A spell thread to share!!!!

Matan’s Double Jeopardy Spell reversible 7th lvl

R: touch C: S, M
D: 2 rounds per level C/T: 1 turn
A/E: one creature S/T: negation

This spell creates the beneficial effects similar to the monster called a “Tween”, wherein, the caster receives insights into actions taken in the next melee round. This insight allows the recipient of this spell to make 2 dice rolls instead of one, and take the most beneficial roll of the 2. The spell has a secondary negative affect to all creatures within 30’ of the spell recipient, wherein, they must also make 2 die rolls but they must take the worst of the 2 dice rolls. The only way in which to avoid negatively affecting friends and foes within this range is for them to also have this spell cast on them. All negative affects of this spell are avoided for those symbiotically attached to a living Tween .
This spell may be used as an offensive attack spell also, causing a target creature who fails its saving throw vs. spells to suffer 2 dice rolls with the negative (worse roll) afflicting them for the spells duration. During this time any creature not currently under this spells positive affect variance will gain the positive affects if they are within the 30’ area of effect.
The material components are: 2 oz of ethereal matter contained in a glass globe, 500 gp ruby, and a 1000 gp mithril diviner’s rod.

Analyze Enemy divination 6th lvl

R: 0 in. C: V, S, M
D: instantaneous C/T: 2 segments
A/E: self S/T: N/A

This spell allows the caster to instantaneously analyze a potential foes attack routines for the next round. This insight leads to a + 2 to hit and a - 2 to armor class for the duration of the encounter, as the caster receives insights continuously during the encounter. The insight will also reveal all magic items that an enemy has, but excludes detection of artifact power items. If a vote possesses an artifact date will gain a + 2 to hit and a -2 to armor class instead of the spell caster.
A detailed mental picture of all the attacks likely to be faced in the next round are mentally transmitted into the caster mind. The selected foes will have all of their races, levels, class’s, proficiencies, and other skills likely to be used in combat revealed to the caster instantaneously. The spell caster will not be able to access the creature’s real name, unless they say it to the caster.
The material components are: a lodestone, a cleric’s hair, and 50 gp in sapphire chips.

Wift’s Indicator of Power divination 2nd lvl

R: 10 yds per level C: V,M
D: 1 round per level C/T: 2 segments
A/E: within sight S/T: N/A

This spell outlines a viewed foe with an invisible aura which appears violet colored to the spell caster. The aura is a lighter color for the lower levels individuals, and darkens to a near black purplish color for the highest level individuals viewed with this spell. This spell color variation can be measured by the spell caster, to the nearest five levels of experience, by the color indicated to the spell caster. The aura but can never be concealed to the spell caster and it is invisible to all others.
The material components are:10 gp gold dust, an iron bar, 10 gp pearl, and 1 gp diamond dust.

Darasson’s Improved Potion enchantment 6th lvl

R: touch C: V, S, M
D: one hour per level C/T: 6 segments
A/E: one vial of water & other sp comp S/T: None

This spell is identical in all ways to its level 4 version, which prepares a special vial of water to accept another spell allowing the caster to make an instant and temporary potion going through the steps normally associated with making a potion. The exception for the improvement of the spell is that it allows spells of up to 5th level to be imparted within the potion. A spell caster could also use duration altering magics to allow long-term storage of vast amounts of the spell potions. The only limitation is that the spell caster must know the spell to be imbued within the potion.
The material components are: a vial worth 50 gp made of jade which turns to ordinary stone once the potion contained within is consumed and 1 oz of the dragon’s blood.

Improved Blinking 5th lvl

R: 0 in. C: V, S, M
D: 1/2 round per level C/T: 5 segments
A/E: the caster or by touch S/T: None

This spell is an upgraded version of the level 3 Blink spell. The improvement allows a more controlled blinking which may not be more than 60 ft. from the casters last location. The spell caster also has the ability to choose the direction that they are facing when they rematerialize. The blink is instantaneous and allows the spell recipient to see all foes briefly before it the blinking takes place. The recipient of the spell can thereby gain full backstab bonuses granted normally in combat.
The material components are: a thread from a ghosts robe and a blink dogs tail.

Elminster’s Blessing 7th lvl

R: touch C: V, S, M
D: special C/T: 7 segments
A/E: one creature S/T: If wished a saving throw for negation

This spell grants a special boon from spell caster which resembles a contingency spell, which heals all physical damage done to the recipient of this spell, as the Lv 6 clerical heal spell. The Heal magic is activated the same segment in which the recipient creature reaches 10 hit points or less. This healing contingency repairs all damage done to a recipient’s mundane or magical equipment with a 100% efficiency. It does not affect charges or usages of potions or similar magics. The recipient of the spell radiates a strong hidden dweomer until the spell it is activated. This spell only be used in conjunction with other contingency based magics.
The material components are: 1 oz of sulphur, 100 gp platinum dust, 25 gp jade amulet, an iron bar, and a tin bar.

Hiss’s Illuminate Area of Effects 2nd lvl

R: Special C: V, M
D: special C/T: 2 segments
A/E : 1 spell per 3 levels of caster S/T: none

This spell is held until all spells it may affect have been cast in a single combat round, whereupon, the spell caster will see a blue glow are around any area of the effect of a spell within line of sight, out to limit the number of spells it can view. If the number of spells exceeds the number viewable by the caster then the highest level spells all are revealed first. The spell caster is the only one who sees the illuminating glow, which reveals the area of effect spells within line of sight as well as the location of the spell caster for each of the spells viewed. The glow is color coordinated so that an area of effect viewed will be traceable back to its caster by the color it shows. Magics already existing within line of sight are not viewable through use of the spell.
The spell caster may use this spell in a similar manner, (simultaneously with the above manner), to view their own spells area of effect, which has the secondary affect of causing targets who to fail their saves vs. their own spells to glow 10 times as brightly as they would normally. This brightening of the illumination works for both manners of this spell. This brightening will also show if a spell has been inflicted on a party member, and thereby alert the spell caster of hostile magics at work.
The material components are: 1 link of iron chain for each spell this spell caster can affect, a box of the chalk with all the primary colors therein, and a 15 gp chip of sunstone .

Runeweaver’s Quickening of Somantics 9th lvl

R: 0 C: V, S, M
D: 1/2 round per level C/T: 9 segments
A/E: self S/T: none

This spell quickens any spell casters somantic components which allows any spell caster to reduce their casting time of a spell by 2 melee segments. If the spell caster is a Runeweaver their hands blur during the weaving patterns of their spell casting, and they find that their spellweaving times are reduced to 1/3 rd the original casting time of the spell that they’re trying cast. This means that spells cast/ Rune woven in a casting time at 1/3rd the normal that a Runeweaver would normally have to .
In either case, after the spells duration expires it will cause a spell caster to rest their hands for five full rounds. This spell is extremely taxing to a spell caster, which limits its usage in a day to one time per 3 constitution points which the spell caster possesses. If a spell caster uses this spell more than the limited amount they will become fatigued for the next 24 hours.
The material components are: a bumblebee, 2 hairs of a quickling, and 125 gp in mithril dust.

Amra’s Moving Wall of Force evocation 8th lvl

R: 1/2 inch per level C: V, S, M
D: 1 round per level C/T: 8 segments
A/E: 40 ft. wide “V” shaped force wall S/T: 1/2 damage

This spell forms a 20’ x 20’ V shaped wall of force that skims continuously 1/2 inch off the ground at rapid speed, like a supercharged D9 cat, or a runaway freight train, directed by the casters will, for the spells duration. This wedge of force takes one round to reach its top speed of 80 mi. an hour. The wall will inflict 8D10 damage to anyone within in its path which fail their saving throw verses death magic, and it inflicts 4D10 to those who make their savings throw. This wall of force is completely invisible unless it is plowing something over, whereupon, the objects it affects will clearly show its path. This spell can be used as a tool for demolition of large structures.
The wall is at the caster mental command as to speed and direction of its path, which only takes one melee segment in a given round. Large objects will reduce its speed by 1 mi. per hour for each 100 lbs. of the object in its path. This allows large objects like trees or a castle wall to slow its advance with the accumulation of the blocking wait.
The material components are: 1 oz (20 gp) powdered diamond, 25 gp miniature electrum wagon, 2 in. of funds in, 1 pint dragon blood, and 100 gp platinum dust.

What do you think of these ones??

More to come,

Later

:wink: :cool:

What is best in life; To Crush Your Enemies, see them driven before you, and to hear the lamentations of the women!!!

Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.

Let them keep what they kill!!

:cool:

Here are a few spells that I developed for a Wind Mage/Monk that I once ran. I hope some monks out there kick a little *** with some of these cast on them by a willing mage.

The Time Slip Tail is also pretty kick. Please post that someone is getting these out there. I am just trying to further the information for other gamers. A little feedback to let me know what you think will lead me to create new material more tailored to the gamers on this sites needs.

SPELL RELEASES
By Matan Thunder

Serason’s Finger Push evocation 6th lvl

R: touch C: V, S
D: 2 rounds per level C/T: 6 segments
A/E: one creature per touch S/T: -2 saving throw verses magic for negation

This spell allows the caster to touch foes in melee combat imparting a telekinetic blow that hurls them back with a violent push. The touch foe is a hurled violently backwards for 1’ per level of the spell caster unless the victim makes a saving throw vs. magic at -2. For every 10 ft. of flight that a target foe is hurled inflicts 1D6 points of damage upon striking the ground. Victims suffer 1D4 rounds of being stunned with no saving throw allowed in any case.
The spell affects 250 gp (25 lb) per level of the spell caster. This telekinetic touch can affect multiple targets within the duration of the spell. The spell caster may wear gloves or gauntlets while imparting the spells magical affect. Any creature in the flight path of a hurled victim will take 1D4 points of damage for each 10 ft. they have traveled.

Serason’s Sonic Touch 7th lvl

R: touch C: V, S
D: 1 round per level C/T: 7 segments
A/E: creature touched S/T: 1/2 damage

This spell allows the mage to create a magic sonic vibration to be stored within a spell casters hands. It is a manifested and in the field of blue aura about the hands. The spell inflicts 2 hit points per level of the casting mage, +1D10 damage on a successful melee to hit roll. Any creature failing its saving throw verses magic will take full damage and be stunned for 2-4 rounds. A successful savings throw allows 1/2 damage to be inflicted.
As a secondary affect which allows no saving throw any buckles, buttons, clasps, ties, etc. are automatically unfastened and causing a DEX roll to avoid being tripped by the rapid unfastening the of these devices on their person. It takes one round to refasten a single item

Serason’s Spinning Vortex Movement 8th lvl

R: 0 in. (self) C: V, S, M
D: 1/2 round per level of the caster C/T: 8 rounds
A/E: self S/T: N/A

This spell makes the casters movement a blur of actions as they rotate about combat area with 3X the normal speed they would normally possess. Their movement is so fast that all their actions are concealed grey opaque blurring movements unrecognizable to anybody in combat with them. The recipient of this spell integrates movements much like a whirling dervish with the grace of a ballet dancer. It somewhat mimics an elvish Bladesingers flow in battle. The spell caster attacks with 3X the normal number of combat attacks, and make cast up to three spells per round until the spells duration expires.
The spell caster gains the benefit of a - 3 to armor class & gains a +3 to damage rolls due to the forceful impact of its spinning attacks. The spell caster is able to dodge 3 physical attacks in any given round. If a fourth attack is forthcoming it will suffer the - 3 AC adjustment stated above. The spell recipient me also leapt up to 10 feet vertically and 30 feet horizontally once per round during its dervishlike dance.
The material components are: 100 gp sapphire dust, a lodestone, a djinni hair, 100 gp platinum dust, and 3 oz of pegasus blood.

