V, S, M
    D: 1/2 round per level C/T: 2 turns
    A/E: 1 held or worn magic item S/T: N/A

    This high level spell will cause a magic item to glow brightly with magical energy at its powers are amplified. The spell casters alignment will dictate the color of the aura. For each 10 levels of the caster the powers of the chosen magical item will be augmented 100 percent, (i.e. 2 uses per day becomes 4, a 12 turn duration becomes 24, etc.). For each 10 level of the spell caster an additional power may be added. A spell caster may choose to forgo this augmentation, instead, causing a unique wild magic power to be gained for the spells duration. If the spell caster uses a limited wish they may choose this a unique power. Otherwise, the power is rolled on any random wild magic surge chart.
    This spell lends itself to any permanent type magics, but it requires a - 1 CON sacrifice for each power that is permanent.
    The material components are: 2 oz of sulphur; a lodestone; a tin bar; an iron bar; 500 gp in platinum; 5000 gp in mithril; 1000 gp jade amulet; and 50,000 gp. These material components are all bonded to the boosted item magically (without gaining weight) in a miniaturized state, with the jade amulet imbedding itself into the item.

    Amplify 9/10 Th lvl

    R: 0 in. C: V, S, M
    D: Special C/T: 1 turn
    A/E: one spell S/T: Special

    This spell will link itself with a spell of 7th level or less, which is cast in the round following the amplification spell. This spell will amplify one of the following spell attributes, 100% per 10 levels of the caster, range, duration, area of effect, damage, or the number of targets affected by the spell. (I.e. a 20th level caster could augment one of the attributes by 200%, etc.) .
    After the augmentation affect expires the spell caster will be stunned for a number of rounds equal to the spells level multiplied by the augmentation is power, (a 20th level caster with a 200% augmentation of a 7th level spell power would be stunned for 14 rounds) .
    The material components are: lodestone; 1000 gp platinum; a sulphur crystal; and a 2000 gp diamond.

    Continuous Spell Holding 8th lvl

    R: 0 in. C: V, S, M
    D: 1 day per level of caster C/T: 8 segments
    A/E: one spell S/T: none

    This spell will lock into place any spell, which doesn't have an instantaneous duration, for up to one day per level of the spell caster. This spell is cast prior to the magic which is to be held for this spells duration. This spell duplicates the powers of a Ring of Spell Holding (table 12A). The duration of the secondary spell cast is held on as stated above, or until the spell caster wishes to end it prematurely. Opponents can attempt to dispel magic, and if successful will bring down the spell holding and the spell it is affecting. This spell can lock the duration of any level of spell.
    The material components are: 4000 gp of any gem type; an iron bar; 500 gp jade ring; 5 oz of sulphur; a lead bar; and a lodestone.

    Spell Mobility 9th lvl

    R: 10 in. + 1 in. per level C: V, S, M
    D: 1/2 round per level C/T: 9 segments
    A/E: 1 spell S/T: none

    This spell allows all spells cast on a fixed point will become mobile maintaining its position as the spell caster mentally commands it to move for the spell mobility durations. The spell caster must maintain concentration for a spell to remain mobile, as the caster mentally commands the spells movement. Both of offensive and defensive spells may be affected by this spell. The spell mobility is unaffected by any magic short of a Mordekainen's Disjunction. The movement of the spell may never exceed the range given above and is fixed to these range limits at the spell mobility's inception.
    The material components are: a drop of grease; 3000 gp sapphire; 1 oz of sulphur; a tin bar; 100 gp of platinum dust; and 1 oz of mercury.

    Matan's Improved Spell Repetition 9th lvl

    R: 0 inches C: V, S, M
    D: 1 round per level C/T: 1 round
    A/E: special S/T: special

    This powerful augmentation magic makes the caster glow in a white aura equal to a light spell. The spell caster sets up a harmonic/mnemonic resonance between the caster and his spells. There is a % chance for a spell of a given level to be eligible for recasting on the ground following it's an original casting. The caster may affect up to 1 lvl of spell per level of the caster. The harmonic waves only exist on the round following it original casting.
    1st: 70 % 4th: 40% 7th: 10%
    2nd: 60% 5th: 30% 8th: 5%
    3rd: 50% 6th: 20% 9th: 1%
    Each spell cast counts against the levels usable by the caster. Those spells fail to achieve the resonance roll do not count against the level total caster has.
    The material components are: 125 gp platinum dust; a sulphur crystal; an iron bar; a tin bar; a lodestone; and 50 gp in lead.

    Power Word a Spell 9th lvl

    R: 0 in. C: V, S, M
    D: 1 turn per level C/T: 9
    A/E: 1 spell S/T: None

    By means of this spell the caster can hurl a single spell with but 1 triggering word. During the spell relearning process a caster will cast this spell followed by the spell to be power worded, and at that point the spell is held with the power word 9th level slot. Any level of spell may be cast in this way. The caster may effect up to 1 spell per 4 level of the spell caster may be hung in this way. The only magic this spell will not affect is a lvl 9 final strike explosion.
    The material components are: 250 gp black pearl; a tin bar; 25 gp platinum dust; and a harpy's tongue.

    Improved Spell Touch 9th lvl

    R: touch C: V, S, M
    D: Special C/T: 9
    A/E: One item of less volume than the caster S/T: none

    This spell mimics the second level spell of the same name, except that it may affect up to 9th lvl magic for mages or 7th lvl magic of priests. This spell is cast on nonliving item and will remain dormant until the item touches the target creature. The caster of the spell attached can specify what race, sex, or type, (undead, summoned, avian, etc.) which will trigger this items spell effect. This secondary spell need not be known by the spell caster, and they may enlist helpful spell casters to cast the secondary magic.
    The caster of the spell can designate a single creature at the spells casting the be immune to the spell affects when it detonates. Immune creatures that are within the unleashed spell's area of effect will gain a + 4 saving for adjustment versus the affect. This immunity will allow the affected being to avoid triggering the spell held within the item, or avoid its effects entirely. The spell caster will choose one of the two choices above at the spells inception.
    The material components are: a pinch of powdered gemstone; ash left over from any fire spell; a drop of water; and 5 oz of dragon's blood.

    Sparrowhawk's Staff Spell 9th lvl

    R: 0 in. C: V, S, M
    D: 1 turn per level C/T: 1 turn
    A/E: special S/T: none

    This spell allows the creation caster to create a magical staff, similar to that generated by the fictional character Sparrowhawk. These spell caster causes a blade of grass to blow with of violet aura as it enlarges to staff size. It becomes the equivalent of a +3 weapon and appears to be made out of black yew wood. If held while casting a spell it will cause the spells range and area of effect to be doubled. It also gains the power to turn undead as if holder were a 14th level cleric. Summoned or enchanted creatures make a saving throw verses magic or be driven back to their home plane of existence.
    If the spell caster embeds a 5000 gp sapphire on the top end it will cause any spell caster with its power to gain a - 3 to its saving throw for affected by the spell. (This staff could be shrunk down to a more manageable size, and as long as the caster it is in physical contact with the staff they will have access to al the above powers).
    The material components are: a blade of grass; 25 gp gold dust; a yew needle, and if desired that 5000 gp sapphire.

    Abracadabra or Alakazam Spell 6th lvl

    R: self 0 in. C: V, S
    D: 1/2 round per level C/T: 6 segments
    A/E: 1 spell per round S/T: None

    This spell augments the power of other spells cast during its duration. The spell caster simply speaks one of the two words at the end of the spells casting to invoke this magic. It will augment the spell casting by granting the caster a phantom + 4 levels in regards to the spells range, duration, area of effect, and damage. It also lends a magical potency to spells affected by it which grants a - 4 saving throw to the spell to be affected. While the spell is in effect the spell caster will glow with the equivalent of a continual light spell.

    Balch's Uniquer Spell 4th lvl

    R: 0 C: V, S, M
    D: 3 turns C/T: 4 segments
    A/E: special S/T: N/A

    This spell is much like the level 2 Sense Shifting spell in the tome of magic. This spell allows the caster to change the color, sound, or visual appearance, but will affect magic spells up to 5th level. This spell may further augment a spell by adding 1 color, sound, or patterned effect on top of those originally offered in the original spell. The spell caster as these spell affects by naming the chosen affects the and at of the spells verbal component. The uniquer spell will augment any magic cast during its duration.
    The spell will not inflict additional damage or effects with this added spell component, as these added components are simply add a unique character to the spell casters chosen magic spell. The spell caster could augment a fireball spell to add a visual component of swirling orange leaves which obscure vision for one round, but wouldn't add further effect.
    The material components are: a silver bell, a multicolored ribbon, and 25 gp in platinum dust.

    Matan's Magic Self Aura 9th lvl

    R: 0 C: V, S, M
    D: 1 round per level C/T: 2 turns
    A/E: 20 yd diameter S/T: N/A

    This spell allows the spell caster to call a white lightly glowing magic field about the caster the spells duration. This spell taps into the positive material plane as long as the magic is in effect, as long as, the original area of effect allows magic to exist where this spell is initiated. This spell causes normal detect magic spells to see the area of affect as a brilliant glowing sphere of magic.
    The spells most useful power though, is to generate a magical field which moves with the caster and allows him to cast magic even in magic dead zones. If this spell is ever cast in, or passes through a wild magic zone it will generate a double wild magic effect. The spell will allow the spell caster to cast any magic they normally could within the confines of its area of affect. If a magical affect exceeds the area it will cease to function normally unless the plane of existence possesses the ability to use magic normally. This spell could allow a spell caster who finds himself in a magic dead world to access their spells normally as long as the had the spell up and running before they entered the magic dead plane.
    The material components are: 5000 gp in platinum dust, a lead bar, 1 oz of mercury, a lodestone, and a perfect 6000 gp star sapphire which is coated with the mercury when the spell is cast.

    A few more interesting spells for your review!!

    Clone Monster necro 9th lvl

    R: touch C: V, S, M
    D: permanent C/T: 2 turns
    A/E: one creature/monster S/T: None

    This spell is identical to the level 8 clones spell, the allows the spell caster to clone a person and then released the clone on a vendetta of destruction directed towards their original. This spell allows the cloning of any type of monster for which the spell caster has the basic ingredients.
    The material components are: a piece of the creature to be cloned, a 1000 gp figurine of black jade of the creature type being cloned, 500 gp adamantine dust, a lodestone, an iron bar, and a 5000 gp sapphire which serves as the heart of the clone.

    Khelben's Lower Dweomer Doom abjur/evoc 9th lvl

    R: touch C: V, S, M
    D: instantaneous upon impact of focus C/T: 2 segments
    A/E: 40 ft. globe S/T: None

    This spell is identical to the original Khelben's Dweomerdoom, spell except that it will first drain spells of the levels 4th, 5th, & 6th are targeted first when draining magical spell energies, utilizing a device or item as a focus, such as staff, as the focal point of this spell. When the spell is cast the focus is charged with magical energies for up to one round for each of the spell casters levels before dissipating. The focus item is then thrown against a hard surface. When it strikes a green pools of energy flashes out to the 40 ft. radius in all directions passing through barriers of less than 1 ft. thickness of solid stone or 6 in. of metal. The power of the spell affects one spell caster within the radius of effect, which the spell caster can designate. When the pulses of green energy contacts the chosen victim multiple arcs of energy leap to the focus item. These arcs drain much of the spell energy of the victim which are currently memorized. This is where the variation of levels drained has been changed to drain 4-6 levels spells first. If all the spells are drained the highest level magic possessed by the creature are then drained away. This spell drains away up to one level per the casters level of energy from the victim spell casters repertoire of spells.
    When the energy pulse strikes other spell casters within the area of effect the magic of this spell will drain a single spell of their highest level magic spells available.
    The material components are: the focus item which is not harmed from it's useage & 300 gp of silver flakes.

