ok lets see what kind of crazy spells you people have created.
I'll start off with a few I made whan I was in high school and a few others.
Double Spell Book (3th lvl)
(Alteration/Illusion)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: One Book/Tome
Saving Throw: Nil.
This spell is cast upon an empty spell book or tome, were by it allows the number of pages inside to effectively be doubled. Once the tome is filled from page one to the max number of pages allowed in a spell book (see DMG pg. xx for spell book type and max number of pages) the caster simply closes the book, and then re-opens the book to the new magically blank pages to be written on. This spell can only be cast once on a wizards tome, if another attempt is made to cast Double Spell Book on the tome, all pages will be erased and left blank destroying all the work that was inside. When the caster opens his book he need only think of the spell he is looking to read and the book will automatically flip to the first page that the spell is written on, helping to alleviate the hassle of remembering whether the spell is written on the first or second layer of the book. If any one other than the original caster of Double Spell Book attempts to open the spell book all that will be found are the top layer of written text, only a true seeing spell will reveal the nature of the spell book and what’s hidden on the pages.
Material components shall be of the finest leather binding available of a value no less than 500gp, silken paper pages, ink from the blood of a cockatrice and a Roc feather for a quill pen.
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Crushing Sphere (8th lvl)
(Invocation/Evocation)
Range: Touch
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 5
Area of Effect: 1 creature of Large size or less
Saving Throw: special
When the caster touches a subject, it creates a shimmering sphere of force that surrounds the target. A save vs spell is allowed to avoid the effects entirely, however if the target fails the save, the next round the sphere proceeds to collapse upon itself, slowly crushing the target with in. Each round there after the subject suffers 1d8 points of crushing damage (all items and possessed must also make a save vs crushing blow), a save for half damage is allowed with a -1 penalty per 2 rounds entrapped and -1 per 3 lvls of the caster (To-hit penalty/bonus from strength scores may be applied to this saving throw as well). Any subject with a Strength score of 20+ , may opt to pass on the save vs spell and attempt to hold the sphere at bay (save vs spell; + str to-hit bonus, -1 per 3 lvls of the caster and -1 per 2 rounds entrapped ) per round, for a number of rounds equal to half their strength and half their constitution score, rounded down,(i.e., strength score of 20 and a constitution of 18 means the character can try to hold the sphere at bay for a max of Str 20/2 = 10 + Con 16/2 = 8, = 18 rounds) to avoid crushing damage for the round. However if the target fails the 20+ str score check at any point, the character automatically falls unconscious from exhaustion, taking full damage as stated below just as if failing a system shock roll. The spell is slow and menacing, causing intense pain and suffering, with every 2 rnd that passes after the 1st (example rnds 3, 5, 7, 9, etc…), a creature must pass a System Shock roll, with a penalty of -5% per 2 rnds after the 3rd rnd (i.e. -5% rnd 5, -10% rnd 7, - 15% rnd 9) or fall unconscious from the agony, proceeding to take full damage for the remainder of the spell. The sphere is invulnerable to all melee and missile attacks, no attack may pass from either side of the bubble. Nor can sound pass through. Magical attack spells can only pass through if they are of a level equal to or higher than sixth level, and mental psionic powers work normally on the creature held with in. The character with in is basically in a silent bubble of death.
Material components consist of a obsidian marble of no value less than 2000gp.
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Although I tried my best to rework this spell into something remotely coherent, I feel as though it is way to mathy. It must have been from my days of pre-calc were it seemed I did nothing but eat, breath, and sleep math problems.
Please be honest and let me know if it needs to be re-worked into some thing even more comprehensive than this
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Ground Surge (4th lvl)
(Invocation/Evocation)
Range: 20 yrds
Components: V, S, M
Duration: 3 rounds + 1 round per level
Casting Time: 4
Area of Effect: 25 ft area or a 5 ft radius per 2 lvls (max area of 250 ft or 50ft radius)
Saving Throw: ½
When cast, this spell causes electrical energies to surge through the ground.. Any creature touching the surface in which this spell flows over is subject to 1d6 initial electrical dmg , and an additional d4 per round there after while in the area of effect. A save vs spell per round allows for half dmg. Any who fail this save must also make a save vs paralysis or become “paralyzed” for 1 rnd per 3 lvls of the caster, taking max dmg during this time. The DM may grant bonuses/penalties to the save vs spell depending upon what the surface is or if the character has insulators available for use. Any creature in the AoE who is not in contact with the surface is not effected by the spell, as the spell only travels across the “ground” and does not travel up trees or other objects to strike at targets. Any who try to travel across this electrically charged field move ½ movement rate and all actions are penalized by 2 points for all with in the AoE as well.
