M A G I C S P E L L S F O R I L N Y A U P E
Wizard Spells:
Priest Spells:
Priest Spells
Spell Mastery (Alteration)
Sphere: Thought Level: 3 Range: 0 Components: V,S Duration: Special Casting Time: 5 Area of Effect: The caster Saving Throw: None
This spell allows the caster to cast the next spell by silent act of will alone, with neither vocal, somatic, nor material componants. This spell was originally created by a forgotten priest of Nimbra, and was later made open to the whole priesthood by the god of magic.
Spell by : Victor Seow <libram@hotmail.com>
Mold Touch (Conjuration, Evocation)
Sphere: Necromancy Level: 4 Range: Touch Components: V,S Duration: Special Casting Time: 4 Area of Effect: One creature Saving Throw: Yes
After casting this spell the priest's hand would
glow with either a brown, russet, or yellow radiance depending on the type
of mold. When the priest touches another being, the being is allowed a
saving throw vs. spell; if the saving throw succeeds, the being takes 1d10
points of damage and suffer no other ill effects, however, should the saving
throw fail, a patch of mold of the respective type grows on the target.
The type of mold created depends on the level of the priest:
level 9 and 10 - brown
mold
level 11 and 12 - russet mold
level 13 and above - yellow mold
Spell by : Victor Seow <libram@hotmail.com>
Spell Blade (Evocation)
Sphere: Combat Level: 5 Range: 0 Components: V,S Duration: Special Casting Time: 5 Area of Effect: One swordlike magical construct Saving Throw: None
This spell brings into existance a silent, weightless, translucent, swordlike construct made of raw spell energy that extends 4 feet straight out from the caster's hand. It cannot be dropped, transfered to the grasp of another being, or broken. To strike, it must be wielded as a weapon. The caster's normal THAC0 applies, but a spell blade is considered a +5 magical weapon for the purpose of what kinds of beings it is able to hit. It strike causes 1d10 +5 points of damage per blow. A successful strike temporarily scambles magic. On the round after being hit, victims cannot cast spells, call on any spell-like abilities, or use any magical items. All such activities is suspended for that round. In addition to that, spell blades are able to bypass magical walls and such protections.
Spell by : Victor Seow <libram@hotmail.com>
Breath of Sliebheinn
Sphere: Necromancy Level: 7 Range: 10 yrds Components: V,S,M Duration: Special Casting Time: 1 rd/ level Area of Effect: 40 x 20 x 20 ft cloud Saving Throw: None
After casting this spell, the priest exhales a
billowing emerald green cloud of noxious gas. Any creature of 5 HD or less
within the cloud are slain instantly without a saving throw. Creatures
of 6 HD or more recieve a saving throw vs. poison with a penalty of -2;
if they fail their saving throw, they are instantly slain, and even if
they pass their saving throw, they still take 1d10 points of damage. The
cloud moves away from the caster at the rate of 10 feet per round. Gentle
winds causes it to alter its course, while strong winds cause it to disspate
in 2 rounds, as does any thick vegetation. The material component for this
spell is a emerald that is worth at least 500 gp. It is consumed in the
casting of the spell.
Spell by : Victor Seow <libram@hotmail.com>
Wizard Spells
Devlyn's Dark Dark Dart (Alteration)
Level: 1 Range: 10 yrds/ level Components: V,S,M Duration: Special Casting Time: 5 Area of Effect: one dart Saving Throw: none
Devlyn's Dark Dart transforms the material component of the spell, a dart, into a shimmering black bolt that must be hurled by the following round before it dissipates. The dark dart travels straight towards its intended target when thrown, and deals 1d10 + 1/ level of damage. Devlyn created this spell when he was an apprentice as a varient of the missile spell.
Spell by : Victor Seow <libram@hotmail.com>
Devlyn's Spell Bolt (Evocation)
Level: 1 Range: 10 yards/ level Duration: Instantanous Area of Effect: One creature Components: V,S Casting Time: 5 Saving Throw: None
When this spell is cast, the caster sacrifices another spell from his memory to power this spell. It manifests as a silvery blue bolt that streaks towards the intended target. It does 1d10 points of damage for each spell level sacrificed. For example, a mage who gives up a 3rd level spell would be able to create a spell bolt that does 3d10 points of damage. Devlyn created this spell to ensure that he had some for of offensive magic when he needed to carry more non-combatative spells.
Spell by : Victor Seow <libram@hotmail.com>
Roleers Creaping Hand (Conjuration)
Range: 5 yds/lvl Components: V,S Duration: 2 Rds./lvl Casting Time: 1 Area of Effect: 5/yds/lvl Save: None.