:cool:

:cool: :cool:

Brallick’s Communication of Assistance 9th lvl

R: unlimited C: V, S, M
D: 1 round per level plus special C/T: 3 turns of preparation then one segment
A/E: Special S/T: N/A

This spell combines a 2 way telepathic linkup combined with a spell casting conduit between its recipients, which is similar to that shared between a spell caster and his Lv 6 Projected Image spell.
The magic energy is channeled through a specially prepared rod which must be physically touched activate any of the communication or spell casting between recipients. The spell allows 2 way communicates between the spells caster and the rod holding secondary spell recipient. The rod will allow other rod holders access a original recipient’s communication link and the spell channeling capabilities the original spell caster wishes. Any magic cast through the rod is ejected from the tip which is pointed by the rod holder. The duration of this spell is able to be turned on and off, so that the duration of the spell is held up if the link is currently not needed.
The material components are: an intricately jeweled rod worth 2000 gp and made of pure platinum, the rod is imbedded with 1000 gp with diamond, ruby, and sapphire chips, and 2 clay figurines of the mage and the communications original host.

Klynt’s Cube of Baffling Beauty Arduin 6th lvl

R: Special C: V, S
D: 1 round per level C/T: 6 segments
A/E: 10 ft. Cube S/T: -6 saving throw to negate

This spell it is adapted from the Arduin series, this spell creates a cube of indescribable colors and sounds which surrounds the caster and is immobile. This spells intense nature affects the senses so powerfully that a -6 saving throw vs. magic must be made to avoid the spells affects. Anyone within viewing range are affected by this spell. It will stop all intelligent creatures for one round regardless of level or power the creature possesses, as it stares in rapture intrigued by the powerful colors and sounds the cubic emits. Any creature failing at the saving throw is allowed at another saving throw each round thereafter to break the cubes affect.
Unintelligent monsters are not affected by this spell in anyway.

Slygon’s Silver Spiral of Sleep Arduin 5th lvl

R: 60 ft. C: V, S, M
D: until dispelled C/T: 5 segments
A/E: 9 ft. high x 3 ft. wide S/T: Special

This Arduin based spell a whirling, swaying, spiral of silver lights and dancing motes of white lights. The spiral will attract and draw attention to itself when in an attempt to hypnotize and finally cause all victims to fall asleep for all those within viewing range (60’).
The spell uniquely affects creatures in the following ways. All creatures of 20 level or hit dice are affected 10 % of the time with an increase of 10% for each Lvl/Hit dice less than 20. I.E. A 12th lvl/hd creature would have an 80% chance of succumbing to the spell (MRS % will apply). Creatures affected by this spell will have this percentage chance further modified to by a -5% per INT point above the 12th. I.E. the 12 lvl/hd creature with an 18 intelligent would have a 50% to be affected.
The material components are: 25 gp silver spiral created by master jeweler, 5 sp in silver dust, a dryad hair, a black mushrooms, and 2 oz in fine sand.

Marcum’s Gold Spiral of Domination 8th lvl

R: 60 ft. C: V, S, M
D: until dispelled C/T: 8 segments
A/E: 9 ft. high x 3 ft. wide S/T: Special

This spell mimics an Arduin spell called Slygon’s silver spiral of sleep; this spells capturing qualities causes a glowing golden spiral to form accompanied by green swirling motes of power . This spells power also draws an attract attention to itself first causing the targets to be hypnotized followed by the targets within the 60 ft. range to have their will’s to be dominated by the spells caster until they escaped the spells range or an outside force breaks the domination magic. This domination does not allow the spell caster to cause suicidal missions to be undertaken, but the domination allows any action short of the suicidal limitation. Remember the spell caster can only affect targets as long as they remain within the 60 ft. to range.
Creatures are affected the same way as the above mentioned sleep spiral spell, with creatures of 20 lvl/HD being affected 10 % of the time, with a 10% increase for each level or hit dice less than 20. The creatures affected are also granted the 5% bonus for each INT above 12 they possess. Only a successful MRS % roll can prevent this spell from occurring. Creature possessing no INT or eyes to view the spiral cannot be affected by this spell.
The material components are: 10 gp in gold dust, 50 gp gold spiral created by a master jeweler, 2 oz of aboleth skin, a black mushroom, 5 oz of fine sand, and 300 gp black onyx.

Matan’s Platinum Spiral of Paralyzation 9th lvl

R: 60 ft. C: V, S, M
D: until dispelled C/T: 9 segments
A/E: 9 ft. high x the 3 ft. wide S/T: Special

This spell is another spell related to the Arduin spell Slygon’s spiral of sleep, in that it creates a whirling in swaying platinum colored spiral which is accompanied by a dancing motes of dark green light . This spiral draws and attracts attention to it self as it hypnotizes the targets and then it paralyzes them for as long as they will remain within the range of the spell. Any and victims of this spell who cannot be removed by outside help will remain paralyzed for 30 days at which time they are allowed a -2 saving throw vs. magic spell to break the spirals affected. Each day thereafter they receive a one saving throw per day. This special saving throw will not take effect until the 30 day limit has elapsed. Creatures breaking free of the paralyzation are allowed 1 turn to escape the spells range before this spell takes effect as stated below again.
This spell affects creatures of 20 lvl/hit dice at a straight 10% chance as long as they remain within the spells range. For each level/hit dice below 20 lvl/hd a victim suffers a further 10% chance of being affected by the spell as long as they remain within range. Targets also have the -5% chance of being affected for each INT point above 12 they possess .
Creatures held under this spells paralyzation affects can take no physical, mental, or magical actions to escape this paralyzation field. Targets are held immobile the second they view the spiral. All creatures that are non intelligence or possess no eyes cannot be affected by this magic.
The material components are: 50 gp in plat. dust, the special plat spiral worth 100 gp, a 100 gp emerald, a snake head from a medusa’s head, a ghouls tongue, a tin bar, and 2 oz of drow paralyzation poison.

:rolleyes:

Matan’s Phantasmal Mental Impression Construct phantasm/conjure 9th lvl

R: 1 " C: V, S,M
D: 1/2 round per level of the caster C/T: 2 rounds
A/E: Special S/T: N/A

This magic allows a spell caster to place a snapshot-like personal mental creation within an opaque purple face-like phantasm, which can then be channeled into an object, a simalcrum, a construct, a hung spell which will cast it as if the caster were actually doing the casting, or even less as a warning mechanism for those trespassing within the casters domain. The phantasm is 2 dimensional and is under affects similar to a Lv 6 Duo Dimension spell. It is invisible if viewed from the side. The phantasm is a shadow magic-like construct which has an armor class of 0, has 10 hit points, movement 12" MC: A, has no physical attack, but can store one spell for each 3 INT pts the caster possessed at the spells inception. (before the penalty) . The spell caster can also endow psionics they may possess into the phantasm if they wish. The caster will loose access to any science or devotion they bestow upon the phantasm as long as the phantasm exists, with enough PSP’s to keep each power activated for 1 turn. These endowments are inaccessible to the spell caster for long as the phantasm is in existence, so many spell casters are unwilling to do this. Some spell casters create psionically endowed magic items in order to grant the phantasm psionic ability. Objects will cause the phantasm to flow into the object disappearing within it, as well as mobilizing the object as if it were just the phantasm. There is a weight limit of 250 lbs. The caster of the spell will suffer a -1 INT penalty while this spell is in effect. This penalty can become permanent if that phantasm is magically dispelled or destroyed by an anti magic field or magic dead zone. Only magic weapons may inflict damage upon the construct, as no magic spell or common weapon can damage it. . Recovery of the INT point drain can be achieved with a wish or a limited wish magic prior to the spells duration expiring.
This spell is often used to give direction to defense in lieu of a spell caster being there to perform and such actions themselves. The original spell caster may give the phantasm orders and possible activation sequences, whereupon, the phantasm spells are ejected or launched at targets. The casters mind is photo-copied within the phantasms form. This spell will lend itself to a semi permanency or permanency magic’s. A spell caster is unlikely to allow this unless he has a way to replace the INT point loss, as it the spells duration could cause a permanent loss of 1 INT point .
The material components are: 500 gp jade mask of the casters face, a lodestone, 1000 gp in platinum flakes, the sigh of a ghost, a lead bar, a tin bar, 5 oz of sulfur, an illusionists heart, a dopplegangers skull, a 500 gp emerald, a 100 gp pearl, and a hair of the caster.

Phantasm of the Time Slip Tail phantasm/conjure 8th lvl

R: 0 in. C: V, S, M
D: 1 round per level C/T: 8 segments
A/E: self S/T: Special

The caster of this spell causes a 6 ft. long lizard like tail to appear on the spell caster. The tail is muscular and prehensile, and allows the spell recipient an extra attack inflicting 1 to 6 pts damage + STR bonus. It is opaque with a slight white aura outlining it shape, which makes it very hard to see in daylight . The tail may also wield a weapon at the caster normal attack rolls and inflicting the STR bonuses also. The spell casters tail may also can be used to whip and trip foes directly behind the tail wielder, the attack if successful it causes the target to make a DEX roll or fall, and take 1 to 3 round to recover. The caster of the spell may use the tail in one of two special ways, in the first usage the caster will strike out with the tail hurl the target 1 to 3 rounds into the future, where they arrive in the same position at the moment at the tail touches them. This causes a saving throw verses spell to avoid this time slip attack. The secondary attack form allows the caster to touch him with the tail and allow them to slip 1 to 3 rounds in the future. The tail recipient arrives at the exact location they left the time stream and requires no saving throw. The special timeslip may only be used 1 time per 3 levels of the caster, during the spells duration. The tail remains for the remainder of the duration even if the timeslip abilities are used up ability has been used
The spell caster suffers a temporary loss of -1 STR, DEX, and CON point. This penalty is cumulative for each use of the timeslip power which ever form is used. These may be recovered when the spell expires or the spell caster may use limited wish or wish like magic’s to remove these penalties before the spells duration expires.
The material components are: 500 gp mithril flakes, a tin bar, an iron bar, 5 oz of sulfur, a carving jade serpent like tail worth 250 gp, a Deodanth heart, a scale of a red Dragons tail, 4 oz of dragon blood, and the fragrance of a Saurial in battle.