    Victor's Mass Animate Objects ench/alter 9th lvl

    R: 30 yds C: V, S, M
    D: 1 round per level C/T: 9 segments
    A/E: 5 ft. per level square S/T: None

    This spell gives the caster control over what ever materials like within the area of effect. This spell allows instant flowing movements and attacks from any item not bolted down to the floor. The planks of the wooden floor or the walls of a hut could slam together, the logs of a cabin could lash out distances like a long whip, castle's walls could smash creatures into the earth, a section of local plants and trees could whip around viciously attacking anyone within their reach, etc.. All of this movement inflicts no damage to the objects animated, and the objects retain their original tensile strength, they seem to flow naturally when movie about. The damage of such attacks vary from 1 pt of dmg up to 3-18 points of damage inflicted by a large hard objects once per round. All objects move with an initiative modifier of 2, and have been movement of 12 in. when moving along the ground. Even fixed objects have this movement capability, although large objects seem to stretch the material of their composition exceptionally thin in order to accommodate such movements. The spell caster can affect up to 2 Objects per level of the spell caster as long as they do not exceed the listed area of effect limitations. A single object or area of effect can launch one attack round, but such attacks often use more than one object for the damage inflicted totals. The spell caster mentally controls all the actions taken by the animated objects, but may not cast other spells while maintaining concentration on this one.
    The material components are: 500 gp platinum bars, 1000 gp jade bracelet, 500 gp turquoise chips, a tin bar, an iron bar, and a stone chips from a living galeb duhr.

    Involuntary Shapechange alter 9th lvl

    R: 10 yds per level C: V, S, M
    D: Special C/T: 9 segments
    A/E: one creature S/T: negation

    This is the spell presented in a book presented in the Sword Coast which Elminster knew, and used in his dealing with the Malgrym. Creatures that fail their saving throw verses magic spell, will allow the spell caster to inflict one of 12 preset shape changed forms to select from. ( frogs, toads, mushrooms, etc.) Each Transformation causes the creature to suffer a system shock roll whose failure will signify the instant death of the creature being transformed and the returning to its original form. Items worn by the creature during the shape change are temporarily placed in the border ethereal plane for the duration of this spell, while still being connected to the form afflicted by the shape change magic. The items return to the prime material plane upon the death of the shape changed creature, or the breaking of this magic spells power. No shapechanged form can cause the instant death of the creature by itself, so no fish out of water per se. .
    There is a 1 times special benefit to the creature is successfully makes their original saving throw verses magic spell towards this magic. This benefit is a total immunity to this spell for ever after during this creature is a lifetime, but more importantly it bestows + 12 permanent hit points to the creature who successfully makes the saving throw .
    The material components are: 2 oz of mercury, 12 white jade amulets worth 1000 gp each, and a dopplegangers heart.

    Matan's Hydra Heads alter/ench 9th lvl

    R: 0 self C: V, S, M
    D: 2 rounds per level C/T: 3 rounds
    A/E: spell caster S/T: N/A

    By use of this spell the wizard can generate a golden aura around their heads and shoulders accompanied by a distant crystal chiming. Three rounds after the initiation of this spell 5 heads identical to the spell casters materialize from their backs and shoulders + 1 head per 3 levels of the spell caster above the 18th level, upto a maximum of 12 heads. These heads are affixed to the back and shoulders of the spell caster by 4 ft. long neck like structures similar to those possessed by a hydra. Each head can talk, use psionic powers, or cast magical spells requiring only verbal components. These heads can each individually activate 1 power or magic item upon the spell caster on any given round. The original version of this spell created by Mike PC's were Learnaen variation that causes 2 heads to sprout whenever one head is severed 1-4 rounds after the head was severed. When the original prime head of the spell caster controls all powers activated by the symbiotic heads on any given round, to give a sense of coordination to the hydra heads actions. The original head may also use magic spells, psionic, or activation of magical item powers on any round they are not actively controlling the other heads actions.
    Each ahead possesses its own individual spell power and psionic power points that are individually selected by the spell caster at the spells inception, regarding the actual spell selection each head has for the day. This spell selection must be drawn from the memorized spells of the spell caster of that day. This spell markedly increases the spell casters ability to cast a major spells, use psionics, and activate the items in the spell casters possession.
    My PC's usually cast a level 9 Phaerimm force of will spell casting in order to allow a larger spell selection of the hydra-heads while under this spells affect. Each head possesses 20 hit points and is armor class - 1, and should a head be severed it dissipates in a spray of white motes, as all the heads do at the durations expiration.
    The material components are:3 oz sulphur, (2) lernean hydra heads, a tin bar, an iron bar, 2000 gp platinum dust, 500 gp gold pearl, the brain of a doppleganger, 1000 gp in emerald chips, and 1000 gp of serpentine.

    Spell Loop abjur/alter/ench 9th lvl

    R: 1 in. per level C: V, S, M
    D: Special C/T: 9 segments
    A/E: one creature S/T: none

    This powerful magic spell once caught Elminster for several days within its powerful magical confines. The spell creates a swirling howling vortex white magical flame energy that encapsulates the targeted creature for the duration of this spell. The loop of white magical flame is as tall as the target creature and will appear to enter and exit from the same point at the small of the targeted creatures back. .The spell lasts for one round per level of the caster + 1 round for each level of magic spells cast in any attempt to escape this vortexes spell magic. A spell caster caught within the confines of the spell loop it will continue the have magical energy drained away at 1 level per 1 turn spent caught with in the spell loop no saving throw. All of this spell energy spent in continuing a magical spell created by this spell for a longer duration, draining away spell casters magical energies as they must make a saving throw verses magical spell each round in order to avoid being paralyzed by this spells magic. Upon being caught within the spells power the saving throw must be made each round to determine if the spell caster can actively try to cast magic in order to escape the spell loops power. Of course, this leads to a longer duration as spells are simply drained away by the spell power. The wall of energy can even drain away contingency based magics if given enough time.
    This spells white flaming wall of energy can't be penetrated by any known physical or magical means short of full wish spell. When caught within a spell loops power they are afflicted also, paralyzed or unparalyzed, by the swirling nature of this magical spell so that any spell casting becomes a real challenge because of the forces initiated by the vortex of flame. Any attempts to penetrate the wall of fire causes 2 hit points of damage per level of the spell casters remaining spells, possibly inflicting horrendous any upon any creature attempting to pass through wall of flame. This is to no avail as they cannot physically penetrate the barrier, and are subsequently repelled from the walls area.
    The material components are: 50 gp in platinum flakes, a disenchanter's snout, gel from a beholders anti magic eye, 100 gp of sunstone, and a 2500 gp of star sapphires powdered.

    Amra's Ray of Submission ench/charm 7th lvl

    R: 1 in. per level C: V, S, M
    D: 1 turn per level C/T: 7 segments
    A/E: 1 in diameter purple beam on 1 creature S/T: negation

    This spell fires a 1" circular beam of purple energy from the spell casters index finger that lances out towards the target creature, and requiring a to hit roll. The being exists until it hits the creature or one melee segment has come to pass, so the spell caster can actually sweep the beam across the creature desired in order to affect them. The beam is accompanied by the sounds of many anguished moans. The spell causes the creature struck to make a saving throw verses magic spell or be afflicted by a form of total submission to the spell casters will. A successful saving throw negates this spells magic. The spell caster must know a language which the creature understands in order to get verbal commands, which the submised creature will follow even unto physical injury but not death.
    The material components are: 100 gp amethyst, 25 gp in gold dust, a 2 in. square piece of demon hide, 25 gp emerald dust, 10 gp of mercury, and a tin bar worth 10 gp.

    More to come,

    Later

    Wink Cool
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sun Jun 03, 2007 2:56 pm  

    Cool Shocked

    I have been working on a number of unique disintegration spells for a while now, and these are the graduates so far. I have also made up some other interesting spells that have to do with phantasmal images that clone off when attacked…..take a look if you like.

    For those who can…..enjoy!!

    Disintegration Plane

    Lv 8
    Alteration

    Rng: 40 yards
    Dur : 3 segments/18 seconds
    A/E: 180 degree plane 20’ radius
    Comp: V.S,M
    C/T: 8
    S/T: Negation

    This spells visual affect is a sustained golden plane of force that lasts for 18 seconds and can be of any orientation that the spell caster can envision. The spell is accompanied by a snapping blast that is as loud as a thunder crack.

    The spells plane of force will make a pane of disintegration energy pass though any creatures in the area of affect. Those who fail their save will need to determine the hits location. All torso and body hits will kill instantly. Those that indicate a limb was hit have a 50/50 chance that both limbs are severed. Many wizards use the spell to limit potential damage to creatures.

    If the pane is placed vertically across a hallway all creatures attempting to pass though it will be forced to make their saves at -2 and failure is always death. This is also the case if a caster places the plane along the floor, as creatures who fail their save will always fall onto the plane of disintegration. When using the spell as described here all magic items must make a save vs disintegration or be destroyed.

    The material components are: a londestone, a pinch of dust, an oriental fan worth 5 gp, and 2 oz of sulfur.


    Controlled Disintegration

    Lv 9
    Alteration/Evocation

    Rng: Touch
    Dur : Instantaneous
    A/E: Selective volume equal to casters body
    Comp: V,S,M
    C/T: 3
    S/T: None (Special)

    This spells visual affect is a flash of red light that will outline all the items that the caster envisions will be disintegration. The spell is accompanied by a hissing sound as the selected items slough away in a 2 segment time frame.

    They are magically blown away over a wide area making them hard to recover. The spell will affect living, inanimate, & dead matter that the caster can touch. The caster envisions the items that will be limned with the light affect of the spell and unless magically protected they will slough away. The caster can take out a creature and leave their gear, or take out a threats gear without harming the creature carrying it.

    Normal items of any type will be destroyed no save up to the casters body volume. Living creatures, undead, and magic items are allowed to make a -4 save vs spells to avoid the affect. If a creature makes their save they are still blind for 1 rd due to the visual affect of the spell.

    The material components are: a lodestone, a pinch of dust, 2 oz of kraken oil, 1oz of phosphorous, and 1 platinum piece per individual item targeted.


    Disintegration Pit

    Lv 5
    Alteration

    Rng: 5’ per lvl
    Dur : Instantaneous
    A/E: 20’ square of variable depth up to 5’ per lvl
    Comp: V.S.M
    C/T: 2
    S/T: None

    This spells visual display is a square of grey light that extends 10’ off the ground and is accompanied by a blanket of dust that swirls up though that light. The spells manifestation is accompanied by a strong gust of wind, and the sounds of winds sighing through the trees.

    The spell creates instant magically disintegrated pits of the depth chosen by the caster at the spells inception, with a maximum depth of 5’ per casters level. All creatures that are directly under the affect at the spells casting and 5’ from the edge may make a DEX roll to determine if they can avoid the affect entirely, but those who fail this DEX roll will take full falling damage. There may also be adjustments due to speed of the creatures that are in the spells affect. Those moving fast and in groups could well suffer penalties if the affect materializes in front of them. The walls of the pit are dusty and unblemished by any sort of spot to establish a grip from. This spell is easily countered by feather fall.

    The material components are: a lodestone, a pinch of dust, and a 4” bronze rectangular shaft similar to the spells affect.

    Disintegration Pit & Block Trap

    Lv 7
    Alteration/Conjuration

    Rng: 5’ per lvl
    Dur : Instantaneous
    A/E: 20’ square by 5’ per caster lvl max!
    Comp: V,S,M
    C/T: 5
    S/T: None

    This spell is very similar to the pit trap above. This spells visual display is a square of grey light that extends 10’ off the ground and is accompanied by a blanket of dust that swirls up though that light. There is also a flash of grey light as a huge block of granite appears above the hole 2 segments after the spell has taken affect. For those viewing the spell head on there is a line of grey that reaches out towards them instantaneously. The spells manifestation is accompanied by a strong gust of wind, and the sounds of winds sighing through the trees, followed by a loud pop as the block of stone materializes.

    The spell first creates instant magically disintegrated pits of the depth chosen by the caster at the spells inception, with a maximum depth of 5’ per casters level. All creatures that are directly under the affect at the spells casting and 5’ from the edge may make a DEX roll to determine if they can avoid the affect entirely, but those who fail this DEX roll will take full falling damage. There may also be adjustments due to speed of the creatures that are in the spells affect. Those moving fast and in groups could well suffer penalties if the affect materializes in front of them. The walls of the pit are dusty and unblemished by any sort of spot to establish a grip from.

