1. - Top - End - #18
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    Nameless One Spell List
    The Nameless One spell list consists only of the following spells (they cannot learn or cast sorcerer/wizard spells not on this list). New spells are described below.

    0th-prestidigitation, read magic

    1st-chromatic orb, fist of iron, friends, identify, mage armour, magic missile, minor embalming, missile of patience, reign of anger, scripture of steel, seeking flames, shield, sleep, submerge the will, tongues of flame, vilquar's eye

    2nd-acid arrow, black-barbed curse, black-barbed shield, blood bridge, blur, bull's strength, greater embalming, ice knife, infernal orb, knock, luck, pain mirror, power of one, scare, summon swarm

    3rd-ax of torment, balance in all things, ball lightning, cloak of warding, elysium's tears, fiery rain, halt undead, infernal shield, tasha's unbearable derisive laughter, vampiric touch, zerthimon's focus

    4th-blacksphere, confusion, elemental strike, force missiles, improved strength, remove curse, shroud of shadows

    5th-cloudkill, cone of cold, desert hell, enoll eva's duplication, fire and ice

    6th-antimagic shell, chain lightning, globe of invulnerability, howl of pandemonium

    7th-acid fog, bladestorm, repulsion, stygian ice storm

    8th-deathbolt, ignus' fury, mechanus' cannon, meteor swarm, power word blind

    9th-abyssal fury, celestial host, conflagration, elysium's fires, power word kill, rune of torment

    New Spells
    Spoiler: 1st-Level
    Show
    Chromatic Orb
    Evocation [Light]
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Target: One creature
    Duration: Instantaneous; see below
    Saving Throw: See below
    Spell Resistance: Yes

    "Long are the debates about the spectrum of color in the multiverse. "This Blue is better than Yellow!" "Pike it, berk! Of course White is the true color!" And while in the end, many generally agree that a color's greatness is in the eye of the beholder, this spell establishes the fact that some colors are deadlier than others."

    You conjure up an magical orb of a particular colour and hurl it at a target as a ranged touch attack. The colour, damage, and additional effects of the orb depend on your caster level, as shown below. You can pick a color effect of your level or lower to create.

    Caster Level Colour Damage Effect
    1 White 1d4 Blinded for 1 round (Fortitude negates).
    2 Red 1d6 Sickened for 1 round (Fortitude negates).
    3 Orange 1d8 1d4 additional points of fire damage (Reflex negates).
    4 Yellow 1d10 Blinded for 1 round/level (Fortitude negates).
    5 Green 1d12 Stunned for 1d3 rounds (Will negates).
    6 Turquoise 2d4 Sleep for 1d3 rounds (Will negates).
    7 Blue 2d8 Paralysed for 1d2 minutes.
    10 Violet None Paralysed for 1 round (Will negates), and petrified for 1 minute (Fortitude negates).
    12 Black 4d10 Death (if the target fails a Fortitude, Reflex, and Will save; slowed for 1 minute if they fail at least 1 save).

    Fist of Iron
    Transmutation (Earth)
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level

    "This spell gives the caster's fist the strength and durability of iron, turning it into a living weapon. Any punches the caster does will do more damage than normal."

    Your fists transform into magical iron. For the duration of the spell you gain Improved Unarmed Strike as a bonus feat and gain a +3 bonus to hit and +6 to damage when attacking with unarmed strikes. Furthermore, your unarmed strikes are treated as cold iron and magic for the purpose of overcoming damage reduction.

    For the duration of the spell, you may not cast spells with somatic components.

    Friends
    Enchantment
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 min/level

    "One's charm, one's beauty and one's charisma are oftentimes the key to gaining the trust of strangers and creating new friends."

    You gain a +10 enhancement bonus on Diplomacy checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. .

    Minor Embalming
    Necromancy
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Undead creature touched
    Duration: 30 minutes
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)

    "Embalming preserves the flesh of the dead. . . as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage."