Matan’s Suspension of Duration meta magic 5th lvl

R: 0" C: V, S, M
D: Special C/T: one segment
A/E:1 spell S/T: N/A
This meta magic spell operates by simply forming a circuit of magic and a battery like magic storage object, which yields the ability to turn on and off any spell which does not have an instantaneous duration. The spell creates a visual golden aura which looks like a slowly revolving spiral which slowly shrinks as the spell duration its sustaining expires. Smarter spell casters have used the Lv 2 Sense Shifting spell to alter the colors of the glowing spirals so the are aware of which spells durations are nearing expiration. These spirals slowly orbit along the vertical plane about the spell caster. The casting mage casts this spell first followed by the spell to be affected by this suspension magic. A spell caster may engage many spells with this magic spell, but each casting will only affect one spell.
The material components are: a 100 gp spiral of gold, 2 oz of sulphur, a tin bar, an iron bar, a candle made of giant beeswax, 2 oz of dragon’s blood, a copper tube with a glass lined interior and caps filled with acid, and a gold watch worth 50 gp.

Overlay Weapons and Items alteration 9th lvl

R: touch C: V, S, M
D: 2 rounds per level C/T: 2 rounds per Item to be overlaid
A/E: 1 Item per 3 levels of the caster S/T: Special
This magic creates 1 loud gonging note for each item to be overlaid, accompanied by a bright white aura which swirls about the items to be overlaid. This glowing coalesces into an intense glow equal to a continual light spell as long as the spell is in effect. The object to serve as the prime focal item exhibits the continual light aura described above, and is the only object left visible after the overlaying takes place. There are ghostly images of all the melded objects which seem to inhabit the same space super imposed over the prime item. This spells primary power is to temporarily bind together several magic items which are usually of a like kind. I.E. A spell caster could conceivably link several powerful magical staff together in order to use several constant powers in conjunction and be able to invoke a single invokable power while simply carrying the single overlain object.
Items of a disparate nature may be melded together without penalties, although the glowing superimposed images may appear weird. Any item affected by this spell will operate normally while it is overlain. Items with +/- bonuses are not cumulative, and only the best will be accessible for use in the overlaid object.
As an example a + 5 long sword, a + 2 giant slayer short sword, a + 2 throw axe, and a + 3 2 handed vorpal sword would yield up to a + 5 2 handed vorpal giant slaying sword which could be thrown as if it were an axe. The combinations which spell could generate are endless. Some DM judgments could be necessary in order to come up with the limitations on this combination magic item. Miscellaneous objects may prove the hardest to interpret into a melded object.
Artifacts, relics, & intelligence magic items are all immune to this spells affect. This spell may not be permanented, but the overlaying magic will not harm any of the objects overlain by this spell.
The material components are: 5 oz of sulfur, 2000 gp in adamantine chips, a tin bar, an iron bar, 5 oz of glue made from the hooves of a pegasus, a lodestone, a 1000 gp star ruby, a 3000 gp sapphire, a liches phylactery, a heart of a Shadowstaff, and the spirit of a Tarsardar.

:cool:

Dart’s Dragonling Horde evocation 9th lvl

R: 1 in. per level of the caster C: V, S, M
D: 1/2 round per level of the caster C/T: 1 round
A/E: creates 1 per level of caster S/T: N /A
This spell allows the caster to create a force construction which appears to be a miniature dragon 5 feet in length. These force constructed dragons are made of a clear flexible force material which renders them totally invisible to the naked eye. This flight and miniature dragons works with a group mind, and operate in a piranha-like fashion as they are directed to attack a single target designated mentally by the spell caster each round they are in existence. Each construct has hit points equal to 1/10th the casters current total hit points, has an armor class of - 2 , attacks with the caster THACO, moves 6"/32" fly MC: A, and its bite does 1-10 & their 2 claws inflict 1-6 damage per strike. The dragon’s have an additional attack form, which is a breathe weapon which reaches up to 20’ in a straight line gout of damage. This damage or magic effect of the breath weapon are controlled by the type of dragon’s scale used in the spells casting. The spell caster is the only one able to view the flight without the use of a detect magic spell or a true sight spell.
These constructs will follow the last mental order given them. They may engage in complex tasks as the spell caster orders within the spells duration. If a single member or a portion of the flock exceeds the range limitations it will disappear invisibly without a trace.
In order to strike one of these force constructs those under attack must penetrate the - 2 armor class, but may not aim their attacks due to the dragon’s invisible nature . The attacker will feel resistance, but no blood is present to reveal the victims location.
The material components are: a dragon’s scale of the type that caster chooses, 1000 gp in mithril flakes, 5 oz of dragon’s blood, 2 oz of sulphur, a 250 gp carbuncle, a jade figurine worth 500 gp, an iron bar, a lodestone, a pseudo dragons stinger, a piranha, and a plane of glass gilded with a adamantine frame worth 1000 gp.

More to come right now!!

Later

:cool:

Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.

Let them keep what they kill!!

Randomize it adds spice to a predictable games plot line (especially if they have read it before).

:wink:

These new spells feature a divinational spells for you NPC or PC that can give them an edge over the random factors of the game. There is also a spell that is like the Psionic Science “Split Personality” and it mimics some traits of the Wu Jen spell Find the Center in allowing for spells that require concentration involved. There are also a number of spells of “Improved” versions of existing spells. I hope that some of you will find them useful.

Morg’s Contemplate Fate 9th lvl

R: self C: V, S, M
D: 1 turn C/T: 2 turns
A/E: the caster S/T: N/A

 This spell allows the caster to concentrate on the possible ramifications of a given course of actions which lasts for 1 turn any time within the next 60 rounds/ 1 hour.  Multiple casting could give informational on longer periods of time when cast consecutively.  The spell reveals the most likely results in the contemplated course of action, but the significant images revealed are mixed-up and out of order. These would form a complete picture of the upcoming events, but it requires an intelligence of 22 greater to decipher these mixed up glimpses of the future.  If properly deciphered it will give the spell caster a 99 % accurate viewing of the upcoming 10 rounds of action, just as the caster pictures its results and conclusions of this precognition.   Even full exactly follow the spell casters ideal results for the action.  In combat and spell casting situations all to hit rolls are +5 which reflects the spell helping the future sought by the casters visions in the initial spell casting.  There is a - 5 saving throw adjustments against targets the caster used magic against, and a+ 5 saving throw bonus for the spell caster, to avoid the spells of foes cast at him and thereby help the picture of the  future event come to pass. 

 If by some fluke the events pictured don't come to pass, due to failed dice rolls, etc., then this spell fails.  There is a 1% chance each time this spell is cast that a caster of this spell will find themselves lost in step by a parallel prime material plane, which is significantly different in one way.   A race of people could be absent, a city lost, wars fought, love is lost, etc..  DM adjudicated what part of the PCs World  has changed, but it's, permanent,  have fun with this one. 

 The material components are: a Titans hair;  the preserved essence of a time elemental; 5000 gp diamond; 2 oz of sulfur; 250 gp platinum dust; and the eye of a leprechaun. 

Morg’s Duality of the Mind 9th lvl

R: self C: V, S, M
D: 1 round per level C/T: 9
A/E: one creature S/T: N/A

 This spell allows the caster to do multiple tasks as if they were giving that task their individual and undivided attention.  The mind may be divided up to one time per 6 levels of the caster.  At 18th level the mind would have three compartments .  The caster can perform up to its normal number of attacks its' normal attack routine allows, plus hold normal conversations or maintain spells with the subdivided parts of the casters mind.  A caster could maintain a telepathic link with and to transfer information with others in the party.  Magic items could be activated by individual parts of the caster is subdivided mind, thereby, launching multiple magic item attacks or powers in a single round. 

 The caster is a mind operates at three times the normal speed as the multiple minds can individually take on certain tasks.  This spell power would allow a psionic character to launch one attack or psionic discipline or science per section of subdivided attention,  and the caster themselves would gain the ability to use 3 attacks, disciplines, and sciences in a given round.   This speed of thought will allow the central spell caster and two other set sections of attention to cast up to 3 spells simultaneously in to conjunctive release of spell energy.  The caster and the two sections of attention are linked during this spell casting spontaneously, and will work to yield the most intense magical effects and uses of magical powers.  Furthermore, this spell mimics the affects of a Gamma world mind power called duality, which allows multiple tasks to be undertaken in the casters mind without causing confusion or missed strokes. 

 The material components are:100 gp adamantine chain; a giant Queen ants brain; a tin bar; 500 gp jade amulet; 250 gp platinum dust; a Phaerimm  barbed tail spear.  

Tendrils of Wand Operation 7th lvl

R: 0 C: V, S, M
D: 1/2 round per level C/T:7
A/E: self S/T: N./A

 This spell creates a crown of insubstantial tentacles which swirl around the spell casters head for the spells duration.  The spell creates up to one phantasmal tendrils per 4 levels of the caster which orbit about the casters forehead area.  Each tendril is approximately 2 ft. long and composed of white misty substance, if a wand is set into a tendrils grasp it will also rotate about the spell casters forehead.  Wands carried in this way can be activated normally by the caster as if they were grasping them in their own hands.  This spell leaves a casters hands free to engage in other activities such as spell casting.  Want attacks generated from the tendrils take only one melee segment, and a spell caster can activate up to 1 wand power per 10 levels of the caster, (i.e. at 20th level a caster could activate 2 of the wand functions each round taking 2 melee segment, as well as casting any magic spell with the casting time of 8 or less).  
 The material components are: a squid or octopus arm, a lodestone, a 25 gp platinum chain, a mind flayers tentacle, and a finger bone of a mage. 

:cool:

:cool:

Marcum’s Improved Wraithform 8th lvl

R: 0 in. C: V, S,M
D:2 rounds per level C/T:8 segments
A/E: the caster S/T:none

 This spell allows the caster and all their gear worn or held to become insubstantial for the spells duration.  The spell caster may only be hit by a weapon of + 2 or better.  All undead creatures will see the spell caster as a wraith, spectre, ghost spell , or special variety of undead creature.  The spell caster is then enables to pass through small holes, cracks, and narrow openings for the spells duration.  This spell will allow a spell caster to attack creatures physically on both the ethereal and astral planes.  A spell caster and engaged in physical attacks is only invulnerable for 2 melee segments in any combat round (1 seg when appearing and 1 when becoming insubstantial again).  The caster of this spell may turn it on and off, thereby, saving and its duration by silent act of will .  

 The spell caster blends 100 percent into any shadow, but if illuminated in the sun or by a light spell this spell caster will appear to be his only animated shadow.  The improved version of the original Wraithform spell allows its caster to attack creatures by surprise from behind physically or magically for the spells duration .  

 The material components are: a bit of gauze, a wisp of smoke, 25 gp of gold dust, a crystal's dust, and 100 gp in a mixture of the emerald and diamond dust .  

Matan’s Prolong Device Function 8th lvl

R: 0 in. C: V, S, M
D: Special C/T:8 segments
A/E:1 magical device S/T: N/A

 This spell produces deep pearly blue flashes of magical power while its is in effect.  It can cause a given magical device to acquire a  prolonged duration of a magical affect it possesses 24 hours.  It cannot affect any magical object power with a instantaneous affect though.  Only a single magical power may be affected by a single casting of the spell.  It is similar to the affects granted by a lvl 8 spell holding magic or a ring of spell holding XIIA  table, but it affects magical items instead.  Items which can be affected could be a figurine that could be held active past its normal duration or many items with short term durations.  
The material components are:  2 gold rings worth 20 gp, 100  gp in platinum dust,  a lodestone, a tin bar, and 5 oz of sulfur. All of these components are consumed in casting.

