This is my almost finished sorcerer prestige class. The flavor text isn't great, but I'm working on it. I also lack an entry feat for chaotic evil characters. (So Serge, tell me when you have
The Horrors of the Abyss ready.)
The Sorcerer
There are some priests, magicians, and psionicists whom in their lust for power have sold their own immortal souls for hellish power. They sell their to the likes of Dispater, Mammon, Mephistopheles, Beelzebub, Yeenoghu, Lolth.
Requirements:

Hit Dice: D6
Alignment: Any evil
Spells or Psionics: 3rd Level Feats: Devote of Darkness (if Lawful or Neutral Evil), Special: Skills: Diplomacy 6 ranks, Knowledge (Demons) 12 ranks, Knowledge (Daemons) 12 ranks, Knowledge (Devils) 12 ranks, Knowledge (The Nine Hells) 12 ranks, Knowledge (The Grey Wastes) 12 ranks, Knowledge (The Abyss) 12 ranks
Class Skill:

All of the following a class skills of the sorcerer: Bluff, Diplomacy, Knowledge (any), Profession, Scry, Sense Motive, Spellcraft, Intimidate, and Spot.
Skill Points at Each Level: 6 + Int modifier
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell
1 +0 +2 +0 +2 Cast Sorcerer’s Spells, Dark Gift +1 level of existing class
2 +0 +3 +0 +3 +1 level of existing class
3 +1 +3 +1 +3 Dark Gift +1 level of existing class
4 +1 +4 +1 +4 +1 level of existing class
5 +2 +4 +1 +4 Fiendish Servant, Dark Gift +1 level of existing class
6 +2 +5 +2 +5 +1 level of existing class
7 +3 +5 +2 +5 Dark Gift +1 level of existing class
8 +3 +6 +2 +6 +1 level of existing class
9 +4 +6 +3 +6 Dark Gift +1 level of existing class
10 +4 +7 +3 +7 +1 level of existing class
Class Features:

All of the following are class features of the sorcerer prestige class:
Weapon and Armor
Sorcerers do not gain proficiency with any type of armor, nor with shields. They do not gain proficiency with any new weapons.
Casting Sorcerer Spells
The character can learn sorcerer's spells. Only sorcerers can learn these spells.
Dark Gifts
Dark Gifts are gained as lore master secrets.
Main spell casting ability bonus + sorcerer level.
1. Dark Gift, Chilling Touch
2. Dark Gift, Augmented Hit Points
3. Dark Gift, Enhanced Vision
4. Dark Gift, Skull Scry
5. Dark Gift, Unnatural Ability Scores
6. Dark Gift, Unholy Blessing
7. Dark Gift, Command Undead
8. Dark Gift, Fear Aura
9. Dark Gift, Augmented Spellcasting
10. Dark Gift, Animal Form
11. Dark Gift, Shadow Form
12. Dark Gift, Animate Dead by Touch
13. Dark Gift, Weapon Immunites
14. Dark Gift, Food Corruption
15. Dark Gift, Regeneration
16. Dark Gift, Scabrous Touch
17. Dark Gift, Somnolent Gaze
18. Dark Gift, Magic Resistance
19. Dark Gift, Spell Immunties
Fiendish Servant
Upon or after reaching 5th level, a sorcerer can call a fiendish servant. Use the rules found in the DMG, page 31 - Blackguard, Fiendish Servant.
Insanity
With each new level of sorcerer a character gains, he also receives 1d6 IP, possibly resulting in gaining a disorder (see the insanity rules).
Dark Bargains
All fiends - even those successfully controlled by the demonologist will refuse to offer aid without gaining something in return - usually souls. This means that characters summoning a fiend become bound to the fiend's ruling deity in some way, transmuting their minds and body. This degeneration is reflected by gaining disorders and insanity points.
Summoning Power
Certain demonic spells enable the caster to conjure up forces which can be used to augment the demonologists magic. These forces are risky to use and alien to a caster's body and mind. Merely learning such spells results in the acquisition of a new disability, and each casting gives the caster 1 IP.
Binding and Dispelling Fiends
There are demonic spells to summon and bind or dispel a fiend and prevent the demon from using any of its abilities or moving. Dispelling sends the fiend back to his home plane. These spells help to defend against uncontrolled fiends.
Dark Gift, Animal Form This magical ability enables the sorcerer to adopt a chosen animal form as if transformed by the arcane spell "polymorph self". The chosen animal, bird, or fish must either be a natural predator or otherwise associated with death. Examples include the cheetah, bat, panther, wolf, vulture, tiger, bear, rat, shark, baracuda, killer whale, raven, or falcon. For every six levels of sorcerer, the sorcerer can adopt one chosen animal form into which he or she can polymorph up to three times per day. The transformation occurs in a single round and includes all the wizard's carried or worn possessions.