    In the second part of the spell a 19’ 11 ½ “ cube of stone appears directly 5’ above the hole 2 segments after the spell takes affect. The block of will then fall directly in the hole in a single segment, with a satisfying rush of as the stone plummets to the bottom the shaft. Those in the shaft who have no means of escape or avoid death from blocks of stone falling on them are immediately and messily killed. There is no save vs this affect.

    The material components are: a lodestone, a pinch of dust, a 2” cube of bronze, and a 4” bronze rectangular shaft similar to the spells affect.

    Disintegration & Force Cage

    Lv 7
    Alteration/Evocation

    Rng: 50 yards
    Dur : Instantaneous/then 1 rd per lvl
    A/E: 20’ square then a 20’ cage
    Comp: V,S,M
    C/T: 7
    S/T: Special

    This spells visual manifestation is a swirling cube of grey motes that leap forth from the ground of the spells area of affect. The spell appearance is accompanied by the clanging of the slamming of the metal cell door.

    The spell first creates a 20’ square pit that appears directly in front of or under the targets at the spellcaster’s wishes. The unfortunate targets then get to make a DEX roll to avoid the affect if they are within 5’ from the edge, and escape the disintegrated pit area. Those who fall in will activate a special wall of force affect that is permeable to oxygen at the casters will. The forcecage affect portion of this spell will provide a cage that will trap all but the most resourceful PC’s inside. The forcecage prevents all types of translocation/shadow jumping magic, thereby holding the slipperiest of foes inside. The spell also allows for ease in removal from the pit generated. The spell is very susceptible to levitation spells, and will present a target for the spell that only weighs 1/10th the weight of what is actually contained in the forcecage. This spell is great for the NPC who wants to capture vs kill the opposition, possibly for some later nice question and answer!

    The material components are: a lodestone, a pinch of dust, 1500 gp in diamond dust that is hurled towards the area of affect at the time of the spells casting.

    Disintegration Gopher Holes

    Lv 4
    Alteration

    Rng: 5’ per lvl
    Dur : Instantaneous
    A/E: 10’ x 10’ per lvl field of holes 6” diameter holes 1/2” under the surface/ 1’ apart
    Comp: V,S,M
    C/T: 4
    S/T: None

    This spells visual aspect is the momentary appearance of a field of 6” diameter golden lights that shoot upwards 2’ off the ground. The spell is accompanied by the sounds of stone grinding on stone.

    This spell simply creates a field of holes 6” in diameter in a single segment. These gopher holes cover a field of 10’ squares per each level of the caster, and each hole is set 1’ apart from another in rows that alternate 6” offset to the side of the others and 1’ apart. (Sort of like a cheese graters surface). These holes are not immediately apparent due to the fact that a 2” thick l/2” layer of stone that will break immediately after impact with hoof or foot. (Except for the lightest of opponents). There is not DEX check for those moving at faster than a walk. Those walking will only get a sprained ankle, or possibly a broken leg for a pact animal. For those running there is an immediate fall affect NO SAVE. For M sizes creatures there is 1d6 damage done to the leg, and they must make a save or lose the grip on anything carried. For mounts and creatures running across the area there is the immediate fall plus 3d6 dmg to their legs, with a 50% breaking of the limbs of most mounts who encounter this spells affect. For both groups there is damage related to the speed at which they were traveling and the unexpected nature of the fall. For each 2” of travel spell, above 6” movement rate, the creature will suffer and added 1d2 of fall/concussive force damage due to the fall. So a human running (sprint) at 12” would take 3d2 falling, and a horse moving at a full gallop/charge of 36”(short charge speed) would take 15d2 dmg), most likely killing the mount.

    The field of the affect is nigh impassible, with movement rates cut to 1/10th of normal, unless the area of affect is covered in some type of layered material that prevents the triggering of the gopher hole affect.

    The material component are: 10 circular 1” lodestones in diameter & length, a pinch of dust, a piece of fine silk worth 5 gp, and a broken bone from a mount that broke its leg in a charge.


    Disintegration Tail Weapon Augmentation

    Lv 9
    Alteration/Phantasm

    Rng: 3’ (Touch Bestowed)
    Dur : ½ rd per lvl
    A/E: One weapon will have 3’ long tendril on end of it.
    Comp: V,S,M
    C/T: 3
    S/T: None

    This spells physical manifestation is a tendril of red energy that appears at the end of a weapon chosen by the spells caster. The visual affect is accompanied by snapping sparks of red energy that crackle as they are emitted.

    The spells phantasmal tether is controlled by the silent mental will of the spell caster. The affect is like a living prehensile tail of energy 1” thick, that can flick and arc back and forth 90 degrees up, down, left, or right each round as the weapon is wielded and affect all those in the area in front of the weapon. The caster (can bestow the weapon affect by touch to another’s weapon, and they are then considered the spells caster for controlling issues.

    This spell will open 1” thick wounds created by disintegrational affects that inflict massive damage and blood loss. There is NO save vs the tendril of disintegration. The wound created by the affect will inflict 4d10 (st vs death magic for ½ damage) damage on impact with a creature, but will in addition inflict blood loss equal to 1 HP per for each 4 pts of damage done, for each round afterwards until the wounds is staunched.

    The material components are: the tail of a monkey, a lodestone, a pinch of dust, 3” long mithril cable worth 500 gp, and the disintegration eye of a beholder.


    Other Spells

    Force Sculptures of Movement Reduction

    Lv 4
    Evocation/Illusion/Phantasm/Alteration

    Rng: 10’ per lvl
    Dur : ½ rd per lvl
    A/E: 10’ square per lvl
    Comp: V,S,M
    C/T: 1
    S/T: Special

    This spells visual manifestations are a series of interlocking opaque purple turnstile of force 5’ in diameter each that fade into invisibility in a single segment. The spell is accompanied by the smells of freshly turned earth and the sounds of wind chimes for the segment of manifestation.

    These turnstiles of force are each only 6” off the ground and are able to pass though the surrounding earth and foliage as if they were not there. (Similar to the ironguard affect towards metal). These turnstile start at turning at 1 revolution per second, but as creatures rune into the affect they will increase their speed. This higher speed affect can generate a tell tale wind.

    The affect of the spell is to cause all movement to become impossible along the ground in the area of affect. The caster can create multiple 10’ squares within the range of the spell, which can be non connected areas of these turnstiles. On the first round of entering the affect the creature gets a DEX roll or they are carried into the affect of the force turnstiles. If their save is made they are not damaged, and can move around the spells affect if possible, by probing for the spells outer edge or casting a detect invisible spell. For those unfortunate to be carried into the affect they will suffer 1d4 damage per rd in the affect, and the damage is augmented by +1 pt of damage to the d4 for each creature that encounters the affect and increases it’s damaging potential. The separate areas are kept track of separately by the caster for the consideration of that extra damage potential. Those caught in the affect fall immediately, and are moved about uncontrollably (NO SAVE) as they are pulled about the low ground affect. At the end of each round after the damage is taken, they will have to make a successful DEX & STR check in order to escape this insidious spells affect. Those caught in the affect are allowed to only activate thought based magics to try to escape the spells affect, and will continue to be affected until they escape or the spells duration ends.

    The material components are: a 3” gold turnstile worth 200 gp, a lump of clay mixed with 1000 gp diamond dust, and a gust of wind magically contained in a glass sphere.


    Righteous Revelation

    Lv 10 (Realm Magic)
    Lv 7 Source
    Divination/Alteration

    Rng: Self
    Dur : 1 realm turn (3 months)
    A/E: 1 Regents Realm
    Comp: V,S,M
    C/T: 3 days uninterrupted
    S/T: NONE!!

    This spells visual aspect is that the spells caster will take on a glowing white hue for the spells duration that grows in intensity until the caster is too bright to view. The spells is accompanied by what sounds like a host of singing choir members. The sound oscillates louder and louder as the spell reaches its climax on day 3 the sound is deafening to all within 100 yards unless the spell in shielded with silence 10’ radius spell affects.

    This spell simply put the caster accesses part of the temporal prime and views the future anywhere within any area that they are capable of viewing by magic. This allows the regent to see the events coming in the next 3 months of game time, and also allows them to react to it in any manner that they can conceive and make come into affect through their counter actions, which basically changes the future as they see fit, up to the limits of their power.

    During the spells casting the future is not static, but the caster can see a number of alternative temporal timelines of which they can follow, view, and finally pick from. They may also not only alter actions on a realm wide perspective, but they may also find ways to help their personal adventuring during this time frame. The caster of the spell will know of major events that they will affect, never be surprised, and gain a +3 to hit for knowing where enemies should appear for the 3 months of the spells duration.

    For game purposes the spell allows the caster to also know exactly how much their actions will cost, and how much regency is just enough to win acts of diplomacy and expansion of their lands. The caster can simulate their upcoming revised actions on the timeline of events in order to pick the best or most preferred course of action for that 3 month period. The spell is the ultimate in divination spells for determining of the best possible course of action for the regent.

    The way to offer up resistance to a regent using this spell is for another regent to be using it to. The counter regents activities vs the original spell caster are resolved in a totally normal manner as both sides will be unable to gain the temporal insight needed to counter the others moves. The temporal choices are just too flexible to counter. The spell casters can still affect actions by other regents (without the spell), natural forces, or outside forces such as monsterous incursions.

    The casting of the spell requires total seclusion of the regent/mage proxy which can not be interrupted in any manner or the spell is simply wasted. The casting will also force the caster to make a successful INT & CON check for each hour that the spell is undertaken, which is culminated in the final -3 INT & CON check as the spell is completed. The caster will be drained for 1 day during which total bed rest is needed to recover from the spells casting. The caster also temporarily loses 3 CON & STR points with the casting of the spell, due to its strenuous nature. These points can only be regained by normal rest patterns at the rate of 1 point per day in both CON & STR. The final cost of the spell is the permanent loss of 3 hit points from the casters total, so there is probably a finite extent to which this spell can be cast. This HP loss can not be taken from stores of phantom/extra HP, although some magic can restore them at a time after this spells casting.

    The material components are: 10 gold bars worth of precious metals dust, a flawless natural gemstone (not magically created/enhanced) worth no less than 20000 gp which serves as a focus for the spell that the caster carries throughout the casting, a fingernail clipping of an living oracle (classed) creature, 2 oz of blood of a chronomancer, 5 hairs from a Temporal Dog, 6 oz of essence of a common time elemental contained within a glass globe.

    Phantasmal Assault

    Lv 8
    Illusion/Phantasm

    Rng: 10’ per lvl
    Dur : 2 rds per lvl
    A/E: 1 Phantasm to start
    Comp: V,S,M
    C/T: 4
    S/T: Special

    This insidious spell creates an exact duplicate of the caster that seems to emerge from the target creature’s form. The spell is accompanied by the sound of tearing material when the spell is first cast and the prime duplicate is created.

    This prime duplicate has full phantasmal hit points of the creature it is mimicking. This total is subtracted from for each attack that the prime takes. Each successful attack on the phantasmal duplicate or spawned duplicates splits off another phantasm of the creature, but this one has only HP equal to the caster level. The damage potential of any attack infliction 1 hp will initiate a phantasmal split. Multiple attacks in the same round will initiate their own phantasm, so if two arrows hit the phantasm, it splits off 2 phantasms. They seem to seamlessly split off the original, but walking in a slightly altered direction. These duplicates continue to spawn until the prime is destroyed, or the duration ends. If an attack fails to destroy a duplicate phantasm it too spawns another duplicate with HP equal to the caster’s level

    The powers of these phantasms are limited by the resources of the creature they duplicate. The duplicate looks completely like the creature in all ways include worn items and physical attacks. The duplicates are limited to the physical weapons with only phantasm’s capable of inflicting base damage of that weapon type. The phantasmal creatures are capable of inflicting damage as it original duplicate, without STR damage bonuses. The phantasms retain the DEX to hit bonuses of their creator creature, but lack the mass to convey the damage bonuses of the creature.

    These phantasm’s have no minds of their own, so the speak, and all enchant/charm spells fail to find a mind to affect. The casters will is the motive force that drives the phantasm’s to attack and move, and they are each feeding off of the will of the caster in determining what the casters desires are. This link requires no concentration to maintain after the initial casting as the phantasms affect maintains the link automatically.

