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Old 02-03-2018, 02:10 PM   #7
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
5th Level


Age, Necromancy (D252)

Components: VSM
Casting Time: 4
Range: 10 yrds/level
Duration: Permanent
Saving Throw: Negates


This spell permanently ages the victim by 1d6+1 years. Any statistic losses to due STR, CON and DEX by aging occur,. If the save succeeded, the affect is temporary and lasts only 1d8+1 hours. If it fails, it is a permanent change. To cast it, a lock of hair from the victim must be used and consumed.


Control Gargoyle, Enchantment/Charm

Components: V,S, M
Casting Time: 5
Range: 100’
Duration: 1 day/level
Saving Throw: Negates


This spell allows the caster to control one gargoyle per spell level as though it is charmed. Every gargoyle in range 100’, saves, and those that fail are under the control of the caster for 1 day/level.


Damage Link, Alteration, Conjuration/Summoning

Components: V,S, M
Casting Time: 5
Range: Touch
Duration: Permanent
Saving Throw: None

This spell creates a permanent connection between two objects that much be touched when the spell is cast. This spell gives the first object the saves of the second, and vice versa. So if a rock and a pillow where damaged linked, then the rock would burn like a pillow and the pillow would be resilient to fire like a rock. It does not otherwise change anything about the object. When one of the objects is destroyed, the Damage Link is broken.


Greater Rhabdomancy, Divination

Components: V,S, M
Casting Time: 5
Range: See below
Duration: Special
Saving Throw: NA

This spell allows the caster to search for a desired object, place, or person. It is the strongest divinatory magic for finding things, and it detects things for 1 mile/level from the caster. Anything from a potential vein to tap for a mine to locating a lost object or book can be located. It’s very good for adventurers that are looking for a special object and only have a limited time to find it.


Jaggar’s Strengthened Bastion, Alteration, Enchantment/Charm

Range: Touch
Components: VSM
Duration: 1 hour/level
Casting Time: 5
Area: 1 object
Save: See below

This spell grants a physical object the ability to save vs various magical effects against the object. For example, a wall enchanted with the Bastion would normally allow a Passwall effect freely. But with this would instead save to see if it worked, and saved as the level of the caster. This will work on spells like Dig, Move Earth, Knock, Passwall, and such. It can be made permanent. The material component for this spell is a piece of chalk used to inscribe runes on the object prior to casting. These runes disappear but remain, and can be seen and made out, thus showing the protection, to those familiar with this spell.


Magic Defiance Undone,
, Abjuration

Range: None
Components: V
Duration: None
Casting Time: 5
Area: See Below:
Save: See below


When this spell is cast, the user immediately chooses a spell they know that can target an enemy. That spell is immediately cast at the target, and will penetrate any magic resistance the target has, even 100%. The spell attacks to Magic Defiance Undone does not change, and any saves that need to be done still must be used.





Mass Flight,
Alteration D244

Components: VSM
Casting Time: 5
Range: Touch
Duration: 1 turn/level +1d6 turns
Save: NA

This spell affects 1 creature for every three levels of the caster touched as it is cast. Then they have the ability to Fly as per the 3rd level spell until the spell ends. The material component is a wing feather from any bird for each recipient of the spell.



Mere’s Conjure Sandlings,
Conjuration
Components: VSM
Casting Time: 5
Range: NA
Duration: 1 turn/level


This spell uses a ruby worth at least 100 gp to summon a number of sandlings equal to the caster’s level plus 1d6. These sandlings will remain for 1 turn/level, and like most elemental creatures, require an amount of sand to summon, which is not used in the casting of the creatures. Sandlings are 4 HD creatures, para-elemental creatures. The ruby is used up in the casting.




Page Guardian, Conjuration

Components: V,S, M
Casting Time: 5
Range: Touch
Duration: Permanent
Saving Throw: None

This spell is rare and used to protect an entire library or bookshelf. When the spell is cast, certain conditions are set. When someone approaches within 100 who violates those conditions, the page guardian is conjured forth from the document it was protecting, and the document is erased. If magical, the guardian gains the power of the spells used, such as a Protection from Magic scroll or a spellbook.

