PDA

View Full Version : GITP Spells Contest I: The Wizard's Tomb



The Neoclassic
2009-09-13, 12:32 PM
The Wizard's Tomb

http://i449.photobucket.com/albums/qq218/Queenfange/ancient-egypt-architect-2.jpg

"These sacred carvings show beasts and transformations I've never before seen," the friar murmured, looking at the scenes which covered the walls. "I cannot place the magic some warlock might have used to create such terrible transformations."

"Do you have no idea?" his companion inquired with frustration. "All the gold and silver has been stolen; the graverobbers found this place long before we did. If we don't come out with at least a scroll with some obscure spell, or a thought as to how to replicate a bit of this lost magic, the whole of our travels will be for naught."

As he spoke, a thought occured to the friar. "Have you checked the body?"

"Yes. Nothing left on it though; thieves got to everything in here."

"Check inside of it." The friar stroked his beard, uneasy at the thought of desecrating the dead. His vows prohibited him from doing it himself, but his pragmatic friend had no such qualms. And they did need something to show from this adventure.

Even the warrior, though, returned white as bone after a few minutes, his hands reeking of myrrh and salt-preserved meat. "This was inside of the chest cavity. All the organs were gone, with this nestled in where the liver ought to have been." The roll of vellum he clutched had bits of unspeakable matter upon it. As the friar took it and unrolled it, wincing, he could smell nothing but death. Inside, the vellum contained writing in some archaic tongue, but undoubtedly magical in nature. Perhaps the expedition had been worth it after all.

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

Giant in the Playground Spell Collection Contest I

The contest begins with the posting of this thread and will run through midnight of October 5th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of October 15th.

Rules

1) You will be creating a collection of five spells based on the contest's theme, "A Wizard's Tomb." Your spells must be related to the contest's title and introductory fluff, but other than that, give your imagination free reign!

2) Entries must have five complete spells and a section of introductory fluff.

3) Only one entry (with no more than and no less than five spells) per participant.

4) Post all entries on this thread. Please refrain from comments or questions here; those may be brought up in the chat thread (http://www.giantitp.com/forums/showthread.php?t=124867).

5) Please create only new spells, not ones you've posted in the past. Any entries including spells copied from other sources, either others' homebrew or published sources, will be disqualified.

6) No reserving posts. Tweaking is fine, but don't post until you have at least a rough outline of three spells done.

7) Be creative, be brave, and have fun. :smallcool:



Winners of the contest are determined by voting (open to all Playground forum members) and win not only bragging rights, but also a trophy for their signature.

The Neoclassic
2009-09-13, 12:49 PM
Here's the format for contest entries. If you have any questions, please post here (http://www.giantitp.com/forums/showthread.php?t=124867).

-=-=-=-

Name of Your Spell Collection
Note: This is encouraged but optional; if you choose not to give your collection a unique name, it will simply be listed as "Username's Wizard Tomb Collection" for voting thread purposes. Please remove this note from your contest entry!

Fluff goes here. This could be a continuation of the story, information about the spell's origins, or something else entirely, so long as it fleshes out your take on the theme and complements your spells.

Spell Name 1
School
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Spell description.

Spell Name 2
School
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Spell description.

Spell Name 3
School
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Spell description.

Spell Name 4
School
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Spell description.

Spell Name 5
School
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Spell description.

Dragon Elite
2009-09-16, 08:28 AM
The Art of Blades


I have discovered the way of the blade. I can create them and destroy them easily.
- Friar, 1 year after discovery of the scroll


Body of Blades
Transmutation
Level: Sor/Wiz 3, Drd 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing target
Duration: 1 hour/ caster level (Max 24)
Saving Throw: No
Spell Resistance: No
As you crumble the blades, swords appear on the targets flesh, leaving only their eyes showing uder the torrent of blades. The recipient of this spell destroys any thing touching their skin (air excluded). He gains an 1d8 attack equivalent to a longsword in all respects. The blades also deal 3d4 damage every round he is in a grapple.

Material: A small clay sword to be crushed, worth 1 sp

Darts
Conjuration(Creation)
Level: Sor/Wiz 1, Drd 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet +5 feet/ caster level)
Target: One creature
Duration: Varies
Saving Throw: Reflex half
Spell Resistance: No
A dart whistles through the air, flying into your enemies' chest.
This spell summons 1 dart per caster level. Each dart deals 1d6 damage. (Max 10d6)
Material: A small clay dart to be crushed, worth 1 sp


Summon Weapon
Conjuration(Creation)
Level: Sor/Wiz 1,
Components: V, S
Casting Time: Swift action
Range: Touch
Target: One space
Duration: Varies
Saving Throw: No
Spell Resistance: No

You call a weapon to your hand. It appears to pop out of nowhere, but actually just teleported from somewhere else. You may choose the type of weapon to call, but not a specific weapon. If it is a projectile, it comes with 2d12 ammunition. It leaves back to where it came from if it is not held for two rounds.

Equip
Conjuration
Level: Sor/Wiz 2
Components: S
Casting Time:1 full-round action
Range:Close (25 ft. + 5 ft. / 2 caster levels)
Target:Weapons worth up to 25 gp/ caster level
Duration: Permanent (see text)
Saving Throw:No
Spell Resistance:No
You wave your hand and weapons fly to the army outside, landing perfectly in their hands. Using this spell, you may equip up to 25 gp worth of weapons to any allies.

Blade of Torture
Conjuration
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 1 full-round action
Range: Touch
Target: One weapon with a blade
Duration: Permanent
Saving Throw: No
Spell Resistance:No
This imbues the touched weapon with the following ability:
Whenever this weapon touches a creature not designated by the caster, its wielder can choose to apply one of the following effects.
Pain:
Make a DC 26 will save or be unable to take actions for 1d4 rounds
Harm:
Deal 1d4/caster level damage
Insane:
Make a DC 24 will save or be affected by Insanity

XP cost: 25,000

Amadi
2009-09-16, 02:05 PM
Antimagic Array

The god Shareleine developed an antipathy towards wizards during her mortal life, seeing all the acts of greed that wizards committed in their hunger for power. When she ascended to godhood by being merged with an ancient vestige from the far nether realms, she became the first god ever to include antimagic in his agenda, so that her followers could better combat evil magicians.

Antimagic Domain Spells: 1st: Phantasmal Absorber, 2nd: , 3rd: Dispel Magic, 4th: 5th: Antimagic Field, 6th: Dispel Magic, Greater, 7th: , 8th: The Wizard's Tomb, 9th: Mage's Disjunction.
Antimagic Granted Ability: You gain +1 to Dispel checks and opposed caster level checks to counter a spell.

Phantasmal Absorber
Abjuration
Level: Antimagic 1, Cleric 3
Components: Somatic, Verbal
Casting Time: 1 standard action
Range: Close (25 feet +5 feet/ caster level)
Target: One creature
Duration: 1 round/caster level
Saving Throw: No
Spell Resistance: No
This spell creates a tiny creature formed of almost antimagic floating above the subject's head. This creature automatically follows the subject anywhere she goes. Any succesfull attacks of opportunity from the creature automatically interrupt any spell cast, but deal no damage. The creature's attack bonus is equal to your CL+Your casting ability modifier. The creature can make one attack of opportunity each round, and only takes attacks of opportunity whenever the subject attempts to cast a spell. Further, the subject takes -1 penalty per 2 caster levels (Max -10 at level 20) to concentration checks to cast defensively, as the creature constantly harries the subject.

Spell Ward
Abjuration
Level: Antimagic 2, Wizard 3
Components: Verbal
Casting Time: 1 Swift action
Range: Personal
Target: Self
Duration: 1 round / caster level or until expended
Saving Throw: -
Spell Resistance: -
This spell creates a shimmering force of antimagic around you, pulsating and ready to dispel any spell that strikes against you. Whenever you have Spell Ward active and you are a target of a spell, Spell War is automatically expended, but it attempts a dispel check (1d20+CL, up to +10) against the spell. If succesful, the spell is countered as though you had prepared and used the appropriate spell to do so.

