I spent some time earlier today writing these boys up, though they're not complete in terms of spell parameters, and none of them have been assigned levels. If you would like, please comment on them, and what you think their final form should look like.
Thanks fellas!
Haruspicy
Divination -or- Necromancy (???)
Target: one dying creature (-1 to -9 hp)
Casting Time: 1 standard action
Range: Touch
Saving throw: Will negates (see text)
When this spell is cast, the wizard may ask one yes or no question of the target as he examines the entrails of the still-living target. If the Will save is failed, the possible answers are “Yes”, “No”, “Yes and no”, and “I don’t know”. The Will save is made with a penalty equal to the current hp of the target. If the spell is cast upon a creature who is not dying, the spell automatically fails, and the caster knows the target was invalid.
Cheiromancy
Divination
Target: one willing living creature
Saving Throw: Will negates (harmless)
Casting Time: 1 minute
When cast upon the upturned palm of a creature, this spell brings to the caster’s mind one short vision of the target’s future for each HD of the target. These visions are vague and rarely lead to any concise advice. For instance, a wizard might receive four visions when this spell is cast upon a 4th level human fighter. These visions might include “a dark haired woman”, “great wealth”, “death”, and “a castle on a hill”.
Arcane Focus: The upturned palm of the target, which must be the target of a Light spell
Cartomancy
Divination
Target: one willing living creature
Saving Throw: Will negates (harmless)
Casting Time: 1 hour
This spell is the same as Cheiromancy except the visions become more precise. The visions for a 4th level human fighter could be “a dark haired woman from the sea who wants to help you”, “a horde of gems guarded by a beast”, “the death of a trusted friend because of you”, and “a ruined castle on a hill where supernatural evil festers”. Because of the power of the connection to the future, the caster must make a Will save for each vision to interpret and explain the vision properly (DC=10+Cartomancy Spell level). If failed, the caster knows he had a vision, but cannot express its significance. Once this spell is cast on a creature, subsequent castings reveal the exact same visions until a year passes from the time of the first casting. The caster does not know when in the future these visions will come true.
Arcane Focus: Tarot cards costing at least 500gp.
Botanomancy
Divination
Casting Time: 10 minutes, while the tea is prepared
Target: one cup of specially prepared tea
Saving throw: None
The caster spends 10 minutes preparing a special tea during which time she casts this spell. When the tea is completely drunk, the caster may examine the leaves. When she does so, she sees two images: the first image is of the person the drinker will love with all their heart. The second image is of the person who will love the drinker with all their heart. The caster may impart this knowledge however she sees fit to the drinker. After the first time the caster casts this spell, she may no longer have her future divined through the use of this spell, either by drinking her own tea, or the tea of another.
Tainted Life
Necromancy
Range: Personal
Target: You
Duration: 1 round/level
The caster summons a translucent field of negative energy that surrounds him. It grants the caster 1d8/level temporary hp. If damaged lethally (not subdual) with a melee weapon while this spell is active, the attacker takes an amount of negative energy damage equal the damage dealt. (the damage dealt is calculated after DR, energy resistance, etc.) If melee damage dealt ever exceeds the temporary hp gained, the spell ends. There is a danger to the caster, however, for if there are temporary hp remaining when the spell ends, the caster takes that amount of negative energy damage. (This occurs just after the temporary hp dissipate.)
Aura of Fear
Necromancy [fear]
Target: You
Duration: 1 round/level
Effect: Emanation
Range: 5’ radius/4 levels, maximum 25’
Saving Throw: Will partial
The caster cloaks himself in a cover of negative energy that strikes fear into the hearts of living creatures. Living creatures that enter the area of effect, or are within when cast, must make a will save or become panicked. A successful save will render the creature shaken. The effect lasts for a number of rounds equal to the caster’s HD – the subject’s HD, with a minimum of 1. Once a target makes a save, they cannot be affected again by that same Aura of Fear. If a target enters the area, fails its save, exits the area, then later re-enters, he must make another save vs. Fear.
