Spell causes physical damage done by target of spell to be increased by 1.
One creature may receive as many of these as 1/2 casters level.
Scales of the Dragon
Caster grows fine scales over body. AC becomes 8, -1 AC/2 levels beyond 3rd.
Burst of Speed
Adds 50% to current move rate. Allows normal Con. checks for sprinting at these higher speeds.
Tiefel's Temporary Portable Pocket
This spell enchants an item to become an
extradimensional opening similar to the rope trick spell. This
spell can be centered on a flat plane (tapestry, door, etc.). The size of
the opening/item can be 2 sq. ft./2levels. There is a chance of the
dimensionally based magics "unravelling" the object and dumping its contents
into the astral plane. The object myst be judged by the DM as far as
quality. The quality of the object focused on determines the "chance of
The item can be rolled up, folded, or otherwise compaccted after the spell is cast. It must be unrolled or opened before the spell duration ends. It must be done from the outside. The material components for this spell are the item to be used as the focus, and a small set of telescoping cylinders, which are telescoped out to "open" the portal in, and compressed to close it. The cylinders must be made of silver, and be worth at least 50 gp, and are consumed when the spell duration ends. Objects/creatures in the space at duration's end are dumped into the astral plane (5%) or the area the spell focus is located.
Kinship to Earth
The caster takes 1/2 damage from all earth-based
attacks and 1/2 damage from metal weapons (for magical weapons, figure 1/2 damage, then add the magical plus to the damage). The caster may save for 1/4 damage against earth based spells. The material component is a geode, which is consumed in the spell.
Line of Defense
Spell causes a bar of force to appear in front of caster. Caster may parry as a fighter
of equal level. Gain an additional parry (every other round) every 4 levels.
Storm of Lights
Calls into being hundreds of fireflies, lighting bugs, etc. Spell can be centered on
a living target like the light spell, and if target saves, spell targets stationary position.
Creatures within the spell radius may only see each other. Creatures outside, radius can't make
out details of creatures/objects within. Looks like a spinning cloud of light motes, like a vortex.
Summons phase spiders to construct an invisible web. Construct takes 10 rounds minus
1 round per level, minimum of 1 round. Strands may burn as per web spell.
This spell pulls from the target's mind what they are going to do next in a combat situation.
Called shots, spells to be cast, targets chosen, or any other such information is learned.
Circle of View
This spell causes a field to come into effect giving 360 degree site to the caster.
There is a saving throw penalty of -4 against gaze/light attacks. Caster cannot be backstabbed,
nor does caster have an AC penalty from rear attacks.
This spell gives a weapon (melee or missile) or spell the ability to track like a magic
missile. Spells affected must be level 3 or lower, and spell caster determines target. Weapons
affected make called shots on next swing or shot.
The target of the spell must save or have his deepest fear revealed to the caster.
The caster learns all details about the fear. Subject is unaware of spell, save or fail.
Sense of Stone
The caster becomes attuned with the earth. The following features can be sensed: underground
chambers, wall thickness, structural integrity, types of rock/minerals, etc. within 10 feet
can sense perfect detail in stone -in this manner can find secret doors, stone traps, shifting
walls, etc. This works only on stone surroundings (dungeons, stone castles, etc.)
This spell causes a map to magically appear on a designated surface in the possession of
the caster. The map fills in as the caster goes through passages, rooms, etc. Every five turns,
the caster must make an intelligence check on a 1d20. If failed, the map has inaccuracies.
Otherwise, the map is accurate. Can be used inside or outside.
Just like seek, except that it can effect spells of 6th level or more, and can effect
a bow rather than a single missile. Targets like a magic missile but can call shots on the target.
Evasion of Harm
The subject of this spell intuitively knows what moves to make to evade any incoming
attacks (except seeking ones or natural 20s [2x damage needed] and previous possessor. The spell
does not hinder the subject from attacking, spellcasting, or performing other tasks not requiring
precision (picking locks, for example).
Determines nerve points to hit to cause various effects. Each has a save penalty or bonus
, depending on the severity of the nerve point effect. Can hit with a weapon or spell (like magic missile)
must hit with a called shot, -4 at magic user THACO.
The caster creates a spike that thrusts out 90 degrees from any stone surface (you can't angle it). The caster may make a hit roll using a Fighter THAC0 of the same level to try to impale a target with the spike. If successful, the spike does d6 damage for every 3 levels of the caster. The spike remains as a permenant alteration/addition to the stone it came from.
This spell enchants a fist-sized crystal to explode into needle-shards, doing d4 danage/level + the armor-baased AC of the target. If a guard is wearing leather armor (AC 8), he will take several d4 of damage + 8 points, since he has little protection. A fully armored and shielded knight (AC 0) would take no extra damage. The initial spell "primes" the crystal - the crystal will be ready to explode pending the last word of the spell, which is shouted to detonate it. If the word is not said, the crystal explodes at the end of one turn (the energy is too great to contain for long). The material component is the crystal.
This spell summons an elemental vermin (a very minor elemental), which receives a vision of a specific object the caster wishes to have retrieved/obtained. The duration of the spell depends on how clearly the elemental understands. The following is a list of factors that determine duration of the spell and chance of successful retrieval...
Corina's Magmous Grasp
This spell is very similar to Maximillian's Earthen Grasp except that this summons a dark hand streaked with magma. If the hand scores a hit, the target takes 2d6 damage every round, until the duration runs out or the hand is destroyed. The hand has 36 hit points.
Causes a chemical nettle mist to rise, causing 1d4 damage per round of exposure to all
within. If save failed, subject is blinded for 1d4 rounds, is -2 AC, -2 hit, -2 save. Can drift 10 feet per round. Is caster controlled.
The caster's hands become wreathed in flames. Upoon touch, the caster delivers damage equal to a burning hands spell. Spellcasting with components cannot be done while this spell is in effect, and the spell must run its duration. The caster is unaffected by the flames (in other words, his sleeves do not catch fire, rings do not melt, etc.).
Korin's Deadly Bullets
This spell causes a stream of multi-colored motes to fire from the caster's hands - 1 bullet for every 3 levels of the caster are fired per round. Each one is targeted seperately (mage uses the THAC0 of a fighter half his level) and deals d6+1 damage per hit . Material component is a platinum piece for each bullet.
This spell is much like fireball, but borrows energy from the elemental plane of fire. Damage is d12 for every 2 levels of the caster. The material component is a lit strip of magnesium.
This spell affects 1d4 joints, causing them to fuse
into inflexible, solid bone. Roll 1d6 to determine affected joints...the first joint listed is affected first, then if the same joint is rolled again, the next joint is affected or the penalty is worsened (see text below).
This spell causes the flesh of targeted creature(s) to become very tender - weapon and other physical attacks do 50% more damage to target(s). Also, Strength and Costitution of the target are reduced by 4.
Streams of Consciousness
The perceptions of one target creature are sent to the other target and vice-versa. All reactions are done from the wrong body. Both targets get to make a saving throw unless they voluntarily forego it.
This spell causing the blood of the target to heat and (in some cases) burst into flame. There are two affects - the first is d6 damage per level to the target (Instantaneous). The second is that there is a -1 to physical attributes in the target for every 2 level of the caster (see secondary spell duration).
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