Dampening Field
Abjuration
Level: Antimagic 4, Wizard 4
Components: Verbal, Somatic
Casting Time: 1 Standard Action
Range: 30-ft
Target: 30-ft emanation centered on you.
Duration: 1 minute/caster level
Saving Throw: No
Spell Resistance: No
All magic in the area of this spell is dampened. All spells that deal variable damage deal the minimum damage possible to all targets within the area, and all other variable effects of spells are minimized. If a spell has no variable effects, its caster level is instead reduced by half for all caster level specific effects, such as range and duration.

Antimagic Pulse
Abjuration
Level: Antimagic 5
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Read text
Target: Read text
Duration: 1 round / caster level
Saving Throw: Will Negates
Spell Resistance:
As you cast this spell, designate a creature or a point in space to become it's origin. This spell functions like the targeted version of Dispel Magic, except that it repeats at the beginning of each of your rounds at the designated location. (And it has maximum of +15 to the dispel check.) It attempts to dispel all other spells apart from itself.

The Wizard's Tomb
Abjuration/Conjuration
Level: Antimagic 8
Components: Verbal, Somatic
Casting Time: 1 full-round action
Range: Close (25 feet +5 feet/ caster level)
Area: 10-ft by 10-ft by 10-ft cube.
Duration: Varies
Saving Throw: Special
Spell Resistance: No
This mighty spell creates a prison out of force-enhanced stone, encasing the area chosen by the caster. When initially cast, the prison also absorbs 1d6+6 spell levels from each creature encased within it (Favouring high-level spell slots as possible). At the beginning of each of the caster's turns it absorbs further 1d4+1 spell levels from everyone within it, as well as causing the same amount of damage to each of the subject's casting abilities. A succesfull Will save negates the ability damage.
Whenever someone attempts to cast a spell within the stone prison, the prison automatically attempts to counterspell the spell, using your caster level as its caster level and using as many spell levels as the spell attempted to be cast has.
Each round the prison has no subjects to drain spell levels from, it loses one spell level to sustain itself. Whenever the prison reaches zero spell levels, it is automatically destroyed. Apart from this self-destruction, the wall is practically indestructible, and is treated as Wall of Stone and Wall of Force together. Any effect, or a number of effects, that could destroy both of these walls can destroy it as normal. (For example, two Disintegrates should work.)

Kuma Kode
2009-09-16, 04:41 PM
Astronemocon
Many things shape our views and spark our imagination, but there is nothing so loved, so intriguing, and so feared as the night sky. The darkness fuels our imagination and amplifies our fears. While the layman may be content to sit and idley ponder the mysterious lights, some wizards are not so content. Where most men stare at the sky, straining to reach the stars and their secrets, a few enterprising souls have decided to bring the stars to them.

Not done, but didn't want to lose my work....... will edit later...
Light Echo
Divination
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
This spell allows the caster to listen as the stars recount what they have witnessed over the centuries. The caster gains a +10 insight bonus to Knowledge (History), Knowledge (Geography), and Knowledge (Nature) checks the following round. Like the stars at dawn, the knowledge gained rapidly fades from the caster's mind.
Focus: A glass jar that has been left outside, open, during a clear night.

Gravity Well
Conjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 60 ft. radius emination
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell conjures a black chunk of matter with such immense density that it draws all other objects toward it. Creatures and objects within the spell's area of effect are pulled towards the mass at the rate of 30 feet a round. A successful strength check (DC 10) negates five feet of this pull, plus an additional five feet for every five points by which the check beats the DC. A flying creature suffers a -4 penalty on this check, while a creature with something to grab, such as a wall, rope, or permanent fixture gains a +2 bonus. Motion caused by the gravity well does not provoke attacks of opportunity.
Moving against the gravity well is difficult. A successful strength check (DC 10) allows the character to move at half their normal speed, failure prevents the creature from moving away. Ranged attacks fired away from the well suffer a -4 penalty.
The gravity well is not strong enough to counter normal gravity, and therefore cannot lift creatures off the ground.
Material Component: Powdered obsidian and tar, which is formed into a ball and thrown to the target area.

Shani's Halo
Conjuration
Level:
Components: V, S, M
Casting Time: 1 standard action
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Spell description.
Material Component: A tiny sickle made of ice.

Spell Name 4
School
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Spell description.

Baryosymmetry
Conjuration / Abjuration [Creation] [Force]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
[B]Range: Close (25 ft. + 5 ft. / level)
Effect: One duplicate of the caster
Duration: 1 round/level
Saving Throw: Fortitude partial / Reflex half (See text)
Spell Resistance: No
This spell conjures a sinister doppelganger, an exact physical duplicate of the caster. It is statistically identical to the caster, except where noted below. Upon its conjuration, the doppelganger selects an intended victim and begins moving toward them on its own initiative count. It wanders nonchalantly toward a potential victim, taking only a single move per round. If a potential target is within range, it moves to them and attempts to touch them. If multiple targets are within range, roll randomly to determine who it tries to touch. If no creature is within range, it moves towards the closest.
When the creature finds a target, it attempts to touch them. Its attack bonus is equal to the creator's caster level + the caster's Intelligence modifier (or Charisma if a sorcerer) + 2. If it succeeds, the victim must make a Fortitude save. Success indicates that the touched victim takes 3d6 points of damage, +1 per caster level. If the save is failed, both the victim and the doppelganger are disintegrated. The doppelganger continues to attack until it successfully disintegrates a creature, killing itself in the process.
The doppelganger can be attacked, and it possesses AC as if it were the caster with mage armor. It has the same number of hit points as the caster at the time of creation. It does not possess the caster's type; the doppelganger is always a construct.
If the doppelganger is slain, it explodes, dealing 3d6 points of damage, +1 per caster level, to everything within 20 feet. A successful Reflex save halves the damage. The doppelganger also detonates in a similar manner if it is dispelled, enters an antimagic field, or if the spell's duration expires.
The doppelganger is, in fact, antimatter, which annihilates normal matter on contact. Because it is an exotic material and not a magical effect, it bypasses spell resistance and cannot be dispelled. The abjuration that prevents it from coming into contact with stray matter, however, can, and the destruction of the abjuration, such as through dispelling or the termination of the spell's duration, causes the doppelganger to annihilate instantly with any matter that it may contact (usually the air and ground).
Focus: An ebony marble and an ivory marble.

Sir Shadow
2009-09-17, 06:58 PM
Gris'snact the Shapetwister's
Scroll of Maniacal Marring
The collection of spells appear to be the flavor of transmutation, with just a dash of conjuration thrown in, and how well those two mix!

As you continue to read through the notes and the accompanied spells, you begin to understand just what the carvings and etchings around you depict. Ghastly misshapen creatures, gloriously twisted to the wizard's perverse liking.

Friend and foe alike were not spared from the form-wrenching touch of Gris'snact. Well-given was his title, 'The Shapetwister', for to be subjected to his mighty spells would be to invite both boon and bane. Curse and blessing; might and sorrow.

Even as you question just how ethical it would be for you to use these spells, you cannot deny just how potent they could be in the right situation.


Shapetwister's Ungainly Weapons
Tranmutation
Level:3
Components: V, M
Casting Time: Full-round
Range: Touch
Target: One Creature
Duration: 1 Min./Level
Saving Throw: No; Will or Fort (Unwilling)
Spell Resistance: Yes
At the casting of this spell choose one of the following effects: Bear Claw, Whiptail, Wolf Bite.