    When a phantasm is destroyed it will vanish in a flash of yellow light and a rush of air.

    The material component are: 1 oz of blood of a greater doppelganger; 2 oz cloud giant blood; 2 oz sulfur; a lodestone, 2 oz of ghostly essences contained in a glass globe; a tin bar; an iron bar; 150 gp of platinum dust; and 500 gp in crushed hematite and jet mixed together with the other materials.


    Gold (Silver/Platinum/Copper) Cubes of Woe

    Lv 9
    Conjuration/Summoning/Illusion/Evocation

    Rng: 10’ per casters lvl
    Dur : Special
    A/E: 5’ Cube of chosen precious metal
    Comp: V,S,M
    C/T: 9
    S/T: Special

    The spells visual aspect is the appearance of what appears to be a solid 5’ block of precious metal accompanied by a flash in the color of the chosen precious metal. The appearance of the block is accompanied by an illusionary voice of the caster saying “Damn” in common. The spell seems to be a flop, and an illusion of the caster sprinting away from their current location.

    The spells actual affect is to create a 5’ block of either solid, copper, silver, gold, or platinum that appears within the range of the spell. This cube is the real McCoy summoned in from deep in the earth elemental plane, from a rich pure deposit. The block is of course an immediate source of greed, but it is also a trap for those who are inclined to such avarice. The cube will exist as a complete solid block for 2-12 rounds after casting of the spell. At a predetermined time (preset) the block has a spontaneous vortex to the deepest and hottest parts of the elemental plane of fire to appear in the center of the block. The block will melt in a single segment and bold solid, liquid, and semi-liquid globs of metal are hurled all over the area of affect.

    The blast of the material covers a 40’ diameter area of affect with the molten metal barrage. The spell causes 8d8+1 pt per casters level in damage on detonation, but coats them in the metal of chosen at the spells inception. This damage continues but the damage is reduced by 2d8 per each round, until on the 5th and final rd the caster level in damage is done.

    Creatures are liberally coated in the metal of chosen, and the burns reduce the creatures DEX by -5; and their STR by -3 until 75% of the damage has been healed naturally or magically. The final insult of the spell comes on the 6th round after the spells detonation, at which time the metal chosen turns into dross lead after the 6th.

    The material components are: an elemental mote of earth and fire; 2 oz of sulfur; a lodestone; a tin bar, 3oz of mercury; 2 oz of micha; a 3” cube of the chosen metal worth 50 pts of that type of coinage; 2oz of an specialist conjuration/summoner; a small portion of a greater fire elemental contained in a special asbestos container, a ruby worth at least 5000 gp; a blue sapphire worth 5000 gp; and

    Ball of Stone

    Lv 4
    Conjuration

    Rng: 10’ per lvl
    Dur : Permanent
    A/E: 10’ Ball of Granite (colored as chosen)
    Comp: V,S,M
    C/T: 1
    S/T: None (1/2 dmg from stone)

    This spell manifests itself as a cold blue light that encompasses a large granite stone ball that is 10’ in diameter. The stone will emit a low humm when the spell is first cast and for 1 round afterwards.

    The spell will roll in a manner set by the spells caster wishes for the spells duration. It can roll downhill at rates of up to 24” downhill, and up to 6” uphill. This stone can inflict 10d10 damage if a successful to hit is made on a target. The stone can only alter its course by 45 degrees for each 60’ that it travels. It can be evaded by a successful DEX roll each time the stone is directed at them. This DEX roll is dependant on having an exit route that is at least 10’ in size out of the path of the stone. Otherwise full damage is inflicted by the stones attack.

    This stone remains after the spell has ended, and can be used to set up preset rolling stone trap spells. The stone is completely real and can’t be dispelled, but it can be banished back to its original location, but a successful banishment.

    The material components are: A stone marble, a tin bar, and iron bar, a lodestone, 2 oz of earth elemental heart; 3 oz sulfur; and 150 gp of turquoise chips.


    More to come,

    Later

    Cool Wink

    Blood and souls for my lord Arioch!!!!!!!

    So let it be written,
    So let it be done!!

    Lo there do I see my father,
    Lo there do I see my mother, and my sisters, and my brothers,
    Lo there do I see do I see the line of my people, back to the beginning,
    Lo they do call to me,
    They bid me take my place among them,
    In the Halls of Vahalla
    Where the brave,
    May live,
    Forever
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sat Jan 12, 2008 12:08 pm  

    Cool

    Here are a few spells to take your enemies for a spin with…..or colleagues!!!!

    Twirling Mist Hand

    Level: 5
    School: Illusion/Phantasm/Alteration

    Rng: 10’per casters level
    Dur: 1 segment
    A/E: 1 Creature
    Comp: V, S, M
    C/T: 2
    S/T: None & Special

    Visual/Audio Affects: A misty 10 fingered hand that flies through the air towards the target with rapidly increasing solidity as it draws in mist from the surrounding area. There is an accompanying whoosh of air as the fist flies toward the target, followed by a meaty smack as the target it struck. The spell then enters a rapid spinning motion on the vertical axis until it reaches the spells end range.

    Magic Affect: The hand strikes the target with the accuracy provided by magic missiles, and then it spins into the target with its 10 fingered grip. It will grasp the first creature intercepting it path and violently spin them 360 degrees on a vertical axis to the range limitation of the spell at one revolution per second. At the end of the range it will simply dissipate and leave the creature to suffer 1d6 damage for each 3 levels of the caster. The creature can perform no actions for the spell duration because the spinning prevents normal movement. .

    In addition to the victim of the spell, all creatures who intercept the path of this spell will be bowled over for 1d3 rounds. They are allowed a DEX check to avoid this affect, and all spinning hands will travel in a straight line in order to determine its path.

    Components: 2 oz water, 4 oz sulfur, a lodestone, a tin bar, 2 oz mercury, a piece of a storm giant fingernail, 50 gp platinum dust, and the ichor of a beholders telekinetic eye.

    Rotating Throw

    Level: 6
    School: Alteration/Evocation

    Rng: Touch
    Dur: Instantaneous
    A/E: One Creature
    Comp: S, M
    C/T: 1
    S/T: None

    Visual/Audio Affects: A loud Kai yell is heard when the touch is enacted. The is a flash of movement from the caster that is imperceptible to most viewers. The caster touches the creature with a single finger to enact the move.

    Magic Affect: The simple touch of the caster causes the touched target to do a front flip rotating 180 degrees in one second then land flat on their back in one second no save. There is a save vs CON or loose breath when they land in this fashion. This spell in only applicable to M sized creatures.

    The touch must be to a arm or hand of the creature, whether armored or not.

    Components: a quickling hair, 5 gp gold dust, a lodestone, and a drop of mercury.


    Create Room/Environment

    Level: 8
    School: Conjuration/Summoning/Illusion/Phantasm/Enchantment

    Rng: 20’
    Dur: 24 hours
    A/E: Special (Indoor or Outdoor)
    Comp: V, S, M
    C/T: 8
    S/T: N/A

    Visual/Audio Affects: There is a swirl of gold light and coalescing shapes as the features desired appear. There is the whooshing of a high wind as this happens, accompanied by the smell of freshly turned soil.

    Magic Affect:

    The primary affect of this spell is to create a specially tailored encounter for pursuit of hostile creatures, or possibly to set up an encounter with forces contrary to the will of the spell caster.

    In either form the caster can summon 1 hit dice of monsters per the casters level. The caster of the spell has the ability to call any type of monster that they have physically encountered during their careers. These creatures will work together for a goal that is set as part of the spell on them. A phantasmal psyche of the caster is placed in their minds and compels them to comply with their will. (They are actual summoned creatures who disappear at the end of the spells 24 hour duration. If killed prior to this they return alive to the region that they were taken from.)

    Indoors: The caster can envision a single room of 5 cubic feet per level of the caster that they have visited in the past in order to set the features of the room, hall, etc.. The entire creation has phantasmal features that appear totally real with even tactile features. The room can simulate vast wealth, or the poshest of furnishings of the room.

    All creatures created will have a full understanding of the rooms features at the onset of the spell. The monsters created can interact with the room’s features for best affect in opposing the forces against the caster. They gain a +1 surprise bonus at the onset of encounters due to this familiarity with the room’s features. The caster can also set up illusions of varied sorts in the same arrangement in order to further augment the encounter with the enemy.

    Outdoors: In the outdoor setting the caster can set any feature up to 10 cubic feet per level of the caster. The caster can create any terrain or feather that they have seen in the past. They can arrange the topography to fit their needs, and that of the forces that they create. This will yield a bonus of 1 to surprise chances of the monsters summoned for this encounter. The caster frequently creates features that will improve the attack potential of the monsters summoned.

    If an encounter concludes before the duration ends the spell still continues to function with the monsters programmed to actions set by the caster at the spells inception.

    *(The caster should create a diagram of rooms/settings prior to the spells casting, as they are part of the spells M components.)

    Components: A map of the settings physical limitations, 2 oz sulfur, tin bar, 250 gp platinum encounters, 1 (100 gp) (1” tall) jade figurine for each creature summoned, 2 oz of deepspawn blood, a noble aboleth’s tentacle tip, and 4 oz of micha.

    Animate Region

    Level: 9
    School: Alteration/Phantasm

    Rng: 10 yards per level
    Dur: 1 round per level
    A/E: 10 square yards per level
    Comp: V, S, M
    C/T: 7
    S/T: Special

    Visual/Audio Affects: The area of the spell will glow with a golden yellow light and it is accompanied by a creak and groan followed by a slow hiss. The spell exudes a smell of freshly oiled metal.

    Magic Affect: The spell will animate a large region of ground outside, a single dwelling, or section of a dungeon to follow commands issued at the spells inception The region is animated by a phantasmal presence of the casters psyche, which allows it to act as the caster would have wanted for the spell duration. This is independent of the caster.

    The region is totally flexible in all manners. It can shimmy, roll, constrict, contract, etc….moving with a will that will attack creatures in the region or prevent pursuit. The movement is up to 1’ per 2 levels of the caster, and near instantaneous. The creatures in the region are subject to constant shaking at the most unadvantageous moment. All creatures take 1 point of damage each round per level of caster. There is a save vs magic in order to take NO damage, but saves are required each round in order to avoid this damage as long as the creature is in the area of the spells affect.

    The area of affect cubes of the spells affect need to be interconnected. This allows for flexibility in how the pattern is laid out, with some areas untouched by the spell affect. This allows a caster to tailor a battlefield to their best affect. The caster of this spell will gain a -4 to all initiative rolls for the duration of the spell, as the terrain keeps the opponents off balance and they are free to act as they wish.

    Components: 4 oz sulfur, a tin bar, an iron bar, 250 gp platinum flakes, a galeb duhr’s heart, a chip from a greater earth elemental, and 3 oz of dao blood.

    Ripples in the Land

    Level: 7
    School: Evocation/Alteration/Illusion/Phantasm

    Rng: 5’ per casters level
    Dur: Instantaneous (1 rd total)
    A/E: Diameter out to range
    Comp: V, S, M
    C/T: 7
    S/T: Special

    Visual/Audio Affects: The cracking groan of thunder and breaking earth erupt from the land as rolling waves of earth pulsate from the caster in a single round. The ground glows with a brown light as each wave is pulsed away from the caster like ripples when a stone in thrown on a pond. The spell evokes a smell of new turned earth. This spell can only be cast from the ground.

    Magic Affect: The waves are moving at 90 mph as they rise to a height of 1’ per casters level. The roll outward with one wave created per 2 levels of the caster. Each wave is capable of forcing a DEX check at -6 or fall to the ground. (The spell affects friends and foes alike). There is a normal recovery time. Creatures also must make a save vs magic or take 1d3 per casters level for each wave that affects them. If a save is failed during the passage of a wave set, the creature will suffer damage without a save from each wave that passes after the failed one…NO save. All waves affect the surface and a plane that extends 10’ above and below the surface of the affect.

    The power of these waves can reduce a normal stone or wood cottage to its component parts in the passage of the spell. The spell is capable of inflicting 6-10 structural damage is done to any structures caught in the area of affect. Also all caves & tunnels must make a 14 > save or be collapsed with the force of the waves.