This is a simple spell akin to a cantrip. This spell creats a spectral hand that can be used to manipulate small objects (Coins, spell components etc.). Roleer uses this spell primarily for assistance in cleaning his lab and holding things for him while he creates a magic item or potion. Somatic - Varous Undistingushing Gestures Verbal - "Spectral helper, come to my aid"
Spell by: Roleer Yogine <Gremlyn1@aol.com>
Roleers Cold Missile (Evocation)
Level: 1 Range: 60 Yards + 10 yards per level Components: S Duration: Instantataneous Casting Time: 1 Area of Effect: 1+ Creatures in a 10' Cube Save: None
This is very similar to a Magic Missle except that it creates an area of cold instead of a magical force. This missle automaticaly hits and does 1d4+1 damage to all but fire based creatures. To fire based creatures it does double damage. Roleer used this spell as an intimidation technique against the local townspeople. The ability to point a finger and cause a ball of cold to appear can be intimidating to almost anyone. S: The pointing of the ring finger at opponent <This is actually hard to do>
Spell by: Roleer Yogine <Gremlyn1@aol.com>
LEVEL
2:
Pointer (Illusion/Phantasm)
Level: 2 Range: 0 Components: V,S Duration: 3rds + 1/lvl Casting Time: 2 Area of Effect: 1 Creature within 20 yards of the caster Saving Throw: Negates
This spell is used to make a target easier to hit. The exact opposite of Blur, this spell maken any attacks against the target gain a +2 to hit in melee and a +4 from missle range. This spell takes the area around the target and makes it as easy as possible to distinguish the targets next move. Holding Hands Above Head "Come to light foe, you are not worthy, my warriors have already seen your next attack"
Spell by: Roleer Yogine <Gremlyn1@aol.com>
Level: 2 Components: V,S,M Range:Touch CT: 2 Duration: 8 hours+1hour/lvl Save:None Area of Effect: 10' square
Casting this spell calls into being a 10' square patch of garden flowers, daisies, petunias and the like, each of the flowers bearing little smiling faces, which turn to face the witch whereever she may go. They will sing for her on command, and their voices are quite good, but their true function is one of guarding. Should the witch need to take rest while travelling in a wooded area, the garden will keep watch over her. Should any humanoid or creature come within 50' of the witch, the garden will detect them. The approaching creature(s) must roll a saving throw versus spells, or the garden will be able to detect their alignment. Should good or neutral creatures be approaching, the garden will beging singing happys songs. If evil creatures begin approaching, the garden chooses to sing a dirge. If the garden does not detect the approaching creatures alignment, it will sing a war march. At any rate, the singing will wake up the witch, if not the rest of her party. The material component of this spell is a handful of wildflower seeds. Should the garden be watered daily with Sweetwater, it will survive beyond its norml duration.
Spell by: Christopher J. Ferguson <cfergu02@fiu.edu>
Advanced Grease (Conjuration)
Level: 3 Range: 10 Yards Components: V,S,M Duration: 3 Rounds + 1/lvl Casting Time: 3 Area of Effect: 10'' x 10' square Saving Throw: Special
This spell works like the Level 1 Grease spell except for the simple fact that this Grease is flamable and will combust if even a spark touches it. Characters caught in the area of flaming Grease will take 1d4 damage +1 per level of the caster making this a very dangerous spell indeed... The material components are a bit of pork and lamp oil.. Hands out in front of caster "Slip" Hands above head "and slide" Hands at sides "and flame to your ultamate doom" Point at spot for the Grease puddle
Spell by: Roleer Yogine <Gremlyn1@aol.com>
Spirit of Avalon (Conjuration/Summoning)
Level: 3 Components: V,S,M Range: Touch CT: 1 turn Duration: 10 turns+1turn/lvl Save:None Area of Effect: Special
The witch may cast this spell on herself or another, granting them the temporary servitute of a nature spirit. The spirit will function much the same as an Unseen Servant, carrying things, opening doors, and the like, but also has one additional benefit. Though the spirit of Avalon will not normally enter combat, should its master be knocked to the ground, rendered unconscious, or be otherwise incopacitated, the spirit will partially materialize and defend its master. The spirit has an armour class of 3 and 6HD, doing 1-12 damage with a ghostly sword. The spirit will not enter the battle at large, only defending its master, and will discipate should its master be slain. The material component of this spell is a piece of a standing stone.