. . .Bear Claw: Choose one arm of the target. In an explosion of flesh, the muscular arm of a bear erupts from beneath the target's flesh. This spell deals 1d4 CON damage and gives the target one claw attack that deals 1d8+(1.5*Their STR modifier). This becomes their primary natural attack even if they normally have a natural attack.
. . .Note this spell may be cast twice to give this effect to both arms of a creature. In such an instance, the creature gains a +2 competence bonus to their STR.
. . .Whiptail: This effect may only be chosen if the target creature does not have a natural attack involving their tail. If the creature does not have a tail, a lizard-like tail erupts from the base of their spine with a length equal to their height. This effect deals 1d4 DEX damage but gives a +4 bonus to Balance checks. This effect also gives the target a Tail Slap natural attack that deals 2d4+(1.5*Their STR modifier). This becomes their primary natural attack even if they normally have a natural attack.
. . .If the target already has a tail, this effect causes the tail to thicken as muscles grow and spines erupt from the flesh. This effect deals 1d4 CON damage and gives the target a Tail Swipe natural attack that deals 3d4+(1.5*Their STR modifier). This damage may be Bludgeoning, Piercing, or Slashing at the target's discretion. This becomes their primary natural attack even if they normally have a natural attack.
. . .Wolfbite: This effect may be chosen only if the creature does not have a Bite natural attack. This effect causes the target's teeth to sharpen drastically and mouth to elongate slightly into the form of a muzzle. The target is dealt 1d2 CON and 1d2 WIS damage and gains the Scent ability. In addition, this effect also gives the target a Bite natural attack that deals 1d6+(1.5*Their STR modifier). This becomes their primary natural attack even if they normally have a natural attack.

(Note: the natural attack's damage represented here is for medium creatures. For other size creatures, adjust the damage accordingly.)

Shapetwister's Secret Pocket
Conjuration/Transmutation
Level: 4
Components: V, S, M
Casting Time: Move-action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None; Will or Fort (Unwilling)
Spell Resistance: No
With a grimace, you feel your insides wrench. However, this slight discomfort is well worth sneaking your wand into the king's chamber.
. . .When this spell is cast, deal 1d4 CON damage to the target. This spell creates an sheltered pocket inside a creature's body to contain one item. The item must be two size categories smaller than the target. More than one item may be stored if they can fit in a bag that--when full--meets the spell's size description. If for any reason the item should ever become less than two size categories smaller than the target (either from the target reducing in size or the object increasing), the object is shunted out of the target's body, dealing 2d10 bludgeoning damage.
. . .If the target is unwilling, they may make a Will or Fort (whichever is highest) save to resist the spell. If they make the save, all effects of this spell are resisted.
. . .Regardless of the item stored, the target may never receive damage of any kind from it so long as it is inside him. The target may summon the item to his primary hand by a Command Word that is chosen at the time this spell is cast, which ends the spell. If the target dies while this spell is still in effect, the item may be retrieved by removing it from the corpse.
. . .A creature may only have one secret pocket at a time.
. . .Material Component
A pinch of dry, powdered liver.

SS's Notes: The number of applications for this spell are... staggering to say the least. My advice: combine with Shrink Item--just be very careful with the timing.

Shapetwister's Clouded Eye
Transmutation
Level: 5
Components: V, S
Casting Time: Standard
Range: Touch
Target: One Creature
Duration: 1 Min./level
Saving Throw: No; Will or Fort (Unwilling)
Spell Resistance: Yes
. . .When this spell is cast, deal 1d4 WIS damage to the target. The target then gains an additional eye, which confers one of the two following bonuses that are chosen at the time of casting.
The target gains an eye parallel or perpendicular to their normal eyes. This confers upon them a +6 bonus to appraise, spot, search checks as well as a +2 bonus to their Attack Rolls.
The target gains an additional eye such that they can see behind them or in some other blind spot. The target gains a +4 bonus to spot and search checks and may not be flanked.

. . .If the target is unwilling, they may make a Will or Fort (whichever is highest) save to resist the spell. If they make the save, all effects of this spell are resisted.

Shapetwister's Combustible Concoction
Transmutation
Level: 6
Components: V, S
Casting Time: Move-equivalent
Range: Touch
Target: One Corporeal Creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A glowing ring of energy forms in the palm of your hand; it's red glow suddenly sheds a new light on the world around you. With a touch various elements inside the victims body are transformed into caustic chemicals that react violently with suitably gory results.
. . .On a successful melee touch attack, deal 2d8 points of damage per caster level (to a maximum of 40d8). Any creature reduced to 0 or fewer hit points by this spell is blown up, leaving visceral remains and other body parts strewn about the area. The creature’s equipment is unaffected.
. . .A creature or object that makes a successful Fortitude save is partially affected, taking only 5d10 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is blown apart.
. . .This spell may only target corporeal creatures. A creature that is blown apart cannot be resurrected until it's body is put back together, either by a successful Heal check (DC 30) or a Wish spell.

Shapetwister's Appalling Transformation
Transmutation
Level: 9
Components: V, S, M
Casting Time: Full Round
Range: Touch
Target: One corporeal creature
Duration: 1 Hour/Level
Saving Throw: Fort Will save
Spell Resistance: Yes
. . .The target of this spell must succeed on both a Fort and Will save. If either fail, the target takes 3d6 Wis and 3d6 Con damage. The target receives a +6 bonus to their Str and Dex for the duration of this spell.
. . .If the target's Con is reduced to 0 by the effects of this technique, they do not die, but instead gain the undead type and all traits of that type. If they target's Wis is reduced to 0 by the effects of this technique, they become Insane and will attack the nearest target each round.

SS's notes
My inspiration for these spells came from the Friar's murmuring in the first dialogue. It is only fitting a master Transmuter such as Gris'snact would surround his final resting place with scenes of his favorite spells, the glorious outcomes of his incantations, and the forms of his twisted enemies..

The Witch-King
2009-09-18, 12:12 PM
The Scrolls of the Black Hand

http://pics.livejournal.com/tw1stedwh1spers/pic/0000fz3d


Long, long ago, the Wizards of the Black Hand were a group of mages who became fast friends as they studied together in the academy. They came to be known as the Black Hand because black is the color of mystery and magic and hand, well, because there were five of them. Of the five, only Barratzar and Heitzibal regularly adventured together but as they matured, the five of them would come together whenever the kingdom or the people were threatened. Each year, they would hold a great feast where they would catch up and reminisce and exchange apprentices (it was their way that an apprentice would study with each one of them for a year). They would also exchange spells that they had found or themselves created. These spells would be recorded on scrolls to be easily exchanged among their number and he, or she in the case of Jasande, would gain bragging rights for having crafted what was generally considered the best spell of the feast. These spells were shared not only among the members of the Black Hand but also with their apprentices and their apprentices' apprentices. Even today, a wizard's sarcophagus will occasionally be found with special cells housing some of these ancient scrolls--the Scrolls of the Black Hand.

Barratzar's Tempestuous Carriage

Conjuration (Creation)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 15 minutes
Range: 0 ft.
Effect: One quasi-real carriage drawn by two horse-like creatures apparently composed of electricity
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No

Barratzar's Tempestuous Carriage conjures a quasi-real carriage drawn by two horse-like creatures that are apparently composed of electricity. Despite all appearances, the carriage and the creatures are one construct. The carriage can carry the caster and up to six passengers inside the carriage and up to two more individuals up front with the reins. The carriage does not require a driver and can be directed by the caster by thought from inside the carriage. It can however, also be directed from the reins by a caster-designated driver (caster must designate a single individual at time of casting). The carriage can even be set on a basic course and left to pursue that course on its own, avoiding basic obstacles such as trees and people before returning to the given course. The "steeds" do not fight and animals shun them and refuse to attack them but if they are touched, that person receives the same damage as from a shocking grasp of the caster's level in damage. The interior of the carriage is richly appointed, complete with quasi-real drinks and snacks (including quasi-real wine, quasi-real caviar, quasi-real crackers and a small assortment of quasi-real cheeses), as well as plates, glasses, napkins and silverware and is quite comfortable, maintaining a pleasant temperature no matter the outside conditions. The carriage and its steeds is a single construct having 200 hit points and an AC of 18 (-2 size, +6 natural armor, +5 Dex). If the carriage and steeds lose all hit points, it slows to a halt and disappears. It can bear its passengers' weight plus up to 80 pounds per caster level. The carriage can travel over any terrain, even water, mud, sand or swamp at a speed of 240 feet.