Familiar Spell Conduit 6th lvl

R: 36 in. maximum C: V, S, M
D: 2 rounds per level C/T: 6 segments
A/E: 1 familiar S/T: none

 This spell creates a link between this spell caster and his familiar which is both telepathical  and forms a conduit which will allow the spell caster to launch spells which they cast through their familiar which originate from the familiars mouth.  This link allows spells of up to fifth level to be emitted from that familiar.  The spell caster will be able to target these spells as the spell caster receives a visual data from the familiars location.   The spell caster can turn this link on and off with one segment of thought as they wish.  When activated the spell casters locations physical aspects fade to grey, and the familiars eyes will keenly glow yellow, as the spell caster picks up visual information from the familiars location.  The spell caster will then initiate their spell casting, and once cast the link can be severed and the spell casters locations will once again be visually observable.  
 The material components are:  1 oz of sulfur, 200 gp jade amulet, a lodestone, and the eye of a basilisk . 

Wift’s Improved Homonculous Shield 9th lvl

R: 0 C: V, S, M
D: 1 round per level C/T: 3 segments
A/E: the caster S/T: none

 This spell is a variation of the level 8 homonculous shield spell listed in the tome of magic.   This spell creates an invisible mini replica of the spell caster which performs several functions.  The mini replica is riding an invisible great eagle. fly 48" with MC: A, that has 2 claw attacks and 1beak attack per round, inflicting 1D6 @ for the claws and 1D6 for the beak attack.  The hit points of the eagle are one hit point per 2 levels of the spell caster for both the mini replica and the eagle.  
 While this spell is in affect a spell caster will suffer a - 4 saving throw penalty verses mind jar spells.  
 All spells cast by the homunculus are limited as in the spell listed in the tome of magic except that defense the spells of up to 8th level are allowed to be cast as well as offensive magic spells of up to third level may be cast by the homunculus.   
 The material components are:  a miniature bust of the spell caster worth 100 gp, 25 gp gold dust, and 10 gp ruby dust. 

:eek:

:cool:

Hallway of Strife necro/abjure mixed 3rd lvl

R: 12 in. or 120 yds C: V, S, M
D:1 to 12 rounds + 1 round per level C/T:1 round
A/E: 1" wide by 11" long S/T: Special

 This spell creates a shoving mass of men sized creations made of a whitish force like energy.  It has a full range of tactile pushing, shoving, and jostling components.  The images are man shape, but they have a transparency to their nature.  The spell fills the area of the effect with the sea of these type of creations, but the spell lacks any audio component at all . These constructs will dissipate in a flash of white motes is struck (versus AC 0) with one hit point of damage.  If they save vs magical spell is failed those in the area of effect are slowed 50%, allowed no spell casting, and -4 to hit/to damage within the area of effect. If the saving throw is made, those in the area of effect are slowed 25%, -2 to hit and dmg, and only spells with they casting time of  five segments or less will succeed from spell disruption by the pushing and shoving.  Possible dispel magic spells may only affect a 10 ft. Cube per dispel cast. 
 The material components are: 35 gp silver dust; a merchant's eyelash; 100 gp jade figurine; and 100 gp in sapphire. 

Nel’s Sphere of Spells 8th lvl

R: up to 1 in. per level C: V, S, M
D: one day per level C/T: 1 turn
A/E: 100 ft. square per 3 levels S/T: N/A

 This spell creates manor house sized invisible bubbles of extra dimensional space.  Entrance to the space is keyed when to a command phrase or a spell which activates the entrance as a key would.  The entrance area is a 10 ft. Square, which glows with a dull white light.  As long as these sphere are in existence the caster intuitively will know their exact locations and its key to accessing, for the duration of the spell.  Inside the Globe's the environment always supplies fresh air and light equal to the dull glow equal to the glow equal to the entrance square's. the temperature inside the globes are 70 degrees Fahrenheit, regardless of the outside conditions .    This spell is capable of being permanented . 
All those looking or scrying into these extra dimensional spheres will find that they cannot penetrate its areas of effect, unless they have access to a gemjump stone or a special tracer spell.  All other spells function normally within the area of the effect.  Bags of holding, pouches of access, etc. will not be affected by the extra dimensional qualities of the magic. I. E. They explode violently. 
The material components are:500 gp pink pearl; 350 gp mithril flakes; a lodestone; a lead bar; and any small beholder eye.

Weld’s Chain Triggering meta magic 9th lvl

R: self C: V, S, M
D:2 rounds per level C/T: Special
A/E: caster S/T: N/A

 This spell is the ultimate in spell hanging magic combined with a complex holding matrix; It compartmentalizes the casters mind to store a cast spell, at a rate of one spell per level.  The spell is held in stasis until triggered by mental command, whereupon, it releases the hanging spells in a simultaneous release of multiple spells and spell affects.  This allows the spell caster it to store up bonus number of spells also, upto the casters intelligence/3 in spells that can be memorized in a given day.  These bonus spells may be of any level, but are chosen at the time the caster learns his spells for the day.  These spells are stored in the an unused portion of the casters brain with what special storage compartments. These spells can further augmented the number of spells released by being in a Baldric; Simbul sp Sequencer; Supremacy; P's Double Wizardry; etc,,
 The material components are: were 250 gp of orchalium chain; Spell Weaver hand; 1000 gp emerald chips; 100 gp pearl per spell stored in the matrix. 

Spell Hanging 8th lvl

R: self C: V, S, M
D: 1 day per level C/T: 8 + the other spells casting times
A/E: 1 spell per 4 levels of caster S/T: None

 This powerful meta magic spell is able to be used with any other spell of 7th level or less. The spell has a visual component which outlines the spell caster with a level one Faerie Fire as long as any of the remaining hung spells are held in readiness. This is a dead giveaway that a spell caster has hung a spell.  The spell hanging spell is cast first followed by the spell or spells the caster wishes to hang. These spells are then hung in readiness until it is released by silent mental act of will in one melee segment at the end of the round.  This will allow a spell caster to launch more than one spell in a given round.  A spell caster may only hold one spell per 4 levels they have attained at any one time. 
 The material components are: a lead bar, a tin bar,  a beholders eye, 25 gp in gold dust, and 2 oz of sulfur. 

:smiley:

:cool:

Eyes of Gold 9th lvl

R: 100 ft. C: V, S, M
D: Special C/T: 1 round
A/E: one creature per round S/T: Special

 This spell allows the casters eyes to glow with a bright golden color which causes the first creature in a round which meets the casters gaze to be forced to make a + 3 saving throw verses magic spell or be turned into a solid gold permanently.   Those targets saving are slowed for 2 to 8 rounds no save.  Up to one creature per spell level of the caster can be turned into gold in this way before the spell fades from the casters eyes.  The first creature to win initiative is the first to make the check to avoid meeting the spell casters gaze.   Any creature friend or foe may be effected by this magic, so a spell caster would be well advised to issue warnings to their fellow party members when this spell is initiated.  Each time any creature fails their saving throw and is turned to gold the spell casters eyes will flash golden for one segment.  Those creatures turned to gold are killed instantly upon failing their saving throw.   A dispel magic, anti magic, mord. disjunctions, limited wish, and wish magic will all reverse this spell with varying degrees of success.   Unless properly worded wishes still leave their victims dead. 

 The material components are: 1 oz of gold essence, a retriever gold transmutation eyeball, a lodestone, 10000 gp in mithril flakes, and a Denzallans heart. 

Rune’s Treasure Translocation Spell 8th lvl

R: Special C: V, S
D: 1 turn per level C/T: 8 segments
A/E: one creature S/T: negation

 This spell targets any creature which has personal monetary or magical wealth not only on their person, but items which can be upto 2 planes removed from the targets current location, in safe caches that a target could have set up for a time of need.  The spell caster hurls a glowing rainbow of runes 1 inch in size at a target creature within line of sight, somantically indicated by the spell casters pointed index finger towards the target.   These rainbow runes fly at 48 "  per round and a MC:A .  
 The runes cause any wealth of the target to be deposited at the casters feet on the targets death if the target the fails its saving throw vs magic spell.   This spell has a mind reading component which will reveal any hidden wealth which is on the targets body upon its death or hidden away.   The spell caster is in the immediately aware mentally of the items which should show up at their feet. 
 The death of the target creature is another matter entirely.   My spell casters used many meta magics to penalize the target creatures saving throw verses this spell. 

Althoth’s Petrifying Rune abjur. 10th lvl

R: Touch C: V, S, M
D: 1/2 round per level C/T: 1 turn
A/E: 6 in. ball S/T: negation - 4

 This spell creates a visual effect similar to that produced when a stone it is tossed into a calm pond, creating rings of a grey-green color which emanate outwards from the rune center pointed in a sphere like effect.  This is accompanied by the sound of a stone splashing into a pond when the rune is activated.   At the center of this spell effect a glowing rune will appear at the spells inception and remain visible to the naked eye from one round after the spells inception.  Once this activation period has passed the any creature passing within 10 ft of the center rune or cause the activation of this magical spells effect.  The spell causes a momentary flash of grey-green ripples washing over the area and affects all creatures caught within the spells area of effect.  Any thing within the area of effect must make a - 4 saving throw verses magic spell or be turned into a nondescript grey stone permanently.  The power of this magic is so great that all vegetable, mineral, structures, etc. will suffer instant mineralization which is only reversible by use of wish related magics.  
 The material components are: a basilisk eye, 150 gp turquoise which has been thrown into a pond, a gorgon's breathe weapon a lodestone, 5 oz of sulfur, 2 oz of rare earth, 500 gp mithril flakes, and a still beating tarresque heart.

Zief’s Triad Spell alter/summ 7th lvl

R: 3 in. C: V, S, M
D: 1/2 day per level C/T: 7 segments
A/E: 3 creatures S/T: negation

 This spell creates a subtle mental link between three creatures, including the caster, creating a triad of minds sharing knowledge, languages, proficiencies, etc. by silent act of mental will for the spells duration.  There is a visible physical manifestations for this spell which creates visible golden halos above the heads of each of the spells recipients connected by tendrils of mystical energy which must remain within 30 ft. of each other, but afterwards the spell casting recipients need remain on the same plane of existence in order to maintain link.  The spell also allows the link to confer any sensory input of any other member of the triad, viewing manifests itself as a small 2 in. by 2 in. box in the bottom left-hand corner of the viewers field of vision, odors are smelt, audio input is conferred at a lower level than normally experienced by any of the spells recipients .  The spell can even confer tactile sensations if the triad members wishes it to do so, although, the sensation can be terminated by silent mental act of will by any member at any time during the spells duration. 
 This spell is innately intimate sharing between friendly spell casters, or possibly clones or simalcrums.  This mental linking cannot transfer spells between recipients or psionic powers of any type ; although a well-placed to level 6 Projected Image could possibly confer magic in dicey situations between linked members.  The recipients of this spell can turn that incoming perceptions on or off at a silent act of will in order to allow privacy when needed.  If a member of a triad suffers death it will confer a piercing  migraine headache to other members in the triad allowing no spell casting or psionics for one hour after the event. 
 The material components are: 3 interlocking gold rings worth 20 gp, 5 oz of a mind flayer brain, 3 K'r'r'r' legs,  5 oz sulfur, a lead bar, a tin bar, an iron bar, 500 gp platinum flakes, and 5 drops of blood from each spell caster within the triad. 