Spell by: Christopher J. Ferguson <cfergu02@fiu.edu>
Cold Fireball (Evocation)
Level: 3 Range: 10 yards + 10/yards per level Components: V,S,M Duration: Instantanous Casting Time: 3 Area of Effect: 20-foot radius Save: 1/2
This spell is an exact copy of the spell Fireball except it makes an area of cold flame that does x2 damage to fire based opponents <Yes, we saw QUITE a few of these in our travels> Material - This spell requires a blue quartz and a ball of sulfer Quartz in right hand Sulfer in left. R - Raised L - In front "To be chilled to the bone" R - Poined toward target L - At side "Is a very chilling prospect indeed"
Spell by: Roleer Yogine <Gremlyn1@aol.com>
Death Puddle (Conjuration/Evocation)
Level: 5 Range: 20 yards Components: V,S,M Duration: 3 rounds + 1/lvl Casting time: 5 Area of effect: 20' x 20' Square Area Save: Special
This is an even more advanced version of the Grease spell.. This spell comes into existance as a puddle for one round and at the beging of the second round it bursts into flames. Characters caught in this puddle take 1d8 + 2 Per level of the caster Damage per round and risk being set ablaze. It takes characters 2 rounds to leave the puddle. Characters making 2 successfull saves in the first round escape the pubble the instant before the puddle catches afire, others are not so lucky.. Material: Pork, Sulfer, Greek Fire Oil "Water is nice" Holding up the sulfer "To douse a flame" but silple grease can make it worse" Holding up pork "add the two together and there are many explosive posibilities" Placing them together in the right hand "But with the added might of oil" Placing the pork and sulfer in the mouth of the Greek fire container "There are truely a DEADLY combination" Throwing the container to the selected spot for the Death Puddle..
Spell by: Roleer Yogine <Gremlyn1@aol.com>
Level: 5 Components: V Range: 5yards+ 1yard/lvl CT:5 Duration: Special Save: Special Area of Effect: One creature
Casting this spell on another humanoid or creature causes it to experience searing racking pain all along its body. These spasms causes the afflicted to be at -4 to hit, and -4 to armour class and -3 to saves. Each round, the afflicted has a 10% cumulative chance of falling unconscious. The spell lasts as long as the witch concentrates on it, or for three rounds after the witch stops concentrating (in other words the witch can choose to simply cast it and have it last 3 rounds, or can maintain it for longer). For Prime Material based creatures, a save versus spells will negate the effects of this spell. For Outer Planar creatures, this spell is 20% likely per round to send them bck to their plane of existence, and they must save versus spells at -2 to negate the effects.
Spell by: Christopher J. Ferguson <cfergu02@fiu.edu>
Immunity (Abjuration)
Level: 5 Components: V,S,M Range: Touch CT:8 Duration: 10turns/lvl Save: None Area of Effect: One being.
The effect of this spell grant the witch temporary immunity from all sorts of natural poisons and diseases. Furthermore, the witch gains a +4 save versus poisons and diseases of an enchanted or magical nature, such as green dragon breath, for the duration of the spell. The material component of this spell is a mandrake root or the eye of an alchemist.
Spell by: Christopher J. Ferguson <cfergu02@fiu.edu>
Wall of Roses (Conjuration/Summoning)
Level:6 Components:V,S,M Range:20 yards/lvl CT 1 round Duration: 7 days+ 1/lvl Save: None Area of Effect: 100 sq.yards/lvl
This spell calls into being an enormous wall of thorny rose bushes. A high level witch could effectively encircle a small city with such a wall, should she choose. The wall rises to a height of only ten feet, but is extreemly effective in keeping land based creatures out. The roses are resistant to non-magical burning, and save as a 10HD creature against magical burning. Any creature trying to force or hack it's way through the roses will take 2-20+1 h.p/lvl of caster damage to do so, as the vines tend to swing when disturbed and it is impossible to protect oneself againt them. Note that the wall will snake it's way around pedestrians when forming, so the witch can not simply cast this spell onto an opposing army, slaying them all in one fell swoop. The material component of this spell is a single live rose blossum.
Spell by: Christopher J. Ferguson <cfergu02@fiu.edu>
Worship (Enchantment)
Level: 6 Component: V Range: 20 yards CT: 6 Duration: 10 turns+1 turn/lvl Save: Neg at -4 Area of Effect: One Being
Any humanoid being who fails its save versus spells at -4 is under the complete and utter control of the witch, performing any task she should ask, short of the obviously suicidal. The affected believes the witch to be a benevolent goddess, and shall act accordingly. The witch and the affected will be able to understand one another, despite any language differences. The affected will perform slave labour, fight in combat, or cast spells for the witch, but will not blindly throw away their own life. Once the duration expires, the affected falls into a deep sleep, which lasts 1 day, after which they remember nothing of their servitude to the witch. A creature's magic resistance is reduced by 50% when saving against this spell.
Spell by: Christopher J. Ferguson <cfergu02@fiu.edu>
Banish (Conjuration/Summoning)
Level: 9 Component: V Range: 10 yards CT: 9 Duration: Special Save: Special Area of Effect: One Being
This very powerful spell will instantly send the targetted creature to a random Outer Plane,with no means of getting back. If this spell is cast upon an outer planar being, they have no save versus the effect, and are returned to their home plane for 1 year/lvl of the witch, despite any magic resistance or other protections against this spell. If this is cast on a Prime Material being, they are allowed a save versus spells at -5, their fate to be determined by the DM. Exposure to certain outer planes usually means instant and irretrievable death, while it is conceivable that a powerful being might make its way back from certain others, noticably displeased of course.
Spell by: Christopher J. Ferguson <cfergu02@fiu.edu>