Dark Gift, Animate Dead by Touch
Three times per day, the sorcerer can cause skeletons and zombies of humans, demihumans, or humanoids to arise with but a mere touch. These mindless undead serve the sorcerer during the same round in which they were animated. Two skeletons or one zombie can be animated per level of the sorcerer. The remains of larger creatures can be animated, though they only fight as if they possessed 2 hit dice, In most other respects, this power functions similar to the 5th-level spell "Animate Dead"
Dark Gift, Augmented Hit Points The sorcerer can withstand greater amounts of physical damage than a regular, mortal wizard. The sorcerer gains +1 hit points (must be applied manually) per level of experience (in addition to any bonuses due to high constitution). Furthermore, the character does not lose consciousness when reduced to zero hit points or perish when reduced to -10 hp. The sorcerer can remain conscious and functional (even in combat) until reduced to -10 hp and dies at -20 hit points, similar to the 3rd-level spell "Delay Death".
Dark Gift, Augmented Spellcasting For every six levels of experience of the sorcerer, he or she can memorize twice the number of spells in a given spell level from first onward. For example, a 6th-level priest can memorize twice as many 1st-level spells, a 12th-level priest can memorize twice as many 2nd-level spells, etc.

Dark Gift, Bestow Dying Curse The sorcerer may bestow this curse on any victim who inflicts damage upon the sorcerer. There is no save for the cursed, unless the curse is not pronounced (save vs. spell with a -4 penalty). The curse takes effect upon the wizard's death, and can only be reversed by a wizard or priest of greater level than the wizard who bestowed it. The curse does not have to instantly kill the victim. It can take as long and be as painful as the sorcerer likes.
This is replaced by Dark Speech.
Dark Gift, Chilling Touch The sorcerer can cause his hands to glow with a blue, flickering aura. The frigid radiance can both drain and paralyze a victim. First, any living creature touched by the icy hands suffers the effect of a modified "Chill Touch" spell. If the victim fails his or her saving throw, the touch causes 2d4 points of damage and 1 point of both Constitution and Strength damage. If the saving throw is successful, the victim only loses 1d4 points of damage and just 1 point of Strength. Second, if the sorcerer is at least 16th level, the victim must make a second saving throw or be paralyzed for 3-12 rounds.
The sorcerer can activate or deactivate this power at will. It never interferes with spellcasting. Also, the cold blue aura provides light like a dim torch (certainly enough light to walk or read by).
Dark Gift, Command Undead This power enables the arcane sorcerer to command undead like an evil priest with half as many levels of experience. Thus an 18th-level arcane sorcerer controls undead as a 9th-level priest.
Dark Gift, Enhanced Vision The sorcerer gains the ability to perceive radiations and auras beyond normal vision. From 1st to 5th level, the sorcerer can see normally under the night sky. In total darkness, the wizard can see normally up to 30 feet. This does not hinder the sorcerer's eyesight at all.
For every six levels of experience, the sorcerer gains another divinatory power based on the arcane spell of the same name (the DM may roll 1d8 to choose): 1) detect magic; 2) detect invisibility; 3) detect good/evil; 4) know alignment; 5) arcane sight (TOM); 6) infravision; 7) clairvoyance; 8) detect life (WH).
The sorcerer must visually concentrate for these powers to work. While this is happening, the sorcerer's eyes glow a bright, malevolent red. Normally, it takes one full round to scan an object, person, or area with the magical, enhanced vision.
Dark Gift, Fear Aura
The sorcerer can surround himself with an aura of fear similar to (though less powerful than) that of a lich. Any creature with fewer than 3 HD (or levels of experience) who views this palpable, black aura must make a saving throw vs. spells or flee in terror for 2-12 rounds. Creatures with 4 or more HD are entitled to a +4 bonus and only flee for 1-6 rounds if they fail the save. Beings of equal or greater hit dice than the sorcerer are unaffected. Unlike the regular "fear" spell, this fear aura has a more gradual and numbing effect. Affected creatures are thus unlikely to drop carried items.
Dark Gift, Food Corruption When passing within 30 feet of food and drink, the sorcerer can taint them one of two ways, one that induces sleep, and the other that causes an excruciating death (available to sorcerer of 13th level or higher). It requires a physical act on the part of the sorcerer; it is not a continuously operating aura. Victims are allowed a saving throw vs. poison.
The first form causes victims to fall asleep in one round after consumption, and lasts for 1 turn per level of the sorcerer, but is broken by any attempt to physically harm the slumbering individual.
The second form causes food to slightly discolor or putrefy, and there is a 5% chance per level of the victim that the food's taint will be noticed before it is consumed. Once consumed however, the food kills the victim in 2-12 rounds with excruciating pain. The sorcerer must be able to see the food and pass within 1-3 feet of it in order for the corruption.
Corrupted food radiates a faint unholy aura. Victims can be treated with a "slow poison", "neutralize poison", or "heal" spell, or possibly by a character proficient in the healing nonweapon proficiency. Food can be cleansed with a "purify food and drink" or "dispel magic" spell.
Dark Gift, Magic Resistance
Gains magic resistance of 10% plus 2% per level. This resistance is continual and cannot be controlled by the sorcerer. However, it does not affect the sorcerer's ability to cast spells or employ magical items of any kind.
Dark Gift, Regeneration
The sorcerer is able to regenerate 2 hit points per round. Severed limbs immediately reattach if brought into contact with the body (similar to a troll's powers). The body continues to regenerate after death, even if the remains were destroyed by fire or acid. The DM may conjure up a special ritual to completely dispose of the sorcerer for good.