Melk’s Planar Dismissal abjur. 7th lvl

R: 1 in. per level C: V, S, M
D: 3 rounds + 1 round per level C/T: 3 segments
A/E: 3 in. by 11 in. by 10 in. high S/T: negation

 This spell creates a pulsating visual violet aura illuminating the area of effect in a pulsating manner starting at the center point and radiating to the limitations of the area of effect.  The spell effect is accompanied by the sounds of a rampaging rockslide has a spell takes effect within the area limitations.  When the spell first takes effect all creatures within the area who fail their saving throw verses magic spells are hurled about violently in the vertical spinning for one round like a top.  Those creatures succeeding in their saving throws are totally unaffected by this spells magic.  At the end of that round this spell caster can choose a single elemental plane in which to eject the victims of this spell.  This translocation magic eject the victims into random places of the chosen elemental plane most likely killing them, either quickly or slowly.  The only way to survive this magic is preset contingencies or possibly wish related magics initiated in a one round of top like spinning in which the spell gathers power for the Translocation magic.  If a creature somehow survives this translocation magic they will be returned to the exact spot from which they disappeared at the spells inception.  If a creature fails its saving throw and dies while within the chosen elemental plane it will return at the end of the spells duration, dead of course. 
 The material components are:  a potion comprised of the chosen elemental plane into which the spell caster wishes to hurl their victims into, a lead bar, 2 oz of sulfur, 2 oz of mercury, an iron bar, a lodestone, 250 gp chips of ruby, sapphire, turquoise., 5 oz of storm giants blood,  and 3000 gp platinum flakes. 

More to come,

Later

:cool:

Blood and souls for my lord Arioch!!!

So let it be written,
So let it be done!!

Let them keep what they kill!!

:rolleyes:

Mage Meta Magic Spells of Power
Matan Thunder

Ageless’s Force of Will Spell Casting 9th lvl

R: 0 in. C: V, M
D: 1/2 round per level C/T: 1 turn
A/E: caster S/T: NA

 By means of this spell the casting mage need not use verbal or semantic components to any spells cast during the spells duration. All secondary magic still consumes material components, which disappear when the spells are cast in conjunction with this spell.  These material components are not brandished in any way; they simply disappear consumed as normal.  Those secondary spells cast which have no material components are cast as normal. 
 The casting mage need only mentally concentrate, for one melee segment, to mentally activate any spell they have memorized with a casting time of 1 instead of the spells normal casting time.
 The material components are: 50 gp platinum dust;  50 gp opal ring; 2000 gp diamond; 2 oz of lich dust; and a amber dragon's scale. 

Balch’s Maximizer Meditation 9th lvl

R: 0 in. C: V, S, M
D: 1 round per level C/T: 9 turns
A/E: the caster S/T: N/A

 This spell cause an alignment based aura of a light to dark blue, with the light colored for good alignment based and dark colored auras for evil casters.  The outlining field will glow brightly, as long as this spell is in effect, outlining the caster.  This powerful magic aura will cause any spells learned within the field to gain the following benefits: - 4 saving throw penalty to all targets; a reduction of -20%; and a (+ 50 % the spells range, duration, and area of effect).  There is also a +2 to all missile based spells cast, from learning the spell within this magic augmenting field. 
 The caster must undergo a cleansing ritual which costs 100 gp in rare incenses which are consumed while the caster meditates for the 9 turns in the spells casting. A caster can then use the spells duration for the learning of the chosen spells. 
 The material components are:  1000 gp in platinum; 2 iron bars; 100 gp beryl; 2000 gp chrosolite; and a gilded jade figurine of the caster worth 500 gp.

Amplify Items Power 9/10th lvl

R: touch C: V, S, M
D: 1/2 round per level C/T: 2 turns
A/E: 1 held or worn magic item S/T: N/A

 This high level spell will cause a magic item to glow brightly with magical energy at its powers are amplified.  The spell casters alignment will dictate the color of the aura.  For each 10 levels of the caster the powers of the chosen magical item will be augmented 100 percent, (i.e. 2 uses per day becomes 4, a 12 turn duration becomes 24, etc.). For each 10 level of the spell caster an additional power may be added.  A spell caster may choose to forgo this augmentation, instead, causing a unique wild magic power to be gained for the spells duration.  If the spell caster uses a limited wish they may choose this a unique power.  Otherwise, the power is rolled on any random wild magic surge chart. 
 This spell lends itself to any permanent type magics, but it requires a - 1 CON sacrifice for each power that is permanent. 
 The material components are: 2 oz of sulphur; a lodestone; a tin bar; an iron bar; 500 gp in platinum; 5000 gp in mithril; 1000 gp jade amulet; and 50,000 gp.  These material components are all bonded to the boosted item magically (without gaining weight) in a miniaturized state, with the jade amulet imbedding itself into the item. 

Amplify 9/10 Th lvl

R: 0 in. C: V, S, M
D: Special C/T: 1 turn
A/E: one spell S/T: Special

 This spell will link itself with a spell of 7th level or less, which is cast in the round following the amplification spell.  This spell will amplify one of the following spell attributes, 100% per 10 levels of the caster, range, duration, area of effect, damage, or the number of targets affected by the spell. (I.e. a 20th level caster could augment one of the attributes by 200%, etc.) . 
 After the augmentation affect expires the spell caster will be stunned for a number of rounds equal to the spells level multiplied by the augmentation is power, (a 20th level caster with a 200% augmentation of a 7th level spell power would be stunned for 14 rounds) . 
The material components are: lodestone; 1000 gp platinum; a sulphur crystal; and a 2000 gp diamond. 

Continuous Spell Holding 8th lvl

R: 0 in. C: V, S, M
D: 1 day per level of caster C/T: 8 segments
A/E: one spell S/T: none

 This spell will lock into place any spell, which doesn't have an instantaneous duration, for up to one day per level of the spell caster.  This spell is cast prior to the magic which is to be held for this spells duration.  This spell duplicates the powers of a Ring of Spell Holding (table 12A).  The duration of the secondary spell cast is held on as stated above, or until the spell caster wishes to end it prematurely.  Opponents can attempt to dispel magic, and if successful will bring down the spell holding and the spell it is affecting. This spell can lock the duration of any level of spell.  
 The material components are: 4000 gp of any gem type; an iron bar; 500 gp jade ring; 5 oz of sulphur; a lead bar; and a lodestone. 

Spell Mobility 9th lvl

R: 10 in. + 1 in. per level C: V, S, M
D: 1/2 round per level C/T: 9 segments
A/E: 1 spell S/T: none

 This spell allows all spells cast on a fixed point will become mobile maintaining its position as the spell caster mentally commands it to move for the spell mobility durations.  The spell caster must maintain concentration for a spell to remain mobile, as the caster mentally commands the spells movement.  Both of offensive and defensive spells may be affected by this spell.  The spell mobility is unaffected by any magic short of a Mordekainen's Disjunction.  The movement of the spell may never exceed the range given above and is fixed to these range limits at the spell mobility's inception. 
 The material components are: a drop of grease; 3000 gp sapphire; 1 oz of sulphur; a tin bar; 100 gp of platinum dust; and 1 oz of mercury. 

:cool:

:cool:

Matan’s Improved Spell Repetition 9th lvl

R: 0 inches C: V, S, M
D: 1 round per level C/T: 1 round
A/E: special S/T: special

 This powerful augmentation magic makes the caster glow in a white aura equal to a light spell.  The spell caster sets up a harmonic/mnemonic resonance between the caster and his spells.  There is a % chance for a spell of a given level to be eligible for recasting on the ground following it's an original casting.  The caster may affect up to 1 lvl of spell per level of the caster. The harmonic waves only exist on the round following it original casting. 

1st: 70 % 4th: 40% 7th: 10%
2nd: 60% 5th: 30% 8th: 5%
3rd: 50% 6th: 20% 9th: 1%
Each spell cast counts against the levels usable by the caster. Those spells fail to achieve the resonance roll do not count against the level total caster has.
The material components are: 125 gp platinum dust; a sulphur crystal; an iron bar; a tin bar; a lodestone; and 50 gp in lead.

Power Word a Spell 9th lvl

R: 0 in. C: V, S, M
D: 1 turn per level C/T: 9
A/E: 1 spell S/T: None

 By means of this spell the caster can hurl a single spell with but 1 triggering word.   During the spell relearning process a caster will cast this spell followed by the spell to be power worded, and at that point the spell is held with the power word 9th level slot.  Any level of spell may be cast in this way.  The caster may effect up to 1 spell per 4 level of the spell caster may be hung in this way.  The only magic this spell will not affect is a lvl 9 final strike explosion.
 The material components are:  250 gp black pearl; a tin bar; 25 gp platinum dust; and a harpy's tongue.

Improved Spell Touch 9th lvl

R: touch C: V, S, M
D: Special C/T: 9
A/E: One item of less volume than the caster S/T: none

 This spell mimics the second level spell of the same name, except that it may affect up to 9th lvl magic for mages or 7th lvl magic of priests.  This spell is cast on nonliving item and will remain dormant until the item touches the target creature.  The caster of the spell attached can specify what race, sex, or type, (undead, summoned, avian, etc.) which will trigger this items spell effect.  This secondary spell need not be known by the spell caster, and they may enlist helpful spell casters to cast the secondary magic. 
  The caster of the spell can designate a single creature at the spells casting the be immune to the spell affects when it detonates.  Immune creatures that are within the unleashed spell's area of effect will gain a + 4 saving for adjustment versus the affect.  This immunity will allow the affected being to avoid triggering the spell held within the item, or avoid its effects entirely.  The spell caster will choose one of the two choices above at the spells inception. 
  The material components are: a pinch of powdered gemstone; ash left over from any fire spell; a drop of water; and 5 oz of dragon's blood. 

Sparrowhawk’s Staff Spell 9th lvl

R: 0 in. C: V, S, M
D: 1 turn per level C/T: 1 turn
A/E: special S/T: none

 This spell allows the creation caster to create a magical staff, similar to that generated by the fictional character Sparrowhawk.  These spell caster causes a blade of grass to blow with of violet aura as it enlarges to staff size.  It becomes the equivalent of a +3 weapon and appears to be made out of black yew wood.  If held while casting a spell it will cause the spells range and area of effect to be doubled.  It also gains the power to turn undead as if holder were a 14th level cleric.  Summoned or enchanted creatures make a saving throw verses magic or be driven back to their home plane of existence. 
 If the spell caster embeds a 5000 gp sapphire on the top end it will cause any spell caster with its power to gain a - 3 to its saving throw for affected by the spell. (This staff could be shrunk down to a more manageable size, and as long as the caster it is in physical contact with the staff they will have access to al the above powers).
 The material components are: a blade of grass; 25 gp gold dust; a yew needle, and if desired that 5000 gp sapphire. 