Material components of this spell is the electric generating gland of an electric eel.
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Grasping Ground Surge (7th lvl)
(Invocation/Evocation)
Range: 20 yrds
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 5
Area of Effect: 25 ft area or a 5 ft radius per 2 lvls (max area of 250 ft or 50ft radius)
Saving Throw: ½
When cast, this spell causes electrical energies to surge through the ground (this spell acts as a Ground Surge spell with the following changes), along with energy manifested arms that grow forth, trying to grasp onto any creature in the AoE.
- There will be 1 arm per 2 lvls of the caster, with no more than 4 arms trying to attack one target at any given time.
-All arms attack targets as AC10+dex and any magical protection devices (armor or armor mimicking devices do not count for AC, actually metal armors may have penalties on saves).
-Each arm uses the wizards Thac0 and receives an attack bonus equal to +1 per 3 lvls of the caster (max of +4).
- Arms do 1d4 electrical dmg per 3 lvls, targets struck by the arms are allowed a save vs spell for ½ dmg.
- if 2 arms strike the same target a save vs breath weapon is required to avoid a “hold” however for every additional arm that does grab hold there is a penalty of 1 point to save (up to -4 for the max # of arms that grab hold). This penalty is also imposed on the “ground surge” paralysis rule.
-Energy arms can extend upward of 1 foot per 3 lvls (max reach of 5 ft) to try and grab at low-flying creature or a target attempting to flee via climbing.
Material components of this spell is the electric generating gland of an electric eel and the ground up marrow of a skeleton that perished from electrical death.
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this is the advance more nasty version of Ground Surge! inspired if I am not mistaken by the shadow arm spell.
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Sphere of Energy (5th lvl)
(Invocation/Evocation)
Range: Centered on caster
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: ½
This spell is used to either create a electrical protective field or an electrical charged blast centered on the caster which effects friend and foe a like.
-The protective domed energy field grants a +4 AC/save bonus to every one with in the AoE (5ft radius + 1ft per caster lvl). Any creature that attempts to pass through the field must make a save vs spell or suffer 1d4 electrical dmg per 3 lvls of the caster, saves take half dmg. All physical attacks that make it through he field are reduced in dmg by 1point per 3 lvls of caster (to a minimum of 1 pt dmg). The caster can control the radius of the spell, setting it as small as 5ft radius or up to the max dome AoE, protecting those with in. The spell at all times stays centered and moves in unison with the caster. The protective sphere lasts 3 rnds +1 rnd per 3 lvls of the caster.
- Option two of the spell is a electrical domed shaped explosion that expands out ward from the center of the caster (5ft + 1 ft per lvl). This electrical discharge effects all with in the AoE, save for half, causing 1d6 +1 dmg per lvl of the caster. This is an instantaneous spell.
Material components of this spell are the powdered bones of a blue dragon.
Spells!!!! Lets see em, what do you have!?
Moderators: Thorn Blackstone, Halaster Blackcloak
Here's a few, there are lots more
(note: I'm not going through and fixing the italics and bolding that were in the original document, too much work!)
Corona's Spell Shield
Level: 4
Range: 3”
Duration: 2 rounds/level
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Area of Effect: 3” x 3” wall
Explanation/Description:This spell creates a magical curtain which inhibits spells passing through from the outside. All spells which do not cause damage have no effect on the spell caster and/or beings protected by the shield IF the shield makes a saving throw as the caster with +2 on the die, but disregarding all magical protections. If the shield fails, normal saving throws still apply. The shield continues to function whether it successfully saves or not. Against damage causing spells the shield can absorb the same amount of damage as the spell caster could when fresh. Saving throws are applicable to the damage. However, if the shield takes more damage than it can absorb, it collapses and the caster takes the excess damage without any saving throw. The shield may be dispelled at any time by the caster. Spells can be cast through the shield from the inside. The wall can take any form desired as long as it remains a wall. The wall cannot be seen. The spell shield allows saving throws against spells which normally have none.