    Components: a stone that has made ripples in a pond, a tin bar, an iron bar, 3 oz of sulfur, 125 malachite chips, a scale from an draknor, and a galeb duhrs heart.

    Time Ripple

    Level: 9
    School: Alteration

    Rng: 0
    Dur: ½ round per level
    A/E: 30’ radius
    Comp: V, S, M
    C/T: 9
    S/T: N/A

    Visual/Audio Affects: The time ripples are manifested by a slight opaqueness in the air at the conjunction of each time change. There is a soft sighing followed by silence from inside the spells center. This is accompanied by the smell of ozone.

    Magic Affect: The spell creates three layered magic field that affects time as follows: At 30’ the affect/creature entering the field encounter the first ripple and are slowed by half. At 20’ the affect/creature is slowed by half again. In the last 10’ the target will be affected by half a last time. The field is immobile once cast, and all creatures may move freely through it, at the appropriate time dilation. Those on the inside can exit without affect as they are protected from the spells inception.

    For those at the inside of the field, the passage of time is perceived as normal in all ways. They are immune to the spells affects as long as they don’t exit the central region of the casting and try to re-enter it. Only those penetrating a barrier from the outside are affected by the time alterations. Another facet of the magic will not alter spells, attacks, or effects generated from inside the field. The affects are one way events for things entering from the outside.

    Those in the center also have a chance to counter attacks and incoming spells generated outside the field. For incoming outside affects there are save adjustments for spells as follows: by +4 in the first zone, +6 in the second zone, and +8 in the third zone. For all missiles fired from the outside the creature gets a bonus to an automatic DEX check with a -2, -4, or -6 adjustment to avoid the missile attack. If the caster (and those inside) can see an affect they will gain the bonus to avoid it.

    Components: a lead bar, a tin bar, 2 oz of mercury, 3 temporal dog hearts, 2 oz time elemental ichor, and 3 platinum rings worth 1,400 gp.

    Elemental Cocoon

    Level: 8
    School: Conjuration /Summoning/Alteration/Abjuration

    Rng: 0 (Mobile)
    Dur: 1 round per level
    A/E: 10’ Sphere
    Comp: V, S, M
    C/T: 8
    S/T: N/A

    Visual/Audio Affects: The caster is first wreathed in a 6-20’ pulsating stone sphere, a swiftly followed by a coalescing water cloud, a swirling mass of air, and a withering mass of fire materializing around the caster in a single segment. The spell is accompanied by a successive grinding, sloshing, howling, and crackling sound component. The entire elemental mass is opaque to near invisibility to the caster.

    Magic Affect: This spell is a defensive vaguely spherical spell designed to protect the caster and their mount in several layers of elemental materials. To all others it appears as solid as any 4” thick layer of each material. The outer 3 layers can be passed through with damage taken, but the 4th layer prevents access. The outer 3 layers must be breached before the 4th layer can be broken through. There is NO saves for the damage as the creature is attempting to breach the layer, so the damage is automatic. As a final note the air layer can capture and drag opponents through the layers repeatedly if caught in the air layers flow….size is the issue.

    This mobile affect will effectively guard the caster with intensified layers of each elemental material. The spell will also extend its protection to the mount of the caster if the caster is on it at the time of the spells creation. This protects the mount as well as the caster. This layer prevents access to the caster until it is broken or bypassed.

    Each is capable of inflicting 1d12 damage each layer on touching it, with the follow added affects: The affect moves with the caster, and the caster can work any action that they are normally capable of as if the spells affects don’t exist.

    Stone: Prevents access until the sphere is broken by 20 pts of damage at a single strike. Quite a difficult feat for most creatures. This layer appears to roll as the caster moves under its affects.

    Water: Drenches target with cold water until the sphere has a single continuous 1” hole punched completely through the sphere for a whole round. Once this is accomplished it will collapse into a large puddle. The water is damaging to all paper and soluble substances that it is exposed to.

    Wind: The affect with lift creatures of less than 200 lbs (M size) off their feet and swirl them about the outside surface of the sphere (causing damage each round). The wind latches on to the creature of the size limits, and only magic can break the affect. The only way to knock the wind shell out is the casting of two feather fall spells on the air layer in consecutive rounds.

    Fire: This layer sets all flammable materials exposed to it burn (no save) until removed from the flames. The only way to cancel out this layer’s is to quench it with 30 cubic feet of water or a wind exceeding 60 mph. Either affect snuffs out the fire and reveals the layer underneath.

    In case of lack of inspiration, a successful dispel magic can also remove a single layer of the affect each round.

    There are also variations of this spell that feature the quasi & para elemental materials in their layers. (For later release).

    Components: 4 2” globes containing a planar mote of earth, water, air, and fire one of each, a tin bar, an iron bar, 2 oz of sulfur, an onion, 250 gp gold sphere, and the heart of a greater elemental of any type, and 4 beholder scales. .

    Entwined/Cascading Spells:

    Level: 9
    School: Alteration/Meta-Magic

    Rng: 0
    Dur: Until Cast
    A/E: Group of Spells
    Comp: V. S. M
    C/T: 1 At Casting + Other Spells Preparation
    S/T: N/A

    Visual/Audio Affects: The spell manifests itself as a series of ghostly interlinked gold chain links that flow together as the successive castings are affected for this spell. Each link melds with the center one slowly and the spell is accompanied by a soft chime as each link enters the primary releasing link. There is the smell of ripe apples each time the link chimes in.

    Magic Affect: This spell simply links multiple spell affects into a single casting that is released in a single casting when this spell releases them simultaneously with a C/T of one by silent act of will. The releasing moment flares with all the visual, audio, and olfactory casting affects created simultaneously around the caster. It shows up like a beacon on the battlefield.

    The caster can link one spell level of energy per casters level, with which the caster can cast 1 spell per 5 levels of the spell caster. At 18th level the caster can cast 18 levels of energy in up to a maximum of 3 spells. The spells can only be of level 1-9, with no True Dweomers allowed.

    The spells are emitted follow the follow statistical constraints:

    Range: As the longest ranged spell (It is the carrier magic)
    Duration: As each spell.
    Area of Affect: As each spell
    Components: As all spells
    Casting Time: 1
    Saving Throw: As all spells.


    The casting of this spell is followed by all the linking magics, which are then held until the activation of the entwining magic.

    Components: 2 oz sulfur, a tin bar, an iron bar, a gold chain with a link for each spell to be linked (2 gp @), a 250 gp jade figure holding a chain, a lich’s finger bone, an andeloid brain, and 3 oz of a venerable dragons blood.

    Horizontal Tornados

    Level: 9
    School: Alteration/Summoning

    Rng: 5’ per casters level
    Dur: ½ round per casters level
    A/E: One or more cones that are 1’ across at base x 1’ wide per level of caster at terminus
    Comp: V, S, M
    C/T: 9
    S/T: Special

    Visual/Audio Affects: The perfectly formed tornado cones will form at the casters hand and extend outwards from the casters hand in a single round with the howling of the wind. The spell can create multiple vortexes that will wither about on a horizontal axis as the do on the horizontal one, except that they are linked to the casters hand as the base point.

    Magic Affect: The spells tornado vortexes will create not only the vortexes themselves but also a 180 degree arc in front of the caster will cause all S or smaller creatures for 4d6 damage and be hurled to a range of 30’ from the caster. Creatures greater than S will take a 1d6 damage per round for the first 30’ of the affect.

    The vortexes themselves will cause 3d6 damage per round to any creatures caught in the vortices. Each round in the 180 degree arc of the affect a creature must make a -5 DEX roll or be drawn into the vortex (for each added vortex the DEX roll suffers a further -5 to the DEX roll). Those creatures of L size or smaller will be hurled along the vortexes if caught in them with no chance of escape until reaching the end. They will travel a random 10-40’ per round away from the caster, so multiple rounds of damage may affect a target if they remain in the vortex. At the end of the vortex creatures will be hurled another 10-30’ from this point for 1d6 damage and need to take 2-4 rounds to recover. All held items are ripped from the grasp, and small items and loose clothing will also be lost in the blowing gale.

    All sorts of debris will be hurled with the tornadoes and within 30’ of them. This will blind all creatures downwind unless a save vs magic is made each round they are exposed to the 180 degree field. It takes 1d3 rounds to recover from debris blinding in this manner. The caster can sweep the vortex (s) around in a 360 degree arc in a single round (or an altered perspective of 36 degrees per segment. This allows for the movement of the attack area as the need demands.

    Components: A piece of tornado debris with a straw stuck in it, a tin bar, a lodestone, an iron bar, 250 gp of platinum dust, distilled essence of air elemental, and a djinni heart for each vortex to be created.

    Tri Tunnels of Deceit

    Level: 7
    School: Evocation/Alteration

    Rng: 10’ per casters level (each tunnel)
    Dur: Permanent
    A/E: 3 Tunnels (10’ in diameter)
    Comp: V, S, M
    C/T: 3
    S/T: N/A

    Visual/Audio Affects: Three spiraling blasts of blue arcane energy will sweep away from the caster in the directions indicated in a single round. It swiftly burrows away into any rock, building, or earth that leave identical 10 diameter tunnels. The spell is accompanied by a soft sighing sound and the smell of very old dustiness. The holes form as a fine black talcum-like substance rains to the bottom of the tunnels and disappears.

    Magic Affect: The caster points their 3 middle fingers towards any solid surfaces and 3 identical tunnels will be projected in the direction indicated. These tunnels serve several functions.

    The first variation opens three simultaneous exits to the range of the spell. When the spell breaks through walls, etc.. they will leave large exits to be used for escape. The magic can penetrate any unshielded wall, floor, etc… Only lead and gorgon blood mortared wall prevent the spell from breaking through.

    In the second choice the tunnels are in solid rock/earth and will extend to the range and then will turn 180 degrees upon themselves to end in blank walls 10’ after the turn. This gives an pursuing force three choices in order to location the party, setting them up for a better ambush, or buying time for other magic.

    Any creature caught in the path of a tunnel remains totally unaffected by the paths magic, except for a momentary (1 rd) blinding by the bright blue light that the spell creates along its path.

    Components: 3 silver rods worth 20 gp @, a tine bar, 2 oz mercury, 5 oz rare earth, 2 chips of a greater earth elemental, 500 gp ruby, and 2oz of galeb duhr ichor.

    Caltrop Field

    Level: 2
    School: Alteration/Phantasm/Illusion

    Rng: 30’
    Dur: 2 rounds per level
    A/E: 10’ square surface per caster level
    Comp: V, S, M
    C/T: 1
    S/T: N/A

    Visual/Audio Affects: The caster causes a group of caltrops to glow in a soft ghostly white light and they chime softly as they are thrown about the ground in a pattern desired by the caster. The fields can appear quite dense if put together in overlapping patterns.

    Magic Affect: With a handful of real caltrops the caster can create an illusionary field of phantasmal copies that will cover a much later area. Each caltrop will create a 10’ square field of caltrops around itself. The fact that there is a real one in their midst should make disbelief more difficult. The phantasmal caltrops have tactile substance, and even if disbelieved they will still inflict a minimum of 1 point of damage.

    The caster can include more real ones than just the 1 per 10’ of the field if so desired.

    Components: 1 caltrop per 10’ of the field, 2 oz sulfur, a tin bar, an iron bar, and 2 oz of doppelganger blood.



    Here is a little kung fu magic rendered into spell form….Kung Fu Hustle Style!!!

    Sonic Fist Attack

    Level: 5
    School: Illusion/Phantasm/Evocation

    Rng: 5’ per level
    Dur: Instantaneous
    A/E: 10’ wide path
    Comp: V, S, M
    C/T: 3
    S/T: ½ Damage

    Visual/Audio Affects: The spell requires a stringed instrument of some type to generate some sounds to focus. The spell creates a number of insubstantial light blue fists that fade in and out of visibility. Each fist lands with a loud solid smack and leaves an indentation 1” deep where it strikes for 1 segment.