Abracadabra or Alakazam Spell 6th lvl

R: self 0 in. C: V, S
D: 1/2 round per level C/T: 6 segments
A/E: 1 spell per round S/T: None

 This spell augments the power of other spells cast during its duration.  The spell caster simply speaks one of the two words at the end of the spells casting to invoke this magic.  It will augment the spell casting by granting the caster a phantom + 4 levels in regards to the spells range, duration, area of effect, and damage.  It also lends a magical potency to spells affected by it which grants a - 4 saving throw to the spell to be affected.  While the spell is in effect the spell caster will glow with the equivalent of a continual light spell. 

Balch’s Uniquer Spell 4th lvl

R: 0 C: V, S, M
D: 3 turns C/T: 4 segments
A/E: special S/T: N/A

 This spell is much like the level 2 Sense Shifting spell in the tome of magic.  This spell allows the caster to change the color, sound, or visual appearance, but will affect magic spells up to 5th level.  This spell may further augment a spell by adding 1 color, sound, or patterned effect on top of those originally offered in the original spell.  The spell caster as these spell affects by naming the chosen affects the and at of the spells verbal component.  The uniquer spell will augment any magic cast during its duration. 
 The spell will not inflict additional damage or effects with this added spell component, as these added components are simply add a unique character to the spell casters chosen magic spell.  The spell caster could augment a fireball spell to add a visual component of swirling orange leaves which obscure vision for one round, but wouldn't add further effect. 
 The material components are: a silver bell, a multicolored ribbon, and 25 gp in platinum dust. 

Matan’s Magic Self Aura 9th lvl

R: 0 C: V, S, M
D: 1 round per level C/T: 2 turns
A/E: 20 yd diameter S/T: N/A

 This spell allows the spell caster to call a white lightly glowing magic field about the caster the spells duration.  This spell taps into the positive material plane as long as the magic is in effect, as long as, the original area of effect allows magic to exist where this spell is initiated.  This spell causes normal detect magic spells to see the area of affect as a brilliant glowing sphere of magic.
 The spells most useful power though, is to generate a magical field which moves with the caster and allows him to cast magic even in magic dead zones.  If this spell is ever cast in, or passes through a wild magic zone it will generate a double wild magic effect.  The spell will allow the spell caster to cast any magic they normally could within the confines of its area of affect.  If a magical affect exceeds the area it will cease to function normally unless the plane of existence possesses the ability to use magic normally.  This spell could allow a spell caster who finds himself in a magic dead world to access their spells normally as long as the had the spell up and running before they entered the magic dead plane. 
 The material components are: 5000 gp in platinum dust, a lead bar, 1 oz of mercury, a lodestone, and a perfect 6000 gp star sapphire which is coated with the mercury when the spell is cast. 

:smiley:

:smiley:

A few more interesting spells for your review!!

Clone Monster necro 9th lvl

R: touch C: V, S, M
D: permanent C/T: 2 turns
A/E: one creature/monster S/T: None

 This spell is identical to the level 8 clones spell, the allows the spell caster to clone a person and then released the clone on a vendetta of destruction directed towards their original.  This spell allows the cloning of any type of monster for which the spell caster has the basic ingredients. 
 The material components are:  a piece of the creature to be cloned, a 1000 gp figurine of black jade of the creature type being cloned, 500 gp adamantine dust,  a lodestone, an iron bar, and a 5000 gp sapphire which serves as the heart of the clone. 

Khelben’s Lower Dweomer Doom abjur/evoc 9th lvl

R: touch C: V, S, M
D: instantaneous upon impact of focus C/T: 2 segments
A/E: 40 ft. globe S/T: None

 This spell is identical to the original Khelben's Dweomerdoom, spell except that it will first drain spells of the levels 4th, 5th, & 6th are targeted first when draining magical spell energies, utilizing a device or item as a focus, such as staff, as the focal point of this spell.  When the spell is cast the focus is charged with magical energies for up to one round for each of the spell casters levels before dissipating.  The focus item is then thrown against a hard surface.  When it strikes a green pools of energy flashes out to the 40 ft. radius in all directions passing through barriers of less than 1 ft. thickness of solid stone or 6 in. of metal.  The power of the spell affects one spell caster within the radius of effect, which the spell caster can designate.  When the pulses of green energy contacts the chosen victim multiple arcs of energy leap to the focus item.  These arcs drain much of the spell energy of the victim which are currently memorized.  This is where the variation of levels drained has been changed to drain 4-6 levels spells first.  If all the spells are drained the highest level magic possessed by the creature are then drained away.  This spell drains away up to one level per the casters level of energy from the victim spell casters repertoire of spells. 
 When the energy pulse strikes other spell casters within the area of effect the magic of this spell will drain a single spell of their highest level magic spells available. 
  The material components are: the focus item which is not harmed from it's useage & 300 gp of silver flakes. 

Victor’s Mass Animate Objects ench/alter 9th lvl

R: 30 yds C: V, S, M
D: 1 round per level C/T: 9 segments
A/E: 5 ft. per level square S/T: None

 This spell gives the caster control over what ever materials like within the area of effect.  This spell allows instant flowing movements and attacks from any item not bolted down to the floor.  The planks of the wooden floor or the walls of a hut could slam together, the logs of a cabin could lash out distances like a long whip, castle's walls could smash creatures into the earth, a section of local plants and trees could whip around viciously attacking anyone within their reach, etc..  All of this movement inflicts no damage to the objects animated, and the objects retain their original tensile strength, they seem to flow naturally when movie about.  The damage of such attacks vary from 1 pt of dmg up to 3-18 points of damage inflicted by a large hard objects once per round.  All objects move with an initiative modifier of 2, and have been movement of 12 in. when moving along the ground.  Even fixed objects have this movement capability, although large objects seem to stretch the material of their composition exceptionally thin in order to accommodate such movements.  The spell caster can affect up to 2 Objects per level of the spell caster as long as they do not exceed the listed area of effect limitations.  A single object or area of effect can launch one attack round, but such attacks often use more than one object for the damage inflicted totals.  The spell caster mentally controls all the actions taken by the animated objects, but may not cast other spells while maintaining concentration on this one. 
 The material components are: 500 gp platinum bars, 1000 gp jade bracelet, 500 gp turquoise chips, a tin bar, an iron bar, and a stone chips from a living galeb duhr. 

Involuntary Shapechange alter 9th lvl

R: 10 yds per level C: V, S, M
D: Special C/T: 9 segments
A/E: one creature S/T: negation

 This is the spell presented in a book presented in the Sword Coast which Elminster knew, and used in his dealing with the Malgrym.  Creatures that fail their saving throw verses magic spell, will allow the spell caster to inflict one of 12 preset shape changed forms to select from. ( frogs, toads, mushrooms, etc.) Each Transformation causes the creature to suffer a system shock roll whose failure will signify the instant death of the creature being transformed and the returning to its original form.  Items worn by the creature during the shape change are temporarily placed in the border ethereal plane for the duration of this spell, while still being connected to the form afflicted by the shape change magic.  The items return to the prime material plane upon the death of the shape changed creature, or the breaking of this magic spells power. No shapechanged form can cause the instant death of the creature by itself, so no fish out of water per se. . 
 There is a 1 times special benefit to the creature is successfully makes their original saving throw verses magic spell towards this magic.  This benefit is a total immunity to this spell for ever after during this creature is a lifetime, but more importantly it bestows + 12 permanent hit points to the creature who successfully makes the saving throw . 
 The material components are:  2 oz of mercury, 12 white jade amulets worth 1000 gp each, and a dopplegangers heart. 

Matan’s Hydra Heads alter/ench 9th lvl

R: 0 self C: V, S, M
D: 2 rounds per level C/T: 3 rounds
A/E: spell caster S/T: N/A

 By use of this spell the wizard can generate a golden aura around their heads and shoulders accompanied by a distant crystal chiming.  Three rounds after the initiation of this spell 5 heads identical to the spell casters materialize from their backs and shoulders + 1 head per 3 levels of the spell caster above the 18th level, upto a maximum of 12 heads.  These heads are affixed to the back and shoulders of the spell caster by 4 ft. long neck like structures similar to those possessed by a hydra.  Each head can talk, use psionic powers, or cast magical spells requiring only verbal components.  These heads can each individually activate 1 power or magic item upon the spell caster on any given round.  The original version of this spell created by Mike PC's were Learnaen variation that causes 2 heads to sprout whenever one head is severed 1-4 rounds after the head was severed.  When the original prime head of the spell caster controls all powers activated by the symbiotic heads on any given round, to give a sense of coordination to the hydra heads actions.  The original head may also use magic spells, psionic,  or activation of magical item powers on any round they are not actively controlling the other heads actions. 
 Each ahead possesses its own individual spell power and psionic power points that are individually selected by the spell caster at the spells inception, regarding the actual spell selection each head has for the day.  This spell selection must be drawn from the memorized spells of the spell caster of that day.  This spell markedly increases the spell casters ability to cast a major spells, use psionics, and activate the items in the spell casters possession. 
 My PC's usually cast a level 9 Phaerimm force of will spell casting in order to allow a larger spell selection of the hydra-heads while under this spells affect.  Each head possesses 20 hit points and is armor class - 1, and should a head be severed it dissipates in a spray of white motes, as all the heads do at the durations expiration. 
 The material components are:3 oz sulphur, (2) lernean hydra heads, a tin bar, an iron bar, 2000 gp platinum dust, 500 gp gold pearl, the brain of a doppleganger, 1000 gp in emerald chips, and 1000 gp of serpentine. 

:rolleyes:

:wink:

Spell Loop abjur/alter/ench 9th lvl

R: 1 in. per level C: V, S, M
D: Special C/T: 9 segments
A/E: one creature S/T: none

 This powerful magic spell once caught Elminster for several days within its powerful magical confines.  The spell creates a swirling howling vortex white magical flame energy that encapsulates the targeted creature for the duration of this spell.  The loop of white magical flame is as tall as the target creature and will appear to enter and exit from the same point at the small of the targeted creatures back. .The spell lasts for one round per level of the caster + 1 round for each level of magic spells cast in any attempt to escape this vortexes spell magic.  A spell caster caught within the confines of the spell loop it will continue the have magical energy drained away at 1 level per 1 turn spent caught with in the spell loop no saving throw.  All of this spell energy spent in continuing a magical spell created by this spell for a longer duration, draining away spell casters magical energies as they must make a saving throw verses magical spell each round in order to avoid being paralyzed by this spells magic.  Upon being caught within the spells power the saving throw must be made each round to determine if the spell caster can actively try to cast magic in order to escape the spell loops power.  Of course, this leads to a longer duration as spells are simply drained away by the spell power.  The wall of energy can even drain away contingency based magics if given enough time. 
 This spells white flaming wall of energy can't be penetrated by any known physical or magical means short of full wish spell.  When caught within a spell loops power they are afflicted also, paralyzed or unparalyzed, by the swirling nature of this magical spell so that any spell casting becomes a real challenge because of the forces initiated by the vortex of flame.   Any attempts to penetrate the wall of fire causes 2 hit points of damage per level of the spell casters remaining spells, possibly inflicting horrendous any upon any creature attempting to pass through wall of flame.  This is to no avail as they cannot physically penetrate the barrier, and are subsequently repelled from the walls area.   
 The material components are:  50 gp in platinum flakes, a disenchanter's snout, gel from a beholders anti magic eye, 100 gp of sunstone, and a 2500 gp of star sapphires powdered. 