Leeching Ray
Necromancy
Effect: Ray
Duration: Concentration (max 1 round/level)
Range: Close 25’+5’/2 levels
Target: one living creature
Save: see text
When cast, the caster must make a ranged touch attack for the spell to begin. If it hits, a purplish-black ray of energy connects the caster’s hand with the target; the caster and the target make opposed Will saves. If the caster wins, the target loses 1 hp/level of the caster, and the caster gains an equal amount in temporary hp. Each round thereafter on the target’s turn, another opposed Will save is made, and hp are potentially traded. If the target ever wins, the spell immediately ends. The target may break the effect by retreating beyond twice the initial range of the spell. The temporary hp last for one hour.
Schizophrenia
Enchantment (compulsion) [mind-affecting]
Duration: Permanent
Target: one living creature
Range: Close (25’+5’/2 levels)
Casting Time: 1 standard action
Saving Throw: Will negates, see text
This spell causes an abnormality in the subject’s mind. One week after the initial save is failed, a fictitious persona begins appearing. The persona only appears when the subject is awake and alone, and seems completely real. All mundane attempts to convince the subject that the persona does not exist fail and are rationalized away by the subject, with the help of the persona. The persona remains benign for one year, while it makes itself intimate with the subject. After a period of a year, the persona begins working its true purpose. When the Schizophrenia is cast, the caster may implant a number of Suggestions equal to the caster’s HD - target’s HD. Each week, the persona creates a Suggestion effect, and the subject must make a Will save (initially DC=Schizophrenia DC-10). For as long as the Will save is made, the Suggestion is the same as the week before. As soon as a Will save is failed, the subject must perform the suggestion. The next week, if multiple Suggestions were implanted, the subject must make a Will save against the new Suggestion, and the save DC increases by 1. This continues every week until the subject fails Will saves for all of the implanted Suggestions, at which time the suggestions repeat the order. The Will save DC does not reset at Schizophrenia DC-10, but continues to increase with every failed save.
This spell may only be removed by Wish or Miracle, followed by a Heal.
Thanks fellas!
Haruspicy
Divination -or- Necromancy (???)
Target: one dying creature (-1 to -9 hp)
Casting Time: 1 standard action
Range: Touch
Saving throw: Will negates (see text)
When this spell is cast, the wizard may ask one yes or no question of the target as he examines the entrails of the still-living target. If the Will save is failed, the possible answers are “Yes”, “No”, “Yes and no”, and “I don’t know”. The Will save is made with a penalty equal to the current hp of the target. If the spell is cast upon a creature who is not dying, the spell automatically fails, and the caster knows the target was invalid.
Cheiromancy
Divination
Target: one willing living creature
Saving Throw: Will negates (harmless)
Casting Time: 1 minute
When cast upon the upturned palm of a creature, this spell brings to the caster’s mind one short vision of the target’s future for each HD of the target. These visions are vague and rarely lead to any concise advice. For instance, a wizard might receive four visions when this spell is cast upon a 4th level human fighter. These visions might include “a dark haired woman”, “great wealth”, “death”, and “a castle on a hill”.
Arcane Focus: The upturned palm of the target, which must be the target of a Light spell
Cartomancy
Divination
Target: one willing living creature
Saving Throw: Will negates (harmless)
Casting Time: 1 hour
This spell is the same as Cheiromancy except the visions become more precise. The visions for a 4th level human fighter could be “a dark haired woman from the sea who wants to help you”, “a horde of gems guarded by a beast”, “the death of a trusted friend because of you”, and “a ruined castle on a hill where supernatural evil festers”. Because of the power of the connection to the future, the caster must make a Will save for each vision to interpret and explain the vision properly (DC=10+Cartomancy Spell level). If failed, the caster knows he had a vision, but cannot express its significance. Once this spell is cast on a creature, subsequent castings reveal the exact same visions until a year passes from the time of the first casting. The caster does not know when in the future these visions will come true.
Arcane Focus: Tarot cards costing at least 500gp.
Botanomancy
Divination
Casting Time: 10 minutes, while the tea is prepared
Target: one cup of specially prepared tea
Saving throw: None
The caster spends 10 minutes preparing a special tea during which time she casts this spell. When the tea is completely drunk, the caster may examine the leaves. When she does so, she sees two images: the first image is of the person the drinker will love with all their heart. The second image is of the person who will love the drinker with all their heart. The caster may impart this knowledge however she sees fit to the drinker. After the first time the caster casts this spell, she may no longer have her future divined through the use of this spell, either by drinking her own tea, or the tea of another.
Tainted Life
Necromancy
Range: Personal
Target: You
Duration: 1 round/level
The caster summons a translucent field of negative energy that surrounds him. It grants the caster 1d8/level temporary hp. If damaged lethally (not subdual) with a melee weapon while this spell is active, the attacker takes an amount of negative energy damage equal the damage dealt. (the damage dealt is calculated after DR, energy resistance, etc.) If melee damage dealt ever exceeds the temporary hp gained, the spell ends. There is a danger to the caster, however, for if there are temporary hp remaining when the spell ends, the caster takes that amount of negative energy damage. (This occurs just after the temporary hp dissipate.)
Aura of Fear
Necromancy [fear]
Target: You
Duration: 1 round/level
Effect: Emanation
Range: 5’ radius/4 levels, maximum 25’
Saving Throw: Will partial
The caster cloaks himself in a cover of negative energy that strikes fear into the hearts of living creatures. Living creatures that enter the area of effect, or are within when cast, must make a will save or become panicked. A successful save will render the creature shaken. The effect lasts for a number of rounds equal to the caster’s HD – the subject’s HD, with a minimum of 1. Once a target makes a save, they cannot be affected again by that same Aura of Fear. If a target enters the area, fails its save, exits the area, then later re-enters, he must make another save vs. Fear.
Leeching Ray
Necromancy
Effect: Ray
Duration: Concentration (max 1 round/level)
Range: Close 25’+5’/2 levels
Target: one living creature
Save: see text
When cast, the caster must make a ranged touch attack for the spell to begin. If it hits, a purplish-black ray of energy connects the caster’s hand with the target; the caster and the target make opposed Will saves. If the caster wins, the target loses 1 hp/level of the caster, and the caster gains an equal amount in temporary hp. Each round thereafter on the target’s turn, another opposed Will save is made, and hp are potentially traded. If the target ever wins, the spell immediately ends. The target may break the effect by retreating beyond twice the initial range of the spell. The temporary hp last for one hour.
Schizophrenia
Enchantment (compulsion) [mind-affecting]
Duration: Permanent
Target: one living creature
Range: Close (25’+5’/2 levels)
Casting Time: 1 standard action
Saving Throw: Will negates, see text
This spell causes an abnormality in the subject’s mind. One week after the initial save is failed, a fictitious persona begins appearing. The persona only appears when the subject is awake and alone, and seems completely real. All mundane attempts to convince the subject that the persona does not exist fail and are rationalized away by the subject, with the help of the persona. The persona remains benign for one year, while it makes itself intimate with the subject. After a period of a year, the persona begins working its true purpose. When the Schizophrenia is cast, the caster may implant a number of Suggestions equal to the caster’s HD - target’s HD. Each week, the persona creates a Suggestion effect, and the subject must make a Will save (initially DC=Schizophrenia DC-10). For as long as the Will save is made, the Suggestion is the same as the week before. As soon as a Will save is failed, the subject must perform the suggestion. The next week, if multiple Suggestions were implanted, the subject must make a Will save against the new Suggestion, and the save DC increases by 1. This continues every week until the subject fails Will saves for all of the implanted Suggestions, at which time the suggestions repeat the order. The Will save DC does not reset at Schizophrenia DC-10, but continues to increase with every failed save.
This spell may only be removed by Wish or Miracle, followed by a Heal.