Dark Gift, Scabrous Touch The sorcerer can inflict victims with a deadly disease by mere touch. This power operates continuously and cannot be controlled, though covering the hand will protect those the sorcerer wishes to spare. This magical disease may only be treated by an alchemist (modified core wizard), priest, or paladin of higher level than the sorcerer.
Dark Gift, Shadow Form The sorcerer can assume a "Shadow Form" as the spell, three times per day. In this form, spellcasting and attacks are not possible. The sorcerer can remain in this form almost indefinitely, as long as shadows are readily available and present. In bright light or complete darkness, this ability fails to work.
Dark Gift, Skull Scry This ability enables the sorcerer to see or hear activity through any disembodied skull or head, provided it is not living or animated. The sorcerer can scry through any disembodied skull or head (at a known location) that is up to one mile away per point of the sorcerer's intelligence. In some case, other sensory links may be used with the skull scry ability.
Dark Gift, Somnolent Gaze With this ability, the sorcerer can immediately stupefy and cloud the mind of any single living creature under his or her regard. If the subject fails a saving throw vs. spells (at a -4 penalty), he or she feels a profound form of lethargy and disorientation, similar in effect to a "slow" spell, except that the conditon lasts for up to one turn per level of the wizard. The sorcerer may call upon this power once per round, at will, and can also break its effect at any time (it can also be terminated prematurely by a successful "dispel magic").
Dark Gift, Spell Immunties
A sorcerer with this ability is completely immune to all spells from the Enchantment/Charm school of magic. In addition, the wizard gains an immunity to "enfeeblement", "polymorphing", "cold", "electricity", and "death" spells. These immunities are appropriate for a sorcerer seeking lichdom.
Dark Gift, Unholy Blessing The sorcerer gains a +2 bonus to all saving throws, and a -2 bonus to AC.
Dark Gift, Unnatural Ability Scores
The sorcerer gains 1-3 additional points to distribute between the six ability scores. These must be entered manually.
Dark Gift, Weapon Immunites
The sorcerer can only be hit by cold iron or silver weapons, and only by magical weapons. At 12th level, the sorcerer can only be hit by +1 or greater magical weapons.
New Spells
Blood Magic-Necromantic Sorcery
1st Circle
Blister
Hit point cost: 1
Range: 100'
Casting Time: 2
Saving Throw: None
Area of Effect: One Creature
Blister causes the skin of the unfortunate target of this spell to sprout blisters all over his skin. This is very painful, and will cause the target to get a -1 to his next initiative. It will also cause 1d6 points of damage for every 2 levels of the caster.
Blood Hound
Hit point cost: 1
Range: 10 yards
Casting Time: 1 round
Duration: 12 turns + 6 turns/level
Saving Throw: none
Area of Effect: One creature
This spell allows the caster to take control of a canine creature to be a helper and boon companion to the spell caster for the duration of the spell. The blood hound will always understand verbal commands given it, so long as they are 12 words or less and relatively simple. The hound will further also be capable of tracking as if a ranger of half the level of the summoner, and can hunt sufficiently well to feed the spell-caster for one day, provided there is game extant in the caster's area. At the end of the duration, if the canine is not put under the control of another Blood Hound spell it will attack the caster in a blind rage. This rage will impart the creature with a +1 to hit, and +1 damage.
The type of canine that is controllable follows:
1st - 3rd level: jackal
4th - 7th level: wild dog
8th - 12th level: wolf
13th + level: dire wolf
If the caster takes a lower-level hound (or a dire wolf when 18th level), it will have maximum hit points, be +1 to hit and on damage, track at +1 level, and can understand even relatively complex commands of up to 50 words in length. The material component is a piece of fresh meat.
Blood Reading
Hit point cost: 2
Range: Caster
Casting Time: 2
Saving Throw: None
Area of Effect: Caster
Blood Reading is a VERY limited augury. When blood reading is cast, the mage pours some of their
blood onto a plate, tray, etc. From the patterns, the mage is able to divine a possible future
to his/her question. The answer is always sketchy, and not always right. The answer to any
question is always up to DM's discretion. (For a good example of this spell, watch Robin
Hood prince of Thieves. The old witch does the equivalent of a Blood Reading)
Blood Strike
Hit Point Cost: 1
Range: Touch
Casting Time: 2
Saving Throw: None
Area of Effect: One Weapon
With blood strike a mage can endow a weapon with a magical aura. This aura lasts until the weapon has hit another creature twice. The first time it hits it will add 1d6 damage, and the weapon will be +2 to hit. The second time it hits it will add 1d4 damage, and it will be +1 to hit. Neither of these bonuses to hit will allow the weapon to strike a creature that requires a magical weapon to hit.
Flesh Kill
Hit Point Cost: 2
Range: 60 Feet
Duration: 2 rounds per level.
Area of Effect: One limb.
Saving Throw: Negates
The limb that the mage points at suddenly turns grey. It is rendered useless for the remainder of the spell. The target, if a paladin or cleric, can sacrifice one round of attack to roll a save vs. paralysis. If this save succeeds, the limb becomes usable again. The material object for this spell is a piece of zombie flesh.
Pain
Hit Point Cost: 1
Range: 60'
Casting time: 2
Saving Throw: See Text
Area of Effect: One Creature
Pain causes a target to be hit with an intense amount of pain. The target is allowed a Saving Throw Vs. Spells.
