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  1. #1
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    A spell thread to share!!!!



    Once again the material is raw, and will need tweaking for your idividual game styles, as well a possible renaming and backstory to fit into Birthright. Feel free to tweak and rework as you desire. Share any good thoughts that you have.

    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.

    For those of you who can find a use for them, enjoy!!

    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.

    And the bufferss.......

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    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.

    Flaer's Fist of Grasping Hearts 9th lvl

    R: Special C: V, S, M 1/2 Saran 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 cast other magics or initiate 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 crevasse opening or within 10 ft. of a wall are allowed a DEX check to avoid falling in, but those caught 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 variation of the spell allows a single touch which causes the destruction of all golems & constructs in the titanic burst of magical white explosive energy, 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 a saving 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.

    More to come,

    Later



    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!!!)

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    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.

    More to come....

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    More....

    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.

    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

    Well that is it for now, at the end of the material I have to share I am going to take a hand in creation of some realm spells and Cerilian specific spells for some of the leading mages of Cerilia.

    Later

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