Amra’s Ray of Submission ench/charm 7th lvl

R: 1 in. per level C: V, S, M
D: 1 turn per level C/T: 7 segments
A/E: 1 in diameter purple beam on 1 creature S/T: negation

 This spell fires a 1" circular beam of purple energy from the spell casters index finger that lances out towards the target creature, and requiring a to hit roll.  The being exists until it hits the creature or one melee segment has come to pass, so the spell caster can actually sweep the beam across the creature desired in order to affect them.  The beam is accompanied by  the sounds of many anguished moans.  The spell causes the creature struck to make a saving throw verses magic spell or be afflicted by a form of total submission to the spell casters will.  A successful saving throw negates this spells magic.  The spell caster must know a language which the creature understands in order to get verbal commands, which the submised creature will follow even unto physical injury but not death. 
 The material components are: 100 gp amethyst, 25 gp in gold dust, a 2 in. square piece of demon hide, 25 gp emerald dust, 10 gp of mercury, and a tin bar worth 10 gp. 

More to come,

Later

:wink:

:smiley:

I have been working on a number of unique disintegration spells for a while now, and these are the graduates so far. I have also made up some other interesting spells that have to do with phantasmal images that clone off when attacked…..take a look if you like.

For those who can…..enjoy!!

Disintegration Plane

Lv 8
Alteration

Rng: 40 yards
Dur : 3 segments/18 seconds
A/E: 180 degree plane 20’ radius
Comp: V.S,M
C/T: 8
S/T: Negation

This spells visual affect is a sustained golden plane of force that lasts for 18 seconds and can be of any orientation that the spell caster can envision. The spell is accompanied by a snapping blast that is as loud as a thunder crack.

The spells plane of force will make a pane of disintegration energy pass though any creatures in the area of affect. Those who fail their save will need to determine the hits location. All torso and body hits will kill instantly. Those that indicate a limb was hit have a 50/50 chance that both limbs are severed. Many wizards use the spell to limit potential damage to creatures.

If the pane is placed vertically across a hallway all creatures attempting to pass though it will be forced to make their saves at -2 and failure is always death. This is also the case if a caster places the plane along the floor, as creatures who fail their save will always fall onto the plane of disintegration. When using the spell as described here all magic items must make a save vs disintegration or be destroyed.

The material components are: a londestone, a pinch of dust, an oriental fan worth 5 gp, and 2 oz of sulfur.

Controlled Disintegration

Lv 9
Alteration/Evocation

Rng: Touch
Dur : Instantaneous
A/E: Selective volume equal to casters body
Comp: V,S,M
C/T: 3
S/T: None (Special)

This spells visual affect is a flash of red light that will outline all the items that the caster envisions will be disintegration. The spell is accompanied by a hissing sound as the selected items slough away in a 2 segment time frame.

They are magically blown away over a wide area making them hard to recover. The spell will affect living, inanimate, & dead matter that the caster can touch. The caster envisions the items that will be limned with the light affect of the spell and unless magically protected they will slough away. The caster can take out a creature and leave their gear, or take out a threats gear without harming the creature carrying it.

Normal items of any type will be destroyed no save up to the casters body volume. Living creatures, undead, and magic items are allowed to make a -4 save vs spells to avoid the affect. If a creature makes their save they are still blind for 1 rd due to the visual affect of the spell.

The material components are: a lodestone, a pinch of dust, 2 oz of kraken oil, 1oz of phosphorous, and 1 platinum piece per individual item targeted.

Disintegration Pit

Lv 5
Alteration

Rng: 5’ per lvl
Dur : Instantaneous
A/E: 20’ square of variable depth up to 5’ per lvl
Comp: V.S.M
C/T: 2
S/T: None

This spells visual display is a square of grey light that extends 10’ off the ground and is accompanied by a blanket of dust that swirls up though that light. The spells manifestation is accompanied by a strong gust of wind, and the sounds of winds sighing through the trees.

The spell creates instant magically disintegrated pits of the depth chosen by the caster at the spells inception, with a maximum depth of 5’ per casters level. All creatures that are directly under the affect at the spells casting and 5’ from the edge may make a DEX roll to determine if they can avoid the affect entirely, but those who fail this DEX roll will take full falling damage. There may also be adjustments due to speed of the creatures that are in the spells affect. Those moving fast and in groups could well suffer penalties if the affect materializes in front of them. The walls of the pit are dusty and unblemished by any sort of spot to establish a grip from. This spell is easily countered by feather fall.

The material components are: a lodestone, a pinch of dust, and a 4” bronze rectangular shaft similar to the spells affect.

Disintegration Pit & Block Trap

Lv 7
Alteration/Conjuration

Rng: 5’ per lvl
Dur : Instantaneous
A/E: 20’ square by 5’ per caster lvl max!
Comp: V,S,M
C/T: 5
S/T: None

This spell is very similar to the pit trap above. This spells visual display is a square of grey light that extends 10’ off the ground and is accompanied by a blanket of dust that swirls up though that light. There is also a flash of grey light as a huge block of granite appears above the hole 2 segments after the spell has taken affect. For those viewing the spell head on there is a line of grey that reaches out towards them instantaneously. The spells manifestation is accompanied by a strong gust of wind, and the sounds of winds sighing through the trees, followed by a loud pop as the block of stone materializes.

The spell first creates instant magically disintegrated pits of the depth chosen by the caster at the spells inception, with a maximum depth of 5’ per casters level. All creatures that are directly under the affect at the spells casting and 5’ from the edge may make a DEX roll to determine if they can avoid the affect entirely, but those who fail this DEX roll will take full falling damage. There may also be adjustments due to speed of the creatures that are in the spells affect. Those moving fast and in groups could well suffer penalties if the affect materializes in front of them. The walls of the pit are dusty and unblemished by any sort of spot to establish a grip from.

In the second part of the spell a 19’ 11 ½ “ cube of stone appears directly 5’ above the hole 2 segments after the spell takes affect. The block of will then fall directly in the hole in a single segment, with a satisfying rush of as the stone plummets to the bottom the shaft. Those in the shaft who have no means of escape or avoid death from blocks of stone falling on them are immediately and messily killed. There is no save vs this affect.

The material components are: a lodestone, a pinch of dust, a 2” cube of bronze, and a 4” bronze rectangular shaft similar to the spells affect.

Disintegration & Force Cage

Lv 7
Alteration/Evocation

Rng: 50 yards
Dur : Instantaneous/then 1 rd per lvl
A/E: 20’ square then a 20’ cage
Comp: V,S,M
C/T: 7
S/T: Special

This spells visual manifestation is a swirling cube of grey motes that leap forth from the ground of the spells area of affect. The spell appearance is accompanied by the clanging of the slamming of the metal cell door.

The spell first creates a 20’ square pit that appears directly in front of or under the targets at the spellcaster’s wishes. The unfortunate targets then get to make a DEX roll to avoid the affect if they are within 5’ from the edge, and escape the disintegrated pit area. Those who fall in will activate a special wall of force affect that is permeable to oxygen at the casters will. The forcecage affect portion of this spell will provide a cage that will trap all but the most resourceful PC’s inside. The forcecage prevents all types of translocation/shadow jumping magic, thereby holding the slipperiest of foes inside. The spell also allows for ease in removal from the pit generated. The spell is very susceptible to levitation spells, and will present a target for the spell that only weighs 1/10th the weight of what is actually contained in the forcecage. This spell is great for the NPC who wants to capture vs kill the opposition, possibly for some later nice question and answer!

The material components are: a lodestone, a pinch of dust, 1500 gp in diamond dust that is hurled towards the area of affect at the time of the spells casting.

:rolleyes:

:rolleyes:

Disintegration Gopher Holes

Lv 4
Alteration

Rng: 5’ per lvl
Dur : Instantaneous
A/E: 10’ x 10’ per lvl field of holes 6” diameter holes 1/2” under the surface/ 1’ apart
Comp: V,S,M
C/T: 4
S/T: None

This spells visual aspect is the momentary appearance of a field of 6” diameter golden lights that shoot upwards 2’ off the ground. The spell is accompanied by the sounds of stone grinding on stone.

This spell simply creates a field of holes 6” in diameter in a single segment. These gopher holes cover a field of 10’ squares per each level of the caster, and each hole is set 1’ apart from another in rows that alternate 6” offset to the side of the others and 1’ apart. (Sort of like a cheese graters surface). These holes are not immediately apparent due to the fact that a 2” thick l/2” layer of stone that will break immediately after impact with hoof or foot. (Except for the lightest of opponents). There is not DEX check for those moving at faster than a walk. Those walking will only get a sprained ankle, or possibly a broken leg for a pact animal. For those running there is an immediate fall affect NO SAVE. For M sizes creatures there is 1d6 damage done to the leg, and they must make a save or lose the grip on anything carried. For mounts and creatures running across the area there is the immediate fall plus 3d6 dmg to their legs, with a 50% breaking of the limbs of most mounts who encounter this spells affect. For both groups there is damage related to the speed at which they were traveling and the unexpected nature of the fall. For each 2” of travel spell, above 6” movement rate, the creature will suffer and added 1d2 of fall/concussive force damage due to the fall. So a human running (sprint) at 12” would take 3d2 falling, and a horse moving at a full gallop/charge of 36”(short charge speed) would take 15d2 dmg), most likely killing the mount.

The field of the affect is nigh impassible, with movement rates cut to 1/10th of normal, unless the area of affect is covered in some type of layered material that prevents the triggering of the gopher hole affect.

The material component are: 10 circular 1” lodestones in diameter & length, a pinch of dust, a piece of fine silk worth 5 gp, and a broken bone from a mount that broke its leg in a charge.

Disintegration Tail Weapon Augmentation

Lv 9
Alteration/Phantasm

Rng: 3’ (Touch Bestowed)
Dur : ½ rd per lvl
A/E: One weapon will have 3’ long tendril on end of it.
Comp: V,S,M
C/T: 3
S/T: None

This spells physical manifestation is a tendril of red energy that appears at the end of a weapon chosen by the spells caster. The visual affect is accompanied by snapping sparks of red energy that crackle as they are emitted.

The spells phantasmal tether is controlled by the silent mental will of the spell caster. The affect is like a living prehensile tail of energy 1” thick, that can flick and arc back and forth 90 degrees up, down, left, or right each round as the weapon is wielded and affect all those in the area in front of the weapon. The caster (can bestow the weapon affect by touch to another’s weapon, and they are then considered the spells caster for controlling issues.

This spell will open 1” thick wounds created by disintegrational affects that inflict massive damage and blood loss. There is NO save vs the tendril of disintegration. The wound created by the affect will inflict 4d10 (st vs death magic for ½ damage) damage on impact with a creature, but will in addition inflict blood loss equal to 1 HP per for each 4 pts of damage done, for each round afterwards until the wounds is staunched.