    Magic Affect: This spell emits 1 sonic/phantasmal fist the size of a cantaloupe per 5 levels of the caster. They fly to a target with the precision of a magic missile, and strike with the force of an ogre’s fist. Each blow does 1d10+6 damage (st vs magic for ½ damage), and has the potential of knocking the opponent of their feet if the fail a DEX roll. For each blow there is a DEX roll with a cumulative -2 to the roll for each strike. Those knocked to the ground will roll 1d10’.

    Components: stringed instrument to strum, 2 oz mercury, an iron bar, and the finger bone of an ogre.

    Ephemeral Sonic Blades

    Level: 6
    School: Evocation/Illusion/Phantasm

    Rng: 5’ per casters level
    Dur: 1 round
    A/E: 10’ wide path to range limits
    Comp: V, S, M
    C/T: 2
    S/T: ½ damage

    Visual/Audio Affects: There is a rush of wind that pushes material along the path of the area of affect. The spell creates blades of sound that wink in and out of existence that can strike any target along its path. There spell is accompanied by a sound metal singing.

    Magic Affect: With a strum of a stringed instrument the spell launches 2-6 sonic blades of force and sound to the range limits of the spell. The spell needs a ranged touch attack roll for each blade, but if one hits the next one hits at +1. If another hits the bonus goes to +2, and so on. Contact with any material is treated as AC 9, and it can inflict 3-18 damage for each blades strike. These blades are duo dimensional blades so they cut very cleanly and have very little substance along there edge plane. The can easily chip stone to a depth of 1”. The blades strike at random angle, and once it strikes a solid surface it is destroyed.

    Components: A stringed instrument, gold strings worth 50 gp, and the fist of the caster.

    The Lions Roar

    Level: 9
    School: Illusion/Phantasm/Conjure/Summoning

    Rng: 10’
    Dur: 1 round
    A/E: 30’ wide by 100 yards long
    Comp: V, S, M
    C/T: 1 rd
    S/T: Special

    Visual/Audio Affects: With a great inhaled breath the casters chest swells to enormous size, and an exhaling roar like the largest dragons is emitted. . A sustained sonic roar distorts all it affects with sound waves, but the most awesome appearance is the winds that the spell manifests

    Magic Affect: It will cause winds equal to the wind from the heart of a cyclone that will swirl all materials in the region inside structures in an effort to seek exit. (Wind speeds start at 70 mph + 5 mph per caster level. In the outdoors the winds reach speeds capable of ripping the clothes off creatures. They will force L sized creatures or smaller to be forced backwards at 20’ per round if a -2 DEX roll is made each round. A failed save indicates the creatures have fallen and are blown into the nearest structure. The creatures take 1d4 damage per 10’ they are rolled along the ground. There is a save vs spells for ½ damage.

    If this spell is channeled through a cone or bell shaped device of exceptional strength it becomes much amplified. The area of affect is tripled, and when the spell roar reaches its highest original peak, it creates an impressive shock wave that seems to be formed by the resonance of the focusing of the roar.

    This augmented roar allows NO save or be blown away and a save to stop moving is only granted after the creature exits the primary path of the roar. Damage is the same for the distance traveled, but there is no save for taking the damage. All wooden structures are stripped down to the studs within the primary cone of the roar, and all paths of exit (doors & windows) of the entire structure are blown out. The structural damage is 2d6 + 1 per 2 levels of the caster.

    Components: a smoked cigarette or substitute, a lodestone on their person, and a pinch of mercury that is pinched in the palm with the other hand vertically placed above it.

    Buddha Palm

    Level: 9
    School: Evocation

    Rng: 10 yards per level
    Dur: Instantaneous
    A/E: Hand 3’ tall x 2’ wide per 2 casters level (min. 27’ tall x 18’ wide)
    Comp: V, S, M
    C/T: 3
    S/T: ½ Damage

    Visual/Audio Affects: Silent contemplation accompanies the casting of this spell. There is a rush of wind and force as the spell caster extends their hand forward in the direction of the target. The sounds of birds chirping will come softly in the aftermath of this huge forceful spell.

    Magic Affect: The spell caster creates a huge invisible telekinetic hand of force backed by a huge amount of mass. The telekinetic blast is hand shaped, but leave other nearby materials relatively unaffected instead leaving a perfect hand print through or in any material that they have pointed at with their palm.

    The blast has the force of a fully loaded semi truck, and will blast through structures and leave deep impressions in all materials it runs into. It will typically leave 2-3’ deep impressions in stonework that it is solidly backed. The magic of the spell leaves all materials not in the path of the hand unaffected by the force blast itself, although a later collapses is possible due to structural damage left by the hand blast itself.

    Components: an iron bar, 2 oz mercury, a dragon scale, 25 gp silver dust, a mind flayers tentacle, and the telekinesis eye of a beholder.




    Mists of Reasoning

    Level: 7
    School: Enchantment/Charm/Alteration

    Rng: 5’ per casters level
    Dur: 2 rds per level
    A/E: 10’ square per level
    Comp: V, S, M
    C/T: 7
    S/T: Special

    Visual/Audio Affects: This spell is manifested by a swiftly forming mist that swirls as it coalesces in the area of affect. This dense material makes a soft sighing sound as it forms. There is a rich musty dampness in the air as the spell takes affect. It creates a series of super thick fog cubes that are best used integrated with real or other magical fog.

    Magic Affect: This spell creates a mist that is accompanied by a subtle suggestion magic that isn’t always apparent. The cloud of mist doesn’t move for the duration of the spell. It suggestive powers causes a persistent and repeating saving throw each round that the creature remains in the field.

    A failed save vs magic allows the caster to produce an affect similar to the suggestion spell except that it isn’t a verbal suggestion. Instead it is a mental compulsion.. Each creature affected in the duration can have separate suggestions. A successful save avoids the affect until the next round, or until the creature exits the field.
    As with all suggestions the actions suggested can not be suicidal or sure death commands. The magic possesses a subtlety component that prevents the affected creature from feeling that it is a suggestion at all. They believe that it was their own “logical” idea. The suggestions follow the standard level 3 suggestion spell in all ways otherwise.

    The spell is best cast in conjunction with other mist magic or a natural fog in order to conceal the mists nature.

    A special feature of this spell allows the spell can be contained inside sealed glass spheres for release in breaking. The mist lasts for 1 day per casters level, as long as it remains unexposed to air.

    Components: snakes tongue, a piece of honeycomb, pinch of split dried peas, 2 oz sulfur, a tin bar, and an iron bar, and the vocal cords of a siren.

    Bluff

    Level: 7
    School: Enchantment/Charm

    Rng: 5’ per level
    Dur: ½ round per level
    A/E: 2-12 Creatures within 20’ square
    Comp: V, S, M
    C/T: 2
    S/T: None (Special)

    Visual/Audio Affects: There is no visual aspect of the spell, but there is a slight sibilance to casters voice when the spells affect is released. Those who fail their save will not notice it.

    Magic Affect: The spell acts as a kind of mass suggestion to a group of creatures. The creatures are tricked into the absolute belief in a single set of facts that the spell caster wishes to be taken as a matter of fact. The creatures will remain ignorant of the deception until the spell expires. Those creatures in the area of affect when the spell is initiated will be affected unless they are immune to mind magic. There is no save for any level or hit dice of creature.

    The caster need only act as if everything is normal procedure and the victims of the spell will believe a set of facts that are totally untrue. The spell will work on bluffing a hand of cards, or acting like a haughty minor lordship put out at having to address the lowly questioner. The spell actually renders a believable lie to Detect Lie spells 25% of the time.

    They may seek vengeance or pursuit after the spell expires.

    Components: a thief’s tongue, a tin bar, an iron bar, 15 gp amethyst dust, a siren’s hair, a 200 gp black pearl, and a sprig from a dryads tree.

    Ravening Raven Phantasms

    Level: 9
    School: Illusion/Phantasm/Necromancy

    Rng: 10’ per level
    Dur: ½ round per level
    A/E: 1 Creature
    Comp: V, S, M
    C/T: 1 round
    S/T: ½ Damage

    Visual/Audio Affects: A swirling black mass of mist appears in the area around the victim and spins around them as raven-like entities form from the mist. The spell is accompanied by the sounds of raucous cawing from the mist and the smell of new turned earth.

    Magic Affect: A flock of man sized insubstantial ravens wheels about the area, seeking the target creature out in diving attacks that attack by swooping “through” the body of the victim while inflicting damage to them. There is on raven created for each 3 levels of the caster. No other creature will feel the spell or be able to interfere with the spells attacks. They are insubstantial black in color, but lack full substance. There is no defense except magic resistance in order to avoid the spells damage.

    They unerringly hit the target with it’s attack at the casters level on the target, and will inflict 2d6 per strike. There is a save vs magic spells to take only ½ damage from the attack. The creatures work in concert with 1-8 attacks, (depends on the number of members in the flock), striking a target in a single round. Each attack illicits its own save for ½ damage. They will try to strike one after another for the spells duration.

    If a dispel magic is attempted only a single creature will disappear with each successful dispel magic attempt. Anti magic shells can provide protection from this spell.

    Components: a raven’s feather for each member of the flock to be created, a lodestone, 2 oz mercury, 1 oz sulfur, a tin bar, 100 gp platinum dust, a 250 gp figurine of jet, and the heart of a vampire (unpierced).

    Phantasmal Troopers

    Level: 6
    School: Illusion/Phantasm

    Rng: 5’ per casters level
    Dur: ½ rd per level or until all along the path are dead.
    A/E: 20’ wide path that runs to the end of the range.
    Comp: V, S, M
    C/T: 6
    S/T: N/A

    Visual/Audio Affects: Phantasmal images of long dead heroes fade in and out of existence as these creations fly through the air to attack targets along their path. They resonate with a musical strumming as well as exude a stink of the dead. Their bodies are covered in likenesses of the armor and weapons that they wore and wielded in life.

    Magic Affect: The caster creates one phantasmal trooper for each 2 levels of the caster These creations will attack any creature caught along their path for the duration of the spell. If the phantasm reaches the end of the range prior to the spells duration ending then they will dissipate.

    These creations are animated by the will of the caster, but retain their basic fighting skills. They will each fight as a fighter class of 1/3rd the casters level. These phantasms have 2d4 + 2 hit points per the casters level. They can fly at 24” per round MC: B. They are AC 2 due to speed of movement, and they will fight as a fighter of ½ the casters level. They can use phantasmal weapons but they do only 3 pts of real damage per strike, and will strike two times per round. They can use real weapons if provided. They are only capable of using melee or hurled weapons.

    Components: a stringed musical instrument, a lodestone, 2 oz sulfur, a tin bar, 200 gp jade figurine, a piece of a ghost’s robe, a 200 gp sapphire, and 2 oz of vampire blood…shaken not stirred.

    Gravitational Draw and Quartering

    Level: 7
    School: Alteration/Evocation

    Rng: 100 yards
    Dur: Instantaneous
    A/E: One creature.
    Comp: V, S, M
    C/T: 7
    S/T: Negation

    Visual/Audio Affects: When this spell is cast there is a flash of white light that looks like nooses that grab the head and limbs of the victim in a single second. There is a dramatic ripping sound and the smell of offal will burst forth from the victim as the spell messily rips them limb from limb.

    Magic Affect: The spell violently grabs the victim’s limb’s in a single melee second and spread them eagle for a brief instant at one segment, before rending them asunder with all 4 limbs and head flying into the sky in random directions. This hurling flings the pieces 1-3 miles distant, in random directions. Making their recovery difficult.

    Components: a lodestone, a tin bar, 2 oz mercury, 2oz sulfur, a nightmare’s hoof, 200 gp 2” long mithril cables, and a blink dogs heart.


    Gravitational Shifting

    Level: 9
    School: Alteration/Abjuration

    Rng: 0
    Dur: 1 round per level
    A/E: Connected 10’ cubes (One per 2 levels of the caster)
    Comp: V, S, M
    C/T: 7
    S/T: None

    Visual/Audio Affects: This spell pulses like a beating heart each round that it is in affect. The spell creates a brief very faint opaque purple field that is where the floor is for the current gravity field. There is the smell of crushed violets for the duration also.

    Magic Affect: Possibly the best gravity magic around, this spell allows the caster to alter the gravity as they see fit.