Corona's Scry Trap
Level: 5
Range: Touch
Duration: 6 turns/level
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None
Area of Effect: 1'/level radius (+special)
Explanation/Description:This spell creates a detection network which senses detection, divination and scrying type spells and warns the caster of their presence. The spell sensed is immediately identified to the person detecting it. The material component for this spell is a small ornate mirror of no less than 5,000 gold in value which must be specially prepared to accept the spell. The detection web radiates from this mirror which is not consumed in the casting of the spell. Detection/Location spells will register as a blue glow from the mirror, Clairvoyance, ESP, crystal balls and related spells will be locked onto and a 2-way channel will be formed which (except for ESP or possibly Telepathy) will not be obvious to the intruding individual unless the mage makes it so. With a command word, the spell can form a forced lock which locks a channel to the spy, along which can be cast certain offensive spells. The channel lasts for 1 round and during that round time is suspended for the spy (so that no time lapse will be noted). Against visual spells like Clairvoyance or a crystal ball, Phantasmal Force and like spells may be used to fool the spy, or a Light spell may be thrown through the channel causing the spy to save at -4 or be blinded, though either way, the spy's spell is broken. Against listening spells such as Clairaudience, an Audible Glamour or similar spell may be used to fool the spy or may be thrown along the channel to deafen the spy if a save (at -4) is not met and break the spy's spell in the process. ESP cannot be fooled, however a Confusion or Forget spell (also saved against at -4 in addition to any other penalties) can be deadly against it! The Forget spell can cause total amnesia in the spy if not saved against. Detection and location spells will be misdirected if the same spell is thrown back through the channel. All the personal effects are permanent until taken care of by a Heal, Restoration, Dispel Magic or in the case of blindness, Cure Blindness. The spell moves with the mirror, but if the caster moves outside of the detection web, the spell is broken,
Magic Door
Level: 7
Range: Touch
Duration: 1 day/level
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None
Area of Effect: Special
Explanation/Description:This spell enchants a door handle so that when it is turned, the creature grasping the handle will be Dimension Doored to another location. The handle may either be part of a real door or it may be a fake door. The spell may only act as a Dimension Door two times per level of the caster, after which time it is dispelled. The destination cannot involve arriving inside a solid object. If the creature would take damage when it arrives or if the spell is used in any offensive manner, the creature is allowed a saving throw against the spell.
Time Slip
Level: 3
Range: 0
Duration: Special
Components: V, S
Casting Time: 1 segment
Saving Throw: None
Area of Effect: Caster
Explanation/Description:Except for level, this spell functions about the same as the Clerical spell Withdraw. While this spell is in effect, the caster gets 1 round of action for every segment of real time (up to 1 segment per level maximum) The caster may not engage in any actions other than casting spells of an informational or defensive nature, reading, thinking or similar type actions. Defensive spells such as Globe of Invulnerability which can affect others but are primarily centered on the caster are allowed, but spell such as Spell Shield, although similar in nature, will break the Time Slip as they are not primarily centered on the caster. Thus spells such as Protection from Normal Missiles, Fire Shield, Duo-Dimension and the like can be cast without breaking the spell, but Teleports, Wall spells and such, which are defensive, but involve movement or are not centered on the caster, will break it. Spells which can affect things later such as Fly or Spider Climb ARE permitted provided that no movement actually occurs until the Time Slip has ended. For purposes of duration, each segment spent in the Time Slip counts as 1 round for spells cast earlier. (Example: a Shield spell was cast, then Time Slip. Segment 1 we cast Fire Shield, Segment 2 we cast Protection from Normal Missiles, Segment 3 we cast Globe of Invulnerability, Segment 4 we cast Fireball, which breaks the Time Slip. On Segment 5 (outside the Time Slip), the Shield has been up for 1 round (before Time Slip was cast) plus 4 rounds while we were in the Time Slip. The Fire Shield has been up 3 rounds (the casting round doesn't count) and the other spells are likewise affected.)
Mira (It is said that if you line up all the cars in the world end to end, someone would be stupid enough to try and pass them)
(note: I'm not going through and fixing the italics and bolding that were in the original document, too much work!)
Corona's Spell Shield
Level: 4
Range: 3”
Duration: 2 rounds/level
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Area of Effect: 3” x 3” wall
Explanation/Description:This spell creates a magical curtain which inhibits spells passing through from the outside. All spells which do not cause damage have no effect on the spell caster and/or beings protected by the shield IF the shield makes a saving throw as the caster with +2 on the die, but disregarding all magical protections. If the shield fails, normal saving throws still apply. The shield continues to function whether it successfully saves or not. Against damage causing spells the shield can absorb the same amount of damage as the spell caster could when fresh. Saving throws are applicable to the damage. However, if the shield takes more damage than it can absorb, it collapses and the caster takes the excess damage without any saving throw. The shield may be dispelled at any time by the caster. Spells can be cast through the shield from the inside. The wall can take any form desired as long as it remains a wall. The wall cannot be seen. The spell shield allows saving throws against spells which normally have none.