Failure - The target is forced to it's knees in pain, -5 to all actions for 1d4 rounds. 1d6 damage.
Success - -2 actions for 1d4 rounds
Savvy
Hit Point Cost: 1
Range: Touch
Casting Time: 1
Area of Effect: One Item
Savvy allows a mage to learn one property of a magic item per casting. The mage does not know if there are any more properties of that item, and curses are always considered the last property.
Wall of Darkness
Hit point cost: 2
Range: 60 yards
Casting Time: 2
Duration: 1 round/level
Saving Throw: none
Area of Effect: 10' x 10' sq./level
This spell brings into being a wall of blackness that has a slight red glow which cannot be seen through, even with infravision or ultravision. It is dispelled instantly by a light or continual light (q.v.) spell. It has no physical existence, and does not hinder nor harm those passing through it. It does, however, block the passage of sound from one side to the other, assuming that the spell is not cast in such a way (such as in a field of grass) which would otherwise allow sound to move around the edges of the wall.
Wither
Hit Point Cost: 1
Range: 3"
Casting Time: 1
Duration: Instantaneous
Saving Throw: See Below
Area Of Effect: 10 Square feet/Level
This spell kills all normal vegetation within an area of 10 square fee per level of the caster. The shape of the effected area may be determined by the caster at casting time.
Tougher plants get a saving throw vs the effects of the spell. Normal trees get a saving throw of 11, while larger or older trees have a saving throw of 6. Special plants such as Treants suffer but 1D6 points of damage.
2nd Circle
Blackfire
Hit Point Cost: 2
Casting Time: 2
Range: 0
Area of Effect: 1-foot-radius sphere
Saving Throw: None
Duration: 1 turn/level
When this spell is cast, a cold, black fire appears in the caster's hand, shedding violet colored light equivalent to torchlight. The caster can hold the blackfire without taking damage or throw it at an opponent. Throwing it at an opponent requires a roll "to hit". If the sphere hits, the target ignites the creature's life force doing 1d6 hp damage the first round and 1d3 the following rounds until extinguished. The flames can be extinguished by padding them out, but water has no effect. The flames only consume living matter (creatures and plants) and have no effect on non-living material or undead. The end product of blackfire combustion is oxygen and a gray-blue ash.
Blood Armor
Hit Point Cost: 2
Range: Touch
Casting time: 2
Blood armor causes a red shimmering to form around the target. For the next turn, the target's armor class will be lowered by 5.
Blood Fever
Hit Point Cost: 2
Range: Touch
Casting time: 2
Saving Throw: None
Blood fever allows the target to go into a sort of berserking rage. Until the end of combat, the target will be +2 to hit and damage. The recipient will also be at +3 strength for the purposes of opening doors, bending bars, carrying things, ect. This will NOT effect hit and damage rolls however! Until the end of combat, the target will not retreat. this spell causes 1 point of damage to the target.
Blood Guise
Hit Point Cost: 1
Range: Touch
Casting time: 5
Saving Throw: None
Blood guise painfully distorts the features of the target, so that they look to be a different person. For every 10% change (or fraction thereof) this spell causes 1 point of damage to the target. The changes last for 1 turn/level.
Blood Sphere
Hit Point Cost: 2
Range: 6"+1"/Level
Casting Time: 2 Segments
Duration: 1 Segment
Saving Throw: 1/2
Area Of Effect: 2" Diameter sphere
This spell creates a small ball of crackly red light which expands outwards when it contacts a solid object, hits its target, reaches its maximum range or it reaches the point where the caster wishes it to expand. When it does expand, a large amount of electrical energy is given off, small lightning bolts arc from object to object inside the sphere and red light is given off in a 6" diameter sphere. All creatures within the area of effect must make a save vs spells or take 1-3 points of damage per 2 levels of the caster (a successful save means damage is halved). If a particular creature was targeted for the spell then they take 1-4 damage per 2 levels of the caster and their saving throw is made at a -2.
If the area in which the shocksphere expands is not circular then the sphere will expand an conform to the volume it can occupy. The shocksphere covers a volume of 4200 cubic feet. If a creature fails its saving throw vs spell then all of his/her items must make a saving throw vs lightening or be destroyed.
Burning Wind
Hit Point Cost: 2
Range: 30'x30' Cone extending from caster's hand
Casting time: 2
Saving Throw: None
Burning wind causes a cone of hot air to extend from the caster's hand. This will cause 3d4 points of damage for every 4 levels of the caster to all creatures in the cone.
Drain Blood
Hit Point Cost: 2
Range: 70'
Casting time: 2
Saving Throw: None
Drain blood causes the target to be drained of some of his/her blood. The target will be at -4 to all actions because of lightheadedness for the next 1d6 rounds.
Pain Armor
Hit Point Cost: 2
Range: 0"
Casting Time: 2 Segments
Duration: 1 Round/Level
Saving Throw: See Description
Area Of Effect: Caster
While this spell is in effect any creature who touches the caster with exposed flesh (to cast a spell, for example) will suffer the following:
On a Saving Throw Vs. Spells.
Failure - The target is forced to it's knees in pain, -5 to all actions for 1d4 rounds. 1d6 damage.