    The caster gains actual control of gravity in the region of connected 10 cubes as envisioned by the caster. The caster can change the field with but 1 second of thought. This is not a magical spell affect alone, but is an actual gravitational shifting accompanied by some force magic. These gravity affects are not affected my MRS % (magic resistance). The caster is unaffected by the magic gravity in any way, and may actually choose to walk on any field they create inside one of the magic fields cube shaped affects. They can appear to be walking upside-down in the air with the greatest of ease. The gravity in these regions are subject to the casters will, but the gravity direction in one field affects all the fields identically.

    The caster can present gravity in any direction in these areas, and the direction can be altered 1 time per 3 levels of the caster during the spells duration. This affect can hurl a victim in a direction out of the field. The changing of a gravity field takes a single segment, and it is possible to change the field 3 times in a given round. (Once per 3 segments/ 18 seconds).

    Here are several other variations of how to use this spell:

    1) Creatures suffer damaging from falling up and then exiting a field if they have momentum on entering the area. Those hurled in a casual arc from the field will fly 30’horizontally x 15’ vertically, and will suffer 3-18 damage with a 1 round recovery time. This is for a simple up and out ejection (gravity field set at a 45 degree angle.

    2) For the more inventive, if the field is set the floor as a vertical plane at the far terminus of the spell (the farthest cube in a straight line affect, lets say in a hall. The creature will suffer damage equal to 1d6 per 20’ hurled down the hall. When they exit the field of the spell they travel ¼ the distance in 10’ increments. If hurled 90’ (the minimum for the caster) the creature takes 4d6 + 1d3, and will roll 25’ at the end of the affect. For the truly devious, if the fall (remember we are talking about the field being horizontal) ends in some type of solid structure the creature will take damage equal to a fall from the appropriate height. (This is in addition to holing a solid structure like a wall to a house outdoors).

    2a) Another use of the vertical field is to create a field that if passed through from the outside, will cause the affected creature to act as if they are lying on a floor instead of walking upright for 1 round after they hit the plane of the field. They take no damage (unless they are running, in which case divide their movement rate by 3 and do d3 damage for each point), but must take a round to recover in any case.

    In this form the victims will be looking at the caster directly over their heads for the duration of this affect. They will suffer range limits for shooting at targets overhead, and possibly be affected by the missiles falling back on them. Also any missile that passes outside the field will immediately be affected by normal gravity with comical affects. In the final insult the caster can drop (hurl materials) down a corridor of the affect and inflict damage on these creatures.

    3) If they go directly up and fall back down into the field they will continue to bounce until the caster changes the direction of gravity, or until the spell ends. Then they take falling damage for the appropriate height that they are bouncing at.

    4) Another possible variation is the rapid changing of the vertical and horizontal planes. This can capture a target and smashes them up and down up to 3 times in a round for 1d6 damage per fall. (The up fall encounters the same forces as if they are the floor with this variation). This variation also inflicts a 1 round recovery time for each such shift done in that single round.

    Components: a lodestone, a tin bar, 2oz mercury, 50 gp silver flakes, 150 gp turquoise chips, and the heart of a gravislayer slain by the caster.

    Gravitational Control

    Level: 9
    School: Alteration

    Rng: 0
    Dur: ½ round per level
    A/E: 40’ diameter
    Comp: V, S, M
    C/T: 9
    S/T: None

    Visual/Audio Affects: This spell is more controlled than gravitational shifting. It erupts around the caster in white misty waves of gravitational energy. The spell is accompanied by a soft pinging that is vaguely like active sonar.

    Magic Affect: For the duration of this spell the caster can alter gravity in the mobile area of affect as the wish from round to round and from creature to creature. The creatures within the area of affect will experience the gravity as the caster wills it. Walls can become floors, ceiling become floors, or odd angles can be presented as the caster wishes. Only those in the 270 degree field of vision (line of sight) of the caster can be subjected to the gravitational whims of the caster.

    Creatures take fall damage commensurate with the distances that they fall or are hurled by the gravity changes. A 10’ fall does 1d6, etc….Also if the creature hits intervening heavy items they will take an added 2 points of damage for each item they encounter.

    The caster can also alter the gravity inside the field to affect everything in the area of affect, by reducing it by ½ or actually doubling the affects of gravity in the area of affect. All missile fire would be almost impossible, with a -10 adjustment, as the caster can alter the gravity affect each round. Once it passes into the A/E the gravity increases or decreases will mess with the aim, as would the changed gravity described above.

    All creatures moving in the field will have their movement cut in ½ with twice normal gravity, and if the gravity is cut to ½ then the creature must make a DEX roll each round or they will fall due to the reduced gravity in the field. This affect will work on friend and foe alike.

    Components: 1 lb of powdered lodestone, 2 oz sulfur, a set of 10 tin figurines that are linked by a silver chain worth 50 gp, an iron bar, 3 chips from a greater earth elemental, a drakknor heart, and 2 oz rare earth.


    Gravitational Implosion

    Level: 9
    School: Alteration/Invocation

    Rng: 5’ per casters level
    Dur: Instantaneous
    A/E: All within 10’ of Center
    Comp: V, S, M
    C/T: 9
    S/T: None

    Visual/Audio Affects: A purplish white cloud of energy begins to coalesce around the target area. This is accompanied by a sucking sound that is followed by motes of black energy beginning a cyclonic swirl about the victims. There is a loud thunder-like sound and the entire visual affect erupts in a pillar of white light that shoots skyward. The silence that follows is profound and accompanied by the smell of ozone. Nothing remains in the target area but a 1’ cube. The ground is bare of anything but a region of stripped dirt or stone. If cast in contained regions all edges outside the zone of the area of affect are cut as cleanly as if a knife had cut through stone.

    Magic Affect: This spell causes all material drawn to the center of the field to be compacted into a 1” cube. If the creature has more body mass than a 10’ cube will suffer damage of 10-100 hit points, and will need to stanch blood loss (if they possess blood). The spell takes a single melee segment to accomplish this affect this compacting. All creatures and materials are melded into the cube, and special considerations must take place if resurrection attempts are made later on for victims of the spell. . This spell is very effective against all golems, and the golem’s normal resistance to magic is neutralized by the magic of this spell.

    Since the very ground and its covering materials are also compacted by the spell, there is a chance that the structures in the area of affect might be damaged enough to fail. All structures with 10 structural points or less will need to make a 12> roll on a d20 or collapse.

    Components: a lodestone, a tin bar, 3 oz sulfur, 2 oz mercury, 150 gp silver flakes, 100 gp jade figurine, 3 oz glavislayer blood, a glass globe with a vacuum inside, and the chip of a tooth of a stellar dragon.

    Gravitational Fountain

    Level: 10
    School: Invocation/Conjuration/Summoning/Alteration

    Rng: ¼ mile per casters level
    Dur: 1 hour
    A/E: 1 mile diameter
    Comp: V, S, M
    C/T: 1 hour
    S/T: Special

    Visual/Audio Affects: The caster must drone out the spell over the course of an hour uninterrupted for the spell to go off. It is designed to destroy cities, decimate armies, or spectacularly remove rivals of every sort.

    The spell starts with a howl of the largest winds echoing across the mountain tops. Seconds later there is a point of black that slowly grows into a sphere of 1 mile diameter. The spell draws in black tendrils of energy as the spell sucks in all the surround material then hurl it out at the top of the spells affect in a black erupting pillar. The very rock of the earth in the region is ripped up in chunks by the force of the spells energy, with NO creature inside the area of affect being able to avoid it short of magic spells.

    Magic Affect: The spell will suck in all materials in a1 mile area of affect leaving only a ½ sphere bedrock stone crater at the end of the spell. The spell even affects creatures along the rim of the spell. Those inside the spells affect are automatically caught in the spells affect.

    Any sentient creatures are capable of a save vs magic, if they are at the outside 1/10th of a mile of the affects edge. Those outside the 1/10th of a mile zone will only suffer the affects of a 60 mph wind while the spell is active. Any creature caught in the vortex take 10-100 damage per round for 1-4 rounds as they make it to the ejection column, at with point they take full falling damage unless protected. They will still suffer debris damage described below, as they are hurled 1/10th to 8/10th of a mile away from the spells affect. Any items held are lost, and any items worn must make a -3 save vs crushing blows to survive the debris strikes the victims encounter in the maelstrom of debris the spell causes.

    All the material ripped up by the spell is erupted over the surrounding region causing further damage from raining debris up to the size of a wagon There are two zones of damage.

    1. For the duration of the spell creatures within ½ mile of the edge of the spells affect must make a save vs magic. Those failing their save will suffer 1-100 pts of damage from random falling debris for that round. Those who make the save avoid the damage, but all creatures must make continuous saves until the exit the spells debris hurling affects.

    2. Those creatures within 1/2-1 mile away from the spells affect will be forced to make that save vs magic also, but they will only suffer 2-20 per round each time they fail a save. This save is also repeated each round as the spell continues


    The sphere is set with ½ the affect under the ground so that the spell scoops a perfect ½ sphere half a mile deep in the earth where the affect is centered. It is perfectly clean at the end of the spell.

    Components: a 4” lodestone sphere worth 100 gp, 10 oz mercury, a tin bar, an iron bar, a living gravislayer as a sacrfice, 500 gp in turquoise chips, a piece of an asteroid that has struck a planet and caused a creatures death, the heart of a Li Lung (Earth Dragon), two storm giant hands, 1000 gp in gold dust milled with a stone from the area to be affected, and the dieing breath of a greater air elemental slain by the casters own hand.

    Give Me That

    Level: 2
    School: Alteration/Invocation

    Rng: 100’
    Dur: Instantaneous
    A/E: 1 Creatures Hand
    Comp: V, S, M
    C/T: 1
    S/T: Special

    Visual/Audio Affects: The only visual affect of this spell is a grasping motion of the casters hand (singular) as they utter the command word affect.

    Magic Affect: The spell launches a snatch attack with overwhelming telekinetic force in a single melee segment. The spell can be affected on any item held in the targets hand and places it in the casters hand with a resounding smack. The spell controls the flight of the snatched item, and can control which end is grabbed when it arrives at the caster. The spell creates a very quick grab of 200 lbs on the object. The creature gets a DEX save at -5, but if successful they still drop the item and need to recover it.

    Components: a lodestone, 2 oz mercury, a tin bar, an iron bar, 50 gp gold hand statue, and 1oz of beholder eye ichor.

    Orbit

    Level: 3
    School: Alteration/Enchantment

    Rng: 0
    Dur: 2 rounds per level
    A/E: Self
    Comp: V, S, M
    C/T: 1
    S/T: N/A

    Visual/Audio Affects: A soft white cloudy glow briefly illuminates the casters mid section accompanied by a soft patter of falling rain.

    Magic Affect: This spell simply keeps any amount of items the caster puts into it in orbit around the caster or another object touched at the spell inception. The orbit can be set to any height desired by the caster and continues to drift slowly around the caster for the spells duration. The affects of the spell grants insubstantiality to any item in the orbit, making it impossible for any creature other than the caster incapable of touching it. The orbiting items are partially insubstantial to the gaze of any creature as they orbit around the caster. An item takes 2 segments to recover any item in orbit.

    Components: a lodestone, a tin bar, a thread from a ghosts robe, and 10 gp of silver dust.

    Create Bauble

    Level: 3
    School: Enchantment/Charm/Invocation

    Rng: Touch
    Dur: 1 day per casters level
    A/E: 1 small item of not more than 2 lbs
    Comp: V, S, M
    C/T: 3
    S/T: Special

    Visual/Audio Affects: Any small item of 1 gp value will be suffused with a golden glow that catches the eyes of creatures that are viewing the area it is in. The item exudes a chiming that causes a feeling of hominess and wellbeing that will be a viewable affect. It is a sense it bestows when the item glows and flashes attracting creature’s sight at 100’.

    Magic Affect: This spell can make any small item a object of fascination and greed among creatures of 4+1 HD <. Creatures of greater hit dice will only be distracted for 2 segments on first viewing the item. There are two saves vs spells required for the affect of the item. The saves required are once for fascination and once for greed. These powers affect all creatures within line of sight of the item.