Heitzibal's Indifferent Brine

Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M/F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Caster must have a container ready to hold the brine
Duration: 6 hours/level
Saving Throw: None
Spell Resistance: No

Heitzibal's Indifferent Brine creates up to 60 gallons (1 barrel) of Heitzibal's Indifferent Brine within a container marked with special sigils. Any non-living material fully submerged within the brine is perfectly preserved for the duration of the spell. No outside conditions, such as heat or cold will effect the submerged material in any way. Any living creature entirely submerged within the brine is also kept in a state of perfect suspension. It is not conscious and it does not need to breathe, eat, sleep or perform any other such function. While suspended, its condition remains exactly the same as the point in time in which it entered the fluid. If a person is wounded and dying and placed in the brine, they will be kept suspended until the duration of the spell runs out or they are removed from the fluid. Someone who is diseased, poisoned, cursed, what-have-you will not take additional damage from their condition or status but neither will they heal. The brine dissolves into thin air upon the end of the spell's duration.

Jasande's Spare Amulet

Transmutation
Level: Sor/Wiz 5
Components: V, S, M/F
Casting Time: 1 hour
Range: Touch
Target: Duplicate of existing magic item
Duration: Indefinite so long as kept on your person (24-hours if not)
Saving Throw: None
Spell Resistance: No

Jasande's Spare Amulet requires the crafting of a masterwork item of the same type as the magic item the spell is cast on. The crafting can be done by the wizard herself or by a hired craftsman. Materials and reagents costing 1/20th the cost to enchant the original item are necessary for the casting. Casting the spell requires the caster to be in physical contact with both the original item and the duplicate. Once cast, the spell effectively moves the powers of the first item into the duplicate. So long as the duplicate is in the caster's possession, it functions like the original item and even reads magically exactly like the original, which itself does not function during this time. If the duplicate is out of the caster's possession for twenty-four hours, the duplicate ceases to function and all powers return to the original magic item. The caster may be bound only to one such duplicated magic item at a time.

Zarawendu's Dark Sanction

Illusion (Shadow)
Level: Sor/Wiz 8
Components: V,S
Casting Time: 1 minute
Range: None
Target: Caster
Duration: 1 hour
Saving Throw: None
Spell Resistance: No

While Zarawendu's Dark Sanction is active, the user may prepare any and all shadow spells with any of the following metamagic feats so long as they are known to the user without requiring a higher spell level for the prepared spell or indeed any other penalty: Empower Spell, Enlarge Spell, Extend Spell and Widen Spell.

Osparrand's Retaliatory Stronghold

Illusion (Shadow)
Level: Sor/Wiz 9
Components: V, S, M/F
Casting Time: 1 hour
Range: Long
Duration: 1 lunar month (see text)
Saving Throw: None
Spell Resistance: No

Osparrand's Retaliatory Stronghold requires an exact replica of the exterior of an existing castle or other fortification. The replica must be made by a craftsman capable of masterwork. The spell also requires other reagents and components costing 100,000 gp. The spell must be cast on the night of the new moon. When cast, the spell creates a duplicate of an existing castle (the one the replica was made of) at the casting point, which must be within 100 miles of the original castle. The spell created castle is composed of shadowstuff and will dissolve away with the light of the dawn after the next new moon unless it is cast again, requiring another 100,000 gp of reagents and components but not another replica. Should the spell be made Permanent, the shadowstuff will crystallize into real matter. Likewise, if the spell is cast each lunar month for 13 months, it will crystallize and become an ordinary castle composed of solid matter. The spell cannot duplicate a shadowstuff castle or other magically created facility but once crystallized into solid matter, the castle can then be duplicated in the original manner.


http://pics.livejournal.com/tw1stedwh1spers/pic/0000g85y

BisectedBrioche
2009-09-19, 10:37 AM
The Cryptkeeper's Collection

The purpose of a tomb is to hold a corpse after death. Reasons for this vary. Sometimes the tomb is filled with treasure for the next life, sometimes the "corpse" plans to use it as a base. Other times people merely want a monument to themselves when they die. Either way there is one consensus regarding tombs; once the funeral's over, no one must enter, but obviously mere respect or tradition isn't enough to deter plunderers and grave robbers. Approximately 500 years ago, a great wizard, on the verge of death, willed his apprentice a book containing 3 spells, on the condition they be used to secure his tomb against theft. The apprentice (along with the wizard's grieving family, an architect and several hired labourers) constructed the tomb and used the spells as efficiently as possible. 300 years later, the tomb was re-discovered. The spells proved effective and the tomb remained unlooted for a further 100 years. Finally, a group of adventurers was able to disarm the traps thanks to notes left behind by the apprentice (who, as it turned out, married his master's daughter) which revealed that only a descendant of the wizard could bypass the traps, as well as two spells specifically for breaking into dungeons. Conveniently the party's rogue and wizard (a brother and sister) were descended from the apprentice, and so the tomb was plundered (respectfully, mind you. Making one's tomb a puzzle for one's descendants was something of a family tradition) and the spells recovered.

Rat's Run
Transmutation
Level: Sor/Wiz 8
Components: M, V, S
Casting Time: 1 hour
Range: Touch
Target: One doorway
Duration: Instant
Saving Throw: None (but see below)
Spell Resistance: Yes

You create a small magical maze that blocks a doorway. Only a diminutive or smaller creature can travel through this maze. The doorway this spell was cast on appears to lead down a normal corridor, however it gets smaller towards the end and as a creature walks down it they reduce in size until they reach the end (which, of course, leads into the maze). Creatures of fine or smaller size do not get any smaller as they travel down the tunnel, diminutive creatures become fine, other creatures will become diminutive sized. If they realise what is happening then they may simply stop and walk back down the corridor to return to their normal size. This requires a spot check of DC 10 + [caster level]. They get a +1 bonus on the check if one of the creatures going down the corridor does not shrink (i.e. if they have magic resistance which protects them from the magic or they are fine sized and cannot shrink any further).

Once the creatures enter the maze they are polymorphed into a fine or diminutive creature of the caster's choice (or simply left as smaller versions of themselves, if the caster wishes) and (again, if the caster chooses) the entrance closes up, preventing them from leaving (if the entrance closes up then exiting removes the shrinking effect but not the polymorph effect). To escape, they must make their way to the other side of the maze, where the exit will act in the same way as the entrance but in reverse; as soon was they leave the maze the polmorph effect is removed and they return to their normal size as they move down the corridor.

The maze itself is a cuboid of up to 4x4x4 feet. It may be in plan sight of the door, hidden in the walls or whatever the caster can dream up. The layout (and contents of the maze) are up to the caster and can be anything from a simple series of tunnels and ladders to a miniature dungeon in it's own right, complete with traps (the caster must make the appropriate checks and costs as if they had built the trap in an actual dungeon, however) and monsters (that will fit).

Material Component: A block of some solid substance (stone, glass, metal) etc which becomes the maze

Binding Trap
Necromancy [Evil]
Level: Sor/Wiz 5, Clr 4
Components: M, S, V, XP
Casting Time: 2 hours
Range: Touch
Target: One trap
Duration: Instant
Saving Throw: None
Spell Resistance: No

You enhance a trap to imbue those it hits with negative energy. In addition to its normal damage the trap deals 1d6 points of negative energy damage to those it hits. As long as the corpse isn't too badly damaged, anyone who dies this way is raised as a zombie. The zombie is identical to those created by the raise undead spell, however they will never move more than 100ft. from the trap and will always stay within 20 ft. if there is nothing in that range to attack. The trap can bind a number of undead in this manner equal to the caster level of the spell.