Success - -2 actions for 1d4 rounds
The spell will not protect the caster from damage, nor does it have any effect on an opponent wielding a weapon, but it will effect undead. In any hand attacks, the caster adds one point of damage to the total.
3rd Circle
Blind
Hit Point Cost: 3
Range: 70'
Casting time: 5
Saving Throw: None
This nasty spell causes the victim's eyes to hemorrhage, causing 1d4 points of damage, and effectively blinding him/her. Any healing will repair the eyes, including the natural healing of time.
Blood Dream
Hit Point Cost: 3
Range: Caster
Casting time: 1
Saving Throw: None
Area of Effect: Caster
This spell is an augury. After casting blood dream, the mage must go to sleep within 1 turn. The mage must sleep for at least 2 hours to benefit from blood dream. Blood dream will give the information that is relevant to his situation, or question within the caster's dream. Again, this is entirely up to the DM's discretion.
Bloodfire
Hit Point Cost: 3
Range: 30 yards
Casting Time: 1
Duration: 1 round
Saving Throw: Special
Area of Effect: 5' diameter column, 30' high
This spell creates a column of brilliant, blazing silvery-white flames. All within 10' of the column not looking away must save vs. petrification or be blinded for 1 round and dazzled (-2 to hit, +2 to be hit) for an additional 1d3 rounds. Creatures adversely affected by bright light (e.g drow, duergar) save at -3 vs. this effect. Any creature within the narrow column of fire (most likely only a single creature) is automatically blinded and dazzled as above, and additionally suffers 1d6 damage per level of the caster, up to a maximum of 10d6. A save vs. spells will halve this damage. If the spell is cast outdoors under a night sky, a bonus of +1 per die of damage is added. The material component for this spell is a bit of silver and a shard of crystal.
Flaming Fingers
Hit Point Cost: 3
Range: 1 1/2 yards + 1/4 yard per level.
Duration: Instantaneous.
Casting Time: 3
Area of effect: Everything within range.
Saving Throw: 1/2
When the mage casts this spell, he slices into his wrist, then brings his hands together. He then lowers them to let the blood coming from his wrist slide onto his hands. He then brings his hands back up, still held together. At this point, the blood flies out in an arc, and starts flaming. Position of hands and fingers is free, giving two firing arcs/cones of 90 degrees. Damage equals 1D3 + 3 per level.
Flames of the Heart
Hit Point Cost: 3
Range: 0
Casting Time: 3
Duration: 2 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special
This spell sheathes the caster in hot yellow flames and blurs the caster's features somewhat, causing them to assume a smooth and somewhat indistinct shape, also turning a dark red color. The flames will appear to be present even coming out of the caster's eyes and mouth. These flames give the caster no special protection, but they do shed dim light in a 10' radius. Further more, any creature striking the caster with a claw, bite, or similar attack or a hand-held weapon less than 5 feet long will suffer damage as though contacting a Wall of Fire spell (q.v.)--2d6 damage + 1 point per level of the caster. Undead suffer double damage, and creatures especially susceptible to flame may also take additional damage. The caster may attempt a melee attack to burn others with this fire, a successful blow causing 1d6 damage + 1 point per two levels of the caster. Creatures passing within a 5' radius of the caster suffer 1d4 heat damage. By standing still and concentrating, the caster may extend this heat radiation, inflicting 2d4 within a 5' radius and 1d4 within a 10' radius, but this falls back to the usual level if the caster stops concentrating or resumes moving. The caster can attempt to destroy inanimate objects by touching them, requiring a save vs. normal fire to avoid destruction. This may be attempted once per round, at a -1 cumulative penalty for each consecutive round of handling. Items on the caster's person at the time of the casting of this spell are unaffected by the flame. The caster may end this spell prematurely if desired. The material component for this spell is a flask of oil, poured over the caster's head during the casting of the spell, and an open flame of any size.
Thorn Flight
Hit Point Cost: 3
Casting Time: 3
Range: 70 yards + 10 yards/level
Area of Effect: One creature per thorn
Saving Throw: None
Duration: Instantaneous, paralyzation 1d6+1 rounds
A thorn flight spell brings into being one bolt of negative energy for every 5 levels of the caster. Each bolt can have a different target. Each bolt forms into four vaguely thorn shaped projectiles that hurl towards the caster's opponent. The thorns never miss their target and inflict 1d4 damage. The affected creature must save vs. paralysis or be paralysed in the areas hit by each of the arrows. Roll 1d6; 1 = left leg, 2 = right leg, 3 = left arm, 4 = right arm, 5-6 = body. Limbs paralysed are rendered useless. Body paralysis eliminates any dexterity bonus and results in the victim always acting at initiative 10. The paralysis lasts for 1d6+1 rounds.
Transfusion
Hit Point Cost: 3
Range: touch
Casting time: 2
Saving Throw: None
This spell causes the target (1d4/2 levels) hit points of damage. The caster is healed by an amount equal to the damage. The caster cannot exceed his maximum hit points by means of this spell.