    You touch an undead creature, granting it 2d4 temporary hit points and a +1 bonus to its Armour Class for 30 minutes. Nameless Ones and similar creatures count as undead for the purpose of this spell.

    Missile of Patience
    Evocation [Force]
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    ""Could this spell be any more useless??!" cried Eelnek, mage of Amnar. "The bane of mages everywhere, could this be the practical joke of an arch-mage, or living dis-proof of the old Prime Material axiom that "good things come to those who wait"?"

    The spell conjures up a ghostly slingshot, which fires a single "pebble" unerringly to deal 1 force damage to a creature within range.

    At 7th level, the slingshot becomes a bow firing a single "arrow" to deal 1d6 force damage.

    At 11th level, the bow becomes a great ballista that fires a single "bolt" to deal 5d6 force damage.

    Reign of Anger
    Evocation [Force]
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    "Zerthimon's teachings allow the channeling of anger into streams of unerring missiles that quickly strike those that oppose you."

    This spell functions as magic missile, save that it functions at reduced range, all missiles must be aimed at the same creature, and each missile does 1d4+2 points of force damage.

    Scripture of Steel
    Enchantment (Complusion) [Mind-Affecting]
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: 50 ft.
    Area: The caster and all allies within a 50-ft. burst, centered on the caster
    Duration: 1 minute
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    "One of the earliest teachings of Zerthimon, this incantation reflects what *knowing* that flesh yields to steel achieves: bestowing a greater advantage to strike and the strength to resist damage."

    All allies within 50 feet gain a +1 insight bonus on attack rolls and a +1 insight bonus on saves.

    Seeking Flames
    Evocation [Fire]
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: 50 ft.
    Area: All enemies within 50 ft.
    Duration: 1 minute
    Saving Throw: Will negates
    Spell Resistance: Yes

    "As the maintainer of life, fire is a true blessing. Yet as it warms, it also burns; while it is a blessing, it is also a curse. Its scorching flames distract and weaken all enemies who succumb to its effects."

    All enemies within 50 feet gain a -1 penalty on attack rolls and a -1 penalty on saves.

    Submerge the Will
    Enchantment (Complusion) [Mind-Affecting]
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    "When the will is submerged, new strength is gained: The strength to endure and protect against adversity. With *knowing* the teachings of the Third Circle of Zerthimon, comes greater protection against all forms of attacks."

    You touch a creature, granting it a +8 armour bonus (functions as mage armour) to its Armour Class and a +1 bonus on all saving throws.

    Tongues of Flame
    Evocation [Fire]
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    "The Flame scorches and burns. Its hatred arcs and swirls as it strikes the enemy without error."

    This spell functions as magic missile, save that it functions at reduced range, all missiles must be aimed at the same creature, and each missile does 1d4+1 points of fire damage.

    Vilquar's Eye
    Necromancy
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Target: One living creature
    Duration: One minute
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    "Vilquar's Eye is branded upon the one who is foolish enough to cross the caster. Vilquar's shortsightedness becomes the target's vision, and soon the world is muddled and dark."

    The target creature is blinded for one minute unless it succeeds at a Fortitude saving throw at a -1 penalty.

    Spoiler: 2nd-Level
    Show
    Black-Barbed Curse
    Necromancy [Evil]
    Level: Druid 2, Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    "Ravel's maze seeks new fields in which to grow. This spell summons some of the barbed seeds from the maze to burrow inside the target's flesh. "

    The spell summons a swirling mass of black barbs that grow and burrow into any target to deal 4d4 points of damage on a successful ranged attack roll. The barbs are treated as magic and evil-aligned piercing weapons for the purpose of damage reduction.

    Black-Barbed Shield
    Necromancy [Evil]
    Level: Druid 2, Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level

    "Those who have walked the forest paths of Ravel's maze can summon its branches to help shield them from damage."

    The spell clothes you in armour made from supernatural black barbs. You gain a +2 enhancement bonus to your natural armour bonus and any creature striking you in melee takes 1d6 points of damage from the barbs. The barbs are treated as magic and evil- piercing weapons for the purpose of damage reduction.