Material Component; 1 black onyx gem worth at least 100 gp, for each HD of undead the trap will control, built into the trap, XP Cost: 200

Belated Will
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 hour
Range: touch
Target: 1 object/caster level
Duration: Instant to 10 year/caster level
Saving Throw: Harmless
Spell Resistance: No

You enchant something designed to limit the movement of an intruder (a trap, a lock, etc) to allow your descendants to pass. Once cast, if a direct descendant moves within 5 ft. of the device then they are allowed to continue without impediment; locks open, traps fail to go off, secret doors reveal themselves, etc. This can be set to apply descendants who meet specific criteria (e.g. only male descendants who became mages, descendants of a specific race and so on). The spell can also be set to start after a delayed time, so the traps/locks/etc only start letting descendants through after a certain amount of time has elapsed. The caster can delay the spell for up to 10 years per caster level. Each object to be affected by the spell must be touched while the material component is read out loud to it (this may be done multiple times if the objects are too far apart to touch at once).

Material Component: A legally binding contract outlining the criteria of the spell written up by a lawyer who charged at least 200gp for the service

Phantom Cartographer
Conjuration (creation)
Level: Sor/Wiz 2
Components: V, M, F
Casting Time: Instant
Range: Touch
Target: A piece of paper, parchment, etc
Duration: 1 hour/caster level
Saving Throw: None
Spell Resistance: No

You enchant a piece of paper to magically map the area around you. Everything the caster senses is magically drawn on the paper (or parchment, etc) the spell is cast on, forming a clear map as they move around. Anything of note that is picked up on by the caster is recorded (for example if they were using detect magic, unusually high levels would be recorded, if they noticed a trap it would be marked). If the map grows larger than the sheet will allow, the paper shows only the area around the caster, shifting to accommodate them if they move. The caster can freely study any part of the map as if it were any other map. After the spell ends the paper becomes blank, as if it were never used. However if the same paper is used in another casting of this spell it will retain any previously gathered data (if the area has changed, the map will update itself as the caster discovers the contradictory information). A permanency spell (500 XP, minimum caster level 9) can be used to make the map permanently display, but this spell must still be cast to update it or map a new area. While using the map, the caster gains a +2 bonus to all checks to all spot, search and survival checks.

Material Component: A bottle of black ink, which is slowly drained as the map appears on the paper, Focus: A sheet of paper, parchment or other surface suitable for a map.

Show Foundations
Divination
Level: Sor/Wiz 4
Components: S, V
Casting Time: Standard action
Range: 20ft. +10/caster level
Target: Self
Duration: 10 minutes/caster level
Saving Throw: None
Spell Resistance: Harmless

You become able to detect the work of craftsmen and are able to see how a given man made structure was built (this doesn't work in natural structures like caves). You can tell how a given man made structure was built, from what type of materials, etc. You gain a +2 on all spot and search checks to locate traps or secret doors and on reflex saves to avoid hazards based on faults in masonry (cave ins caused by collapsing buildings, flooding in underwater tunnels, etc).

Lvl45DM!
2009-09-25, 09:53 PM
There are many who combined spells and steel, casting with one hand whilst wielding a blade in the other, incanting and prestidigitating in full plate. But one mage worked combined his craft and the fine metal in a different way, spending hours in contemplation of weapons and armour adrmiring the durability, their lustre, even the mallebility of the raw form. His special insight into the metals base form allowed him to twist and transform the steel in weird and wonderful ways. As he crooned love songs to his instruments in the midst of battle they called him

Steelsinger



Shining Steel
School Transformation
Level:Wiz/Sor 1
Components: V
Casting Time: Standard action
Range:0
Target:Piece of steel or metal with similar lustre, any size
Duration: Instant
Saving Throw: Reflex Neg
Spell Resistance:None
As you whisper the spell over the metal surface it flashes brilliantly blinding any who have the misfortune to look upon it.
The spell alters the makeup of the metal to better reflect light for an instant, directing the flash in a 10' radius from the steel. All caught in the flash, must make a reflex save to shut their eyes in time or be blinded for 2 rounds +1 per level of the caster
Spell focus:metallic object.
Immunity to Steel
Abjuration
Level: Wiz/Sor 5
Components: V S M
Casting Time: 1 standard action
Range:Touch
Target:One Creature
Duration: 10 rounds +1/level
Saving Throw:None
Spell Resistance:None
Whirling a magnent across your body causes a field of magnetic force to spring into being. Weapons shy away from your newly protected form.
Anyone wielding a weapon made of a ferromagnetic metal must make a Fortitude save to strike the caster in melee. If the save fails then the strike misses. Missle weapons with a ferromagnetic metal as a main component bounce away automatically. In addition to their Constitution bonus (if any) to their Fort save, any magical pluses on the weapon are added as well. Note: Weapons such as axes, that are made of wood and metal, count as being wholly metal as long as the metal head is being used to strike. A longspear can strike the protected being if they use the wooden end, but cannot strike with the head.
Material Component: Magnet

Spikesteel
Transformation
Level:Wiz/Sor 4
Components:V S M
Casting Time: 1 round
Range:Close (25 ft + 5 ft/level)
Target:One steel object of up to 1 cubic ft/level
Duration: 1 minute/level
Saving Throw:Special
Spell Resistance:Yes
By chanting the spell whilst hammering a miniature anvil with a miniature hammer you cause spikes to spring from steel objexts
You bring into being 2 spikes/level above level 7 (up to a maximum of 20 spikes at level 18), which spring forth from any metal surface, including weapons and armour. The caster has to make a touch attack with each spike, doing 1d4 piercing damage each. However, each round that a creature is in contact with these spikes, the spikes get an additional attack. As well, if the spikes are from a weapon, the wielder must make a Reflex save. If it succeds the weapon is dropped after the spikes deal their damage. If it fails then the weapon remains in their grasp, but they suffer a -2 to hit with that hand, until the spike damage is healed, or they take a minute to bandage the hand. Note Spell Resistance only applies if the metal item itself has spell resistance. For example, a Shield +1 that imparts 20 SR on the user recieves an SR check, but a Bearded devil wielding a non-magical glaive would not.
Material Component: Miniature hammer and chisel

Melt Steel
Transmutation
Level: Wiz/Sor 7 Druid 8
Components: V S
Casting Time: 1 standard action
Range:Medium (100 ft + 10/level)
Target: 10 cubic foot of metal
Duration:Instant
Saving Throw:Fort save partial
Spell Resistance:Special
A wave of gray energy strikes a metal object, turning it into a blistering downpour of molten metal, searing the flesh of anyone who was touching the object.
Up to 10 cubic foot of metal can be affected by this spell. The metal objects grow to such a temperature that they melt, unless they make a Fort save. Objects in a creatures possession use their owners Fort save or their own, whichever is higher. Anyone holding a metal object that fails takes 10d6 damage and the object is destroyed. Anyone wearing a suit of metal armour that fails its save takes d8/level damage, and the armour is destroyed.
If the saving throw is made then they take 5d6 damage from the metal heating up, but not to melting point.
Material Component: Miniature bellows and a vial of mercury

Steelstorm
Transmutation
Level: Wiz/Sor 9
Components: V
Casting Time:1 minute
Range:0
Target:Self
Duration:Instant
Saving Throw:None
Spell Resistance:None
You own flesh turns into shards of steel, and then explode off your body with deadly force.
Every Creature within a 40ft radius takes up to d12/level piercing damage from the shards of steel flying in all directions. The caster chooses how many d12s to roll, up to his caster level with a maximum of 20. Creatures with total cover are safe, creatures with partial cover get a Reflex saving throw for 1/2 damage.
Since the material for the spell comes from the casters flesh the caster takes 1d4 dmg/level for every d12 damage he chooses to deal.
For example The SteelSinger is a 18th level Wizard, and is surrounded by orcs. Since orcs are relatively weak, SteelSinger chooses to send out 3d12 damage of steel, and only takes 3d4 damage from the spell. However on another occasion he is occosted by two dragons. Since these are much more powerful, he chooses to expend all 18d12 and therefore take 18d4 damage, possibly his full hit point score.
Material Component: The casters flesh

Kyace
2009-09-25, 11:13 PM
Archmage Lindle Shribben's Treatise on Illusion
"Lindle Shribben was granted the title Archmage posthumously after his traveling spellbook was found with a will. The spells contained were innovative and novel enough that Livermore's Council of Mages granted him the title and ensured that the his remains were put into a tomb he had constructed over his lifetime. An illusionist of the highest caliber, Lindle had spent his life in many small cons and rues, claiming that things were never as they seemed and anyone so easily tricked deserved their fate. This words came back to haunt him when a dissatisfied customer returned and reverted back into draconic form to discuss matters," the Bard finished.

"Interesting story, though not as entertaining as the one you told three rooms back when you claimed that sarcophagus belonged to an exiled king from a far land who had his retainers dig this tomb while he died of a slow acting poison. You'll forgive me if I don't trust your 'histories'," the rogue said eyeballing the urn at the center of the room.

"Don't worry, I'm sure this time I remembered correctly and what are the odds four burial chambers in a row are illusionary?"

The thief started toward the urn and muttered under his breath, "pretty good."

Shribben's Fighting Spirit
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, Beguiler 4, Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The best battle is the one that is avoided. Merely the appearance of strength in an opponent may preform the duty of a bodyguard at greatly reduced cost.

This spell is a deludes the target creature into believing their combat ability is greater than it is, and this confidence aids them in several ways.

This spell grants a +2 morale bonus to attack rolls, +4 morale bonus on saves and checks against fear, +10 morale bonus to checks to make themselves appear more capable in combat, such as Bluff checks to feint, Intimidate checks and Perform (Weapon Drill) checks.

Special: The verbal component of this spell is some boast proclaiming the target's fighting ability or strengths.

Shribben's Finer Things
Illusion (Glamer)
Level: Bard 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 1 cu. ft/level
Duration: 1 hour/level
Saving Throw: Will disbelief (if studied carefully)
Spell Resistance: No

A staple of Shribben's cons, this spell glamers the mundane targeted item to be of a value 10 times greater than normal. How this increase value is achieved is up to the caster, to include higher craftsmanship, more expensive material, better taste, more attractive appearance or so on. Shribben was also fond of casting this spell on any chair he happened to be sitting on to increase his comfort.

Special: If the feat Enlarge Spell is applied to this spell, it affects an item is size up to 10 cu. ft/level.

Focus
A cloth rag that must be rubbed on the object to be improved in a circular motion.

Shribben's Illusionary Illusion
Illusion (Figment)
Level: Bard 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Visual figment that cannot extend beyond a 5-ft. cube
Duration: Concentration
Saving Throw: None
Spell Resistance: No
After leading his fighter friend on for years in thinking that Shribben was omnipotent, it was remarkably difficult to create an illusion that the fighter could disbelieve.

This spell creates an obviously fake visual figment that only appears as a translucent outline of an object, creature or force, as visualized by you. The illusion does not include auditory, olfactory, tactile and thermal elements, nor does it include elements relating to non-humanoid elements, except those which might perceive magic and illusions.

Focus
The barest wisp of wool.

Shribben's Minor Disguise
Illusion (Glamer)
Level: Bard 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One Creature
Duration: 1 hour/level
Saving Throw: Will Negates (Target only)
Spell Resistance: No
Shribben proved phenomenally successful at racetracks when he put his mind to it.

This spell makes the targeted creature look like a different member of the same race or species. They appear the same height and build, and their clothing and equipment appear the same. The glamer can change the target's hair color, skin color, eye color and add, change or hide other minor details. Due to the limited nature of the spell, this illusion doesn't create any physical discrepancy detectable by interactions, thus interactions do not grant a will save to disbelieve.

If used to create a disguise, this spell grants +5 to the check.

Shribben's Personalized Permanent Image
Illusion (Phantasm) [Mind-Affecting] (see text)
Level: Sor/Wiz 7
Components: V, S, M, F
Casting Time: At least 1 round per scenario, see text.
Range: Long (400 ft. + 40 ft./level)
Effect: Phantasm that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration: Permanent (D)
Saving Throw: Will disbelief (if studied carefully)
Spell Resistance: Yes (see text)

This spell creates an illusionary phantasm that may affect any, some or all senses of observers. The spell selects the most appropriate scenario for each observer based on visibility detectable conditions set back the caster at casting. If the caster is able to cast other spells that detect or reveal information (such as Detect Evil) that can be used to determine an appropriate scenario for observers, they may cast that spell during the casting of this spell to include those conditions as applicable for determining scenarios, increasing for the spell by the detecing spell's casting time, minimum one round.

For example, a caster may set up room that tempts observers into entering based on their race. One condition, that the observer is an elf, would result in the observer perceiving the scenario of the room being a secluded forest meadow filled with sparkling fountain while hauntingly beautiful music and the scent of rare flowers fill the air. Another condition, that the observer is an elf, would result in the observer perceiving the same room, possibly at the same time, in a different scenario, one where a cavern rings with hammers beating metal and freshly tapped dwarven ale sits in pitchers on a bar.

The caster may create 1 scenario per caster level. The condition of "observer immune to mind-affecting spells or that successfully applied their spell resistance" results in a figment in the same area which is invisible to observers perceiving a phantasm. If an observer fulfills two different conditions, the scenario of the two that the caster set up first takes effect. The conditions of "everyone else" or "everyone" when set up last by the caster are functionally identical.

Material Component
A pinch of powered jade per scenario, each worth 10 gp.

Focus
A bit of fleece per scenario, each from a different sheep.

PairO'Dice Lost
2009-09-29, 03:34 PM
The Demonweb Workings of Vornaun Baenre

It is a fairly commonly-known fact among scholars of the drow that the males of that race, mostly arcanists or warriors, do not usually share the females' devotion to Lolth (at least in private). Lip service is paid and facades are maintained, but few drow males venerate her as more than the spider goddess that enforces their status as second-class citizens.

Not Vornaun Baenre, however. Being born into the most powerful family in one of the most influential drow cities in all of the Underdark would obviously make him more religious than most of his male peers, but his fervor surprised (and often worried) all his family. Not able to enter the clergy, Vornaun instead attempted to please and imitate Lolth in all of his crafting and spellcraft; this culminated in a two-year period of meditation and study at the end of which he had produced no fewer than 666 new arcane spells, one for each known layer of the Abyss, including the Demonweb pits—each spell took the “theme” or power of the layer and twisted it to involve spiders or drow or the like, to imply Lolth's supremacy and dominance over the Abyss.

While Lolth appreciated this act of worship and blessed him for it, the other demon princes were...less than amused, to say the least. A conjurer of no small skill, Vornaun managed to hold off hundreds of demonic assassins, so they changed tactics: demons were sent to steal and destroy his Demonweb Workings. That got his attention, and made him angry enough to make him sloppy as well. Several spells were destroyed in the attack that finally killed Vornaun, and seeing as Vornaun did not want to return to life (being favored in the Demonwebs for the rest of his afterlife will do that) the remaining spells were quickly divided up and distributed amongst the other Baenre archwizards. Five of his spells, however, were neither destroyed by demons nor stolen by other drow—his apprentice managed to quickly sneak away these five spells and use them to ward Vornaun's tomb.

Vornaun's Silken Encystment of Shade
Illusion (Shadow) [Mind-Affecting]
Level: Sor/Wiz 6
Components: S, M
Casting Time: 1 full-round action
Range: Close (25ft + 5ft/2 levels)
Area: 20ft radius emanation
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
With a wave of your hand, you toss a bit of spider's web at your foe. As it flies through the air, it darkens to pure blackness and consumes all in the area in a cocoon of shadow. Sparks of blue-black light sear into their skin as they are enveloped, and their shrieks of pain are soon cut short.
All targets in the area when the spell is cast must make a Will save or believe they are being cocooned in shadow and being eaten alive by tiny spiders of darkness. Targets who succeed on their save treat the spell's area as if it were a web spell composed of black webbing for all purposes, including Reflex saves, burning the strands, etc.; targets who fail their saves are paralyzed and take 1d6 damage each round, half of which is cold damage and half of which is negative energy.

Regardless of whether creatures succeed on their saves, the spell's area is also filled with magical darkness and silence, as the spells of the same names. Creatures who enter the area after the spell is cast must make the same Will save and are affected appropriately, but they receive a +4 bonus on their saves.
Material Component: A bit of spider's web stained black with ink and a piece of black velvet.

Vornaun took the inspiration for this spell from the Wells of Darkness (FC1, 137), as he believed that other demon princes were not the only ones who needed to imprison foes in darkness and pain....

Vornaun's Exponential Sentinels of Evil
Conjuration (Summoning) [Evil]
Level: Sor/Wiz 8
Components: S, M
Casting Time: 1 minute
Range: Medium (100ft + 10ft/level)
Effect: Evil spiders everywhere
Duration: Concentration, up to 1 round/3 levels, plus 5 rounds
Saving Throw: None
Spell Resistance: No
You hold up a single spider fang and wave it in a complicated rhythm; with a muted crack of thunder and a whiff of brimstone, a man-sized spider flashes into being, covered in spines and with glowing red eyes. As you crush the fang in your hand, another spider flashes into this plane of existence...then two more, then four more, and more and more...
When you cast this spell, a single half-fiend Large monstrous spider appears at any designated point within range and acts immediately on your turn. It attacks your opponents to the best of its ability or performs any other action you can communicate to it. As long as you concentrate on the spell, additional spiders are summoned on each succeeding turn: one more on the second round, two more on the third, four more on the fourth, and so on, so that each round the number of spiders summoned is double the number that were summoned in the last round.

All spiders must remain within range of you for the duration of the spell; if any spider is outside of the spell's range at the beginning of your turn, it disappears. After 1 round per 3 caster levels, or when you cease concentrating, whichever comes first, no more spiders are summoned. Any spiders still in existence remain for another 5 rounds before returning whence they came.
Material Component: A spider's fang, which you crush into many pieces in the course of casting the spell.

Vornaun took the inspiration for this spell from Pazunia, the Plain of Infinite Portals (FC1, 113); he appreciated the demons' potential for ambush and victory when their allies poured out of every crevice to surprise their foes.

Vornaun's Fleshwarping Test of Faith
Transmutation [Chaos, Evil]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: See text
Saving Throw: Fortitude partial
Spell Resistance: Yes
After a minute of chanting, you place your hand on the drow before you. Its form begins to melt, and whether it will continue melting and reform as a yochlol, or whether it will only partially melt into the form of a drider, only Lolth can say for sure.
You transform the target creature into one of three forms. If the target is a chaotic evil drow who is faithful to Lolth, it becomes a yochlol. If the target is a non-chaotic evil drow, or one unfaithful to Lolth, it becomes a drider. If the target is not a drow, it becomes a Huge monstrous spider. The target receives a Fortitude save to resist the spell; if the save succeeds, the target is still transformed, but resumes its own form after 1 round per caster level. Otherwise, the target is instantaneously transformed—driders and monstrous spiders gain the statistics of their new form and retain only their memories and personality; after 24 hours, drow turned into yochlols may choose to either resume their old form or be plane shifted to the Demonweb Pits to serve Lolth directly.

Vornaun took the inspiration for this spell from the Pits themselves; he felt that he should be able to reward loyal drow and punish apostates without priestesses' help, as traitorous priestesses are the largest danger to drow society.

Vornaun's Entrancing Web of Ether
Conjuration (Creation, Teleportation)
Level: Sor/Wiz 9
Components: V, F, XP
Casting Time: 1 hour
Range: Long (400ft + 40ft/level)
Effect: One 10ft phase door per caster level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Touching the focus to wall after wall, you create many ethereal passages between various tunnels and halls. Speaking the final word of the incantation, you step out of the passages as they begin to slowly swirl hypnotically.
This spell allows you to create up to one phase door per level (as the spell, except as noted here) through walls up to 10 feet thick. Each passage must connect to a room containing at least one other passage, and at least four passages in the network must connect to a single room where the focus is stored. The passages are undetectable to all forms of vision or other senses except darkvision; creatures with darkvision can detect, and see through, the passages without difficulty. Each time a creature enters a passageway—whether they saw it or not—without first speaking a passphrase (usually a short prayer to Lolth), it must make a Will save or become disoriented by the unstable, twisting nature of the passages; creatures who fail the save take 1d4 Wis damage and are ejected out of the end of the passage furthest away from the focus.
Focus: A statue of a spider carved of onyx, worth at least 10,000gp + 1,000gp per passage to be made.
XP Cost: 5,000 XP

Vornaun took the inspiration for this spell from the Endless Maze of Baphomet (FC1, 152); any minotaur can hunt prey in a labyrinth, but it takes a particular cruel cunning to let your prey try to approach you and skew their perceptions all the while.

Vornaun's Relentless Tide of Reanimation
Necromancy
Level: Sor/Wiz 4
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You place the spider corpses in the eye sockets of the skeleton before you. They quiver, then reanimate, and quickly scuttle out of the skull to cover the skeleton's joints with webbing as hard as steel. Your familiar leaps up and knocks an arm off to test the spell, and two spiders leap off, retrieve the arm, and web it to the rest of the skeleton.
This spell animates skeletons as the animate dead spell, except as noted here.

Animated skeletons gain fast healing 10, and are not destroyed when their hit points reach 0. Instead, they go into stasis and fall prone in their space while the spiders web them back together, and their fast healing continues functioning; when they are restored to full health, they stand up and come out of stasis. To truly destroy one of these skeletons, opponents must deal at least ½ the skeleton's full hit points in slashing or fire damage while the skeleton is in stasis, to break apart the webs and kill the now-exposed spiders.
Material Components: An onyx worth at least 100gp to be placed into the skeleton's ribcage, and the corpses of at least 6 spiders all of which must be placed in its skull.

Vornaun took the inspiration for this spell from Thanatos, layer of the Demon Prince of the Undead (FC1, 127), to prove that a drow's cunning and inventiveness will triumph over sheer quantity of undead troops.

ZerglingOne
2009-09-30, 04:12 AM
Specialist wizards, BAH! Those who claim to love magic, but would sequester themselves from as many as two schools? It's madness I tell you! Somewhere along the line of your miserable existence, you must have heard of a concept known as "Mad Science". Mad science generally employs taking two things and sticking them to one another and hoping they'll work. Mad magic isn't all that much different. We "Mad Magicians" have begun to blur the line between what was once thought to be a rigid set of "schools of magic." Those who dared to once oppose our thinking have all been turned to undead frogs, burned into other planes of existence, charmed into suicide by an illusion, or doomed to some other horribly cliché form of being hit with more than one school of magic at once. Mad magic is craziness, and if it's crazy, I'd never want to be sane.
-Excerpt from the moldy spellbook found inside Archmage Synergus' tomb.

Summon meatshield-other
Conjuration & Abjuration
Level: Wiz/Sor 2-9
Components: V, S, M
Casting Time: Standard Action
Range: Up to 10 feet from caster.
Target: Unoccupied Ground/Air/Water
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No(Harmless)

With a flick of the wrist, a booming yell, (and in all likelihood a sickening "fwap") A creature is called into existence. This creature has all of the attributes and abilities (except the ability to summon if applicable) of the base creature and can fight by your side. Treat this as a summoned monster as the Summon monster x spell but one level lower than normal. This monster appears to be inside out and is quite gruesome to look upon, but it suffers no penalty for this. In exchange for the level of the creature, the summoned monster absorbs every point of damage dealt to you or a target of your choice (declared on your turn). Once the creature has sustained all of its remaining hit points in damage, it winks out of existence, and the shielded individual takes damage normally.

MC: 1 pound of any kind of meat to be thrown on the spot the creature will be summoned at.

Extra notes:
This one was a groaner at the all schools magic tournament, but they were all confounded when they noticed my dire inside-out elephant was taking all of the injuries I should have sustained.
-Synergus

Scry 'n Die
Divination & Necromancy
Level: Wiz/Sor 8
Components: V, S, M
Casting Time: 5 minutes
Range: Unknown & 150 foot ray attack
Target: Any living creature that can be scryed upon.
Duration: 1 minute/level & permanent(ish...revolving door don't ya know)
Saving Throw: Fort Partial
Spell Resistance: Yes
Beauty is in the eye of the beholder, and so is a ray attack! The caster scrys upon a victim biding their time until they decide to unleash the horror within. Make a ranged touch attack with your scrying sensor. If it hits, the target must make a fortitude saving throw DC 18 + relevant ability modifier, or die . Even on a successful save, the target still takes 1d8/2 caster levels damage (no save). The ray attack can be used more than once (spontaneously) once per round at the cost of an 8th level spell slot for every use.

MC: A beholder's eyestalk.

Extra Notes:
The gods hate me for this one, they say it ruins any fun they get to have. I say it cuts out the part where I have to teleport in.
-Synergus

Synergus' People Zapper
Enchantment & Evocation
Level: Wiz/Sor 4
Components: S, F
Casting Time: Standard action
Range: -
Target: Ground
Duration: 1 round/level
Saving Throw: Will negates/none
Spell Resistance: Yes

The caster sticks a metal rod into the ground and charges it with a great deal of electrical and charming magic. When an intelligent being sees this object, it becomes whatever their heart desires most and they walk helplessly towards it until they are within reach of it (Will save DC 14 + relevant modifier negates) and grab hold of it. On contact they receive a jolt of 1d6+1/four caster levels of electricity damage(max 5d6+5) with no save. Once they have been shocked, they get another save attempt to realize it's not what they think it is. Upon a failed save, they remain enthralled, and will continue to hold on, taking the damage each round.

focus: A +1 solid iron pole worth 600gp.

Extra Notes:
I do so love watching as many as three grown men fight over a stick that spells their impending doom.
-Synergus

Overactive Imagination
Illusion & Transmutation
Level: Wiz/Sor 7 Brd 6
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft/level)
Target: Any sentient creature.
Duration: 1 minute / permanent
Saving Throw: will negates
Spell Resistance: Yes
Upon a failed will save (DC 17 (16 for bard) + ability modifier), the target believes wholeheartedly that it has become whatever the caster has specified. The target need not know what the creature/object is, since part of the spell implants that knowledge. After one minute of acting as the specified creature, they must make another will save at whatever their new mental score allows, or act like whatever they've been turned into forever. If turned into an inanimate object, they retain all mental scores unless the second will save is failed at which point all stats except con become effectively zero.

Extra Notes:
This spell created my favorite chair!
-Synergus

Out With a Bang
Evocation & Necromancy
Level: Wiz/Sor 9
Components: S, F, XP
Casting Time: 1 standard action
Range: Touch
Target: Touched Corpse or dying creature.
Duration: Special
Saving Throw: Special
Spell Resistance: Yes

One round after completion, the touched corpse or dying creature emits an iridescent green cloud with a 20 foot radius. Any creatures caught within this cloud take 4d4 permanent constitution damage fort DC 19 + relevant modifier for half. The cloud then violently explodes, utterly destroying the corpse and dealing 1d10 fire and 1d10 sonic damage per two caster levels to everything in the radius Reflex half. Any creatures killed by this explosion repeat the process 1 round later until either none are killed or all are dead.

Focus: A corpse or dying creature...duh.
XP: 250/caster level

Extra Notes:
This spell contains visuals that may disturb certain onlookers. Viewer discretion is advised. You may also want to run like hell after casting it.
-Synergus

Lapak
2009-10-05, 10:04 PM
(I basically only have access to the Core books for spells; I don't think any of these duplicate other spells but I don't know for sure.)

Arcana of Aversion

Yor the Green was an Enchanter who disdained illusions of all kinds, dismissing them as the cheap tricks of fools who would rather play with light and shadow than with his own interest - the deepest corners of intelligent minds. He specialized in magics that caused denial and repression in subjects, and loved nothing more than enchanting a victim over and over again before wiping their memory clean of all that he had done.

Ironically, he perished in his own stronghold when a rival that he had thought enchanted (but who had faked it at the time) sent a heavily enchanted, highly advanced ooze after him. With no mind to confuse, he had no defenses against it and perished. Many of his unique spells perished with him, but a few were left in the scroll that he clutched to his chest as he was slain in the center of his treasure vault.

Mind Trick
Enchantment (Compulsion) [Mind-Affecting]
Level:0
Components:V, S
Casting Time:1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: One intelligent creature
Duration:1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The targeted creature becomes temporarily gullible, taking a -5 penalty on all Sense Motive checks while the spell is in effect.

"These aren't the Warforged you're looking for." - Yor the Green used this spell constantly to distract and deceive his victims.


Hidden Knife
Enchantment (Compulsion) [Mind-Affecting]
Level:2
Components:V, S
Casting Time:1 standard action
Range:Touch
Target:One object
Duration:1 round/level
Saving Throw:Will negates (special)
Spell Resistance: Yes
Upon completion of this spell, the caster touches a single object. All creatures viewing the object must make a Will save; failure indicates that their mind interprets the object as harmless and of no particular value - an ornate golden necklace might be viewed as a cheap fake, or a dagger might be seen as a butter knife, or an axe might be seen as a broom. If used on an item of value, affected creatures will pass over the object as worthless. If this spell is used on a weapon, a creature that fails its saving throw is denied its Dexterity bonus to AC for all attacks made with that weapon.

"Would you deny an old man his support?" - Yor often used this spell to bring his Staff of Power into unfriendly situations.

Cloak of Yor
Enchantment (Compulsion) [Mind-Affecting]
Level:3
Components:V,S,M
Casting Time:1 standard action
Range:Personal or Touch
Target:1 creature
Duration:1 minute/level
Saving Throw: Special
Spell Resistance: Special
Every creature that perceives a creature shielded by the Cloak of Yor must make a saving throw. Failure indicates that their mind refuses to admit the presence of the target creature - they will ignore the evidence of all their senses and even obvious signs of the creature's presence, such as footsteps in sand or an empty space in a body of water. If the target creature attacks a being that failed its saving throw, that being is entitled to a new saving throw to shake off the effects. The material component is a small scented sachet.

"No one out here but us chickens." - Yor the Green, while infiltrating the infamous Giant Chicken pens of the Despot of Mirarli.

Memory Lapse
Enchantment (Compulsion) [Mind-Affecting]
Level:3
Components:V, S
Casting Time:1 standard action
Range: Medium (100 ft + 10 ft/level)
Area: All creatures inside a 20-ft. burst
Duration:1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures affected by a Memory Lapse spell function normally for the full duration of the spell, then lose all memory of events between the spell being cast and when its duration expired or it was dismissed.

"Why does my head hurt?" - a city guard, after being beaten into unconsciousness by the minions of Yor the Green.


The Wizard's Vault
Enchantment (Compulsion) [Mind-Affecting]
Level:9
Components:V, S, F
Casting Time:1 hour
Range: Touch
Area: 50-ft-radius emanation
Duration:Permanent(see text)
Saving Throw: Special
Spell Resistance: Special
The Wizard's Vault permanently enchants a touched object to be the focus of an emanation. All creatures coming within the affected area must make a Will save each round to resist the affects. Creatures who fail their Will saves suffer from an instantaneous adjustment to their minds and become firmly convinced that nothing in the area of the emanation is of value. They may be surrounded by magical treasures and standing atop a heap of gold, but they will perceive themselves to be in a ruined temple long ago pillaged by bandits, or in a empty warehouse, or in a long-forgotten tomb, or some other environment lacking treasure or interest of any kind. The only object that is unaffected by this compulsion is the focus-item. Removing the focus item from its location will destroy the emanation, as will successfully Dispelling the item, but any creatures that had already failed their saving throws will remain affected; once any creature has failed a saving throw it will remain unable to see anything of value in the area that was protected by the emanation - this change cannot be undone by any magic short of a Miracle or Wish.

"All the gold and silver has been stolen; the graverobbers found this place long before we did." - A treasure-hunter, upon finding the last resting place of Yor the Green.

The Neoclassic
2009-10-06, 08:06 AM
Contest closed! I'll have the voting thread up soon.