The page guardian attacks until slain, or until defeating the forces that raised it, or they flee. Then it returns to the book or scroll it was on and continues to guard the area. It requires 5000 gp worth of special metallic dust that are used on completion.

The stats of the Page Guardian are…

Page Guardian – AL Neutral, AC 0, HD 5, THACO 13, 1 attack for 1d10, has abilities of the spell or spellbook it uses, up to five.

Alzar has created a special five spell spellbook and used it for the Page Guardian that maximizes its power. Those include Major Globe of Invulnerability and Dimensional Blade.


Summon Ghost, Conjuration/Summoning, Necromancy (D252)

Components: V,S, M
Casting Time: 5
Range: 10’
Duration: 1 rnd/level
Saving Throw: None

This spell summons 1 ghost/level of the caster for a short period of time. A rune circle must be inspired to protect the caster. The ghosts can be given nominal instructions while summoned, such as given one command, but they will seek to be freed and push at their protections. If they are geased, then they are under the full control of the caster and a rune circle is not needed.


Temporary Youth, Alteration, Necromancy

Components: V,S,
Casting Time: 3
Range: Touch
Duration: 1 rnd/level
Saving Throw: Negates

One creature touched by the target of this spell is required to make a save. Should they fail, they are reduced in age one full age level. It could be an youth to child, child to infant, old to middle age, etc. It can be used to drop the power of a dragon or giant that increases in power with age.


Transport via Shadow, Alteration

Range: 0
Duration: NA
Components: VS
Casting Time: 5
Save: None


This spell works very similarly to the teleport spell. The caster and stuff can hop from one shadow on a plane to another. It works by pushing the caster into the Demiplane of Shadow, and then emerging from any other shadow on the original plane unharmed. As the caster arrives, they can choose not to come out of that shadow, due to too many people there and such, and instead head to another shadow the next round. Otherwise, works precisely like teleport. It can only work on the caster and what is worn and carried, nothing else.


6th Level:


Call Nightmare, Conjuration/Summoning

Range: 100’
Components: VSM
Duration: 2 days/level
Casting Time: 1 turn
Save: None

The caster calls forth a Nightmare from the lower planes to the caster’s location or within 100’ as the caster prefers. The Nightmare serves the caster for 2 days/level. Nightmares constantly seek to overthrow their users. If it ever moves out of control range (1/4 of a mile) then contact is broken and it returns home. Only one Nightmare may be summoned and controlled by this spell at a time, and multiple castings will not summon another Nightmare. The material component of this spell is a suitable offering, such as soul trapped with Trap the Soul or a similar offering to the Nightmare.



Dweomer Divest, Alteration, Enchantment/Charm

Range: 20 yards
Components: VSM
Duration: Permanent
Casting Time: 1 round
Save: Negate

Using this spell, the caster steals an enchantment from one object and moves it to another. The object saves against it, and then stops it from happening.


Eyes of the King, Conjuration

Range: Unlimited
Components: VSM
Duration: 5 rounds + 1 round/level
Casting Time: 6
Save: None

When this spell is cast, four Dire Bats are summoned adjacent to the caster and are under the caster’s control. For the short duration of the spell, they can be sent anywhere, from attacking to teleporting to attack elsewhere. They are controlled mentally, and do not require line of sight. The material component of this spell is four bits of bat fur that are used by the spell.


Dire Bat: HP 30, AC 2, THACO 15, 1 bite for 1d8+4, can “see” in dark.


Seek the Traveler, Divination

Range: None
Components: VS
Duration: Instant
Casting Time: 1
Area: 100 foot radius from vaster
Save: NA

When this spell is cast within a round of someone leaving the area of effect by sorcerous means such as teleport or dimension door or similar magic, the caster will know where they went and see it in their mind. They can teleport there with other magic if they want.


Shadowtheft, Charm, Alteration

Range: 100’
Duration: 1 day/level
Components: VS
Casting Time: 6
Save: Negates

After casting this spell, a target person’s shadow is removed and placed in an container, if they lose a saving throw. They lose half of their CON value. If cast at twilight, there is no save,. The caster can summon a shadowy duplicate of original with half level and skills, and no memories. Performs tasks as ordered for one full night, and then dies at dawn and the shadow returns to the individual in question. Duplicate looks like target.


Soul Shackles, Necromancy, Artifice

Range: Touch
Components: VSM
Duration: Permanent
Casting Time: 6
Save: None

This spell allows the caster to draw the soul out of a dead creature and place it into a receptacle similar to the 8th level spell Trap the Soul, with the same restrictions on receptacle, and it must have a cost of at least 1000 gp. Only a dead creature’s soul can be so placed. Once/day the soul can be summoned by the caster to answer one question that the trapped soul knew the answer to when it was alive. This spell prevents the target from being animated, resurrected, or heading to a peaceful afterlife elsewhere. It can be ended only by breaking the receptacle or voluntarily by the caster.


Summon Slow Shadow, Conjuration/Summoning

Range: NA
Duration: Permanent
Components: VSM
Casting Time: 3 hours
Save: None


When cast, this spell summons one slow shadow to permanently serve the caster. The casting of this spell must occur on the night of a New Moon, and cannot be cast more than once every lunar cycle. The casting location must have a 5000 gp circle set in the ground to protect the place of summoning, that can be reused.


Slow Shadow - CE, AC8, HD4 ThACO 17, 1d4+Slowed (as per spell) and -1 DEX drain. Attach secretly to someone’s shadow, and then hit automatically each round. +2 or better to hit. Dead victims become slow shadows.


Temporal Corridor, Alteration

Components: V,S
Casting Time: 6
Range: Touch
Duration: See below
Saving Throw: Negates

In order to protect an item or more about to be destroyed, this spell opens up a corridor into the future and the object or container is sent forward in time to after the damage or threat passes. When cast, the duration is set by the caster. It can be collected in the same location by the wizard at the time set. Only nonliving matter can be moved forward. It cannot be moved more than one day/level into the future.



7th Level:


Death Shade, Necromancy

Range: 1 mile/level
Duration: Permanent
Components: V
Casting Time: 7
Save: None



Every living, intelligent creature within the range of this spell takes 1 necrotic damage that does not heal normally, save by magic. There is no component for this spell, and it can be layered.


Field of Ghouls, Necromancy

Range: 50 yards
Components: VS
Duration: Permanent
Casting Time: 7
Save: Negate

The caster transforms the ebbing life force of all nearby wounded creatures to create ghouls. All creatures in the area with 8 or fewer hit points that fail their save become a ghoul. Up to 2 HD/caster level of ghouls can be made with this spell, and then are immediately and permanently under the caster’s control barring another controlling method used by another (such as a Control attempt or Control Undead potion).


Revenant, Necromancy (D252)
Reversible

Components: V,S, M
Casting Time: 1 day
Range: 0
Duration: See below
Saving Throw: None

To use this evil spell, the caster must have an unwilling victim that is fully helpless. The victim must be played in a magic circle with stout-iron bound chains rune-inscribed circles of black ion and more, costing 4000 gp. At the end of a day long casting, the mage cuts out the victims heart and places in a box and replaces it with a hard baked lump of black clay. The still beating heart has to be in an enchanted box of at least 1000 gp value and required an enchant an item spell on the box.

When the spell is completed, the victim becomes an undead revenant. They appear normal, radiate faint magic, gain undead resistances, don’t eat, sleep, etc. They get enchanted senses, can detect secret doors, can’t be surprised, get 18/00 str, regenerate damage 2 hp/rnd, retain the knowledge had when alive including skells, and 5% MR. They are under the control of their caster, but still have free will. They cannot be killed until the heart is destroyed, or the reverse of the spell is cast, restoring them fully. This is a heavily evil spell to cast.


