Kerrick
First Post
Here's a small sample of spells that got cut from Arcane Strife and Divine Strife, two of our upcoming spellbooks. I didn't bother with formatting, because frankly I'm lazy and I have better things to do so =P. Enjoy.
Aerial Acceleration
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: Any free-falling creatures or objects in a 10-ft. radius whose weight does not exceed 300 lbs/level
Duration: Until landing or one round/level
Saving Throw: Will negates
Spell Resistance: Yes
You cause all creatures and objects in the area of effect to fall twice as fast as before – in effect, the creature takes double damage from all falls, to a maximum of 20d6.
Boneshard Trap
Necromancy
Level: Blk 3, Clr 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Special
Duration: Special
Saving Throw: Reflex half
Spell Resistance: Yes
In order to cast this spell, you must shatter at least two medium-size skeletons (dead or undead) and scatter them over one 5-foot square each. The trap is then set; any creature that enters one of those squares is struck by sharp shards of bone for 1d8 points of piercing damage per level. Anyone who is killed by this dies, the flesh immediately falls off his bones, and he becomes an undead skeleton (which, if it does not receive any orders, immediately attacks any living beings nearby).
This spell lasts as long as there are skeletons; each trapped 5-foot square discharges once. Anyone can add skeletons to the trap at any time by scattering the bones of a medium-size or larger skeleton in a square adjacent to an existing trapped square. A Large skeleton covers two 5-foot squares, a Huge three, etc.
Material Components: The bones of at least two Medium-size skeletons.
Dead Sight
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: One action
Range: Personal
Target: You
Duration: 1 minute/level
By use of this spell, you can gain a little information about any corpse that you touch. You can ask only one question per corpse viewed, such as "How did this man die?" or "Did this individual practice magic?", and recieve a one-word answer such as "murder" or "yes".
When the spell is active, your pupils glow with a cool blue radiance. This disturbing effect gives you a -1 circumstance penalty to Diplomacy and Gather Information checks when dealing with non-arcane spellcaster NPCs.
Death Bolt
Necromancy [Death]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A black ray of energy springs from your fingertip to make a ranged touch attack against one creature in range. If the creature fails a Fort save, it instantly dies; a successful save inflicts 3d6 points of damage, +1 per caster level instead.
The true insidiousness of this spell is revealed, however, when the target dies. All creatures within 10 feet of him must also make Fort saves at +1 as above or die. In turn, each creature within 10 feet of those who just died must make Fort saves, and so on, until you have killed one creature per level or all victims have made their saves. Each "ring" of creatures beyond the initial target gains a +1 bonus to the save.
Emrys' Wall of Lightning
Evocation [Electricity]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall 5 ft. thick, 10 ft. long, 20 ft. high/level
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
You create a wall of lightning bolts up to 5 feet thick, 10 feet long, and 20 feet high per level. The wall deals 1d6 points of damage per round to anyone entering it, and it takes one full round to pass through the wall. In addition, large amounts of metal (such as a fighter in plate mail) attract small bolts of electricity from the wall, resulting in 1d8 damage (Reflex save for half).
Material Components: An amber or glass rod, a bit of fur, and a small sheet of mica (50 gp).
Heart of Stone
Abjuration [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: One day/level
By casting this spell, you become immune to all emotion-affecting magic, psionics, and supernatural and spell-like abilities. In fact, you cannot feel any sort of emotion whatsoever. Due to the lack of stress and fear, you age 10% more slowly than before, but unfortunately, you also lose the ability to go into a rage, cast spells, manifest psionic abilities, or use supernatural or spell-like powers, as all of these require passion and focus.
Kramoine's Skeletal Desk
Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 round
Range: 0 ft.
Target: Two Medium (100 ft. + 10 ft./level)-size skeletons
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You create a desk from the skeletons of two Medium-size creatures. The desk has four legs (formed from legbones, of course), a flat surface for writing, and a shelf hanging over the writing surface. Several small cubbies along the back serve as storage for scrolls, small items, and whatnot; the skulls are attached to the upper corners of the overhang.
The desk serves many purposes besides just a desk; if a scroll or note is placed into one of the skull's mouths, the other one recites the contents, provided it is not encrypted or magical (though if it is a magical scroll usable by any class, the skull announces what it is). If anyone besides you or anyone you authorize attempts to sit down at the desk or remove anything from it, the desk attacks, clawing at the person with four arms for 1d4 damage each.
Material Component: Two complete Medium-size skeletons.
Magic Bubble
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: One round/level
You are surrounded by a field of magic that extends 1 inch beyond your skin. If you enter an area of anti-magic, wild magic, or dead magic, you can still cast personal protective spells on yourself. Personal protection spells already in effect or cast while in the magic bubble remain in effect while the magic bubble does; if the magic bubble spell ends before the other spell(s) and you are in a dead magic area or anti-magic field, the spells are affected normally.
Transmute Blood to Ice
Necromancy [Ice]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature, or 1 gallon/level of blood
Duration: Instantaneous
Saving Throw: Fort negates or Will negates (object)
Spell Resistance: Yes
This spell is favored by ice mages and necromancers both. You turn the blood in one creature to ice, dealing 10d8 cold damage (creatures with blood who have cold resistance take full damage, as this is partly from the sudden expansion of the water in the body rupturing cell walls). Even if the creature succeeds at a Fort save for half damage, it is frozen in place for 2d4 rounds until its blood thaws out. A fire spell dealing more than 20 points of damage will instantly thaw the creature out, but it deals double damage to the creature or half damage on a successful save, due to the intense cold in its system. Blunt and crushing attacks deal double damage to the creature while it is frozen, and excessively large amounts of damage (DM's discretion) could break off body parts.
