Spells


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Burst Of Darkness

Abjuration

Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 action
Range: Medium 40ft +10 per character level
Duration: instantaneous
Save Throws: Reflex half
Spell Resistance: See Below

 

This spell causes a black sphere to appear before the caster then launches itself at the
intended target. As it roles threw the air little sparks of lightening will be seen arcing
along the surface of the sphere as it moves. Once it reaches its target a sudden crack like
thunder will be heard then it will explode doing 2d6X10 disintegration damage to all
within 60ft radius. Spell resistance is applied as if cast by a 20th level caster

 

Blade Barrier (personal)

Envocation

Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 full round
Range: Personal
Effect: Whirlwind of razor sharp blades encircling caster
10ft radius
Target: 1 living being
Duration: 10 rounds/level
Save Throws: Reflex half
Spell Resistance: Yes

This is similure to the blade berrier spell but rather than creating a barrier in a spacific area it forms
around the caster instead. Anyone entering the area of effect will take 1d6/per level of caster up to
10d6 reflex save for half. The caster is considered one quarter coverage while protected by spell.

C

Combat Sense

Divination

Level: 2 Divination, 3 Priest

Components: V,S and DF
Casting Time: 1 action
Range: Touch
Targets: 1 Living creature Touched
Duration: 1/minute per level
Save: None
Spell Resistance: Yes (harmless)

 

This spell grants the recipient a supernatural combat sense that allows the recipient to
anticipate danger (similar to the monks ability) giving a bonus to their AC equal to their
wis score or +1 whichever is higher. This applies even in situations in which the character
would normally lose DEX bonuses
such as the cases of surprise, being ambushed, stunned
and so on.

Because this spell grants a ability similar to the monks own it only grates +1 to a monks
AC only

D

Dragon Shade

Abjuration

L:evel: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 action
Range: Special (see below)
Duration: instantaneous
Save Throws: Special (see below)
Spell Resistance: Special (see below)

By use of this spell a phantom dragon is created that will fly to the casters aid and
breath on the targets that he designates. The breath weapon is chosen at the beginning of
the spell and will be equivalence to a adult dragon of the type called in respects to range,
damage and area of effect.

Material component is a piece of scale or blood of the type of bragon being called.

This is a rare and old spell that was created by a long vanished group of powerful
mages.

 

E

Essance Of Wolf

Alteration

Level: Cleric 3, Sorcerer/Wizard 1

Components: V, S
Casting Time: 1 action
Range: Close Touch
Target: 1 living being
Duration: 1 minute/level (D)
Save: Will (negate)
Spell Resistance: Yes

The recipiant of this spell is charged with the spiritual energy of a wolf granting the
following +10 to movement +2 to AC natural as well as +2 to listen for the duration of the spell


F

Fatigue

Enchantment

Level: Cleric 3, Sorcerer/Wizard 1

Components: V, S
Casting Time: 1 action
Range: Close 25ft+5/2 Levels
Area: all within 15ft/radius
Duration: See Below
Save: Will negates
Spell Resistance: Yes

 

This spell causes all those within it's area of affect to become fatigued
suffering -2 to strength/dexterity and can't run or charge this effect lasts
till the end of combat. This spells effects are not cumulative

 

Fire Burst

Invocation [Fire]

Level: Sorcerer/Wizard 3

Components: V, S, M
Casting Time: 1 action
Range: You
Area: 20ft /square
Duration: Instantaneous
Save Throw: See Below
Spell Resistance: Yes (See Below)

 

This spell causes a fiery explosion similar to a fireball detonating with the caster at its center
The caster is unharmed by the spell but all within 10ft take 1d6 per. Level (up to 10D6) no
save all those over 10ft get a reflex save Vs half.

 

Fire Shield Of Arcanum

Abjuration [Fire]

Level: Sorcerer/Wizard 3

Components: V, S, M
Casting Time: 1 action
Range: Personal
Targets: 1 living being
Duration: 1 minute/Level (D)
Save: See Below
Spell Resistance: Yes (See Below)

 

When cast this spell takes the form of a number of firery motes that encircle the caster
anyone comming within 5ft radius will take 1d6/level max 10d6 make a ref save for
half caster is considered one half cover while under the protection of the spell.

 

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Longstride

Abjuration

Level: Sor 1/ Wiz 1

Components: V,S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level

With the aid of this spell the recipient distance walked per stride is distorted in a benifitial way
granting +10ft to their land based movement of individual

 

Lighten Load

Tranmutation

Level: Sorc 1/ Wiz 1

Components: V,S
Casting Time: 1 action
Range: Touch
Target: 1 living being
Duration: 1 minute/Level
Save: Will
Spell Resistance: Yes

This spell will reduce the weight of all non-living objects on 1 individual by 10% per level
up to 90%. This spell has no effect what so ever on the mass of objects carried just their weight.

This spell is reversable increasing all non-living items carried weight by 10% per level
up to 90%


 

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Righteous Strike

Transmutation

Level: Cleric 3/ Paladin 2

Components: V,S DF
Casting Time: 1 action
Range: Touch
Target: your weapon
Duration: 1 round
Save: none
Spell Resistance: none

When this spell is cast the prists weapon to become a blessed Weapon which
wounds target hit as per a wounding weapon. The spell lasts for only 1 round.
This is not stackable with any other weapon enchantments.

 

S

Spell Manacles

Abjuration

Level: Sorceror/Wizard 2

Components: V, S, M
Casting Time: 1 action
Range: Close (25ft +5ft/2 levels)
Targets: 1 living being
Duration: 1 round level
Save: Will save to negate
Spell Resistance: Yes

 

This spell places a magical restraint on a target spell caster.
First it imparts a 40% chance of spell failure as well as imposes a max. dex bonus of +1
on the target mage. Secondly the mage will suffer 1d3 hp of (energy) damage each time a spell
is successful cast until the spells duration ends. This forces the caster to make concentration rolls
after each succesfull casting.

 

Spell Spike

Abjuration

Level: Bard 1, Sorceror/Wizard 2

Components: V, S, M
Casting Time: 1 action
Range: Close (25ft +5ft/2 levels)
Targets: 1 living being
Duration: 1 round level or until triggered
Save: none
Spell Resistance: Yes

 

This spell causes the magical forces within a wizard or sorcerer to become trapped
at the moment of release causing a backlash to the caster. This spell deals 1d3 hp [force]
damage to the caster +1d3 for every 3 spell levels of spell being cast (for example 2d3
if a third level spell is bing cast 3d3 if a sixth 4d3 if a ninth) plus the caster has to make a Fort.
Save or be stunned for 1 round. This spell triggers when a spell is cast then fades.

None know why bards can cast this spell earlier than mages some
say that it is because the bards created the spell to protect themselves against the mages superior
spell casting ability or because it was a evolution of their counter spell song none can say for sure

 

Spell Shield

Abjuration

Level: 1 Sorc
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 Round/Level (D)
Save Throws: N/A
Spell Resistance: N/A

This spell creates a shield of force that protects the caster from spells targeting him.
This spell grants the caster 1 SR per level + thier cha bonus. This shield only protects the casters
front arcs.

This spell was created by the sorcerers in thier attempt to control the flow of magic around them
even though the grand experiment failed they found a way to create a area were magic
couldn't flow as freely in effect a barrer would by formed shielding the sorcerer from lesser
spilled casters

 

Shorten Stride

Abjuration

Level: 1 Sorc/ 1 Wiz

Components: V,S, M
Casting Time: 1 action
Range: Touch
Target: 1 Living Being
Duration: 1 round/ Minute
Save: Will
Spell Resistance: Yes

This spell reduces the land movement of a target by -10ft
They get a save Vs Will to resist. This is done by distorting distance in the stride of target.
If their movement drops to 0 then the target is rendered immobile until the duration ends

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