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=============================================================== ============ 3rd Ed: 3rd level =============================================================== ============ Faceless Horror (Illusion) Components:V,M Casting Time:1 act

Range:Medium (100'+10'/lvl) Target:One Creature Duration:1 rnd/level Saving Throw:Will Neg When this spell is cast, a target creature is over come with a sense of fear. To them, a nameless thing is about to leap out of the shadows, or appear behind them and attack. This fear causes the target to act as if they are always flanked. Then material component is any part of an undead or lower planar creature. --------------------------------------------------------------------------- Giant Power (Alteration) Target:1 creature Range:Touch Components:V,S Duration:1 rnd/lvl Casting Time:1 act Saving Throw:None Giant power is a special form of the second level strength spell. It will give the target enormous physical power. The spell gets this strength from the power of the caster's mind, effectively making him less intelligent. At the casting of the spell the caster chooses a modifier to his intelligence, up to 1 point per level, and one which won't reduce his intelligence below 1. This modifier is subtracted from the caster's intelligence and added to the target's Strength. This modification lasts until the end of the spell's duration. The target will grow 3-6 inches and gain 50 lbs when the spell is cast. For example a 10th level wizard with a 16 Intelligence, casts the spell on a 6th level fighter with a strength 14. After casting, the wizard has an effective intelligence of 6, and the fighter and effective Strength of 24. =============================================================== ============ 3rd Ed: 4th level =============================================================== ============ The Black Rose (Alteration) Components:S,F Casting Time:1 action Range:Caster Target:Caster Duration:1 minute/level Saving Throw:None Spell Resistance:N/A An eccentric and much disliked wizard created this spell so that he would never be without a weapon. It turns a black flower into a weapon for the caster. Each component of the flower becomes a different tool. The Stem becomes the equivalent of a +1 Quarterstaff. The Petals become a soft black cloak that give a +10 Bonus to Hide and Move Silently. As long as the wearer of the Petals is in a shadowy area, the Petals shift and flow providing the benefits of a Blur spell. The leaves become throwing stars with a sleep a sleep poison on them (DC 14 Fort save or sleep as per the spell Sleep), with three leaves being created. The Thorns on the staff can be cast off to form a magic missle spell. There are only enough Thorns to do this once. Assume that the caster is proficient in all weapons created by the spell, and that he is the only one to be able to use them. --------------------------------------------------------------------------- Wall to Dome (Alteration) Components:V,S,M Casting Time:1 act Range:Close (25'+5'/lvl) Target:1 wall spell Duration:Instaneous Saving Throw:None This spell only affects other magically created walls(i.e. Wall of Stone, Prismatic Wall). The magical wall targeted by this spell retains its thickness and other special attributes, but it is changed from a wall to a dome. The dome will have a radius that is figured as follows r=(A/2Pi)^(1/2), where A is the original area of the wall. The material component is a piece of a wall that fell in battle. =============================================================== ============ 2nd level ===============================================================

============ Club of Ogres (Alteration) Range:0 Components:V,M Duration:1 rnd/level Casting Time:1 Area of Effect:Caster Saving Throw:None A carefully grunted word invokes the power of this spell. It has one of two possible effects; it can turn a stick into a powerful weapon or enhance an existing club. In both cases it confers on the caster the ability to use the weapon as if he were proficient in it. The club can not be thrown without having it revert back to its former nature. Sticks of various sizes gain these stats: Dam 2d4/d6, SF 2, Size S(for determining critical hits it counts as a large weapon). A club will gain an additional d4 in damage, its SF is reduced by two and its size increased large for critical hits. While the spell is in effect only spells from the Giant Path can be cast. The material component is the stick or club to be transformed, which is not consumed at the end of the spell. =============================================================== ============ 3rd level =============================================================== ============ --------------------------------------------------------------------------- The Key (Metamagic or Alteration) Range:Touch Components:V,S,M Duration:Instaneous Casting Time:3 Area of Effect:One Creature Saving Throw:None This spell frees the being touched from any spell of bonding that they may be affected by, if the spell is 5th level or lower.. For example, this spell would free one from a Hold Monsters spell, or a Bind spell. It would not work on Forcecage since that spell is too high of a level. The material component is a small silver key worth 5 gp. --------------------------------------------------------------------------- Shadow Viper (Phantasm) Range:60' Components:V,S,M Duration:1 rnd/level Casting Time:3 Area of Effect:See Below Saving Throw:1/2 By the casting of this spell a piece of shadow is transformed into a 5' long black snake with milk white eyes. The snake will obey simple commands to attack, however, it lacks the substance to carry things or move even small objects. The snake has hit points equal to the casters maximum, attacks as the caster, has a move base of 9", a size of M, an AC of 4, attacks once per round, and does 1 point of damage plus injecting a numb- ing venom. The venom causes a cumulative -2 to hit and a 20% chance of dropping held item. A save cuts the effects of the venom in half. The effects of the venom last until the end of the duration of the spell or until the snake dies. The material component is a shed snake skin. =============================================================== ============ 4th level =============================================================== ============ Power Word Shatter (Conjuration/Summoning) Range:100' Components:V Duration:Instaneous Casting Time:1 Area of Effect:Special Saving Throw:Special The pronouncing of this work enables the caster to cause a piece of a targeted substance to burst. The amount of material affected is deter- mined by the caster's level, the nature of the substance and a saving throw. Only nonliving substances can be effected and the recieve a saving throw vs. Crushing Blow Material | Size/Level Material | Size/Level --------------------- --------------------- Wood | 1in^3 Steel | 1/4in^3 Bone | 1in^3 Crystal | 1.5in^3 Stone | 1/2in^3 Ceramic | 1.5in^3 Iron | 1/3^in3 Mithiral | 1/8in^3 Ice | 2in^3 =============================================================== ============ 5th level

=============================================================== ============ Cloak of Disappearence (Alteration) Range:0 and Spe Components:S,M Duration:Instantaneous Casting Time:1 Area of Effect:Caster Saving Throw:None This spell is cast by simplly wrapping a cloak about oneself and then using the proper somatic component. The cloak must shroud the caster's features to have any effect. The cloak remains standing, just as if the caster were still inside for up to a turn, or until touched, when it will simply crumple to the ground. The caster is transported away by a Dimension Door spell. The cloak is the material component and is not consumed by the casting. While a cloak is traditional used, any clothing that completely covers the body can be used. --------------------------------------------------------------------------- Fog of Voices (Alteration, Illusion/Phantasm) Range:10 yrds/level Components:V,S,M Duration:2+1rnd/level Casting Time:5 Area of Effect:1yrd/level radius Saving Throw:Spe A mass of fog, similar in effect to the Wall of Fog spell forms upon casting this spell. This fog can not be moved by magical winds less then 6th level. Nonmagical winds can cause the to halve if strong enough. Intelligent creatures inside the fog hear whispering voices in any language the caster knows. If they can understand these voices, they must save vs. Paralyzation or be affected by the Fear spell. The whispering and fog masks sounds, making it impossible to hear quiet noises less the five feet away and moderate noises 20 feet away. The spell component is a split dried pea and a tooth of some fearful creature (eg vampire, snake, spider, etc.) --------------------------------------------------------------------------- Giant Weapon (Alteration) Range:0 Components:V,M Duration:2 or 1rnd/level Casting Time:5 Area of Effect:One Weapon Saving Throw:None This is an improved version of the Club of Ogres spell. It has two effects, which depends on the focus of the spell. When cast on a dagger used by the caster, the spell has a duration of 2 rnds per level and has the following stats: Dam: 4d4/3d4, size is considered huge for critical hits. Any other weapon that this is cast on gains 200% more dice in damage (2d4 -> 6d4, d10 -> 3d10), and is considered one size class larger for critical hits. When not cast on on the caster's dagger, then the duration is only one round per level. The material component is the weapon to be effected, it is not consumed by the spell. --------------------------------------------------------------------------Weapon Break (Evocation, Abjuration) Range:0 Components:V,S Duration:Special Casting Time:5 Area of Effect:Caster Saving Throw:Special Weapon Break is a defensive spell that protects by trying to break the weapon used against the caster. The spell takes effect as soon as the casting is over and lasts until it has "fired" or a turn has passed, which ever comes first. Any weapon swung at the caster is a viable target for the spell, though the caster can, by concentrating, cause specific weapons to be targeted.