Corona's Scry Trap
Level: 5
Range: Touch
Duration: 6 turns/level
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None
Area of Effect: 1'/level radius (+special)
Explanation/Description:This spell creates a detection network which senses detection, divination and scrying type spells and warns the caster of their presence. The spell sensed is immediately identified to the person detecting it. The material component for this spell is a small ornate mirror of no less than 5,000 gold in value which must be specially prepared to accept the spell. The detection web radiates from this mirror which is not consumed in the casting of the spell. Detection/Location spells will register as a blue glow from the mirror, Clairvoyance, ESP, crystal balls and related spells will be locked onto and a 2-way channel will be formed which (except for ESP or possibly Telepathy) will not be obvious to the intruding individual unless the mage makes it so. With a command word, the spell can form a forced lock which locks a channel to the spy, along which can be cast certain offensive spells. The channel lasts for 1 round and during that round time is suspended for the spy (so that no time lapse will be noted). Against visual spells like Clairvoyance or a crystal ball, Phantasmal Force and like spells may be used to fool the spy, or a Light spell may be thrown through the channel causing the spy to save at -4 or be blinded, though either way, the spy's spell is broken. Against listening spells such as Clairaudience, an Audible Glamour or similar spell may be used to fool the spy or may be thrown along the channel to deafen the spy if a save (at -4) is not met and break the spy's spell in the process. ESP cannot be fooled, however a Confusion or Forget spell (also saved against at -4 in addition to any other penalties) can be deadly against it! The Forget spell can cause total amnesia in the spy if not saved against. Detection and location spells will be misdirected if the same spell is thrown back through the channel. All the personal effects are permanent until taken care of by a Heal, Restoration, Dispel Magic or in the case of blindness, Cure Blindness. The spell moves with the mirror, but if the caster moves outside of the detection web, the spell is broken,
Magic Door
Level: 7
Range: Touch
Duration: 1 day/level
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None
Area of Effect: Special
Explanation/Description:This spell enchants a door handle so that when it is turned, the creature grasping the handle will be Dimension Doored to another location. The handle may either be part of a real door or it may be a fake door. The spell may only act as a Dimension Door two times per level of the caster, after which time it is dispelled. The destination cannot involve arriving inside a solid object. If the creature would take damage when it arrives or if the spell is used in any offensive manner, the creature is allowed a saving throw against the spell.
Time Slip
Level: 3
Range: 0
Duration: Special
Components: V, S
Casting Time: 1 segment
Saving Throw: None
Area of Effect: Caster
Explanation/Description:Except for level, this spell functions about the same as the Clerical spell Withdraw. While this spell is in effect, the caster gets 1 round of action for every segment of real time (up to 1 segment per level maximum) The caster may not engage in any actions other than casting spells of an informational or defensive nature, reading, thinking or similar type actions. Defensive spells such as Globe of Invulnerability which can affect others but are primarily centered on the caster are allowed, but spell such as Spell Shield, although similar in nature, will break the Time Slip as they are not primarily centered on the caster. Thus spells such as Protection from Normal Missiles, Fire Shield, Duo-Dimension and the like can be cast without breaking the spell, but Teleports, Wall spells and such, which are defensive, but involve movement or are not centered on the caster, will break it. Spells which can affect things later such as Fly or Spider Climb ARE permitted provided that no movement actually occurs until the Time Slip has ended. For purposes of duration, each segment spent in the Time Slip counts as 1 round for spells cast earlier. (Example: a Shield spell was cast, then Time Slip. Segment 1 we cast Fire Shield, Segment 2 we cast Protection from Normal Missiles, Segment 3 we cast Globe of Invulnerability, Segment 4 we cast Fireball, which breaks the Time Slip. On Segment 5 (outside the Time Slip), the Shield has been up for 1 round (before Time Slip was cast) plus 4 rounds while we were in the Time Slip. The Fire Shield has been up 3 rounds (the casting round doesn't count) and the other spells are likewise affected.)