    Blood Bridge
    Necromancy
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    "A bizarre compact of the healer's heart and the merchant's mind, this necromantic spell transforms your very body into a marketplace that barters life and death. Your life essence can be given to others... at a cost to yourself."

    You touch a creature, healing it for 1d4 hit points of damage +1 point per caster level (maximum +10). You take damage equal to the amount healed.

    Greater Embalming
    Necromancy
    Level: Sor/Wiz 2
    Duration: 1 hour

    "Embalming preserves the flesh of the dead... as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage. This spell is a more potent version of Minor Embalming, and the mending and damage resistance it bestows lasts longer."

    This spell functions as minor embalming, save that it lasts 1 hour, grants a +2 bonus to Armour Class, and grants 2 temporary hit points per caster level.

    Ice Knife
    Evocation [Cold]
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Target: Up to five creatures, no two of which can be more than 15 ft. apart
    Duration: Instantaneous; see below
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    "Daggers of ice can be conjured that not only strike the intended target but can spread cold as ice in water."

    This spell functions as magic missile, save that it functions at reduced range, each missile requires a ranged attack roll to hit, and each missile does 2d4 points of cold damage. Furthermore, regardless of whether it hits or misses each missile deals 1 point of cold damage to all creatures within 10 feet of the target square (Fortitude negates).

    Infernal Orb
    Evocation [Fire]
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Target: One creature
    Duration: Instantaneous; see below
    Saving Throw: None
    Spell Resistance: Yes

    "A sphere of Fiery Red is called upon to weaken and slow the enemy."

    You conjure up an magical orb of fire to inflict agonising burns on an enemy. On a successful ranged attack roll, the orb deals 1d6 points of fire damage and sickens the target for 1 minute.

    Luck
    Evocation [Chaos]
    Level: Bard 2, Luck 2, Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    "Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's Luck for a short duration."

    You grant a +2d4 luck bonus to the target's attack rolls, saves, and skill checks for the duration.

    Pain Mirror
    Necromancy [Evil]
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level or until discharged

    "A near-forgotten legacy of an ancient empire, this spell reminds those who wish to harm the caster that they must be willing to suffer as well. If the caster is hurt, the same damage is inflicted on any creatures close to the caster."

    The next time you take damage, all enemies within 10 feet of you take an equal amount of damage (no save).

    Power of One
    Enchantment (Compulsion)
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    "And from Gith, the warrior-queen, came the *knowing* of oneself. And from the *knowing*, came immense power."

    The touched creature gains a +2 insight bonus to Strength.

    Spoiler: 3rd-Level
    Show
    Axe of Torment
    Evocation [Force]
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Target: One creature
    Duration: Instantaneous; see below
    Saving Throw: None
    Spell Resistance: Yes

    "As if from the depths of Baator, Torment shall be brought upon your enemies, and with time, its strength will only grow."

    You conjure up a ghostly axe to unerringly deal 1d8 points of force damage to a creature within range. In addition, the axe inflicts one of the following effects at random (roll 1d3):

    Roll Effect
    1 Deal an additional 1d8 points of force damage.
    2 Deal an additional 2d8 points of force damage.
    3 Target is paralysed for 1d3 rounds.

    At 9th level, the axe instead inflicts one of the following effects at random (roll 1d6, rerolling any 6's):

    Roll Effect
    1 Deal an additional 5d8 points of fire damage.
    2 Deal an additional 6d8 points of cold damage.
    3 Target randomly teleported 1-100 ft. away
    4 Target is petrified (Fortitude negates)
    5 Deal an additional 8d8 points of force damage.

    Balance In All Things
    Necromancy
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level or until discharged

    "From the Separation of the People, came the *knowing* of Two Skies. From the *knowing* of Two Skies came the realization that hurting others, hurts oneself."

    This spell functions as pain mirror, save that it triggers one time per four caster levels.

