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.......