NEW SPELLS
Name Descriptions
Acid Storm Acid rain storms down dealing 4d6 acid damage to every creature and object within the area.  A residual layer of acid will deal another 2d6 acid damage to all creatures within the area during the round following the casting of this spell.
  
Material Component: A vial of acid.
Evocation [Acid]
Level: Clr 8, Drd 7, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400ft. + 40 ft./level)
Area: Cylinder (20ft. radius, 40 ft. high)
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
Adriana's Lust Created by the famous rogue/wizard who would steal anything that suited her (even a man's heart), this spell was built to work like charm person, except that the target falls madly in love with the caster.  The target will seek to please the caster in anyway hoping to win the heart of the caster.
   Like
charm person, this spell does not allow you to control the charmed target but it does grant you more leverage then the standard charm person spell.  Since the target is so desperate to appease the caster, it is easier to convince the target to do things that would normally be against it's alignment.  Now instead of making an opposed Charisma check to convince it to do something it wouldn't ordinarily do, you can use any Charisma based skill that would grant you the best modifier (diplomacy, bluff, intimidate) against the target's flat Charisma check.  The effect of this spell will also take longer to wear off.
Enchantment (Charm) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One humanoid creature
Duration: 1.5 hours/level
Saving Throw: Will negates
Spell Resistance: Yes
Adriana's Skillfull Rogue Adriana strikes again, this time with her first security defying spell.  Never being one to enjoy the limitations of normaly gained skill, Adriana sought a way to augment herself making it easier for her to perform her less reputable skills.
   This spell grants the target a +1 enlightenment bonus per caster level (maximum +10) to all skill checks made during the spell's duration.  This bonus will not grant the target any synergy bonuses for high ranks.
Transmutation
Level: Brd 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
Alter Memory By use of this spell the caster can alter one recent event in the target's memory.  You cannot manipulate complex scenarios such as an entire series of events leading up to a point.  You cannot completely remove a memory either.  This spell is limited to altering simple thought processes such as the target's memory of who exactly it was he saw at a given time or how many people he saw.  Once this is done, the effect is permenant and cannot be changed without performing the spell again or casting a more powerful spell such as wish.
Enchantment (Charm)
Level: Clr 4, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
Alterscape By using this spell the caster creates an illusion that masks the true terrian on which the spell was placed to appear as some other terrian.  With this spell a forest clearing can look like it's full of shrubs.  A small hill can look like a flat grassy plain.
   This spell does not change living things within the spells area.  If the change made is a minor one, the odds of it gonig unnoticed increase.  This should be determined by the
Dungeon Master when you are casting the spell.  Once the duration ends or the spell is dispelled, the effected area returns to normal.
  
Material Component: Some dirt, twigs, and green plants.
Illusion (Pattern)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to one 10-ft. cube/2 levels
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Ball Lightning Once this spell is cast, a torrent of electrical energy combined with volatile gases focus into a 10 ft. diameter sphere and rolls in the direction the caster chooses.  The ball has no physical mass and will engulf creatures of medium size or smaller as quickly as it will leave them in it's wake.  All struck by the ball take 1d6 points of electrical damage per caster level (maximum 10d6).
   The ball moves as you actively direct it (a move action for you) and if damage is taken during the duration of this spell you must make a concentration check DC 10 + the damage dealt or lose the spell.
Evocation [Electricity]
Level: Drd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: 10-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
Ballistic Strike .

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Blissful Slumber .

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Bloom .

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Borrow Strength .

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Brittle .

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Call of the Sirens .

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Cold Front .

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Convincing Lies Designed originally by Xelioth to protect his followers from being discovered, this spell allows it's targets the chance to avoid the scrutiny of the discern lies spell (see the Player's Handbook).  With this spell in effect, the target can lie without being detected.  The person telling the lies must remain focused on the conversation he is a part of.
Those being directly told the convincing lies must make a Will save or believe the lies to be the truth and act on them accordingly.  If the victim's succeed at the Will save, they still do not know for certain that they are being lied too.
If a discern lies spell is also in effect, then the two casters must make opposing caster level checks to see whose spell over powers the other's.  Should a tie occur, both spells are negated and both parties involved become aware of thier own spell's collapse.
Divination [Night]
Level: Clr 4, Dtm 3
Components: V,S, DF
Casting Time: 1 standard action
Range: Touch
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance:
Yes
Create Glyphwright .

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Create Pocketplane .

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Crushing Tide .

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Distort Depth Perception .

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Erase Memory .

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Fatal Ingredient .

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Fairy Dust .

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Gift of Life .

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Green thumb .

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Heatwave .

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Iceberg .

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Inspire Hate .

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Jam Spell .

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Kaleidoscope Eyes .

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Laugh of the Hyena .

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Lend Strength .

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Magical Backlash .

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Manipulate Emotion .

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Martial Conditioning .

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Memory Laps .

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Migrane .

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Monstrous Growth .

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Mordox's Annoying Prickle .

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Mordox's Deadly Thorns .

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Protection from Subtype .

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Pulverize .

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Quicken .

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Remove Bloodlust .

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Remove the Beast .

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Rowl's Acidic Web Rowl's Acidic Web functions the same way as a standard web except that the webing also does 2d4+(2d4/every three caster levels) points of acid damage, unless somehow neutralized, with no splash damage.  This effects all caught within the webs for each round they are in contact with the webs.
Material Component: An adder's stomach and a bit of spider web.
Conjuration [Acid]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration:
10 min./level (D)
Saving Throw:
Reflex negates; see text
Spell Resistance:
No
Rowl's Alterscape .

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Rowl's Arcane Spellbane .

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Rowl's Arcane Withering .

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Rowl's Draconic Heritage .

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Rowl's Leaching Touch .

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Rowl's Tailor .

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Shadowgate .

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Show Path .

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Skeletal Barbs .

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Soul Bind .

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Soul Wrack .

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Spell Absorption .

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Spellwrench .

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Spirit Armor .

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Stasis .

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Steadfast .

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Telekinetic Wall .

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Timeblast .

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Touch of Death .

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Travel Unseen .

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Travel Unseen, Mass .

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Unsavory Decay .

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Untamed Energy .

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Updraft .

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Veepoe's Fate .

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Veepoe's Pox .

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Veepoe's Skullblast .

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Walk in Shadow .

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Walk on Fire .

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Walk on Water .

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Whirling Dervish .

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