This spell does not affect constructs, elementals, oozes, undead, and other creatures without blood; plants, on the other hand, are not immune.
Material Components: A few drops of blood and a shard of ice.
Aerial Acceleration
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: Any free-falling creatures or objects in a 10-ft. radius whose weight does not exceed 300 lbs/level
Duration: Until landing or one round/level
Saving Throw: Will negates
Spell Resistance: Yes
You cause all creatures and objects in the area of effect to fall twice as fast as before – in effect, the creature takes double damage from all falls, to a maximum of 20d6.
Boneshard Trap
Necromancy
Level: Blk 3, Clr 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Special
Duration: Special
Saving Throw: Reflex half
Spell Resistance: Yes
In order to cast this spell, you must shatter at least two medium-size skeletons (dead or undead) and scatter them over one 5-foot square each. The trap is then set; any creature that enters one of those squares is struck by sharp shards of bone for 1d8 points of piercing damage per level. Anyone who is killed by this dies, the flesh immediately falls off his bones, and he becomes an undead skeleton (which, if it does not receive any orders, immediately attacks any living beings nearby).
This spell lasts as long as there are skeletons; each trapped 5-foot square discharges once. Anyone can add skeletons to the trap at any time by scattering the bones of a medium-size or larger skeleton in a square adjacent to an existing trapped square. A Large skeleton covers two 5-foot squares, a Huge three, etc.
Material Components: The bones of at least two Medium-size skeletons.
Dead Sight
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: One action
Range: Personal
Target: You
Duration: 1 minute/level
By use of this spell, you can gain a little information about any corpse that you touch. You can ask only one question per corpse viewed, such as "How did this man die?" or "Did this individual practice magic?", and recieve a one-word answer such as "murder" or "yes".
When the spell is active, your pupils glow with a cool blue radiance. This disturbing effect gives you a -1 circumstance penalty to Diplomacy and Gather Information checks when dealing with non-arcane spellcaster NPCs.
Death Bolt
Necromancy [Death]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A black ray of energy springs from your fingertip to make a ranged touch attack against one creature in range. If the creature fails a Fort save, it instantly dies; a successful save inflicts 3d6 points of damage, +1 per caster level instead.
The true insidiousness of this spell is revealed, however, when the target dies. All creatures within 10 feet of him must also make Fort saves at +1 as above or die. In turn, each creature within 10 feet of those who just died must make Fort saves, and so on, until you have killed one creature per level or all victims have made their saves. Each "ring" of creatures beyond the initial target gains a +1 bonus to the save.
Emrys' Wall of Lightning
Evocation [Electricity]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall 5 ft. thick, 10 ft. long, 20 ft. high/level
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
You create a wall of lightning bolts up to 5 feet thick, 10 feet long, and 20 feet high per level. The wall deals 1d6 points of damage per round to anyone entering it, and it takes one full round to pass through the wall. In addition, large amounts of metal (such as a fighter in plate mail) attract small bolts of electricity from the wall, resulting in 1d8 damage (Reflex save for half).
Material Components: An amber or glass rod, a bit of fur, and a small sheet of mica (50 gp).
Heart of Stone
Abjuration [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: One day/level
By casting this spell, you become immune to all emotion-affecting magic, psionics, and supernatural and spell-like abilities. In fact, you cannot feel any sort of emotion whatsoever. Due to the lack of stress and fear, you age 10% more slowly than before, but unfortunately, you also lose the ability to go into a rage, cast spells, manifest psionic abilities, or use supernatural or spell-like powers, as all of these require passion and focus.
Kramoine's Skeletal Desk
Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 round
Range: 0 ft.
Target: Two Medium (100 ft. + 10 ft./level)-size skeletons
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You create a desk from the skeletons of two Medium-size creatures. The desk has four legs (formed from legbones, of course), a flat surface for writing, and a shelf hanging over the writing surface. Several small cubbies along the back serve as storage for scrolls, small items, and whatnot; the skulls are attached to the upper corners of the overhang.
The desk serves many purposes besides just a desk; if a scroll or note is placed into one of the skull's mouths, the other one recites the contents, provided it is not encrypted or magical (though if it is a magical scroll usable by any class, the skull announces what it is). If anyone besides you or anyone you authorize attempts to sit down at the desk or remove anything from it, the desk attacks, clawing at the person with four arms for 1d4 damage each.
Material Component: Two complete Medium-size skeletons.
Magic Bubble
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: One round/level
You are surrounded by a field of magic that extends 1 inch beyond your skin. If you enter an area of anti-magic, wild magic, or dead magic, you can still cast personal protective spells on yourself. Personal protection spells already in effect or cast while in the magic bubble remain in effect while the magic bubble does; if the magic bubble spell ends before the other spell(s) and you are in a dead magic area or anti-magic field, the spells are affected normally.
Transmute Blood to Ice
Necromancy [Ice]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature, or 1 gallon/level of blood
Duration: Instantaneous
Saving Throw: Fort negates or Will negates (object)
Spell Resistance: Yes
This spell is favored by ice mages and necromancers both. You turn the blood in one creature to ice, dealing 10d8 cold damage (creatures with blood who have cold resistance take full damage, as this is partly from the sudden expansion of the water in the body rupturing cell walls). Even if the creature succeeds at a Fort save for half damage, it is frozen in place for 2d4 rounds until its blood thaws out. A fire spell dealing more than 20 points of damage will instantly thaw the creature out, but it deals double damage to the creature or half damage on a successful save, due to the intense cold in its system. Blunt and crushing attacks deal double damage to the creature while it is frozen, and excessively large amounts of damage (DM's discretion) could break off body parts.
This spell does not affect constructs, elementals, oozes, undead, and other creatures without blood; plants, on the other hand, are not immune.
Material Components: A few drops of blood and a shard of ice.