    Ball Lightning
    Evocation [Electricity]
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: Up to four creatures, no two of which can be more than 15 ft. apart
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    "Spheres of electrical force shoot forth and strike your nearest foes."

    This spell functions as magic missile, save that you may create up to four orbs of electrical energy and each orb deals electricty damage according to the total number of orbs created.

    Number Of Orbs Damage Per Orb
    1 4d12
    2 5d4
    3 2d6
    4 2d4

    Cloak of Warding
    Abjuration [Force]
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level or until discharged

    "This spell summons a magical cloak of force around your body that absorbs damage. "

    This spell functions as shield, save that it also grants you 3d4 + 1 per caster level temporary hit points.

    Elysium's Tears
    Evocation [Good][Fire]
    Level: Cleric 3, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: Up to 1 nongood creature/level, no two of which can be more than 15 ft. apart
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    "The skies of the Upper Planes shed tears when evil is done. These tears can burn even the most armored of foes."

    You call down small meteors from the heavens (even if you are currently indoors or undergound), up to one meteor per caster level. Each meteor requires a ranged attack roll to hit and deals 1d2 points of bludgeoning damage and 1d4 points of fire damage to a target, and 1 point of fire damage to all creatures within 5 feet of the target (Reflex negates).

    Good-aligned creatures are immune to the effects of this spell.

    Fiery Rain
    Evocation [Fire]
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: Up to 1 creature/level, no two of which can be more than 15 ft. apart
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    "Streams of fiery rain streak down upon the target, burning and crushing it into submission."

    This spell functions as elysium's tears, save that it can harm good-aligned creatures.

    Infernal Shield
    Abjuration [Fire]
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level

    "Even the Great Destroyer is halted by this mystical barrier. When cast, all fiery effects are absorbed and altered into healing energies."

    For the duration of this spell, you become immune to fire damage. In addition, all fire damage you would normally take instead heals you for half that amount. Any excess healing is gained as temporary hit points that vanish when the spell ends.

    Tasha's Unbearable Derisive Laughter
    Enchantment (Compulsion) [Fear] [Mind-Affecting]
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: 50 ft.
    Area: All enemies within 50 ft.
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    "What man does not feel their body fill with burning shame when mocked by a woman? Fill the ears of your enemies with the derisive scorn of a woman's laughter. Their bodies shall become clumsy and foolish, easily struck, and confidence shall be leeched from their muscles, weakening their blows."

    All enemy creatures in the area become shaken for 1 round per caster level.

    Zerthimon's Focus
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 1 creature
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    "*Know* that through this spell, the focus and discipline of Zerthimon will be granted to you, and your blade shall strike true."

    The threat range of all of the target's weapons is doubled, and the critical multiplier for each of those weapons is increased by one. This effect stacks with all other similar effects (e.g. the Improved Critical feat, the keen weapon property, etc.).

    Spoiler: 4th-Level
    Show
    Blacksphere
    Evocation [Force]
    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: All enemies in a 30-foot radius
    Duration: 1 round/level
    Saving Throw: Reflex negates
    Spell Resistance: Yes

    "This spell illustrates the power of Force, as a wave of concussive force explodes out in a 10' radius that not only damages but imprisons as well."

    A sphere of pure black force flies from your hand and explodes, dealing 1d4 + 1 per caster level points of force damage to all enemies in the area. Any creature that fails its Reflex save is also trapped as if by resilient sphere.

    Elemental Strike
    Evocation [Fire]
    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: Up to 1 creature/level, no two of which can be more than 15 ft. apart
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    "Globes of elemental force fly forth and explode upon impact. Those within range are caught in its blast wave as well."

    This spell functions as magic missile, save that each missile deals 2d4 points of fire damage to its target and 1 point of fire damage per caster level to all enemies within 5 feet. Additionally, the spell can create a maximum of 7 missiles (at caster level 13th).

    Force Missiles
    Evocation [Force]
    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: Up to 1 creature/level, no two of which can be more than 15 ft. apart
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    "Missiles of Force accurately strike down and blast its intended victims."

    This spell functions as elemental missiles, save that each missile deals 2d4 points of force damage to its target and 1 point of force damage per caster level to all enemies within 5 feet. Additionally, the spell can create a maximum of 7 missiles (at caster level 13th).

    Improved Strength
    Transmutation
    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: 1 creature
    Duration: 1 hour/level
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    "Superhuman strength can be yours, regardless of prior limitations."

    This spell grants the target a +8 enhancement bonus to their Strength score.

    Shroud of Shadows
    Illusion (Shadow)
    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: 1 creature
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    "This spell brings shadows to your aid, enshrouding your body from detection and physical attacks."

    This target gains a +2 bonus on Hide checks, a +3 bonus to Armour Class, and any creature attempting to attack the target takes a -1 penalty on attack rolls unless they benefit from true seeing or similar effects.

    Spoiler: 5th-Level
    Show
    Desert Hell
    Evocation [Fire]
    Level: Sor/Wiz 5
    Components: V, S
    Casting Time: 1 standard action
    Range: 50 ft.
    Area: All enemies within 50 ft.
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    "'Hell' is an oft-debated term. Some say Hell is Baator. Others, the Abyss. This spell proffers that nothing could be worse than the endless dunes and scorching heat of the desert."

    All enemies within 50 feet take 4d10 points of fire damage (Reflex half).

    Enoll Eva's Duplication
    Transmutation
    Level: Sor/Wiz 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: 1 creature
    Duration: 1 round/level or until discharged
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    "This 'spell' is actually a complex mathematical equation accidentally discovered by the modron, Enoll Eva, while calculating the multiplication factor on various linear algebraic formulas. The results are devastating: This equation allows all subsequent actions to be doubled or duplicated. Hence it was found that during confrontations, all physical or magical attacks were seemingly doubled - dealing twice the amount of damage."

    As haste, save that the target may also take 1 additional standard action on its turn while the spell is in effect (doing so discharges and ends the spell).

    Fire and Ice
    Evocation [Cold] [Fire]
    Level: Sor/Wiz 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: 30-ft.-radius spread
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes (harmless)

    "A red sphere of Fire and a blue sphere of Ice shall streak forth and quickly strike down the target of your choosing."

    This spell functions as fireball (maximum 15d6 damage), save that half the damage dealt is fire damage and the other half is cold.

    Spoiler: 6th-Level
    Show
    Howl of Pandemonium
    Evocation [Chaos]
    Level: Sor/Wiz 6
    Components: V, S
    Casting Time: 1 standard action
    Range: 60 ft.
    Area: Cone-shaped burst
    Duration: See text
    Saving Throw: Will negates
    Spell Resistance: Yes

    "The Madness from the Howling Land Pandemonium's Noise screams forth and bathes everyone in its cacophony."

    All enemies in the area with less than 9 HD are stunned for 10d6 minutes, and all enemies with 9 or more HD are confused (as the spell).

    Howl of Pandemonium counters and dispels all sonic-based spells and deflects all missile weapons (if cast as a readied action), in addition to its normal effects.

    Spoiler: 7th-Level
    Show
    Bladestorm
    Evocation [Cold] [Law]
    Level: Sor/Wiz 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: 20-ft.-radius spread
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes (harmless)

    "The blackest ice from the fourth layer of Acheron is summoned to cut, shear, and slice away all who oppose you."

    This spell functions as fireball (maximum 20d6 damage), save that it deals cold damage through a rain of icy shards.

    Stygian Ice Storm
    Evocation [Cold] [Evil]
    Level: Cleric 7, Sor/Wiz 7
    Components: V, S
    Casting Time: 1 standard action
    Range: 50 ft.
    Area: All enemies within 50 ft.
    Duration: Instantaneous
    Saving Throw: Will partial
    Spell Resistance: Yes

    "Few know the true terror of Baator, let alone the gruesome Fifth Layer. This devastating spell summons the harshest cold and bitter ice of the Fifth Layer of Baator, Stygia, to annihilate all enemies within range. As the River Styx flows through the Stygian Ice, so it does in this spell as well. Perhaps if the victims are strong enough to survive this devastation they may live to tell others about the true terror... but the River Styx has a tendency to make people forget."

    All enemies within 50 feet take 8d8 points of cold damage (no save), and must make a Will save or become confused (as the spell).

    Spoiler: 8th-Level
    Show
    Deathbolt
    Necromancy [Death] [Evil]
    Level: Sor/Wiz 8

    "Death comes in many forms, but none so painful as this. For even if you evade Death's Touch, it will always leave a mark."

    This spell functions as finger of death, save that the target takes 10d6 points of negative energy damage even on a successful save.

    Ignus' Fury
    Evocation [Fire]
    Level: Sor/Wiz 8
    Components: V, S
    Casting Time: 1 standard action
    Range: 100 ft.
    Area: All enemies within 100 ft.
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    "Ignus draws flames from the Elemental Plane of Fire to erupt, scorch and burn."

    All enemies within 100 feet take 10d10 +1 per caster level points of fire damage.

    Mechanus' Cannon
    Evocation [Force] [Law]
    Level: Sor/Wiz 8
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    "The true, logical justice of Primus shall be delivered unto the illogical, as pure energy descends from Mechanus."

    A portal to the plane of Mechanus opens, allowing one of the colossal cannons there to fire a bolt of energy at your target. The target takes 30d3 points of points of force damage (no save).

    Spoiler: 9th-Level
    Show
    Abyssal Fury
    Conjuration (Teleportation) [Chaos] [Evil]
    Level: Sor/Wiz 9
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Will partial
    Spell Resistance: Yes

    "When compared to the Tanar'ri, at least the Baatezu are more civilized. There is, perhaps, nothing more horrific than the unbounded fury of the Abyss. By use of this spell, the ground shall split open and the victim dragged into the Tanar'rian Madness. Welcome to Hell."

    The target is dragged through a portal to the Lower Planes and slain by fiends, leaving behind only their echoing screams. On a successful save, the victim takes 5d10 points of damage but is not dragged through the portal.

    Celestial Host
    Evocation [Good]
    Level: Sor/Wiz 9
    Components: V, S
    Casting Time: 1 standard action
    Range: 100 ft.
    Area: All nongood enemies within 100 ft.
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    "While the various proxies and beings of the Celestial Planes are seen as the embodiment of kindness, compassion, and benevolence, their might easily rivals those of Baator or the Abyss. Woe to those who underestimate the power of the Upper Planes!"

    All nongood enemies in the area take 40d3 points of damage (no save).

    Conflagration
    Evocation [Fire]
    Level: Sor/Wiz 9
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes

    "Burn, burn, burn."

    The target catches on fire, taking 2d6 points of fire damage per round and dealing 2d6 points of fire damage to all creatures within 10 feet per round.

    Elysium's Fires
    Evocation [Fire] [Good]
    Level: Sor/Wiz 9

    "Elysium's Fires split the sky, raining streams of bright white fire down upon the earth. Each blast explodes when it strikes the ground, causing a tremendous flash and sending waves of fire rippling out from the point of impact."

    This spell functions as meteor swarm, save that it summons 8 projectiles, and each projectile deals only 5d6 points of fire damage and no bludgeoning damage.

    Rune of Torment
    Universal
    Level: Sor/Wiz 9
    Components: V, S
    Casting Time: 1 standard action
    Range: 100 ft.
    Area: All enemies within 100 ft.
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    "Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall resonate its anguish. Torment of the mind. Torment of the body. Torment of the soul. All will be made clear when the Circle is drawn."

    All enemies in the area take 10d8+20 points of damage (no save).

    This spell may only be cast by Nameless Ones.
    Last edited by rferries; 2018-03-26 at 04:36 PM.