Wicked Growth
Hit Point Cost: 3
Range: 40'
Casting time: 3
Saving Throw: See Text
This cruel spell will cause a victim to sprout thorns, and other twisted plant growths from his/her skin. This causes the unfortunate soul 1d4 points of damage each round until they save vs Breath Weapon at -4. Until then the victim is at -2 to all actions due to pain. The growths fall off 2 rounds after the target makes his/her save. It the target never saves, and is killed by means of this spell, growths will continue to burst from their skin. Eventually a bloodthorn bush will grow on the spot the person died, using what is left of the body for nutrients. A person who dies from this spell can only be resurrected 50% of the time.
4th Circle
Acid Spray
Hit Point Cost: 4
Range: 0"
Casting Time: 4
Duration: Instantaneous
Saving Throw: 1/2
Area Of Effect: See Below
When this spell is cast, it causes a cone shaped spray of acid to extend outwards from the casters hand. The length of the cone is 1/2" per level of the caster and the cone terminates with a circular area with a radius of 1/8" per level of the caster. The start of the cone is a circular area of 1' radius. The damage from the acid is 1d4+1 per level of the caster.
Blood Hawk
Range: 1"
Duration: 2 turns/level
Casting Time: 1 round
Area Of Effect: 1 (or more) corpse
Saving Throw: special
This spell must be cast around the remains of one ore more creatures. When this spell is cast, parts of the remains will form into the resemblance of a hawk. The blood to cast the spell must be smeared onto the construct. The blood hawk will follow any order given to it by the caster. It has two attacks: Claw/Bite 1d8/1d6. The blood hawk can take up to the half caster's hit point total before falling apart. At the end of the spell, the hawk will start to lose parts until it does not exits. It will lose 2 hit points a round until dead. During this time, the hawk will make a horrible unearthly racket. The sounds emitted from the hawk will cause the effects of a fear spell on any creature with less then 2 hit dice on a failed saving throw.
Blood Ray
Hit Point Cost: 4
Range: 0
Casting Time: 4
Duration: Instantaneous
Saving Throw: 1/2
Area of Effect: 1' diameter ray, 5'/level long
This spell calls forth a seething black ray shot through with veins of red fire. All creatures in the path of the spell will suffer d4 damage per level of the caster, up to a maximum of 20d4. A successful save vs. breath weapon will result in only half damage. A creature that is immune to fire or to energy drain will suffer only one-half damage (one-quarter if a successful save is made). If the damage rolled exceeds a target's remaining hit points, that target is disintegrated.
Bone Stretch
Hit Point Cost: 6
Range: Special
Duration: 1 round per level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
By means of this spell, the caster is able to stretch his limbs to ten times their length. The body of the caster becomes extremely flexible and becomes of a stiff elastic texture. The caster's AC drop by one and he receives halve damage from blunt weapons. When he stretches his limbs, his AC increases by one to three points. The mass of the caster does not increase. This process is very painful, which accounts for the high hit point cost. The stretching is accompanied by loud popping and tearing sounds.
Hand of Withering
Hit Point Cost: 4
Range: Touch
Casting Time: 8
Duration: Special
Saving Throw: None
Area Of Effect: One Creature
After casting this spell, the caster's hand will bear a baneful curse, for the next creature he/she touches (possible requiring an attack roll) will be aged 1D6 years per level of the caster.
The spell lasts 1 round per level of the caster, or until the spell is discharged.
5th Circle
Bloodwych
Hit Point Cost: 5
Range: 0
Casting Time: 5
Duration: Special
Saving Throw: Special
Area of Effect: 5' x 30' x 15' cone
This spell creates an effluvium that stuff burns very hot and is extremely viscous, but rapidly dissolves. Those in the area of effect may attempt a save vs. breath weapon to avoid being covered in the effluvium. If this save is successful, they are merely splashed with it. Even this small amount, however, is sufficient to cause half damage for the initial round, but it burns out in that single round. Those that fail to save and are struck fully by this ghastly substance suffer d6 fire damage per two levels of the caster (rounded up), up to a maximum of 12d6. The bloodwych clings to these poor victims and continues to inflict damage. The damage is reduced by 2d6 each round, and the it burns until all damage potential is exhausted. This effluvium burns with a colorless fire that can only be extinguished by magical means (e.g. Wand of Flame Extinguishing, Fire Quench, Dispel Magic, or a magical cold spell such as Ice Storm, Cone of Cold, Wall of Ice, or Otiluke's Freezing Sphere, although spells involving ice may also cause impact damage to the would-be rescuee); even total immersion in water will have no effect on it. This flame is so hostile to natural matter that it will burn through one inch of wood or soft metal, one quarter inch of hard metal, or one eighth inch of stone per die of damage that it would inflict to living targets each round it is active. Any individual who is struck fully (i.e. fails to save) must make item saving throws vs. magical fire for all exposed equipment in each round that the Bloodwych clings to him, though these saves are at +1 cumulative for each round after the first. Occasional dark green or red flickerings can be observed in an active Bloodwych.
Chasm
Hit Point Cost: 5
Range: 120 yards
Duration: 1 turn/ level
Casting Time: 5
Area of Effect: special
Saving Throw: none
This spell splits the earth creating a yawning chasm that is 40 feet long, 10 feet wide, and 20 feet deep per level of the spell caster. At the spell's end the earth will close up as if it had never happened.