Summon Ice Mephits, Conjuration/Summoning

Components: V,S, M
Casting Time: 4
Range: 30 yards
Duration: 5 rounds + 1 rnd/level
Saving Throw: None

The caster opens a portal that summons 1d6+1 Ice Mephits who will arrive the next round and be under the control of the caster. They will stay, fight, and do anything their caster requires until the duration of the spell ends or they are defeated in battle. They require a good amount of ice or snow to summon, and are typically cast during winter or in cold climes, although the requirements is technically just one handful of snow or ice per Mephit summoned.



8th Level:

Create Death Tyrant, Necromancy

Components: V
Casting Time: 3 rounds
Range: NA
Duration: 1 hour/level


It takes 3 rounds to cast, so you can’t use it in battle. It requires no components other than verbal. It allows the caster to make death tyrants from dead beholders. One is created for each level of the caster, but they can only be controlled for roughly an hour after creating them, and then the caster needs a Control Death Tyrant spell.

Only an evil wizard of 18 or higher intelligence can use this, unless you are an Elder Orb.


Death Stalker, Conjuration/Summoning, D244

Range: 10 yards
Comp: WSM
Duration: Special
Casting Time 5 rounds
Save: None

This spell is identical to Invisible Stalker in every way save that it summons a more powerful version with 12 HD and the max hit points of 96. It’s goal is to track down and slay the target given at casting. If it is killed while doing so, then it reforms 12 hours later and continues to hunt. It will reform this way once for every three levels of the caster until finally killed or it kills its target and heads back home to the Elemental Plane of Air. Each time it returns from a death, there is a cumulative 5% chance it breaks free and comes after the caster instead. This spell requires a physical part of the target, such as hair, nail, or drop of blood from the target to work.


Raise Vessel, Alteration (D235)

Components: V,S
Casting Time: 9
Range: 200’
Duration: 1 hr/level
Saving Throw: None

This spell causes one sunken vessel to be raised intact to the surface of the sea. If a vessel is in the process of sinking, this will hold it afloat until the duration ends. The vessel may be repaired or brought into harbor after being recovered.


Speak with Distant Dead, Divination, Necromancy (D253)

Components: V,S, M
Casting Time: 3 turns
Range: 1 creature
Duration: NA
Saving Throw: Negates

This spell works like the lower level Speak with Dead, only is enables the caster to ask questions of sentient dead creatures who passed away considerably longer, up to 1000 years for a caster at level 24. At level 24, a caster can getup to 7 questions answered, as per a Speak with Dead spell. Also, a single target can only be cast and forces to answer these spells once each. They can save to stop it from happening, and if successful, cannot be targeted again with this or Speak with Dead by that caster. The material component is some part of the target’s body, such as a small bone or tooth, or an object prized or owned by that target, such as signet ring. This does not go away at the conclusion of the spell.



Spelldoor Alteration

Range: See below
Components: VSM
Duration, Special
Casting time: 1 round
Area: Special
Save: None

This powerful teleport spell essentially teleports a spell’s effect. The caster could Spelldoor a fireball to explode into a place like teleporty magic. The Spelldoor is cast first, and then the spell is chosen to send, and any spell of 7th level or lower can be teleported to a site. The rules for Teleport magic apply for ensuring it arrives in the correct place, and scrying, magic like crystal balls or Wizard Eye or such will help to ensure it arrives and hits the correct target or area. The material component for this is a gold ring worth 25 gp twisted into a moebius strip that is consumed by the spell.


9th level


Lauthdryn’s Cleaving, Alteration

Range: 90 yards
Duration: Instantaneous
Area: See below
Components VS
Casting Time: 9 Save: None

This spell cuts through all magical barriers of 8th or fewer levels, shearing and destroying anything from Major Globe of Invulnerability to Protections. All magical barriers are destroyed, as long as they are 8th or lower in level or similar to an effect that matches it for various non-leveled stuff.
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Last edited by Abe Sargent : 02-17-2018 at 07:19 PM.
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