4th level
Cone of sonic waves
School: Evocation/Invocation Components: V/S
Casting time: 5 Duration: Instantaneous
Range 20 feet from caster Area of Effect: cone of 5ft long 1ft wide per 2 levels of caster
Save, n/a
This spell calls fourth a cone of high frequency sonic waves that will cause both damage, and possibly other effects, based on what sort of target is being hit in the AOE.
If the target is a living life form, that is not specially vulnerable to sonic effects, the damage is 2d4 damage to the ears, and prompts a save versus spells to avoid being deafened and stunned. If the save is made, the person is only stunned for 1 round, and deafened for two. IF however the save is failed, it increases to 2 rounds stun, six deaf.
Sound susceptible life forms such as the bat the damage increases to 4d4, and saves are at -3.
Constructs/life forms made from rock such as Gargoyles, the damage goes to 6d4 and rather than a save for stunning/deafening they make a save against getting shattered. If the save is failed they are weakened (loosing 3 from their AC and taking 2 extra points of damage from bludgeoning blows). This weakening lasts for six rounds.
If used on demi liches skulls, and it passes the MR it causes 10d4 damage to the skull.
If used on structures, it causes 1d4 structural points of damage plus 2 per level. Consider most unworked corridors underground have between 3 and 7 structure points in a given 10ft area.
Many under dark races when fighting enemies of their cities as it restricts their entrance ways and can trap a number of opponents favor this spell.
Halo of Pain
School - Necromantic Components: V/S
Casting time: 4 Duration: 3 rounds plus one round per level over minimum required to cast
Range: Touch Area of Effect: One person per four levels of caster above minimum required to cast spell
This spell, created by the half elf Vinschen flan'es acts similar to the Psionic power of Pain amplification in that anyone who succumbs to the effect of the spell takes double damage from any hit scored on them, in melee or missile combat. Additionally, it also causes damage from noise and light, in the form of 1d4 points (1d6 for real loud) for higher than normal noise/light in the area, per incidence of it occurring.
This damage is all mental and will NOT kill the person unless he fails a System shock roll once he hits -1hp. Lost hp due to this spell recovers at the rate of 1/hr once it is over, 3/hr if resting, 5 if sleeping.
Note: ONLY one damage check is made a round from any sound, but if more than 1 source of sound affects the target, go with the highest damaging one.
When cast the person must make a to hit roll against the target, though said attack bypasses armor. If the attack succeeds, the target then needs to fail a saving throw against spell.
It stays in effect on the caster until he has made 1 attempt to hit per person he can affect with the spell, and once cast is not considered 'interuptable', though any remaining 'touches' are lost if he casts another spell while he has people left to try and touch. BUT this cannot held for more than 2 rounds per level of caster regardless.
Life Line (Reversible)
School: Abjuration, Necromancy Components: V, S
Casting time: 1 round Duration: 1 turn +1 round/3lev
Range: Touch Area of Effect: 1 person +1/5 level
Save: n/a - negate
Life line was created By the WU-Jen Ho-Mai Toi, to better enable him to survive combat when he acted as his school's champion in martial art tournaments. It establishes a spiritual link to one other (possibly more than 1), and for each person in the link, damage is reduced by that amount. IE. 3 people in the link inc the caster, All damage received by ANY member of the link is reduced by 1/3, unless that person being struck, is the key stone. (see below).. So if three people are in the link, Two can stroll out into melee, and suffer 1/3rd the damage they normally would from blows!. This also allows anyone in the link to use a save of any other person in the link if he/she has a better one than himself. The downside to this is, if ANY member of the link dies before the spell's duration ends, all of the other(s) need to make a system shock roll at a -10% penalty for each member in the link or die. Also, any magical attack affecting any one member has a chance to affect the others, each gets a save though. Lastly, any damage taken by the Keystone (the one the caster designates), is also felt by the other members.
In some respects this is like the Psionic power of fate link.
The reverse of this spell, allows the caster to tie enemies into 1 week individual, and then have that individual be killed, therefore having a greater chance to kill the stronger one. All those who the caster wishes to place in this form of the link get a save, and if after the caster touches (successful to hit roll needed), some have saved, and he still has bodies left, he can try again. The reverse also requires the possession of one 1000GP value diamond or pearl, which is NOT consumed by the spell, but cannot be used as the material component for ANY other spell. If lost, stolen, or inadvertently sold, it takes 1 month of possession of another diamond or pearl, to ‘attune it’ to the mage, for purposes of this spell. And until replaced, the caster cannot even memorize this spell, let alone cast it.
Raise animal
School: necromantic
Spell components: V/S/M Range: Touch
Casting time: 1 turn Duration: Permanent
Area of Effect: 1 creature Save: NA
With this spell, a mage can restore to life, one animal, whether a familiar, a companion or mount. As long as the animal is not a “Special” creature, such as a Pixie, Pegasai, Unicorn or the like, it can be restored to life. Similar to priests and the Raise dead spell, the mage, can only restore life to an animal dead for one day per level of the caster. There is a flat 20 % chance of this failing, since animals normally do not have a listed Con score, so have no ‘resurrection survival chance’. ALSO an animal can only be brought back to life ONCE AND ONLY once..
The Material component is a ground up gem, worth at least 200gp, and two hp of the caster’s blood, that is made into a paste, that is to be rubbed over the carcass of the dead animal to be restored to life.
Shotgun
Schools: Alteration, Elemental Air Components: V, S, M
Casting time: 1 round Duration: Instantaneous
Range: Touch Area of Effect: see description of spell
Save: N/A
By virtue of casting the Shotgun spell on a group of Spears, arrows or similar objects, a mage is essentially turned into a portable ‘siege weapon’. If the caster (and/or his allies) have taken the time to set up special racks to contain the spears (or arrows/ballistae bolts etc), he can ‘fire’ up to 20 items a casting (or more!!).
What this spell does, is it taps into the elemental plane of air, to give a ‘Compressed” boost of air, to the items In the rack (or even a quiver of arrows), which ‘Shoots” the items out to their maximum range, hitting with the caster’s Thac0. Every six levels attained, adds “one rack (or quiver)”, that a caster can so ‘shoot’.
When cast, the items remain charged for 1 turn, allowing a caster to charge up multiple racks, till needed. But if not used by the end of that one turn, the compressed air, is Essentially wasted.
All items shot out, do NOT gain any bonuses to hit or damage from high strength, weapon specialty, dexterity or the like, but spells such as Prayer, Bless etc, do add their bonuses to the thac0 and damage, as applicable.
NO Damage is done to the weapon rack(s), or quiver being used. ANY bolts, arrows, spears or the like, fired in this manner, whether they Hit or not, are ruined, due to the force that they are fired with. This even applies if they are magical, though they THEN get an item save vs crushing blow. Normal items do not.
The material component is a pouch of diamond dust, worth no less than 300gp, and the feather of a large avian creature. The powder is “Fanned” over the racks or the quiver being enspelled. The feather can be re-used, but the powder is wasted.
Yitvig' shocking touch
School: Alteration Components: V/S
Casting time: 4 Duration: 2 rounds, +2 rounds/3 levels
Range: Touch Area of Effect: 1 creature touched
Save: None
When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. This spell allows the Mage to deliver a shock similar to shocking grasp (M1) but he can touch more than once. He gains the capacity to deal out 1 shock per 2 levels, but if not used up they just dissipates harmlessly at the end of the duration.
The caster deals 4hp, at levels 4 to 7th, adding 2hp per 3 levels, there after. And this damage, is dealt 2hp each round.. So a caster of 12th level, would cause a total of 8hp of damage per touch (four touches total), that lingers on a target for 4 rounds, dealing 2hp each round.
This damage, is Sufficient to prevent Any spell casting by the subject, due to their inability to maintain concentration. IT also forces them to drop spells they are concentrating on. Additionally, Classed and leveled opponents, suffer a -4 to hit and ac, due to his pain, but CAN try to reduce it to -2, by succeeding on a Con check, with a -1 penalty per HP they have suffered (this is checked each round).
For non-leveled and classed foes, this penalty, is a flat -4, and it shifts to a save vs spell, to reduce it to half. The save is penalized by -1 per 4hp suffered.
While the Wizard needs to touch his opponents to shock them, (or use an electrical conductor to deliver the shock), it is considered an Armor bypassing spell, Only for metal armor. As such, it ignores the actual armor, and only considers magical bonuses and Dexterity. IF the subject’s in leather/hide armor, or animal chitin, THEIR full armor class is used.
5th level
Death ward (Reversible)
School: Necromantic/Abjuration Comp: V/S/M
Casting time: 1 round Duration: 2 turns, +1 turn/level
Range: Touch AOE: 1 person (can be self)
Duration: 2 turns + 1 turn per level
Save: None (regular), Negate (Reverse)
When cast, it allows the mage to protect one person (can he himself or someone he touches), allowing them to get a normal save vs death magic, against any form of ‘death like effect, whether spell, power from a device or effect from a creature. The casting mage, protects the recipient against one instance of “Death magic” plus one additional instance, per 4 levels of the caster.
Similarly to someone who Wears a Scarab of Protection, this spell, will grant a base save, (Vs spell, death magic, R/S/W etc), plus any and all saving throw bonuses, that the character may enjoy.
If its cast on someone, who then gets hit by a death spell/effect, that can be normally saved against, this ward grants a +2 bonus, lasting for one save per 3 levels of the caster.
Like the priestly version, it can be used in reverse, as a curse of sorts, making them more susceptible to death magic, giving them a -4 to their saves vs death spells and the like, but the target needs to first, be struck in combat. This spell does not ignore armor. Once hit, the target also gets a normal saving throw, to avoid this ‘curse’.
The components for the mage version, are a chunk of ground up skill, of a person that was slain by death magic spells (Finger of Death, Power word kill etc). The skull powder is then blown or sprinkled over the person to be cursed or protected.
Flame Pillar
Schools: Invocation/evocation, Elemental Fire Components: V, S, M
Casting time: 6 segments Duration: Instantaneous
Range: 10' +5'/level Area of Effect: 5' radius pillar
Save: ½ damage
This spell, was initially created by members, of the Red Wizards Of Thay, on Toril in the Forgotten realms, as a means of having an offensive spell of the Fire sphere, giving them a counter part to Cones of Cold. When cast, it mimics the ability of the priest spell Flame Strike, in that it conjures up a pillar of flame, that is 5ft wide, usually enough to encompass one target fully (or occasionally two if standing close together.
Those caught in this pillar, suffer 6d8 points of damage, + 1 point of damage per caster level, They may make a save versus spell, to suffer half damage.
Those who take full damage, must also then, make item saves vs magical fire, for their gear.
The Material component, is two ounces of sulphur, thrown in the desired direction of where the pillar will impact.
Greater Armor
School: Conjuration/Abjuration Components V/S/M
Casting time 3 rounds Duration special
Range Touch Aoe 1 creature
Save none
This is a much greater improvement to the Armor spell, both in effective AC granted, AND in how many HP it will soak before the spell wears out. It grants a base AC of 2, equal to plate + shield, and can soak a total of 12hp +2hp/level of caster (so at the minimum, a 9th level caster has it up till he takes 30hp of damage). Similar to the Improved armor spell, it also reduces incoming damage, by 2 points per attack.for melee and missile blows. This spell has no effect on a person already armored, wearing a shield or using bracers of defense, but can work on those protected via Rings or Cloaks of protection. Cloaks of the Bat/Arachnid and similar items that give a set AC also cause the spell to fail.
Unlike the Armor spell though, having a Natural armor class better than that granted by this spell, can still benefit from the casting, much like Barding works on horses or similar animals in that it lowers your AC by 2 in that case.
Just like the Armor spell, those protected with this are not hindered in movement, have their spell casting/thief skills prohibited or penalized nor do they suffer from being targeted by someone's heat metal spell since the armor is not really there.
The material component is a piece of finely forged breast plate, enough to cover a five inch square with a value not less than 200gp, that has been blessed by a priest of at least 6th level.
Halgor's Retribution
School” Alteration/Invocation/Evocation Components: V/S/M
Casting time: 7 Duration: 1 round/level
Range: 20ft +5ft/level Area of effect: See descriptions
Save: 1/2 damage
Halgor, was a Mages of great power, but also great insanity. He loved decimating townships who 'regarded him as crazy' with meteor swarm, but wanted something less destructive for small hamlets/villages. SO this was developed.
When cast, it allows the summoning Mages, to make 1 ’fireball’ like explosive meteor for each level he has, each ’sphere’ doing 1d4 damage. He can instead, opt for a lesser number of meteors, each doing a variable number of d4, equal to half his level (e.g minimum of 2 spheres).
Each of these ’meteors’ can be let loose, one a round with no hassle. If he wishes to use more than one, each of them suffer a 10% of being ’off target’ by 2d6x5 feet from where they were initially to go, using the standard grenade missile chart from the DMG.
Each sphere, when it explodes, does so out to 15ft, less than that of a fireball, but greater than that of a Melf's Minute Meteors. He DOES NOT need to make a two hit roll.
The material components are a small (one ounce) fragment from an asteroid or meteor..
Impact fireball (Spell jammer specific)
Schools: Invocation/evocation. Elemental Fire Components: V, S, M
Casting time: Touch Duration: Special
Range: Touch Area of Effect: 1D8 +1 item/level
Save: ½ damage
This spell, developed by the master mage Ithrador Balrog, incorporates the delay of the DBF, with the capacity to be used with catapult shots and bombard shots. It does D4/level damage in addition to the weapon's damage used to deliver it. If cast outside the "flow" (Spell Jammer), and then the items are taken into the flow, there is no chance for explosion, until used. The mage casts the spell, and leaves the last word out, to be spoken at a later date, by the weapon's firer. The items so enchanted, retain the enchantment for 1 day per level, or until used. Each mage can enchant up to 10 items total per ship. If the spell runs out, then the items they were on become normal variants. The blast radius of the resultant fireball is only 15 feet, vice the normal 20 feet for a fireball spell.
Material Components are a ruby of no less than 4000 GP value, which is NOT used in the casting, and 100gp worth of crushed gem dust which is sprinkled on EACH 'item' enchanted.
Nak's Translocation
School: Alteration, dimensional Components: V, S, M
Casting time: 1 Duration: 1 round per 3 levels + special (see below)
range: 0 area: personal
Save: none
This spell, made to be a more potent form of blink has many upgrades to that old and low level spell. But it also comes at a price.
When engaged, the Mage using it can PICK when in the round he 'ports out' to another location that is within 120 feet of his last location,
This allows the Mage to decide if he wishes to port then attack, or attack then port. He can also hold off porting, unlike with the blink spell.
This can allow him to avoid attacks before he is hit (porting out before it hits) or reduce the likely hood of it (porting behind his target).
He can make 1 normal attack (or cast a spell) in the same round as porting.
As with all like teleportation/dimensional magics, carrying any extra-dimensional magic item will cause an instant rift to either the Astral plane (40%) ethereal plane (40%) or Concordant opposition plane (20%).
The special for duration is that the Mage can sacrifice his own health to increase the duration at the rate of 2hp/round gained.
The material component is a Jade statue of not less than 3000 gold pieces value. Should this statue get destroyed he can no longer Teleport, and if it is destroyed WHILE the spell is in effect, he suffers a backlash of energy for 8d4 damage NO SAVE.
Ship Cloak (SPELL JAMMER SPECIFIC)
Schools: Illusion/phantasm Components: V, S, M
Casting time: 1 round Duration: 4 rounds/5 levels
Range: Touch Area of Effect: 1 Ship
Save: N/A
This spell is a Spell jamming variant of the Invisibility spell. It allows the caster to cloak a Spell jamming ship with invisibility. The ship stays invisible, until the ship fires ANY weapon, but will return invisible 1 round after the firing stops, assuming that there is any duration left on the spell. A ship of up to 50 tons can be so cloaked, and for each additional 3 levels above 9 that the caster is, an additional 10 tons can be cloaked.
The material component is a piece of flesh (1 lb per 10 tons of ship to be cloaked) from any type of creature that can turn invisible (Drugear, pixie), which is mixed with the blood of the caster (1hp damage value for every 20 tons or part thereof of the ship), in a gold chalice of no less than 2000GP value.