Chill of the Void
Hit Point Cost: 5
Range: 0
Casting Time: 5
Duration: 1 round
Saving Throw: None
Area of Effect: 20' wide path, 5'/level long
This spell brings forth a wave of preternatural cold, rolling forth from the caster's outstretched arms to the maximum area of effect. Its cold vacuum kills all normal vegetation in the area except for trees, which have a 50%-100% chance to survive (DM's discretion, based on size and native environment). This cold inflicts 3d4 damage and the vacuum an additional 3d4 to all living creatures within the area of effect. Vegetable and fungoid monsters suffer double damage from this spell. The material component is a piece of ice.
Insanity
Hit Point Cost: 5
Casting Time: 5 segments
Range: 5 yards/level
Area of Effect: 1 creature
Saving Throw: Negates
Duration: Permanent
This spell can be rather harmless, or fatal. A person (as defined in CHARM PERSON) that does not save versus spells is struck with a random type of insanity. Roll a d20 on the following table to determine type (consult DMG pp.83 for explanations):
1. dipsomania 11. mania
2. kleptomania 12. lunacy
3. schizoid 13. paranoia
4. pathological 14. manic-lair depressive
5. monomania 15. hallucinatory
6. dementia insanity praecox 16. sadomasochism
7. melancholia 17. homicidal
8. megalomania mania 18. hebephrenia insanity
9. delusional 19. suicidal mania
10. schizophrenia 20. catatonia
A person affected by this spell will not notice anything different about themselves, and depending on the type of insanity, those around them may not notice any difference. The insanity is permanent unless negated by a HEAL, RESTORATION, (LIMITED) WISH, or a successful DISPEL MAGIC.
6th Circle
Eater From Within
Hit Point Cost: 6
Range: 9"
Duration: 2 rd./ level
Casting Time: 6
Area Of Effect: one creature
Saving Throw: special
This spell creates a small blood red ball of light that zips from the casters outstretched hand to the target creature and disappears within. Any person that is not immune to disease will be effected by this spell. The spell can be countered with either a dispel magic or with a cure disease spell, otherwise the spell will commence "eating" the insides of its host at the rate of 1d3 hit points per round. While under this form of attack no being can cast spells and all who try to fight have there attack, defense and saving throws reduced by -3 because the pain is so intense.
Flaming Blood
Hit Point Cost: 6
Casting Time: 6 segments
Range: 10 yards + 10 yards/level
Area of Effect: 15-foot radius
Saving Throws: 1/2
Duration: Special
This spell is similar to the spell FIREBALL, except that it douses all creatures in a 15-foot radius with an incendiary liquid that appears to be blood. The area of effect will be engulfed in non-magical fire for 1d6 rounds. Any combustibles within the area of effect instantly ignite. A creature in the area of effect that fails it's saving throw takes 1d4 hit points of fire damage per level of the caster on the first round, and the same damage each round until it saves. The round the creature saves it takes half damage, and the next round it takes none. All the creature's non- combustible possessions must save versus normal fire or be destroyed (the combustible ones don't get a save). A creature that successfully saves on the first round takes half damage for that round, and all it's possessions (including combustibles) are unaffected.
For example, a creature failing it's first save against flaming blood, cast by a 12th-level mage, takes 32 hit points of damage (rolled on 12d4) on the first round. The creature fails it's save again on the second round and takes another 32 hit points of damage. On the third round it saves and only takes 16 hit points of damage and no damage on the fourth round.
The mage must have a clear line of sight to the target area.
8th Circle
Blackwall
Hit Point Cost: 8
Casting Time: 7 segments
Range: 200 yards
Area of Effect: 50,000 square feet
Saving Throw: Special
Duration: 1 day/level
The spell conjures a 1 foot thick wall of black mist that causes death to most creatures that touch it. The wall cannot be seen through, but sound or objects will pass through it. Any living creature that touches or attempts to pass through the wall must roll a saving throw versus death, modified depending on their level as follows:
Creature's Hit Dice Saving Throw
less than 1 none
1 to 2 -4
3 to 4 -3
4 to 6 -2
6 to 8 -1
more than 8 normal
The wall can be shaped into a rectangle, box, hemisphere, sphere, or just one huge wall, as long as the surface area is 50,000 square feet. The wall cannot be physically disturbed (ie., blow away, pushed, etc.), but parts of it can be negated by a successful DISPEL MAGIC. It can penetrated using an ANTI-MAGIC SHELL, or totally negated with a WISH.
Vitality Drain
Hit Point Cost: 24(see description)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This terrible spell allows the caster to drain the youth from a victim, revitalizing himself, at the expense of aging the victim. Hardly a spell used by good aligned mages.
The caster first prepares the spell, by casting the eight phase portion of it. He will lose 3 hit points per round during the casting. He then has his level in rounds to make contact with the victim, and begin draining. To drain the youth of the victim, the caster must be in continuous contact with the flesh of the victim during the draining process. The act of being drained is extremely painful to the victim, and is sufficient to awaken sleeping victims, and allow charmed victims a new saving throw. Even if the victim is conscious, however, the draining will continue. The victim must break flesh contact with the mage to break the spell.
The caster is able to drain a decade for every four levels he possesses, ie 20 years at fifth, 30 at ninth, 40 at 13th, etc. Each year takes a segment to drain, a decade drained per round. If the spell is broken during casting, the caster will still have drained a number of years dependant on time of casting (eg contact broken after 2 rounds, 20 years drained). Due to the imperfect nature of the spell, however, the caster only reduces in age by a year for every three drained from the victim.