Card Control
(Flip You for It) Transmutation Level: Gutter Mage 1 Components: V, S, F Casting Time: Standard action Range: Close (25 feet + 5 feet/two levels) Target: One coin, deck of cards, or set of dice Duration: 1 round

Saving Throw: None (object) Spell Resistance: No (object) A single coin flip, dice roll, or draw of a card comes up exactly as you desire, even if this seems impossible (such as drawing a fifth ace from a single deck of cards, or flipping a coin onto its edge). The verbal component is a small plea, lucky phrase, or prayer to the gods of luck, and the somatic component involves a convoluted mystic pass over the cards or a showy way to flip the coin. In either case, the motion might be mistaken for showmanship instead of spellcasting (the victims are entitled to Spellcraft checks or Sense Motive checks opposed by your Bluff check to determine whether they know they are being scammed). While the spell doesnt fail even if the viewers figure out what is going on, the effect of getting the desired result isnt quite the same when viewers know you accomplished it by magic. This spell does not work on magic items (such as a deck of many things). If used in combination with a gambling check (see Chapter Five), card control grants a +4 circumstance bonus on the attempt. The rules for cheating still apply, and the spell is well known in most gambling hells. Focus: The coin, dice, or cards to affect.

Charming Lie
(Trust Me, Boys) Enchantment (Charm) [Language-Dependent] Level: Brd 2, Gutter Mage 2 Components: V Casting Time: Standard action Range: 30-foot radius Target: One or more creatures in range Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes You tell a lie so convincingly that no one doubts you. You can make the subjects of this spell believe almost anything that their senses dont directly contradict. If it is something they especially want to believe, the targets suffer a 4 circumstance penalty on their saves. Because this spell is particularly surreptitious and entirely verbal, it is not always apparent when it has been cast. A target that makes its saving throw is entitled to a Spellcraft check (DC 12). If this succeeds, the target creature realizes the spell was cast; otherwise, it merely brushes off the casters blather as a bunch of unbelievable nonsense. The charming lie changes beliefs, but it does not allow the caster to give orders. Any statement of factIm a messenger for the king or These arent the bandits youre looking foris pretty much accepted at face value. Any impossible or ridiculous statement entitles a target to a second Will save. This spell does not allow you to suggest a course of action to the targets; inaction is fine, but you cannot directly tell the targets to do a particular thing. The targets may come to a conclusion on their own (such as confronting a corrupt official if they are told that he is robbing them, or going in search of water if they are told they are thirsty), but theres no guarantee of that.

Enter Shadow
Transmutation Level: Shadowsworn 3, Sor/Wiz 4 Components: S, M Casting Time: Standard action Range: Personal or touch Target: You or one creature plus one creature/four levels Duration: One minute/level (D) Saving Throw: Fortitude negates

Spell Resistance: Yes You or creatures you touch enter another creatures shadow and become incorporeal. By joining that creatures shadow, you and the other subjects that enter its shadow become part of the host creature, lingering within its shadow. If the spell is cast from a hidden location, the host creature does not notice what has happened if you make a successful Hide check (opposed by its Spot check). A creature that does not want to be part of this spell is entitled to a Fortitude save to negate the effect. You can follow the host creature as long as the duration lasts and there is some darkness available. If the host creature ever enters an area of bright illumination (such as an open sky at noon or the area of a daylight spell), the spell ends immediately and the host creatures shadow ejects all creatures. In this case, each of the ejected creatures must make a Fortitude save (DC 16) or be stunned for 1 round. If you wish to leave the host creatures shadow before the spells duration expires, you can do so at will, but unless you make a successful Hide check (opposed by its Spot check), the host notices the change in its shadow. You determine in what order creatures enter or leave a host creatures shadow. The host is entitled to an attack of opportunity against any creatures leaving its shadow after the first. You can cast shadow jump (see page 61) from within the host creature, to simplify the process of leaving its shadow. Doing so moves you (but not other creatures) to the target of the jump. Material Component: One drop of frozen or liquid shadow per creature affected (worth 50 gp each).

Lucky Break
Enchantment (Compulsion) [Mind-Affecting] Level: Clr 3, Fortune 2 Components: V, S, DF Casting Time: Standard action Range: 40 feet Targets: All allies within a 40-foot-radius burst centered on you Duration: Permanent until triggered Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) One of the next failed rolls made by one of the targets of the spell becomes a success. The gods of luck choose what type of roll is transformed, rather than the caster. The DM should roll 1d10 and consult this table: d10 Roll Transformed 12 Saving throw 35 Skill check 610 Attack roll The DM should also roll 1d4 to determine which roll is improved among those that immediately follow the casting of the spell. That is, a roll of 1 means the very next failed roll of the indicated type is improved, while a roll of 4 means that three rolls fail before one is changed. The subjects cannot be under the effect of more than one lucky break spell at a time.

Slither
Transmutation Level: Shadowsworn 2, Sor/Wiz 2 Components: V, M Casting Time: Standard action Range: Personal Target: You Duration: 1 round

You briefly become a shadow, able to slide under a door, through a keyhole, or any other tiny opening. All of your equipment is transformed with you, and you can move up to your full running speed during the spells duration. If you return to your normal size while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you suffer 3d6 points of damage while creating a space just big enough to fit into. You can cast spells without somatic components, speak, and breathe while in such a space. Arcane Material Component: Ashes from a wooden statue of you, made into ink and used to draw your portrait (50 gp).

Trigger Item
(Pull the Lever) Divination Level: Gutter Mage 2, Sor/Wiz 2 Components: V Casting Time: Standard action Range: Medium (100 feet + 10 feet/level) Target: One magic item with charges Duration: Instantaneous Saving Throw: Reflex negates (object) Spell Resistance: Yes (object) You can activate a charged item that produces a spell effect of 4th level or lower without knowing its command word. The item expends one charge normally, discharging in a random direction or at a random target in range, depending on the effect. (A range of touch always affects the creature holding the item, if applicable.) If a creature holds the item, the creature is entitled to a Reflex save to avoid the effect. For example, if you cast trigger item on an unattended wand of lightning bolt, the DM determines a random direction for the bolt, and it affects all within its area normally. If cast on a wand of touch of fatigue held by an enemy caster, the caster gets a Reflex save to prevent the trigger item spell from working, and then another save to resist the touch of fatigue spell, as the wand holder is the only possible target for the touch spell in the wand.

Custom AD&D Spells


These are some spells that I have created for the AD&D game. Hope you like. Melf's Acid Missiles (Invocation) Level - 3 Duration - Instantaneous Casting Time - 3 Area of Effect - One creature or object per missile Range - as per magic missile Components - VSM Saving throw - 1/2 damage. A cross between Melf's Acid Arrow and Magic Missile, this spell produces multiple missiles with an instantaneous acid splash, inflicting 2d4+1 points per missile, for one round only. Casters get one missile for every two (2) levels of experience, to a maximum of 5. At 9th level and higher, maximum damage potential is 45 points, median is 30 (for 5 missiles), minimum is 15. Comparable damage: Fireball (9th level) max 54, min 9, median 31.5. Perimeter Watch (Abjuration) Level - 4

Duration 1d6 hours + 1/2 hr per level Casting time - 4 Area of Effect - 30' radius sphere Range - 0 Components - VSM Saving throw - none. This spell establishes a circle around the caster (and his encampment) and alerts the caster when someone has entered this circle (who did not previously exit). It also gives him a general idea (within 90 degrees) in which direction the perimeter was broken. Perimeter Watch can detect creatures of one hit die or larger, or multiple creatures of less than one hit die. The perimeter, once broken, will only remain in effect for one round per level of the caster. Note that this spell will awaken the caster if necessary, but will not interrupt spellcasting in progress. The material component is a bit of string tied around a canine tooth. Deception (Illusion/Phantasm) Level - 5 Duration - 1d6 rounds + 1 round per level Casting Time - 5 Area of Effect - The Caster Range - 0 Components - VSM Saving throw - none. This spell creates 1d4 images of the caster plus an additional image per two levels, all of which seem to constantly shift, thereby making direct attacks virtually ineffective. If an image is attacked directly, the attack roll is made at a -4. Furthermore, when an image is attacked directly, it disappears, thereby making the process of finding the mage one of elimination. Area of effect attacks such as fireballs, etc., cause damage to the caster (when applicable), but do not cause any of the extra images to disappear unless the caster falls dead or unconscious. The target of a melee or missile attack is determined randomly from among the images, one of which is the actual caster. If the attack roll indicates a "hit" but not on the actual mage, one image is removed. If the mage casts any offensivetype spells, two images are removed. Note that illusionists get one extra image, and gnomish illusionists automatically get a 4 for their roll to determine how many images will appear. The material component is a clear, multi-faceted gem of at least 1000 gp in value, wrapped completely in a piece of fur from a displacer beast. Researched using Blur (Wiz:2), Mirror Image (Wiz:2) and Improved Phantasmal Force (Wiz:2).