    The fascination affect has the creature caressing the item on both a conscious and unconscious level. Any creature viewing the item will make a save vs magic or become fascinated (as the spell) by the items prettiness. Every turn the creature will make a save vs magic or take the item out “just to look at it”, this is a compulsion that can be deadly as the affect will take place even in combat. All fascination affects will dissipate after 1 round of viewing for the owner or other creatures, but it can be a distraction in battle.

    The save for greed caused all other creatures of 4+1 HD < to make a save or try to take the item by force, or whatever means necessary or convenient. Otherwise creatures will continue to try to steal and backstab one another to possess it. Alignments will determine the course of action. This affect of a single glimpse lasts for as long as the item is within 200’ of any creature who has viewed it.

    Components: a lodestone, a tin bar, 5 gp that meld to the item in question, 5 oz sulfur, 25 gp of amethyst chips, 1 oz of ichor from the eye of an ultraloth, and the heart of a dwarf.

    Suspension of Movement

    Level: 5
    School: Alteration/Abjuration

    Rng: 10’ per level of the caster
    Dur: ½ round per casters level
    A/E: 30’ radius ring 10’ depth of ring.
    Comp: V, S, M
    C/T: 5
    S/T: Negation

    Visual/Audio Affects: This spell is characterized by a minor visual opaqueness in the air, that seems to spin and roil vertically in a donut shaped ring around the caster that is 10’ in width/thickness. These rings are utterly silent, and disappear and reappear in a ghostly manner. They are much more visible when some unfortunate creatures have been caught in their gravitational waves. During such occasions, wakes form in the swirling waves that clearly show their location. The ring always is just touching the ground as the caster moves with it.

    Magic Affect: This spell creates a mobile ring around the caster that will stop all moving creatures passing through it by lifting them off the ground if the fail their save vs magic spells. The ring is 30’ in radius but is 10’ thick, but its affects only touch only M sized or smaller creatures. Larger creatures are just slowed for the 2 round passage through the ring.
    The creature affected by this spell is stuck fast in the gravity flux and move about the swirling ring without pattern or will of their own.

    These rings of gravity also slow all movement through their substance by increasing gravitational forces in them. All movement through the ring requires 2 rounds to pass through them. This requires a second save on the second round.

    The creature will remain stuck unless they can fly out of the affect once captured, or the duration expires. They will remain held by the vortex , and unmoving for the spells duration due to crushing gravity forces. The caster can move as needed and the trapped will move with them.

    The one drawback of the spell is that it works on friend and foe alike.

    Components: a lodestone, a tin bar, 2 oz sulfur, 2 oz mercury, the sound of a sun captured in a glass sphere, 200 gp turquoise ring, and a chip from a galeb duhr.

    Lightning Gravity Helix

    Level: 8
    School: Alteration/Evocation/Abjuration

    Rng: 0
    Dur: 1 round per 3 levels of the caster
    A/E: 10’ diameter sphere
    Comp: V, S, M
    C/T: 8
    S/T: ½ damage

    Visual/Audio Affects: The caster creates a series of 6 bright purple helixes that rotate inside the sphere. They are accompanied by a static crackling sound as the whirl about at a high rotational rate. As each helix touches the outer part of the sphere it leaves a ghostly purple trail that follows it about its passage.

    Magic Affect: A series of 6 purple helixes will spin about an internal axis centered on the caster. The conjunction forms a nearly solid sphere that flashes in purple light equal to half torchlight. The touch of the outer rim of the spinning helixes causes 1d3 lightning damage per casters level, with a save vs magic for ½ damage. It also causes them to fly off in a violent arc away from the sphere at 96” per rd. Only creatures of M size or smaller are affected, but they do get a second save vs magic spells to avoid the hurling affect also. They land about 60’ away for an additional 3d6 damage, there is no save vs the fall throw damage. They require 1-3 rounds of recovery time from the throw as well as an electrical stunning affect.

    The caster sees normally within the spinning helixes as they spin about him/her.

    Components: a metal rod struck by a lightning bolt, a lodestone ball, 2 oz sulfur, a tin bar, 200 gp in platinum helix figures (4”) long, and a piece of tongue from a behir.

    Searing Sight

    Level: 9
    School: Evocation

    Rng: 300’
    Dur: Instantaneous
    A/E: All viewing in range
    Comp: V, S, M
    C/T: 9
    S/T: Negation

    Visual/Audio Affects: In the seconds after the spells completion the casters face glows white hot for an instant. In that second the white hot power of the spell casters face/image seems to leap at the face of every creature seeing the display will have their heads and faces covered in white hot energy. The spell is accompanied by the smell of burning hair and flesh.

    Magic Affect: All creatures viewing the caster’s white flashing face within 300’ will have to make a save vs magic or they will be afflicted by a white hot glowing vision of the casters face and features flying unerringly towards the creature who is hit by the spell. Those who make their save still suffer 1-3 rounds of temporary blindness only. Those who fail their save will also take 3d8 heat damage to their face with a -3 CHR penalty (only a wish can restore the CHR loss). They also are blinded with fire/heat damage until healed magically by a full heal spell.

    Components: a lodestone, 5 oz sulfur, an iron bar, the heart of a blaziod, the fingerbone of a blazing bone, and a 1000 gp ruby.

    Healing Earth

    Level: 8
    School: Alteration/Necromancy/Abjuration

    Rng: 0
    Dur: ½ round per level
    A/E: Self
    Comp: V, S, M
    C/T: 8
    S/T: N/A

    Visual/Audio Affects: The caster is outlined in a rich reddish brown glowing energy corona. They smell of rich earth for the duration of the spells magic, and they is the sound of softly shifting sands that accompanies the spell. As the caster of the spell suffers damage they will have small quantities of earth and stone sift up into the wounds suffered for the spells duration.

    Magic Affect: Contact with earth or stone will form a conduit that will constantly heal the caster of the spell of physical damage. The very soil and earth are altered to reform and heal all physical damage done after the casting of the spell. Healing is at the rate of 5 pts per round. If the caster is removed from the ground or if they are killed in combat due to damage all healing stops.

    The trick to overcome someone with this spell on them is to levitate them off the ground.

    Components: 4 oz rare earths, 2 oz sulfur, a lodestone, a copper bar, 100 gp of gold dust, 25 gp in turquoise flakes, 2 oz troll blood, 2 oz stone giant blood, and 2 chips from a greater earth elemental.


    Earth Maelstrom

    Level: 9
    School: Alteration/Conjuration

    Rng: 10’ per casters level
    Dur: ½ round per casters level
    A/E: 100 yard diameter
    Comp: V, S, M
    C/T: 9
    S/T: Special (None for structures)

    Visual/Audio Affects: Earth or village square a great wheel of earth begins to swirl as if it were liquid, which rotates in a great clockwise motion. It is accompanied by brief flashes of brown lightning erupting from the earth, and the sound of an avalanche that goes on and on. Dust swirls up in great clouds that rise 60’ in the air blocking all vision as long as the spell is in affect.

    Magic Affect: The powers of elemental water are used to manipulate earth and stone into a maelstrom on land that mimics what a normal water hurricane does. The liquefied earth will draw down all creatures caught in its area of affect leaving buried in liquefied earth. Creatures inside the area of affect take 1d4 damage per round as they slip into the mix, but they can make a CON check each round and a save vs spell to attempt to swim the maelstrom. They can only maintain this for 1 round per 3 levels of the caster. The save is to avoid being sucked under by the storm and buried under the earth 1-100 yards. Some creatures may survive this, but they are the exception to the rule. At the end of the spell the region will revert to a more solid (but much blended) form, burying the creatures captured in the spell.

    All buildings in the area not protected by potent magic will also succumb to the forces exerted on them. All structures are destroyed without exception, and their components are swirled into the maelstrom. Structures that are made with a gorgon blood extract mixed into the mortar of their foundations will have a save each round (base 18>) to survive the onslaught of the spell.

    Components: water gathered at the heart of the strongest of hurricanes, a lodestone, 5 oz sulfur, 10 oz rare earth, 2 oz mercury, 1000 gp adamantine flakes, 250 gp turquoise chips, the heart of a greater earth elemental, and the mane of a Li Lung (earth dragon).

    Control Heat

    Level: 4
    School: Alteration

    Rng: 10’
    Dur: 1 round per level
    A/E: 1” area per casters level
    Comp: V, S, M
    C/T: 4
    S/T: None

    Visual/Audio Affects: The caster must draw on an existent heat source which they will focus to a range 10’ from their current location. The caster cups their hands in a V parallel to the ground and act as if they are focusing the heat at the area they want to affect. A focused shimmering read heat beam will leap from their hands to the area to be affected.

    Magic Affect: This spell is used to control and amplify the strength of a heat source, by focusing it in a manner specific to the task at hand. The caster of the spell has pinpoint accuracy with the spell in such a manner that they can roughly weld metals together (requires large fire or greater). The flow of the heat can be used to create the welds. The caster can vary the focus of a beam into anything within 1” in diameter per level of the caster. The caster can also amplify the damage potential of heat sources doubling damage for 5 levels of the spell caster. The only drawback is that when this happens the fire has a 50% chance of going out. *(even lava will suddenly be hardened.)

    The heat source must be rated as follow:
    Torch (6”) flame has a 1d3 damage potential
    Sm Fire (1-2’) flame makes 1d6 damage potential
    Lg Fire (3-6’) flame makes 1d6 damage potential
    Forge flame has the potential of creating 10d8 damage potential
    Lava has a 10d10 damage potential.
    Fireball, Wall of Flame, & Other fire spells (Damage is commensurate with their damage potential).

    Components: a lodestone, tin bar, iron bar, 20 gp mithril flakes, 100 gp ruby, a salamander scale, and a wisp of smoke off a greater fire elemental.

    Welding Touch

    Level: 7
    School: Alteration/Enchantment/Evocation

    Rng: 60’
    Dur: Permanent
    A/E: 180 degree field out to 60’
    Comp: V, S, M
    C/T: 7
    S/T: Special (Magic armor/metal only)

    Visual/Audio Affects: When this spell is cast sparks fly and a bright white light erupts from every joint/link/buckle in any suit of armor, scabbard, or metal junctions. There is a violent hissing as the metals are superheated in an instant. There is the smell of a smith’s forge-room.

    Magic Affect: The touch of the caster will cause the armor, scabbarded weapons, or joined metal surfaces to erupt in sparks & white light along every joint or seam. The light will weld the items instantly and irrevocably (short of wish/repair magic) together. It reduces armor class by type. Any joined metal will suffer the welding process, making opening them very difficult.

    Armor will affect creatures who are wearing it after the spell has taken affect as follows. They can only move at ¼ movement, and all attacking will be at -5 as long as the armor is on. And it remains in affect until some means are found to extricate themselves from their armor. Cutting the straps to remove it is only part, as most likely a smith will need to beat it off the wearer, although casting an ironguard spell on the wearer can free them up in a single round….now where was that scroll

    For the duration of the spell the creatures DEX is affected also:

    Ring -4 DEX
    Scale -5 DEX
    Splint -6 DEX
    Plate -7 DEX
    Full/Field -8 DEX

    Magic armors and metal objects will get a save vs acid (not electricity) with a bonus equal to their bonus, and those that fail suffer the full affects of this spell. Normal metal items get NO save for the affect.

    Components: a dozen lodestone chips, 2 oz sulfur, a smith’s hammer, sparks from a welding by a smith, a tin bar, an iron bar, and a noble efreeti hair.

    Dehydrate

    Level: 6
    School: Alteration/Enchantement

    Rng: Touch
    Dur: Instantaneous
    A/E: 1 Creature
    Comp: V, S, M
    C/T: 3
    S/T: Negation

    Visual/Audio Affects: The casters hand grows a small sand colored mouth in their palm. There is a soft sucking sound emanating from it until it is activated, by touching a creature.

    Magic Affect: When this spell is cast and it’s user touches a mass of material it will have every single ounce of fluid drained from their body. The touch must be made on bare flesh to flesh contact. There is a volume limit of up to 1 cubic feet per casters level. This will result in damage to living creatures, as the damage is equal to 5-19 pts of damage for each cubic foot of dehydration
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