Both caster and victim will be affected by the change in age. The victim will only suffer the disadvantages of aging (STR and CON loss), whereas the caster will only experience the benefits (STR and CON gain). After the spell, the victim will have visibly aged, with greying hair, and lined, saggy skin. The caster will appear invigorated, with grey disappearing from his hair, and the obvious return of muscle tone. The victim must save vs. paralyze, or pass out for 1d4 turns, if he is drained more than 20 years. The caster will experience a temporary d4 increase in STR (not including that gained from becoming younger), which will fade by 1 point a turn. The caster will also feel as if inebriated, an affect which persists for d6 rounds.
This spell is only effective on humans. Long lived races, such as elves and dwarves, as well as humanoid races, are immune from the spell, and the caster must save vs. paralyzation, or be knocked unconscious if attempting to drain a member of these races. Finally, there is no known cure for this spell, save Wish.
9th Circle
Soulswitch
Hit Point Cost: 12
Casting Time: 1 turn
Range: Touch
Area of Effect: Two creatures
Saving Throw: Special
Duration: Permanent until reversed
This spell causes the life forces of two creatures to exchange. The caster must touch both creatures simultaneously, at the end of casting without having to make a roll to hit. Any two creatures with a soul or spirit (eg., humans, elves, animals, birds, dragons, fish, etc.) can be affected. Examples of creature's that do not have souls or spirits (as we understand them) are; undead, demons, devils, automatons such as golems, and extra-planar creatures in general.
The saving throw against Soulswitch depends on whether both, one, or neither of the recipients are willing to undergo the exchange. Treat indifferent as unwilling. If both recipients are willing than no saving throw is required. If one recipient is willing but the other is not, then the unwilling target is allowed a saving throw with a -2 penalty. If both are unwilling, then they are both allowed a normal save. A successful saving throw by one or both recipients negates the spell.
This spell is much more powerful when used in combination with the 8th-level spell TRAP THE SOUL. Unwilling creatures that are trapped within a gem prison have an additional -6 penalty on their saving throw. So if one recipient is willing and the other not, and the unwilling recipient is first imprisoned by TRAP THE SOUL, the unwilling creature saves with a -8 penalty. If both recipients are unwilling and trapped in gem prisons, they both save with a -6 penalty. The spell does not release them from the gem prisons, only exchanges their souls.
A creature's soul in a different body has that body's strength, dexterity, constitution, and comeliness, but the soul's intelligence, wisdom, charisma (modified by body's comeliness), memories, and intelligence based skills (ie., languages, non-weapon proficiencies, spell-casting ability providing the body has require attributes, etc.). If the body has extraordinary strength, it can only be used if a warrior's soul enters the body. The body will not radiate magic. The alignment will be that of the soul. TRUE SIGHT, or TRUE SEEING will reveal to a person that previously knew the recipient of the SOUL EXCHANGE that they are no longer the same person.
The spell can only be reversed by a carefully worded and executed WISH (creatures must be touching each other), another Soulswitch, or the will of the original caster. If a creature dies while in another's body, it can only be brought back with it's own body, so if both creatures died this could be a reckless way to reverse the spell.
Vaporization
Hit Point Cost: 10
Range: Touch
Casting Time: 9 Segments
Duration: Permanent (Instantaneous)
Saving Throw: No save
Area of Effect: 1" Cube/Level
When this symbol is cast, it will cause a large volume of inorganic material to simply vanish and cease to exist as if it had never been. This effect is instantaneous, and remains permanent. Only a wish can bring the lost matter back into existence. The volume that is destroyed can be in any shape the caster desires up the maximum volume effected.
If any of the inorganic material is somehow magical, then assign it a value of 1 to 6 (using the guidelines from the magic user spell detect magic where artifacts are assigned a value of 6. This is the basic saving throw number that must be rolled, or rolled under, using a d20 in order for the object to save and not be disintegrated.
If a magic item has powers/bonuses which could protect if from disintegration then they must be taking into account for the items saving throw. An intelligent item cannot be effected by the spell, as it does not count as an inanimate object. A ring of spell turning would not be able to turn the spell, but the roll is made anyway and if the turning is successful, then the ring would get the bonus or be saved completely. A ring of protection would get it's saving throw bonus, while a device of protection from disintegration would always save.
Dark Matter*-Sorcerous Evocation
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
Black Bolt
Evocation [Evil]
Level: Nethermancer/Sorcerer 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft.+10 ft./level)
Area/Effect/Target: 1 creature
Duration: Instantaneous (1d6 rounds); see text
Saving Throw: Reflex half
Spell Resistance: Yes
You draw into your self and unleash the power of the Underworld and of ultimate Evil in a violent blast of crackling jet black energy struck through with bolts of dark blue lightning. This roaring blast of energy duplicates the effect of an unholy blight spell of your caster level. Any one killed with this spell suffers the affects of Soul Bind for up to five days. The blast fills a 20-ft. cone extending from your fingertips. You cannot cast this spell if your alignment is not Evil.
7th Level
8th Level
9th Level
*Untill I can come up with a better name for it.