Holl's Shadowdog (Conjuration/Summoning, Illusion/Phantasm) Level - 6 Duration - 2 hours per level (max 48 hours) Casting time - 6

Range - 0 Components - VSM Saving throw - None Casting this spell summons materials from the demiplane of shadow to come together in the form of a dog of the same alignment as the caster, that will act as both a travelling companion and a fierce guard dog. The dog will have a low intelligence and an empathic link with his summoner. If for any reason the dog loses all his hit points, he will be abjured back to the demiplane of shadow. The Shadowdog is 80% undetectable unless in bright light, where it suffers a -1 to attack and armor class. Note that this spell may only be cast once a day (DM determines the effects of multiple castings in one day), and that with each casting, there is a 1% chance that the shadowdog will become living. A living shadowdog loses one full hit die, but they gain the ability to heal their wounds overnight by licking them. If the caster is 16th level or higher, this chance increases to 5%. The following table determines the combat abilities of the shadowdog:
Caster Level 12-13 14-15 16-18 19+ Dog's HD 3+3 4+4 5+5 7+3 Thac0 17 17 14 11 # Att 1 1 2 3 AC 6 5 5 4 Damage 1d8 1d8+1 1d6+1 1d6+11d6+1/1d8+1

Note that Holl's Shadowdog and Mordenkainen's Faithful Hound will attack each other on "sight."

Common Knowledge Divination Level: Brd 0, Sor/Wiz 0 Components: S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level or until discharged Saving Throw: No Spell Resistance: No This cantrip gives the caster a glimpse into information that is known by members of the surrounding populace. You gain a +2 insight bonus to your next Gather Information check. Focus: A page from a news chronicle. Planar Intuition Divination Level: Brd 0, Sor/Wiz 0 Components: S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level or until discharged Saving Throw: No Spell Resistance: No This cantrip grants a flash of insight into planar cosmology. You gain a +2 insight bonus to your next Knowledge (the planes) check. Summon Mug Conjuration (Calling) Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Target: One mug Duration: Instantaneous Saving Throw: No Spell Resistance: No This spell brings a mug to you. The mug must be visible to you and within the range of the spell. The mug appears in your hands or on a surface within five feet of you (your choice). If the mug contains a liquid, that liquid is not spilled. Sweet Talk Illusion (Phantasm) [Mind-Affecting] Level: Brd 0, Sor/Wiz 0 Components: S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level or until discharged

These spells were created by Lawrence "law" Shipman. All associated copyrights are property of Wizards of the Coast.

Spells:
The Spells herein are presented in alphabetical order. Acid Splash: Conjuration (Creation) [Acid] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: One missile of acid Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You fire a small orb of acid at the target. You must succeed at a ranged touch attack to hit your target. If you miss, there is no splash effect. The spell deals 1d3 points of acid damage. Armour of Darkness Abjuration [Darkness] Level: Darkness 4 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell envelops the warded creature in a shroud of flickering shadows. The shroud can, if the caster desires, conceal the wearers features. In any case, it grants the subject a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armour as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gainst a +2 saving throw bonus against holy, good, or light spells or effects. Undead creatures that are subjects of Armour of Darkness also gain +4 turn resistance. Blacklight: Evocation [Darkness] Level: Darkness 3 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: A 20-ft.-radius emanation centered on a creature, object, or point in space. Duration: 1 round/level Saving Throw: Will negates or none (object).

Spell Resistance: Yes of no (object). You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creatures outside the spells area, even you, cannot see through it. You can cast the spell on a point in space, but the effect is stationary unless you cast it on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance. Blacklight counters or dispels any light spell of equal or lower level, such as daylight. The 3rd-level cleric spell daylight counters or dispels blacklight. Material component: A piece of coal and the dried eyeball of any creature. Combust Evocation [Fire] Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: Touched creature or combustible object that weighs no more than 25lb./level Duration: Instanteneous Saving Throw: Reflex partial Spell Resistance: Yes This spell makes a combustible object or a creature's combustible equipment burst into flame, even if damp. if the target is a creature, the initial eruption of flame causes 2d6 points of fire damage +1 point per caster level (maximum +10) with no saving throw. Further, the creature must make a Reflex save (DC 15) or catch fire. If the target is a combustible, unattended object, the initial eruption of flame inflicts damage on the object as noted above. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire. Anyone touching the object during the initial eruption of flame takes the same fire damage the object does. A Reflex save reduces damage by half. If a creature touching the object fails the Reflex save, it must make another Reflex save (DC 15) to avoid catching fire. Material Component: A drop of oil and a piece of flint. Darkbolt: Evocation [Darkness] Level: Darkness 5 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./ levels) Effect: One ray/2 caster levels (max. 7). Duration: Instantaneous (see text) Saving Throw: Will partial Spell Resistance: Yes You unleash beams of darkness from your open palm. You must succeed at a ranged touch attack to strike your target. You can hurl one darkbolt for every two caster levels you have (maximum seven bolts). You can hurl all the bolts at once, or you can hurl one bolt per round as a free action, starting on the round when you cast the spell. You do not have to hurl a bolt every round, but if you dont hurl the bolt you were entitled to that

round, it is lost. If you hurl all the bolts at once, all your targets must be within 60 feet of each other. A darkbolt deals 2d8 points of damage to a living creature, and the creature is dazed for 1 round (max.) unless it makes a Will save. Undead take no damage, but are dazed if they fail their saves. Electric Bolt: Evocation [Electricity] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature of object Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You release a small stroke of electrical energy. You must make a ranged touch attack to deal damage to a target. The spell deals 1d3 point of electricity damage. Ethalnaryl's Scorcher: Evocation [Fire] Level: Sor/Wiz 2 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 5 ft. wide path to close range (25 ft. + 5 ft./2 levels) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A jet of roaring flame bursts from your outstretched hand, scorching any creature in a 5foot-wide path to the edge of the spell's range. Ethalnaryl's scorcher deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage. Focus: A drop of oil. Ethalnaryl's Spell Matrix: Transmutation Level: Sor/Wiz 5 Components: V, S, F Casting Time: 1 action Range: Personal Target: Up to four of your spells Duration: 10 minutes/level (D) You prepare a magical matrix that allows you to store op to four spells of up to 3rd level that you can cast individually as free actions. You cast Ethalnaryl's Spell Matrix, and eacht round there after cast one of the spells to be stores in the matrix (the matrix closes after the fourth rounf and no more spells can be added, even if it is not full). Only spells that can be alterd by the Quicken Spell feat can be placed in the matrix. Each spell placed in the matrix deals 1d6 points of damage to you, and this damage cannot be healed by any means while the matrix exists.

While the matrix spall is active, you can cast any of the spells stored in it once as a free action. This counts as casting a quickened spell, so you cannot activate a matrix spell and cast a nonmatrixspell in the same round. Once a spell is cast from the matrix, it is gone. Any spell in the matrix is treated as a prepareed spell for dealing with effects that affect prepared spells. A dispel magic spell that succesfully dispels the matrix dispells all the spells in the matrix. An antimagic field suspends the matrix, but does not cause the first spell to fire (the matrix becomes active again when you are our of the antimagic field). If you die, all spells in the matrix dissipate harmlessly. Focus: A piece of amber with a minimum value of 500 gp. Faith Healing Conjuration [Healing] Level: Clr 1 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half (harmless) Spell Resistance: Yes (harmless) When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage +1 point per caster level (up to +5). The spell only works on a creature with the same deity as you. A target with no deity or different deity than you is unaffected by the spell, even if the target would normally be harmed by positive energy. Favour of Ilaine Necromancy [Healing] Level: Clr 4 (Ilaine) Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10ft./level) Target: Willing creature Duration: 1 minute/level or instantaneous Saving Throw: None Spell Resistance: Yes This spell has two possible effects: Divine Fortitude: The target becomes immune to subdual damage, charm effects, compulsions, and attacks that function by causing pain, and is immune to effects that would cause her to be dazed, exhausted, fatigued, nauseated, staggered, or stunned. The target remains conscious at -1 to -9 hit point and can take a partial action each round when in that state. If any of these effects are present on the target when this spell is cast, they are suspended for the duration. This variant of the spell lasts 1 minute/level. When the spell ends, any effects suspended by the spell that would otherwise still be in effect return. Effects with the duration that expired during the duration of this spell do not resume when this spell ends. Pact of Martyrdom: You and the target exchange hit point totals. This variant of the spell only works if you have more hit points than the target when the spell is cast. If the target

was unconscious and dying, you become unconscious and dying. If the target was unconscious but stabilized, you become unconscious but stabilized. The spell only transfers actual hit point, not temporary hit point. Flash burst: Evocation [Fire] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: A 20-ft-radius burst. Duration: Instantaneous (See text) Saving Throw: Will partial Spell Resistance: Yes Flash burst creates a blinding, dazzling flash of light. Sighted creatures within the area are automarically dazzled for 1 round (-1 penalty on attack rolls), and possibly blinded for 2d8 rounds (Will Negates). Creatures outside the area, but within 120 feet of the burst, can be blinded if they have line of sight to the burst (Will negates). This spell does not dazzle creatures outside the burst area. In addition to the obvious effectsm a blinded character suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonuss on attackers' attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength- and Dexterity-based skill checks. Arcane Material Component: A pinch of sulfur or phosphorus. Frost Fingers Evocation [Cold] Level: Sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A cone of blistering cold shoots from your fingertips. Any creature in the area of this cold takes 1d4 points of cold damage per caster level (maximum 5d4). Small volumes of water-based liquids such as puddles of water, flasks of wine, and potion vials freeze solid if the cold touches them, though this does not cause the container (if any) to crack or break. Force Wave Evocation [Force] Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Wave of force affecting one creature

Duration: Instanteneous Saving Throw: Fortitude partial Spell Resistance: Yes You cause a wave of visible force resembling a crashing ocean wave to appear and immediately impact a single target. If the target fails its saving throw, it takes 1d4+1 hit points of damage and must make an opposed Strength check to avoid a bull ruch. The wave of force has Strength 18, is Medium-size, and is considered charging for the purpose of this check, and always moves the target maximum distance possible. If the wave of farce fails the opposed Strength check, the target is not moved. If the target makes its saving throw, it takes 1 hit point of damage and avoids the bull rush attempt. Focus: A small piece of string and a drop of water. Hand of Divinity Evocation [see text] Level: Clr 2 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes You give the subject a protective aura of divine energy that allows her a +2 sacred of profane bonus on all saving throws. This spell only works on a creature with the same deity as you or the same alignment as your patron. If cast on a target that does not meet these criteria, there is no effect. Know Protections: Divination Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature. Duration: Instantaneous (See text) Saving Throw: Will negates Spell Resistance: Yes You lean many of the unusual defenced the target creature has. The spell tells you the creature's damage reduction, spell resistance, and any resistances or immunity to energy attacks. For example, if cast upon a vampire, you learn that it has damage reduction 15/+1, and cold and electricity resistance 20, you do not learn about its fast healing or turn resistance. If cast upon a pit fiend, you learn that it has damage reduction 25/+2, spell resistance 28, is immune to fire, and has acid and cold resistance 20, it does not tell you any of its other defences, such as fast healing or immunity to poison. Summon Undead I: Conjuration (Summoning) [See text]

Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Target: One summoned creature. Duration: 1 round/level Saving Throw: None Spell Resistance: No As summon monster I, except that you can summon an undead creature. The spell conjures one of the creatures from the 1st-level list on the Summon Undead table below. You can choose which creature to summon, and you can change that choise each time you cast the spell. Summoned undead do not count toward your total Hit Dice of undead you can controle with animate dead or clerical negative energy. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid. Summon Undead II: Conjuration (Summoning) [See text] Level: Sor/Wiz 2 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart. As summon undead I, except that you can summon one undead from the 2nd-level list or 1d3 undead of the same type from the 1st-level list. Summon Undead III: Conjuration (Summoning) [See text] Level: Sor/Wiz 3 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart. As summon undead I, except that you can summon one undead from the 3rd-level list or 1d3 undead of the same type from the 2nd-level list, or 1d4+1 undead of the same type from the 1st-level list. Summon Undead IV: Conjuration (Summoning) [See text] Level: Sor/Wiz 4 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart. As summon undead I, except that you can summon one undead from the 4th-level list or 1d3 undead of the same type from the 3rd-level list, or 1d4+1 undead of the same type from a lower-level list. Summon Undead V: Conjuration (Summoning) [See text]

Summon Undead 1st Level Medium-size skeleton Small Zombie 2nd Level Medium-size zombie Large Skeleton 3rd Level Large zombie Ghoul Huge Skeleton 4th Level Allip Ghast Huge Zombie 5th Level Mummy Shadow Wight Vampire Spawn

Level: Sor/Wiz 5 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart. As summon undead I, except that you can summon one undead from the 5th-level list or 1d3 undead of the same type from the 4th-level list, or 1d4+1 undead of the same type from a lower-level list. Undead Lieutenant Necromancy Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One undead Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You empower the subject undead with the authority of command over other undead in your control. The targeted undead must have an Intelligence of 5 or higher. Other undead under your control obey the subject undead as if it were you. You may give orders to the undead normally, supersteding the orders of the subject of this spell. Karian's Surge Evocation Level: Wiz 3 Components: V, S, M Casting time: 1 action Range: Long (400 ft + 40 ft/level) Area: 4-ft-radius sphere Duration: Instantaneous Saving throw: Reflex half Spell resistance: Yes The Surge spell will generate a burst of elemental energy that expands from the target point to engulf anything within 4 ft. The type of elemental energy is decided at casting time by the choice of material component. A small pea-sized sphere with an appearance dependant on the elemental type of the spell will shoot from the caster and will travel at his will until it reaches its target point, at which point it will erupt. If the sphere has to pass a narrow slit in its voyage (like an arrow slit) the caster has to hit that aperture with a ranged touch attack, or else it will detonate prematurely. All the elemental energy the spell created dissipates afterwards, but not its effects (like clothes on fire). Those that succeed in the reflex save have jumped out of the area of the spell to avoid its full force. The damage and effects the spell causes vary with the type of elemental energy used: - fire spell: the projectile looks like a flame; the material component is a tiny ball of guano and sulphur; the spell creates a 4-ft-radius sphere of fire that does 1d6 hit points of burning damage per level of the caster up to a maximum of 10d6 to any creature within the area of the spell; - water spell: the projectile looks like a drop of water; the material component is a drop of

water; the spell creates a 4-ft-radius sphere of swirling water that does 1d4 hit points of impact damage per level of the caster up to a maximum of 10d4 to any creature within the area of the spell; - earth spell: the projectile looks like a pebble; the material component is a pinch of sand or earth; the spell creates a 4-ft-radius sphere of earth that does 1d6 hit points of crushing damage per level of the caster up to a maximum of 10d6 to any creature within the area of the spell; - air spell: the projectile is almost invisible, looking like a small swirl of wind when against the appropriate background; the material component is the caster's blown breath; the spell creates a 4-ft-radius sphere of hurricane-strength wind that does 1d4 hit points of shaking damage per level of the caster up to a maximum of 10d4 to any creature within the area of the spell; any creature that takes full damage will be dazed for 1d4 rounds unable to act; any creature taking half damage will be dazed for 1 round only; - electric spell: the projectile looks like a spark; the material component is a tiny piece of amber; the spell creates a 4-ft-radius sphere of electric arcs that do 1d6 hit points of shock damage per level of the caster up to a maximum of 10d6 to any creature within the area of the spell; - light spell: the projectile looks like a glowing point of light; the material component is a thin silver wire; the spell creates a burst of intense light that does 1d4 hit points of flashburn damage per level of the caster to anything within a 4 ft radius of the detonation point up to a maximum of 10d4; any creature that takes full damage will be unconscious for 1d4 rounds; any creature taking half damage will be blinded for 1d4 rounds; - cold spell: the projectile looks like an ice crystal; the material component is a tiny piece of marble; the spell creates a 4-ft-radius sphere of intense coldness that deals 1d6 hit points of damage per level of the caster to whatever is caught within it to a maximum of 10d6 hit points; - acid spell: the projectile looks like a small drop of a yellowy liquid; the material component is a drop of acid; this spell creates an acid splash with a 4 ft radius that does 1d4 hit points of damage per level of the caster to any creature caught within it to a maximum of 10d4 hit points; any creature taking full damage has whatever he is wearing doused in acid (especially the armour and shield) and the items have to be checked for damage; creatures taking half-damage will only have their outermost layer damaged by the acid; - magic spell: the projectile looks like a magic missile and this spell has no material component (anyone without/failing Spellcraft will likely confuse this with a Magic Missile, until it hits); the spell creates a 4-ft-radius burst of magical energy that does 1d4+1 hit points of damage per level of the caster to a maximum of 10d4+10 hit points; - sonic spell: the projectile is a small wave-like disturbance; the material component is a small bronze disk; this spell creates a shattering sonic pulse dealing 1d4 hit points of damage per level of the caster to anything caught within a 4-ft-radius sphere around its detonation point up to a maximum of 10d4 hit points; this spell shatters anything crystalline or rigid caught within it. Karian's Flare Evocation Level: Wiz 6 Components: V, S, M

Casting time: 1 action Range: Long (400 ft + 40 ft/level) Area: 4-ft-radius sphere Duration: Instantaneous Saving throw: Reflex half Spell resistance: Yes The Flare spell is an improvement on Surge with an increased damage. It will generate a burst of elemental energy that expands from the target point to engulf anything within 4 ft. The type of elemental energy is decided at casting time by the choice of material component. A small pea-sized sphere with an appearance dependant on the elemental type of the spell will shoot from the caster and will travel at his will until it reaches its target point, at which point it will erupt. If the sphere has to pass a narrow slit in its voyage (like an arrow slit) the caster has to hit that aperture with a ranged touch attack, or else it will detonate prematurely. All the elemental energy the spell created dissipates afterwards, but not its effects (like clothes on fire). Those that succeed in the reflex save have jumped out of the area of the spell to avoid its full force. The damage and effects the spell causes vary with the type of elemental energy used: - fire spell: the projectile looks like a flame; the material component is a tiny ball of guano and sulphur; the spell creates a 4-ft-radius sphere of fire that does 1d6 hit points of burning damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell; - water spell: the projectile looks like a drop of water; the material component is a drop of water; the spell creates a 4-ft-radius sphere of swirling water that does 1d4 hit points of impact damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spell; - earth spell: the projectile looks like a pebble; the material component is a pinch of sand or earth; the spell creates a 4-ft-radius sphere of earth that does 1d6 hit points of crushing damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell; - air spell: the projectile is almost invisible, looking like a small swirl of wind when against the appropriate background; the material component is the caster's blown breath; the spell creates a 4-ft-radius sphere of hurricane-strength wind that does 1d4 hit points of shaking damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spell; any creature that takes full damage will be dazed for 2d4 rounds unable to act; any creature taking half damage will be dazed for 2 rounds only; - electric spell: the projectile looks like a spark; the material component is a tiny piece of amber; the spell creates a 4-ft-radius sphere of electric arcs that do 1d6 hit points of shock damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell; - light spell: the projectile looks like a glowing point of light; the material component is a thin silver wire; the spell creates a burst of intense light that does 1d4 hit points of flashburn damage per level of the caster to anything within a 4 ft radius of the detonation point up to a maximum of 20d4; any creature that takes full damage will be unconscious for 2d4 rounds; any creature taking half damage will be blinded for 2 rounds; - cold spell: the projectile looks like an ice crystal; the material component is a tiny piece of marble; the spell creates a 4-ft-radius sphere of intense coldness that deals 1d6 hit

points of damage per level of the caster to whatever is caught within it to a maximum of 20d6 hit points; - acid spell: the projectile looks like a small drop of a yellowy liquid; the material component is a drop of acid; this spell creates an acid splash with a 4 ft radius that does 1d4 hit points of damage per level of the caster to any creature caught within it to a maximum of 20d4 hit points; any creature taking full damage has whatever he is wearing doused in acid (especially the armour and shield) and the items have to be checked for damage; creatures taking half-damage will only have their outermost items damaged by the acid; - magic spell: the projectile looks like a magic missile and this spell has no material component (anyone without/failing Spellcraft will likely confuse this with a Magic Missile, until it hits); the spell creates a 4-ft-radius burst of magical energy that does 1d4+1 hit points of damage per level of the caster to a maximum of 20d4+20 hit points; - sonic spell: the projectile is a small wave-like disturbance; the material component is a small bronze disk; this spell creates a shattering sonic pulse dealing 1d4 hit points of damage per level of the caster to anything caught within a 4-ft-radius sphere around its detonation point up to a maximum of 20d4 hit points; this spell shatters anything crystalline or rigid caught within it. Karian's Flash Evocation Level: Wiz 7 Components: V, S, M Casting time: 1 action Range: Long (400 ft + 40 ft/level) Area: 20-ft-radius sphere Duration: Instantaneous Saving throw: Reflex half Spell resistance: Yes The Flash spell is an increased-area-of-effect improvement on Flare. It will generate a burst of elemental energy that expands from the target point to engulf anything within 20 ft. The type of elemental energy is decided at casting time by the choice of material component. A small pea-sized sphere with an appearance dependant on the elemental type of the spell will shoot from the caster and will travel at his will until it reaches its target point, at which point it will erupt. If the sphere has to pass a narrow slit in its voyage (like an arrow slit) the caster has to hit that aperture with a ranged touch attack, or else it will detonate prematurely. All the elemental energy the spell created dissipates afterwards, but not its effects (like clothes on fire). Those that succeed in the reflex save have jumped out of the area of the spell to avoid its full force. The damage and effects the spell causes vary with the type of elemental energy used: - fire spell: the projectile looks like a flame; the material component is a tiny ball of guano and sulphur; the spell creates a 20-ft-radius sphere of fire that does 1d6 hit points of burning damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell; - water spell: the projectile looks like a drop of water; the material component is a drop of water; the spell creates a 20-ft-radius sphere of swirling water that does 1d4 hit points of impact damage per level of the caster up to a maximum of 20d4 to any creature within

the area of the spell; - earth spell: the projectile looks like a pebble; the material component is a pinch of sand or earth; the spell creates a 20-ft-radius sphere of earth that does 1d6 hit points of crushing damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell; - air spell: the projectile is almost invisible, looking like a small swirl of wind when against the appropriate background; the material component is the caster's blown breath; the spell creates a 20-ft-radius sphere of hurricane-strength wind that does 1d4 hit points of shaking damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spell; any creature that takes full damage will be dazed for 2d4 rounds unable to act; any creature taking half damage will be dazed for 2 rounds only; - electric spell: the projectile looks like a spark; the material component is a tiny piece of amber; the spell creates a 20-ft-radius sphere of electric arcs that do 1d6 hit points of shock damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell; - light spell: the projectile looks like a glowing point of light; the material component is a thin silver wire; the spell creates a burst of intense light that does 1d4 hit points of flashburn damage per level of the caster to anything within a 20 ft radius of the detonation point up to a maximum of 20d4; any creature that takes full damage will be unconscious for 2d4 rounds; any creature taking half damage will be blinded for 2d4 rounds; - cold spell: the projectile looks like an ice crystal; the material component is a tiny piece of marble; the spell creates a 20-ft-radius sphere of intense coldness that deals 1d6 hit points of damage per level of the caster to whatever is caught within it to a maximum of 20d6 hit points; - acid spell: the projectile looks like a small drop of a yellowy liquid; the material component is a drop of acid; this spell creates an acid splash with a 20 ft radius that does 1d4 hit points of damage per level of the caster to any creature caught within it to a maximum of 20d4 hit points; any creature taking full damage has whatever he is wearing doused in acid (especially the armour and shield) and the items have to be checked for damage; creatures taking half-damage will only have their outermost items damaged by the acid; - magic spell: the projectile looks like a magic missile and this spell has no material component (anyone without/failing Spellcraft will likely confuse this with a Magic Missile, until it hits); the spell creates a 20-ft-radius burst of magical energy that does 1d4+1 hit points of damage per level of the caster to a maximum of 20d4+20 hit points; - sonic spell: the projectile is a small wave-like disturbance; the material component is a small bronze disk; this spell creates a shattering sonic pulse dealing 1d4 hit points of damage per level of the caster to anything caught within a 20-ft-radius sphere around its detonation point up to a maximum of 20d4 hit points; this spell shatters anything crystalline or rigid caught within it. Karian's Strike Evocation Level: Wiz 8 Components: V, S, M Casting time: 1 action Range: Long (400 ft + 40 ft/level)

Target: 1 creature, object or point Area: 4-ft-radius sphere Duration: Instantaneous Saving throw: Special (see text) Spell resistance: Yes The Strike spell is an improvement of the Flare spell, generating a burst of elemental energy that expands from the target point to engulf anything within 4 ft. The type of elemental energy is decided at casting time by the choice of material component. A small pea-sized sphere with an appearance dependant on the elemental type of the spell will shoot from the caster and will travel until it reaches its target point, at which point it will erupt. All the elemental energy the spell created dissipates afterwards, but not its effects (like clothes on fire). The sphere will hit its target unerringly regardless of movement or less than total concealment; it will also avoid any interposed obstacle and follow the target so long as it was within sight at casting time. The target can be a creature, object or point in space or relative to one of the previous. The damage the spell causes vary with the type of elemental energy used: - fire spell: the projectile looks like a flame; the material component is a tiny ball of guano and sulphur; the spell creates a 4-ft-radius sphere of fire that does 1d6 hit points of burning damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell; - water spell: the projectile looks like a drop of water; the material component is a drop of water; the spell creates a 4-ft-radius sphere of swirling water that does 1d4 hit points of impact damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spell; - earth spell: the projectile looks like a pebble; the material component is a pinch of sand or earth; the spell creates a 4-ft-radius sphere of earth that does 1d6 hit points of crushing damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell; - air spell: the projectile is almost invisible, looking like a small swirl of wind when against the appropriate background; the material component is the caster's blown breath; the spell creates a 4-ft-radius sphere of hurricane-strength wind that does 1d4 hit points of shaking damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spell; any creature taking damage will be dazed for 2d4 rounds unable to act, unless they pass a Reflex saving throw which will leave them dazed for only 2 rounds; - electric spell: the projectile looks like a spark; the material component is a tiny piece of amber; the spell creates a 4-ft-radius sphere of electric arcs that do 1d6 hit points of shock damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell; - light spell: the projectile looks like a glowing point of light; the material component is a thin silver wire; the spell creates a burst of intense light that does 1d4 hit points of flashburn damage per level of the caster to anything within a 4 ft radius of the detonation point up to a maximum of 20d4; any creature taking damage will be unconscious for 2d4 rounds, unless they pass a Reflex saving throw which will leave them blinded for 2 rounds; - cold spell: the projectile looks like an ice crystal; the material component is a tiny piece

of marble; the spell creates a 4-ft-radius sphere of intense coldness that deals 1d6 hit points of damage per level of the caster to whatever is caught within it to a maximum of 20d6 hit points; - acid spell: the projectile looks like a small drop of a yellowy liquid; the material component is a drop of acid; this spell creates an acid splash with a 4 ft radius that does 1d4 hit points of damage per level of the caster to any creature caught within it to a maximum of 20d4 hit points; any creature taking damage has whatever he is wearing doused in acid (especially the armour and shield) and the items have to be checked for damage; if they pass a Reflex saving throw only their outermost items need to be checked for acid damage; - magic spell: the projectile looks like a magic missile and this spell has no material component (anyone without/failing Spellcraft will likely confuse this with a Magic Missile, until it hits); the spell creates a 4-ft-radius burst of magical energy that does 1d4+1 hit points of damage per level of the caster to a maximum of 20d4+20 hit points; - sonic spell: the projectile is a small wave-like disturbance; the material component is a small bronze disk; this spell creates a shattering sonic pulse dealing 1d4 hit points of damage per level of the caster to anything caught within a 4-ft-radius sphere around its detonation point up to a maximum of 20d4 hit points; this spell shatters anything crystalline or rigid caught within it. Karian's Burst Evocation Level: Wiz 9 Components: V, S, M Casting time: 1 action Range: Long (400 ft + 40 ft/level) Target: 1 creature, object or point Area: 4-ft-radius sphere Duration: Instantaneous Saving throw: Special (see text) Spell resistance: Yes The Burst spell is an improvement of the Strike spell, generating a burst of elemental energy that expands from the target point to engulf anything within 4 ft. The type of elemental energy is decided at casting time by the choice of material component. A small pea-sized sphere with an appearance dependant on the elemental type of the spell will shoot from the caster and will travel until it reaches its target point, at which point it will erupt. All the elemental energy the spell created dissipates afterwards, but not its effects (like clothes on fire). The sphere will hit its target unerringly regardless of movement or less than total concealment; it will also avoid any interposed obstacle and follow the target so long as it was within sight at casting time. The target can be a creature, object or point in space or relative to one of the previous. The intensity of the spell varies with the type of elemental energy used and the time of casting. If the spell is cast in one action it behaves as a more intense Strike, but the caster can take several rounds reinforcing the spell in a repeated crescendo of the same verbal incantation (only verbal component needed). The number of dice used in the description is as prescribed in the following (on the fourth round the spell must be released): 1 action casting time gives 1dx/level up to 25dx dice;

1 round + 1 action casting time gives 1dx/level + 1dx/4 levels up to 31dx dice; 2 rounds + 1 action casting time gives 1dx/level + 1dx/2 levels up to 47dx dice; 3 rounds + 1 action casting time gives 1dx/level + 1dx/level up to 50dx dice. The targeting will happen when the caster decides to launch the spell. If he is interrupted at a certain round he can always target the spell then and there with the amount of power he has gathered until that moment. The versions of the spell are: - fire spell: the projectile looks like a flame; the material component is a tiny ball of guano and sulphur; the spell creates a 4-ft-radius sphere of fire that does burning damage to any creature within the area of the spell using dx = d6; - water spell: the projectile looks like a drop of water; the material component is a drop of water; the spell creates a 4-ft-radius sphere of swirling water that does impact damage to any creature within the area of the spell using dx = d4; - earth spell: the projectile looks like a pebble; the material component is a pinch of sand or earth; the spell creates a 4-ft-radius sphere of earth that does crushing damage to any creature within the area of the spell using dx = d6; - air spell: the projectile is almost invisible, looking like a small swirl of wind when against the appropriate background; the material component is the caster's blown breath; the spell creates a 4-ft-radius sphere of hurricane-strength wind that does shaking damage to any creature within the area of the spell using dx = d4; any creature taking damage will be dazed for 2d6 rounds unable to act, or for 2 rounds only if they pass a Reflex saving throw; - electric spell: the projectile looks like a spark; the material component is a tiny piece of amber; the spell creates a 4-ft-radius sphere of electric arcs that do shock damage to any creature within the area of the spell using dx = d6; - light spell: the projectile looks like a glowing point of light; the material component is a thin silver wire; the spell creates a burst of intense light that does flash-burn damage to anything within a 4 ft radius of the detonation point using dx = d4; any creature taking damage will be unconscious for 2d4 rounds, or blinded for 2 rounds if they pass a Reflex saving throw; - cold spell: the projectile looks like an ice crystal; the material component is a tiny piece of marble; the spell creates a 4-ft-radius sphere of intense coldness dealing damage using dx = d6 to whatever is caught within it; - acid spell: the projectile looks like a small drop of a yellowy liquid; the material component is a drop of acid; this spell creates an acid splash with a 4 ft radius that does damage to any creature caught within it using dx = d4; any creature taking damage has whatever he is wearing doused in acid (especially the armour and shield) and the items have to be checked for damage for two rounds, or only their outermost items if they pass a Reflex saving throw; - magic spell: the projectile looks like a magic missile and this spell has no material component (anyone without/failing Spellcraft will likely confuse this with a Magic Missile, until it hits, that is); the spell creates a 4-ft-radius burst of magical energy that does damage using dx = d4+1; - sonic spell: the projectile is a small wave-like disturbance; the material component is a small bronze disk; this spell creates a shattering sonic pulse dealing damage to anything caught within a 4-ft-radius sphere around its detonation point using dx = d4; this spell shatters anything crystalline or rigid caught within it.

Karian's Onslaught Evocation Level: Wiz 9 Components: V, S, M Casting time: 1 action Range: Long (400 ft + 40 ft/level) Target: 1 creature, object or point primary target plus one creature, object or point per caster level secondary targets Area: (level+1) 4-ft-radius spheres all within 30 feet of the first Duration: Instantaneous Saving throw: None/Reflex half (see text) Spell resistance: Yes This version of the Strike spell will generate a burst of elemental energy that expands from its target point to engulf anything within 4 feet. In addition to one primary target, it will generate more spheres to strike secondary targets doing half the damage of the primary. The type of elemental energy is decided at casting time by the choice of material component. A small pea-sized sphere with an appearance dependant on the elemental type of the spell will shoot from the caster and will travel until it reaches its primary target, at which point it will erupt. From the eruption of the primary target, a number of secondary pea-sized spheres equal to the caster's level will shoot out to strike the secondary targets. All the elemental energy the spell created dissipates afterwards, but not its effects (like clothes on fire). The first sphere will hit its target unerringly regardless of movement or less than total concealment; it will also avoid any interposed obstacle and follow the target so long as it was within sight at casting time. The targets can be a creature, object or point in space or relative to one of the previous. The secondary targets must succeed in a reflex save to take half damage from their spheres. This damage varies with the type of elemental energy used: - fire spell: the projectiles look like flames; the material component is a tiny ball of guano and sulphur; the spell creates spheres of fire that do 1d6 hit points of burning damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spheres; - water spell: the projectiles look like drops of water; the material component is a drop of water; the spell creates spheres of swirling water that do 1d4 hit points of impact damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spheres; - earth spell: the projectiles look like pebbles; the material component is a pinch of sand or earth; the spell creates spheres of earth that do 1d6 hit points of crushing damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spheres; - air spell: the projectiles are almost invisible, looking like small swirls of wind when against the appropriate background; the material component is the caster's blown breath; the spell creates spheres of hurricane-strength wind that do 1d4 hit points of shaking damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spheres; any creature taking damage will be dazed for 2d4 rounds unable to act (2 rounds for successful saving throw); - electric spell: the projectiles look like sparks; the material component is a tiny piece of

amber; the spell creates spheres of electric arcs that do 1d6 hit points of shock damage per level of the caster up to a maximum of 20d6 to any creature within the area of the sphere; - light spell: the projectiles look like glowing points of light; the material component is a thin silver wire; the spell creates bursts of intense light that do 1d4 hit points of flashburn damage per level of the caster to anything within the area of effect up to a maximum of 20d4; any creature taking damage will be unconscious for 2d4 rounds (blinded for 2 rounds for successful saving throw); - cold spell: the projectiles look like ice crystals; the material component is a tiny piece of marble; the spell creates spheres of intense coldness that deal 1d6 hit points of damage per level of the caster to whatever is caught within it to a maximum of 20d6 hit points; - acid spell: the projectiles look like small drops of a yellowy liquid; the material component is a drop of acid; this spell creates acid splashes that do 1d4 hit points of damage per level of the caster to any creature caught within their area of effect to a maximum of 20d4 hit points; any creature taking damage has whatever he is wearing doused in acid (especially the armour and shield) and the items have to be checked for damage (only outermost items for successful saving throw); - magic spell: the projectiles look like magic missiles and this spell has no material component (anyone without/failing Spellcraft will likely confuse this with a Magic Missile, until it hits); the spell creates bursts of magical energy that do 1d4+1 hit points of damage per level of the caster to a maximum of 20d4+20 hit points; - sonic spell: the projectiles are small wave-like disturbances; the material component is a small bronze disk; this spell creates shattering sonic pulses dealing 1d4 hit points of damage per level of the caster to anything caught within its area of effect up to a maximum of 20d4 hit points; this spell shatters anything crystalline or rigid caught by it. Karian's Surprise I Evocation [Fire] Level: Wiz 4 Components: V, S Casting time: 1 action Range: Personal Target: You Area: 20-ft-radius sphere Duration: Instantaneous Saving throw: Reflex half Spell resistance: Yes This variation of the Fireball spell is Karian's "last way out" surprise. Its effects and damage are the same as the Fireball spell, but the caster is always at the centre of the explosion, he and his possessions are unharmed by the flames that erupt out of him (the flames cannot "rebound" from an obstacle and hit him in any way) and this spell does exert an outward force that ejects any movable object or creature of less than 1000 lbs. from the area of the spell. Those that save have jumped out of the area on their own; those that do not are pushed out of that area or as far as possible from the caster by the force of the explosion. Life Drain Necromancy

Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You must succeed at a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain hit points equal to the damage you inflict. However, you cannot deal more than the subject's hit points + 10 (which is enough to kill the subject) or gain more than your maximum number of hit points (any excess is lost, the damage is still done). Life Theft Necromancy Level: Sor/Wiz 7 Components: V, S Casting Time: 1 action Range: Long (400 ft + 40 ft/level) Target: Living creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You must succeed at a ranged touch attack against the target. Your attack deals 1d6 points of damage per two caster levels (maximum 10d6). You gain hit points equal to the damage you inflict. However, you cannot deal more than the subject's hit points + 10 (which is enough to kill the subject) or gain more than your maximum number of hit points (any excess is lost, the damage is still done). Life Stone Necromancy Level: Sor/Wiz 5 Components: V, S, M, F Casting Time: 10 minutes Range: Touch Duration: Permanent (D) Saving Throw: None Spell Resistance: No This spell enchants a suitably prepared focus to store the life energy drained by other hitpoint-draining spells. Any spell that would give a caster hit points drained from some creature (like Vampiric Touch or Life Drain) can have those same hit points re-routed into the foci created by this spell as long as the caster is touching the focus at the moment of draining those hit points. The foci have to be diamonds worth 100 gp per storable hit point (note that the spell does not charge the foci, only prepares it for it). The material component is a drop of fresh blood. Any person can absorb the stored life energy by touching, concentrating on the focus and making a DC 25 concentration check (DC 15 for the caster), receiving 1d6 hit points per round of concentration until the focus is

emptied or the person reaches full hit points. A loaded focus turns red, the more loaded the redder, until a fully charged focus looks like a diamond of blood. Karian's Mobile Room Conjuration (Calling, Creation) Level: Sor/Wiz 9 Components: V, S, M, F (see text) Casting Time: 10 minutes Range: Close (25 ft + 2 ft/lvl) Duration: Permanent or until discharged Saving Throw: None Spell Resistance: No This spell allows the caster to create an extra-dimensional room. The caster must construct the room from whatever materials he wishes, and then smear the outside with a paste made from ground diamonds, worth 250 gp per 100 sq. ft area of external surface. The spell projects the lab and all its contents to the deep ethereal. The caster can call the lab to his location as a standard action, by concentrating on the focus. This focus can be a miniature duplicate of the full sized room or a spell slot with the signature of the room inside it. The DC for finding the room without having the focus is the square of the spell level of the spell slot for the signature version; if a material focus is used, the room cannot be found without the miniature save by exploring the deep ethereal and hoping. This spell also works on objects that are not rooms; they only need a continuous external surface to smear. Dragonmorph Transmutation Level: Sor/Wiz 7 Components: V, M Casting Time: 1 action Range: Personal Target: You Duration: 1 hour/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes As the polymorph self spell (see Tome & Blood page 95) except that each casting of the spell only allows transformation into one type of dragon creature. The caster gains all the abilities of the new form: natural, extraordinary, spell-like and supernatural, except the sorcerer levels. The material component is a piece of the body of a dragon of that type. Dragonform Transmutation Level: Sor/Wiz 8 Components: V, M Casting Time: 1 action Range: Personal Target: You Duration: 1 hour/level (D) Saving Throw: Fortitude negates

Spell Resistance: Yes As the polymorph self spell (see Tome & Blood page 95) except that each casting of the spell only allows transformation into one type of dragon creature without size limitation (but not of higher challenge rating than the caster), gaining all the abilities of the new form: natural, extraordinary, spell-like and supernatural excepting sorcerer spells. The material component is a piece of the body of a dragon of that type. Transform Transmutation Level: Sor/Wiz 9 Components: V, M Casting Time: 1 action Range: Personal Target: You Duration: 1 hour/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes As the polymorph self spell (see Tome & Blood page 95) except that each casting of the spell only allows transformation into one type of creature. There is no limitation in size and the caster gains all the abilities of the new form: natural, extraordinary, spell-like and supernatural. The material component is a piece of the body of a creature of that type. Alchemical Sight Divination Level: Sor/Wiz 6 Components: V, S Casting Time: 1 action Range: 60 feet Target: You Duration: 10 minutes/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The caster can see the structure and composition of whatever matter he looks at. The caster can only find out natural properties, but can compare them to that of other objects he has encountered in the past to perform an automatic identification. Identifying something never encountered before requires succeeding an Alchemy check (DC 15-30 depending on rareness). No matter what the result of the check (if necessary), the caster finds out the major chemical composition in 1 round of observation, state of matter or crystalline structure in 2 rounds, imperfections or cracks and faults in the structure in 3 rounds, detailed chemical breakdown in 4 rounds and chemical reactivity in 5 rounds. This sight can delve up to an inch into opaque solids, a foot into opaque liquids and a yard into opaque gases. It is possible to surmise the existence of supernatural (magical or otherwise) properties by comparing knowledge of natural behaviour with actual one. The caster does not need to touch the objects. The distance of observation influences the detail of what he finds out. This sight does not give any insight on the artistic value of an object (you still need an appraisal check to know the difference between a well cut gem and an average one, or a sword with a fashionable hilt or not), but makes it automatic to know its actual composition (it is impossible to confuse a diamond with zirconium, or a

masterwork blade of an already-encountered type and style with a badly tempered one). Forge Transmutation Level: Sor/Wiz 6 Components: S, F Casting Time: 10 minutes Range: 10 feet Target: Up to 1 lb. of metal/level Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: Yes (object) This ritual allows its caster to change the temperature, shape and purity of any metallic compound or alloy. The temperature can be changed further and faster than in any forge, the metal is held and shaped by magical forces under the control of the caster, he can force out any compounds present in the metal, and introduce and distribute any new ones. Up to 1 lb. of metal can be subject to any one of these treatments for every 10 minutes of forging. To purify metal ore or introduce impurities into it the caster needs to succeed a Knowledge (Metallurgy) check to know how to treat them (DC 20 for turning iron into steel). To create worked objects out of the purified metal the caster needs to succeed an appropriate Craft check with a +10 bonus for using the spell. The DC of any of these checks is reduced by 15 if the caster has any means of assessing the composition and structure of the metal (like with the Alchemical Sight spell). Force Hands Transmutation Level: Sor/Wiz 9 Components: V Casting Time: 1 action Range: Long (400 ft + 40 ft/level) Target or Targets: See text Duration: 24 hours or until discharged Saving Throw: See text Spell Resistance: Yes A pair of magic hands allows the caster to move objects or creatures. The spell generates two hands of force that can be used to move, push or manipulate objects and creatures the same way two of the character's hands would do. Each hand of force can be used independently with strength equal to the level of the caster, but both hands can be applied on the same target to exert a force 50% greater than with one hand. To exert a moving force the caster has to concentrate on the target or targets, which have to be within sight and range, or in a precisely known position (1 inch or better accuracy required; there is no feedback from the points, so feeling your way around is impossible) within range. If performing delicate or aimed actions the caster uses his intelligence score as dexterity for the hands' actions. The spell will allow for force to be applied for a number of rounds equal to the caster's level within 24 hours of the spell being cast; these rounds need not be consecutive. If the caster stops concentrating on one or both of the hands, they will remain in position exerting the same force as last commanded until the spell runs out, a new command is issued, or the hands are suspended. The targets have to succeed a reflex

save to brace themselves (or get hold of any of their possessions) to start a strength contest against the hands. If they fail the save or the strength contest, the target cannot gain a hold before the hands take control, if not the hand or hands actions are spent for that round. Soul Blank Abjuration Level: Sor/Wiz 9 Components: V, S Casting Time: 1 action Range: Close (25 ft + 5 ft/2 levels) Target: One creature Duration: 1 day Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subjects soul is protected from all devices, abilities and spells that would detect it. This spell will even stop gods from obtaining any link to or influencing it directly; e.g. it would stop Mystra from being able to specifically ban the subject from access to the weave since she would not be able to identify him while the spell is in force. Also no god would be able to obtain power from the subjects soul and their prophecies would be oblivious of him. Unbound Transmutation Level: Wiz 3 Components: Thought Casting time: 1 action Range: Personal Target: You Duration: Instantaneous Saving throw: None Spell resistance: No This variation of the Knock spell will loosen chains, ropes, gags, blindfolds, shackles, welds, arcane locked versions of the previous, or anything that binds, gags or blinds the caster that casts it. Unbound will not break or exert any force on any wall or surrounding object that obstructs the caster, only that which interferes with his body movement, speech or senses.

FPRIVATE "TYPE=PICT;ALT=3rd Ed "

Great and terrible artifacts are hidden in these chests; beware of their powers, for they have passed through hands too numerous to recount and no one knows if the minds of those who touched them still dwell in them: Stone of Life Caster Level: 10 Prerequisites: Magic Item Creation feat appropriate for its price, Life Stone Market Price: Value of diamond (minimum 5000 gp) + 5000 gp Creation Cost: Value of diamond (minimum 5000 gp) + 500 gp Weight: This diamond allows for the storage of life energy the same way as the foci of a Life Stone spell does. It can be used to store hit points obtained through any hit-point-draining spell or ability and releasing them later to any creature holding and concentrating on the item. Any creature draining hit points can re-route those to the stone by being in contact with it during the action. Anyone can absorb the stored life energy by touching and concentrating on it. The DC of the concentration check for the creator of the stone is 15; while for any other is 25. If the user of the item wants to transfer stored hit points to another creature, both have to be in contact with the stone and the DC of the concentration check increases by 10. If two or more try to release life energy from the item simultaneously, whoever makes the highest concentration check gets the hit points (in case of a draw, no hit points are released). The Stone of Life will release 1d12 hit points per round of concentration until it is emptied or the receptor reaches full hit points. The diamond will store 1 hit point per 100 gp of value, and it has to be worth at least 5000 gp. The diamond turns redder the fuller it is, until a fully charged item looks like a stone of fresh blood.

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