The material components are: the tail of a monkey, a lodestone, a pinch of dust, 3” long mithril cable worth 500 gp, and the disintegration eye of a beholder.

:cool:

:rolleyes:

Other Spells

Force Sculptures of Movement Reduction

Lv 4
Evocation/Illusion/Phantasm/Alteration

Rng: 10’ per lvl
Dur : ½ rd per lvl
A/E: 10’ square per lvl
Comp: V,S,M
C/T: 1
S/T: Special

This spells visual manifestations are a series of interlocking opaque purple turnstile of force 5’ in diameter each that fade into invisibility in a single segment. The spell is accompanied by the smells of freshly turned earth and the sounds of wind chimes for the segment of manifestation.

These turnstiles of force are each only 6” off the ground and are able to pass though the surrounding earth and foliage as if they were not there. (Similar to the ironguard affect towards metal). These turnstile start at turning at 1 revolution per second, but as creatures rune into the affect they will increase their speed. This higher speed affect can generate a tell tale wind.

The affect of the spell is to cause all movement to become impossible along the ground in the area of affect. The caster can create multiple 10’ squares within the range of the spell, which can be non connected areas of these turnstiles. On the first round of entering the affect the creature gets a DEX roll or they are carried into the affect of the force turnstiles. If their save is made they are not damaged, and can move around the spells affect if possible, by probing for the spells outer edge or casting a detect invisible spell. For those unfortunate to be carried into the affect they will suffer 1d4 damage per rd in the affect, and the damage is augmented by +1 pt of damage to the d4 for each creature that encounters the affect and increases it’s damaging potential. The separate areas are kept track of separately by the caster for the consideration of that extra damage potential. Those caught in the affect fall immediately, and are moved about uncontrollably (NO SAVE) as they are pulled about the low ground affect. At the end of each round after the damage is taken, they will have to make a successful DEX & STR check in order to escape this insidious spells affect. Those caught in the affect are allowed to only activate thought based magics to try to escape the spells affect, and will continue to be affected until they escape or the spells duration ends.

The material components are: a 3” gold turnstile worth 200 gp, a lump of clay mixed with 1000 gp diamond dust, and a gust of wind magically contained in a glass sphere.

Righteous Revelation

Lv 10 (Realm Magic)
Lv 7 Source
Divination/Alteration

Rng: Self
Dur : 1 realm turn (3 months)
A/E: 1 Regents Realm
Comp: V,S,M
C/T: 3 days uninterrupted
S/T: NONE!!

This spells visual aspect is that the spells caster will take on a glowing white hue for the spells duration that grows in intensity until the caster is too bright to view. The spells is accompanied by what sounds like a host of singing choir members. The sound oscillates louder and louder as the spell reaches its climax on day 3 the sound is deafening to all within 100 yards unless the spell in shielded with silence 10’ radius spell affects.

This spell simply put the caster accesses part of the temporal prime and views the future anywhere within any area that they are capable of viewing by magic. This allows the regent to see the events coming in the next 3 months of game time, and also allows them to react to it in any manner that they can conceive and make come into affect through their counter actions, which basically changes the future as they see fit, up to the limits of their power.

During the spells casting the future is not static, but the caster can see a number of alternative temporal timelines of which they can follow, view, and finally pick from. They may also not only alter actions on a realm wide perspective, but they may also find ways to help their personal adventuring during this time frame. The caster of the spell will know of major events that they will affect, never be surprised, and gain a +3 to hit for knowing where enemies should appear for the 3 months of the spells duration.

For game purposes the spell allows the caster to also know exactly how much their actions will cost, and how much regency is just enough to win acts of diplomacy and expansion of their lands. The caster can simulate their upcoming revised actions on the timeline of events in order to pick the best or most preferred course of action for that 3 month period. The spell is the ultimate in divination spells for determining of the best possible course of action for the regent.

The way to offer up resistance to a regent using this spell is for another regent to be using it to. The counter regents activities vs the original spell caster are resolved in a totally normal manner as both sides will be unable to gain the temporal insight needed to counter the others moves. The temporal choices are just too flexible to counter. The spell casters can still affect actions by other regents (without the spell), natural forces, or outside forces such as monsterous incursions.

The casting of the spell requires total seclusion of the regent/mage proxy which can not be interrupted in any manner or the spell is simply wasted. The casting will also force the caster to make a successful INT & CON check for each hour that the spell is undertaken, which is culminated in the final -3 INT & CON check as the spell is completed. The caster will be drained for 1 day during which total bed rest is needed to recover from the spells casting. The caster also temporarily loses 3 CON & STR points with the casting of the spell, due to its strenuous nature. These points can only be regained by normal rest patterns at the rate of 1 point per day in both CON & STR. The final cost of the spell is the permanent loss of 3 hit points from the casters total, so there is probably a finite extent to which this spell can be cast. This HP loss can not be taken from stores of phantom/extra HP, although some magic can restore them at a time after this spells casting.

The material components are: 10 gold bars worth of precious metals dust, a flawless natural gemstone (not magically created/enhanced) worth no less than 20000 gp which serves as a focus for the spell that the caster carries throughout the casting, a fingernail clipping of an living oracle (classed) creature, 2 oz of blood of a chronomancer, 5 hairs from a Temporal Dog, 6 oz of essence of a common time elemental contained within a glass globe.

Phantasmal Assault

Lv 8
Illusion/Phantasm

Rng: 10’ per lvl
Dur : 2 rds per lvl
A/E: 1 Phantasm to start
Comp: V,S,M
C/T: 4
S/T: Special

This insidious spell creates an exact duplicate of the caster that seems to emerge from the target creature’s form. The spell is accompanied by the sound of tearing material when the spell is first cast and the prime duplicate is created.

This prime duplicate has full phantasmal hit points of the creature it is mimicking. This total is subtracted from for each attack that the prime takes. Each successful attack on the phantasmal duplicate or spawned duplicates splits off another phantasm of the creature, but this one has only HP equal to the caster level. The damage potential of any attack infliction 1 hp will initiate a phantasmal split. Multiple attacks in the same round will initiate their own phantasm, so if two arrows hit the phantasm, it splits off 2 phantasms. They seem to seamlessly split off the original, but walking in a slightly altered direction. These duplicates continue to spawn until the prime is destroyed, or the duration ends. If an attack fails to destroy a duplicate phantasm it too spawns another duplicate with HP equal to the caster’s level

The powers of these phantasms are limited by the resources of the creature they duplicate. The duplicate looks completely like the creature in all ways include worn items and physical attacks. The duplicates are limited to the physical weapons with only phantasm’s capable of inflicting base damage of that weapon type. The phantasmal creatures are capable of inflicting damage as it original duplicate, without STR damage bonuses. The phantasms retain the DEX to hit bonuses of their creator creature, but lack the mass to convey the damage bonuses of the creature.

These phantasm’s have no minds of their own, so the speak, and all enchant/charm spells fail to find a mind to affect. The casters will is the motive force that drives the phantasm’s to attack and move, and they are each feeding off of the will of the caster in determining what the casters desires are. This link requires no concentration to maintain after the initial casting as the phantasms affect maintains the link automatically.

When a phantasm is destroyed it will vanish in a flash of yellow light and a rush of air.

The material component are: 1 oz of blood of a greater doppelganger; 2 oz cloud giant blood; 2 oz sulfur; a lodestone, 2 oz of ghostly essences contained in a glass globe; a tin bar; an iron bar; 150 gp of platinum dust; and 500 gp in crushed hematite and jet mixed together with the other materials.

:smiley:

:eek:

Gold (Silver/Platinum/Copper) Cubes of Woe

Lv 9
Conjuration/Summoning/Illusion/Evocation

Rng: 10’ per casters lvl
Dur : Special
A/E: 5’ Cube of chosen precious metal
Comp: V,S,M
C/T: 9
S/T: Special

The spells visual aspect is the appearance of what appears to be a solid 5’ block of precious metal accompanied by a flash in the color of the chosen precious metal. The appearance of the block is accompanied by an illusionary voice of the caster saying “Damn” in common. The spell seems to be a flop, and an illusion of the caster sprinting away from their current location.

The spells actual affect is to create a 5’ block of either solid, copper, silver, gold, or platinum that appears within the range of the spell. This cube is the real McCoy summoned in from deep in the earth elemental plane, from a rich pure deposit. The block is of course an immediate source of greed, but it is also a trap for those who are inclined to such avarice. The cube will exist as a complete solid block for 2-12 rounds after casting of the spell. At a predetermined time (preset) the block has a spontaneous vortex to the deepest and hottest parts of the elemental plane of fire to appear in the center of the block. The block will melt in a single segment and bold solid, liquid, and semi-liquid globs of metal are hurled all over the area of affect.

The blast of the material covers a 40’ diameter area of affect with the molten metal barrage. The spell causes 8d8+1 pt per casters level in damage on detonation, but coats them in the metal of chosen at the spells inception. This damage continues but the damage is reduced by 2d8 per each round, until on the 5th and final rd the caster level in damage is done.

Creatures are liberally coated in the metal of chosen, and the burns reduce the creatures DEX by -5; and their STR by -3 until 75% of the damage has been healed naturally or magically. The final insult of the spell comes on the 6th round after the spells detonation, at which time the metal chosen turns into dross lead after the 6th.

The material components are: an elemental mote of earth and fire; 2 oz of sulfur; a lodestone; a tin bar, 3oz of mercury; 2 oz of micha; a 3” cube of the chosen metal worth 50 pts of that type of coinage; 2oz of an specialist conjuration/summoner; a small portion of a greater fire elemental contained in a special asbestos container, a ruby worth at least 5000 gp; a blue sapphire worth 5000 gp; and

Ball of Stone

Lv 4
Conjuration

Rng: 10’ per lvl
Dur : Permanent
A/E: 10’ Ball of Granite (colored as chosen)
Comp: V,S,M
C/T: 1
S/T: None (1/2 dmg from stone)

This spell manifests itself as a cold blue light that encompasses a large granite stone ball that is 10’ in diameter. The stone will emit a low humm when the spell is first cast and for 1 round afterwards.

The spell will roll in a manner set by the spells caster wishes for the spells duration. It can roll downhill at rates of up to 24” downhill, and up to 6” uphill. This stone can inflict 10d10 damage if a successful to hit is made on a target. The stone can only alter its course by 45 degrees for each 60’ that it travels. It can be evaded by a successful DEX roll each time the stone is directed at them. This DEX roll is dependant on having an exit route that is at least 10’ in size out of the path of the stone. Otherwise full damage is inflicted by the stones attack.

This stone remains after the spell has ended, and can be used to set up preset rolling stone trap spells. The stone is completely real and can’t be dispelled, but it can be banished back to its original location, but a successful banishment.

The material components are: A stone marble, a tin bar, and iron bar, a lodestone, 2 oz of earth elemental heart; 3 oz sulfur; and 150 gp of turquoise chips.

More to come,

Later

Blood and souls for my lord Arioch!!!

So let it be written,
So let it be done!!

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

:cool: