A spell thread to share!!!!

:wink:

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…:smiley:

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

:smiley: :wink:

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!!!)

:rolleyes: :slight_smile:

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…

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.

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

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

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

Matan’s Spell of Semi-Permanency 6th lvl

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

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

Pof’s Spell of Speed Reading 5th lvl

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

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

Mind Focus 3rd lvl

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

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

Localized Siphon 9th lvl

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

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

Redd’s Rapid Fire Ritual 3rd lvl

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

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

Ageless’s Manna Stone Creation 6th lvl

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

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

Dart’s Multiple Arms 5th lvl

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

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

Wift’s Clothing/Item Quick Change 8th lvl

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

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

ADDITIONAL SPELLS

BY Matan Thunder

Dimensional Rift Creation 9th lvl

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

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

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

Dimensional Warping Item 9th lvl

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

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

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

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

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

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

Dimensional Warping Creatures 9th lvl

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

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

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

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

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

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

Essence Stealing 9th lvl

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

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

Vision of Future Clarity greater divin 5th lvl

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

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

Simalcrum Shadow illus/phan mixed 3rd lvl

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

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

Tearing Talons 8th lvl

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

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

Communication Constructs 4th lvl

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

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

Construct Connection 7th lvl

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

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

SMALL SELECTION OF MAGISTER SPELLS

Slow Cold 7th lvl

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

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

Fil’s Leaping Boulder 6th lvl

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

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

Laro’s Fire Hands 6th lvl

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

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

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

:wink: :cool:

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

Items of Amplifications 9th lvl

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

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

Embed Magic Item 9th lvl

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

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

Rock of Encasing 6th

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

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

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

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

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

Urbo’s Spellseeking Worm 8th lvl

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

Acid to Water reversible 6th lvl

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

Ozgor’s Black Lightning Trap 5th lvl

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

And…:smiley:

:wink: :smiley:

Magister Velomar Dauntcastle
607-612DR
By Matan Thunder

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

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

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

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

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

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

:cool:

:smiley: …Continued

Velo’s Giant Wasp Swarm 7th lvl

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

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

Velo’s Birds of Prey Swarm 8th lvl

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

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

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

More coming!!

:smiley:

Magister Ozgor Hyelvel
592-601DR
By Matan Thunder

Black Lightning of Ozgor 6th lvl

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

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

Ozgor’s Black Chain Lightning 9th lvl

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

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

Ozgor’s Black Lightning Spit 9th lvl

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

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

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

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

And…

:smiley: :wink:

By Matan Thunder

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

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

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

Matan’s Force Armor abjuration 9th lvl

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

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

Balch’s Double Blow evoc/alteration 6th lvl

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

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

Reverse Damage abjuration 9th lvl

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

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

When Meld’s Hold Weapon in Air 1st lvl

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

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

Identify Protection Fields 3rd lvl

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

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

Rune’s Multiply Missiles illus/phant 5th lvl

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

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

Improved Smokey Form 5th lvl

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

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

:smiley: :rolleyes:

:wink:

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

Rapid Transit Spell arduin 5th lvl

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

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

Grillock’s Dictation evocation 5th lvl

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

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

Phaerimm’s Quest of Submission 8th lvl

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

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

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

Later

:cool:

:wink: :cool:

Old Second Edition Material Here!!

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

For those who can enjoy!

Spells
By Matan Thunder

Rope of Spellcasting 7th lvl

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

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

Heralds Refuge 9th lvl

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

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

Pack Mentality 7th lvl

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

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

Animate Treasure 8th lvl

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

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

Continuous post…

Power Building Matrix 9th lvl

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

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

Layering Fields 7th lvl

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

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

Cril’s Safehold 9th lvl

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

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

Magic Item Sizing & Tailoring alter/ench 8th lvl

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

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

Combination Magic Item Spell alter/ench 9th lvl

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

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

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

More Useful Mage Spells
Matan Thunder

Brallick’s Improved Simalcrum necro/illusion 9th lvl

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

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

Matan’s Super Clone 9th lvl

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

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

Inhabit Clone 9th lvl

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

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