Mira (It is said that if you line up all the cars in the world end to end, someone would be stupid enough to try and pass them)
Ageless Soul of the Dragon (6th lvl)
(Alteration)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1-6 days
Area of Effect: One Person/creature
Saving Throw: None
This spell is used to extend the maximum life of a person beyond what their normal life span would be, favored mostly by humans and other short life spanned humanoids. The caster needs to acquire the whole heart of a dragon that exceeds the maximum age of the spell recipient according to table 11 (2ePHB). Along with the casting of this spell, the whole heart must be ground down into a pulp to create a potion/elixir to be drank in whole by the one to gain the benefits of the extended life span. After the completion ingesting the liquid, a successful system shock roll (with a penalty equal to the age category of the dragon) must be made or the spell fails and the character falls in a deep coma for 1-4 months and suffers a loss of 1 constitution point per month (a restoration spell will wake them up and restore any loss constitution points). The maximum age the spell recipient can achieve is equal to the age of the dragon heart that was used to create the spell/potion, this is why it is important to make sure the dragon surpasses the maximum age of the recipient, if not there is no effect, and effort was lost in a fight with a dragon.
Age---------------------Age (in years)
Category
5 Young adult ------------51-100
6 Adult-------------------101-200
7 Mature adult------------201-400
8 Old---------------------401-600
9 Very old----------------601-800
10 Venerable-------------801-1,000
11 Wyrm-----------------1,001-1,200
12 Great Wyrm-------------1,200+
This spell only extends the maximum life span of a creature, it does not affect the aging effects of that race though, as per Table 12 (2ePHB). There is no limit to how many times this spell can be used to further extend maximum life span of a character, however the new maximum life span must be exceeded the previous casting to gain any benefit.
Material components whole heart of a dragon.
No one said it was going to be easy, did they!?
(Alteration)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1-6 days
Area of Effect: One Person/creature
Saving Throw: None
This spell is used to extend the maximum life of a person beyond what their normal life span would be, favored mostly by humans and other short life spanned humanoids. The caster needs to acquire the whole heart of a dragon that exceeds the maximum age of the spell recipient according to table 11 (2ePHB). Along with the casting of this spell, the whole heart must be ground down into a pulp to create a potion/elixir to be drank in whole by the one to gain the benefits of the extended life span. After the completion ingesting the liquid, a successful system shock roll (with a penalty equal to the age category of the dragon) must be made or the spell fails and the character falls in a deep coma for 1-4 months and suffers a loss of 1 constitution point per month (a restoration spell will wake them up and restore any loss constitution points). The maximum age the spell recipient can achieve is equal to the age of the dragon heart that was used to create the spell/potion, this is why it is important to make sure the dragon surpasses the maximum age of the recipient, if not there is no effect, and effort was lost in a fight with a dragon.
Age---------------------Age (in years)
Category
5 Young adult ------------51-100
6 Adult-------------------101-200
7 Mature adult------------201-400
8 Old---------------------401-600
9 Very old----------------601-800
10 Venerable-------------801-1,000
11 Wyrm-----------------1,001-1,200
12 Great Wyrm-------------1,200+
This spell only extends the maximum life span of a creature, it does not affect the aging effects of that race though, as per Table 12 (2ePHB). There is no limit to how many times this spell can be used to further extend maximum life span of a character, however the new maximum life span must be exceeded the previous casting to gain any benefit.
Material components whole heart of a dragon.
No one said it was going to be easy, did they!?
- Halaster Blackcloak
- Lord of Undermountain
- Posts: 4034
- Joined: Wed Mar 14, 2007 12:47 am
- Location: Undermountain
- Contact:
Snow (Evocation)
Level: 4 Components: VSM
Range: 6” + 1”/Level Casting Time: 1 turn
Duration: 5 rounds/level Saving Throw: None
Area of Effect: 6” radius
Explanation/Description: When this spell is cast, a thick, gooey white snow falls in the area of effect. The main use of this spell is to make otherwise invisible creatures visible, since the stuff will stick to anything and only an alcohol solution will remove it (when the spell expires, it dries up and can be brushed off easily). The area of effect can be moved by concentration of the caster at a rate of 3”/turn. The spell has no effect on ethereal or astral creatures, only normally (or magically invisible creatures can be seen. Creatures will leave tracks as well in the ‘snow’. The covering is not thick enough to impede movement or visibility in any way.
Icycles (Evocation)
Level: 5 Components: VSM
Range: 0 Casting Time: 5 segments
Duration: Instantaneous Saving Throw: None
Area of Effect: Cone extending up to 1”/level
Explantion/Description: When this spell is cast, a number of icycles equal to the level of the caster dart from his or her fingertips toward the specified target or targets. Each icycle is rolled to hit the target as if it were a crossbow bolt fired by a fighter of equal level plus two. (ie. a 9th level caster rolls as an 11th level fighter) Dexterity adjustments (if any) do not apply. Each icycle which hits causes 1d6 of damage with an additional +2 points of damge if the creature can be affected by cold (ie. creatures immune to cold only take 1d6, others take 1d6 + 2). The material component of this spell is a real icycle or a replica of an icycle made of glass or crystal. Icycles are considered +2 weapons for determination of creatures affected by them.
Snowball (Alteration)
Level: 5 Components: VSM
Range: 6” Casting Time: 5 segments
Duration: Special Saving Throw: Special
Area of Effect: Special
Explanation/Description: When this spell is cast in a snowy area (including the sleet form of an Ice Storm spell) a ball of snow from 1’ to 10’ in diameter forms and begins to roll downhill or away from the caster if on level ground. Each 10’ the ball rolls it doubles in size to a maximum size of 2’ diameter per level of the caster. The ball must be at least 2’ in diameter to cause damage to those in its path (it is assumed that any smaller size can be easily dodged). The initial speed for the ball is 10’ per segment and for every segment the ball rolls, its speed increases by 10’ per segment. The maximum range for the ball is 10’ per level of the caster. Damage done is 1d8 per 10’ the ball has travelled, up t to a maximum of 1d8/level of the caster. If it is possible to dodge the ball, a saving throw indicates no damage. This save is modified by -1 for each 5’ in diameter (rounded down) of the ball and by +1 for each segment the ball takes to reach the target after the target sees it. In addition to the damage, there is a 1% chance per point of damage done that the target will be swept up in the ball and carried along inside of it until it stops. No extra damage is sustained by the trapped creature, but if not freed within 1 turn, there is a 50% chance of death due to suffocation:
Level: 4 Components: VSM
Range: 6” + 1”/Level Casting Time: 1 turn
Duration: 5 rounds/level Saving Throw: None
Area of Effect: 6” radius
Explanation/Description: When this spell is cast, a thick, gooey white snow falls in the area of effect. The main use of this spell is to make otherwise invisible creatures visible, since the stuff will stick to anything and only an alcohol solution will remove it (when the spell expires, it dries up and can be brushed off easily). The area of effect can be moved by concentration of the caster at a rate of 3”/turn. The spell has no effect on ethereal or astral creatures, only normally (or magically invisible creatures can be seen. Creatures will leave tracks as well in the ‘snow’. The covering is not thick enough to impede movement or visibility in any way.
Icycles (Evocation)
Level: 5 Components: VSM
Range: 0 Casting Time: 5 segments
Duration: Instantaneous Saving Throw: None
Area of Effect: Cone extending up to 1”/level
Explantion/Description: When this spell is cast, a number of icycles equal to the level of the caster dart from his or her fingertips toward the specified target or targets. Each icycle is rolled to hit the target as if it were a crossbow bolt fired by a fighter of equal level plus two. (ie. a 9th level caster rolls as an 11th level fighter) Dexterity adjustments (if any) do not apply. Each icycle which hits causes 1d6 of damage with an additional +2 points of damge if the creature can be affected by cold (ie. creatures immune to cold only take 1d6, others take 1d6 + 2). The material component of this spell is a real icycle or a replica of an icycle made of glass or crystal. Icycles are considered +2 weapons for determination of creatures affected by them.
Snowball (Alteration)
Level: 5 Components: VSM
Range: 6” Casting Time: 5 segments
Duration: Special Saving Throw: Special
Area of Effect: Special
Explanation/Description: When this spell is cast in a snowy area (including the sleet form of an Ice Storm spell) a ball of snow from 1’ to 10’ in diameter forms and begins to roll downhill or away from the caster if on level ground. Each 10’ the ball rolls it doubles in size to a maximum size of 2’ diameter per level of the caster. The ball must be at least 2’ in diameter to cause damage to those in its path (it is assumed that any smaller size can be easily dodged). The initial speed for the ball is 10’ per segment and for every segment the ball rolls, its speed increases by 10’ per segment. The maximum range for the ball is 10’ per level of the caster. Damage done is 1d8 per 10’ the ball has travelled, up t to a maximum of 1d8/level of the caster. If it is possible to dodge the ball, a saving throw indicates no damage. This save is modified by -1 for each 5’ in diameter (rounded down) of the ball and by +1 for each segment the ball takes to reach the target after the target sees it. In addition to the damage, there is a 1% chance per point of damage done that the target will be swept up in the ball and carried along inside of it until it stops. No extra damage is sustained by the trapped creature, but if not freed within 1 turn, there is a 50% chance of death due to suffocation: