New Spells
 
 
1st Level Spells
 
- Every thing on the site is under copyright of J. Bremer -
 
 
Alter Cantrip
(Alteration)

Range : 0
Components : V
Duration : Instantaneous
Casting Time : 1
Area of Effect : Special
Saving Throw : None

This spell will alter the effects of a Cantrip spell. The spell must be cast within one round after the Cantrip is cast. The caster can alter one aspect of the cantrip per level of experience of the caster.
 

Alter Protection Type
(Alteration)

Range : 0
Components : V, S
Duration : Special
Casting Time : 1
Area of Effect : Special
Saving Throw : None

This spell enables the caster to alter the type of protection that is gained from a protection spell cast in the round following the casting of this spell. The protection is altered to the opposite type. If this can not be done, the caster is unable to alter the spell. Eg. a caster wants to cast a Protection from Cold, but only got a Protection from Heat. By casting this spell first and then the other thereafter the caster is able to gain the effect wanted.
 
 
Avoid Notice
(Illusion)

Range : 0
Components : V, S
Duration : 1 turn/level
Casting Time : 1
Area of Effect : The caster
Saving Throw : None

This spell will not render the Wizard invisible, but will trick observers into not noticing him. The caster must not draw attention to him or the spell will end. He must stick close to wall and shadows, avoid bumping into people or objects, and not make any noises. If these restrictions are met, no living creature in close vicinity will notice him.
 

Blood Gush
(Necromancy)

Range : 10 feet/level
Components : V, S, M
Duration : Instantaneous
Casting Time : 1
Area of Effect : One wound
Saving Throw : Neg.

With this spell, the Wizard can cause a wound to start bleeding, thereby dealing 1d6 damage to the victim. The wound will continue to bleed unless treated. The bleeding will deal 1d4 damage each round left unattended.
The material components of the spell, are a small piece of metal and a drop of blood.
 

Delay Spell Effect
(Alteration)

Range : 0
Components : V, S
Duration : 1 round + 1 round/level
Casting Time : 1
Area of Effect : Special
Saving Throw : None

With this spell the caster can delay the effect of one single spell cast within the duration of the casting of this spell. The caster is able to delay the effect by one round per level experienced by the caster. The caster chooses exactly how many rounds before the casting of this spell.
 

Detect Demons
(Divination)

Range : 0
Components : V, S
Duration : 2 rounds/level
Casting Time : 1
Area of Effect : 30 x 30-foot sphere
Saving Throw : None

This spell enables the caster to detect all demons and minions within the limits of the area of effect. The area of effect is centred upon the caster and moves with him. The caster must spend one round scanning and during this time he must remain motionless. While the spell indicates a direction, it does not give specific location or distance.
The spell is blocked by more than one foot of solid stone, one yard of wood or loose earth, or a thin coating of metal.
 

Melody of Chaus
(Invocation/Evocation)

Range : 120 feet
Components : V
Duration : 6 rounds
Casting Time : 2
Area of Effect : Special
Saving Throw : None

When casting this spell, the caster suddenly starts emitting strange sounds. These sounds will be heard in a different way for each creature within 120 feet from the Wizard. Any creature within range that is able to hear must roll a percentile dice. If it gets a result of 01-50, the creature will hear the tune as an inspiring battletune or whatever sound which can inspire it to greater deeds, and will thereafter get a +1 to attack and morale until the spell stops.
If the result is 51-100 the creature will hear some very distracting noises which are very irritating to the creature, which gets a -1 on "to hit" rolls.
All creatures friendly to the caster will receive a -15% bonus to their roll.
The caster, who can stop the spell any time at will, is not affected by this spell.
 

Seether Water
(Alteration)

Range : 10 yards
Components : V, S, M
Duration : Special
Casting Time : 1
Area of Effect : 1-gallon water
Saving Throw : None

By means of this spell, the caster is able to boil and purify a volume of water. The water boils for up to 1 hour, dependent upon how tainted the water is, and then it cools normally. The material components of this spell are a jug of water and a handful of powdered sandstone. The powder is to be poured into the jug while the water is boiling.
 
 

2nd Level Spells
 
 
Alter Element
(Alteration, Evocation)

Range : 0
Components : V, S
Duration : Special
Casting Time : 2
Area of Effect : Special
Saving Throw : None

By means of this spell, the spellcaster can alter one element of one single spell, cast within the round following the casting of this spell, from one kind of element to another. Eg. the caster is about to cast a Flaming Sphere, but wants to change the fire to ice, so he cast Alter element first, then the Flaming Sphere where the element fire becomes the element water, which he can choose to be frozen, thereby creating a sphere of cold ice.
 

Detect Demonic Influence
(Divination)

Range : 10 yards
Components : V, S
Duration : Instantaneous
Casting Time : 2
Area of Effect : One creature
Saving Throw : None

This spell allows the caster to detect any demonic influence upon one single creature within range of the spell. The spell gives the caster knowledge of what the demon origin is, and the relative power of the demon.
 

Kharasir's Extended Limbs
(Alteration)

Range : Touch
Components : V, S, M
Duration : 2 rounds/level
Casting Time : 2
Area of Effect : One limb
Saving Throw : Neg.

This spell extends the proportions of one limb touched by the caster in any one dimension: height, length, width, or thickness. The limb can be increased by 50% of its original size.
Limbs affected by this spell include arms, legs, fingers, and neck. The extension has no effect upon clothing or equipment. Ability scores won't change either.
The creature does not grow stronger just because it becomes larger.
The material components are a rubberball and some powder from a bone.
 

Kharasir's Flamebolt
(Evocation)

Range : 10 yards + 10 yards/level
Components : V, S, M
Duration : Instantaneous
Casting Time : 2
Area of Effect : 1 yard + 1 yard/level
Saving Throw : «

A Flamebolt is a bolt of fire that shoots out in the direction where the caster points his hands. The Flamebolt starts where the caster wants and stretches out for the full area of effect and sets all flammable material on fire. The flame gives 1d6 points of damage, plus 2 points for each of the casters experience levels, to a maximum of 1d6 + 40 points of fire damage. Anything and everybody hit by the flame must make a saving throw vs. spell or suffer full damage. Those who successfully saves, receive half damage. If the character fails his saving throw he must make a saving throw vs. Magical Fire for each of his items to prevent them from being destroyed by the fire.
The material components are a pinch of sulphur, a drop of oil, and a dead glow-worm.
 

Kharasir's Variable Light
(Alteration)

Range : 100 yards
Components : V, S
Duration : 1 turn/level
Casting Time : 2
Area of Effect : 40-foot radius
Saving Throw : Special

These spell functions like the 1st-level spell Light, but this spell enables the caster to control the brightness of the light via mental concentration. The spell is stationary, but if cast on a moveable objects, it may be moved with the object. The caster can end the spell at any time by uttering a single word. The material components of this spell are some dust from any kind of phosphoric material and a firefly.
 

Limited Paralysis
(Necromancy)

Range : Touch
Components : V, S, M
Duration : 1 round/level
Casting Time : 2
Area of Effect : The caster
Saving Throw : Neg.

This spell enables the caster to paralyse one limb per three levels of experience of the caster. The caster must touch these limbs in order to transferee the paralysis. In order to touch a limb of another person, the recipient of the paralysis must be willing or the caster has to roll a successful attack roll against AC 10 in order to touch the recipient.
When touched, the recipient gets a saving throw vs. spell to avoid the effect. If the save is successful, the recipient suffers no ill effects from the paralysis. If the limb is successfully paralysed, it will remain so for 2d4 rounds. Creature with immunity to paralysis, as well as undead and unliving creatures, cannot be affected by this spell.
The material component of this spell is a piece of flesh from a ghoul.
 

Mirror Screen
(Conjuration)

Range : 10 yards
Components : V, S, M
Duration : 1 turn + 1 turn/level
Casting Time : 2
Area of Effect : Special
Saving Throw : None

This spell creates a mirror screen 6 foot high and 3 foot wide upon a flat smooth surface. This mirror will reflect anything in front of it. It will even reflect creatures normally not reflected in mirrors, such as vampires.
The material component is 2 ounces of mercury.
 

Protection From Demons
(Abjuration)

Range : Touch
Components : V, S, M
Duration : 2 rounds/level
Casting Time : 2
Area of Effect : Creature touched
Saving Throw : None

This spell creates a barrier around the recipient at a distance of one foot. This barrier moves with the recipient and has the following effects: All attacks made by a demonic creature suffer -2 penalties and any saving throw made by such attacks is made with +2 bonus.
In order to complete this spell, the caster must trace a circle, enclosing him, upon the ground with powdered silver.
 

Quicksand
(Alteration)

Range : 60 yards
Components : V, S, M
Duration : 1 turn + 1 turn/level
Casting Time : 2
Area of Effect : 1 cubic-yard/level
Saving Throw : None

By means of this spell, the caster is able to transform an amount of normal earth or sand into quicksand. The altered earth or sand will not alter its appearance merely the consistency and ability to carry weight. Any creature or object larger than a small rabbit that are caught in the quicksand will begin to sink into the sand. The creature or object trapped within the sand will sink at a rate of 2 feet each round. If struggling to get out the rate are doubled.
The material component of this spell is a small amount of water.
 

Shadow Read
(Divination)

Range : 10 yards/level
Components : V, S
Duration : 1 round
Casting Time : 2
Area of Effect : One shadow
Saving Throw : None

This spell enables the caster to "read" the contours of any one shadow. Thereby the caster is able to determine what produced the shadow and whether or not it is a normal shadow. The material component is a special shaped crystal of a value of no less than 500 gp.
 

3rd Level Spells

Compose Riddle
(Alteration, Divination) Reversible

Range : 0
Components : V, S, M
Duration : Permanent
Casting Time : 1 turn
Area of Effect : Special
Saving Throw : None

This spell will construct a riddle and write it upon a sheet of paper, papyrus, parchment, or other surface that can hold writing. The riddle will be more or less difficult according to what material was used in the casting of the spell. The riddle will come without answer and will be written in any language know to the caster.
The reverse of this spell, Solve Riddle, will solve any riddle where the correct material is used. The solution will appear on a sheet of paper, papyrus, parchment or other surface that will hold writing and will be in any language known to the caster of the spell.
The material components of this spell are a sheet of paper, papyrus, parchment, etc. and the
powder of a gem of a value mentioned in the table below. The powder is poured over the surface while casting the spell and will disappear as the writing appears.
 
 
Knowledge required to solve riddle
Cost of gem
Common knowledge
10 gp
Local knowledge
50 gp
Kingdom knowledge
100 gp
Realm knowledge
500 gp
Universal knowledge
1000 gp
 
 
Create Shadow
(Conjuration/Summoning)

Range : 10 foot + 1 foot/level
Components : V, M
Duration : 1 turn + 1 round/level
Casting Time : 3
Area of Effect : Special
Saving Throw : None

Creates a shadow that is one foot long and one foot wide per experience level of the caster. The shadow is created by opening a pocket to the Demi-plane of Shadow, and drawing in material to the Prime Material plane. The shadow created using this spell is non-magical and will do nothing but remain in the location and shape the caster chooses at the time of casting.
 

Detact Life-force
(Divination)

Range : Touch
Components : V, S
Duration : Instantaneous
Casting Time : 3
Area of Effect : One creature
Saving Throw : Neg.

With this spell, the caster is able to detect an individual's amount of life-force. The life-force detected is a direct effect of the number of hit-points left compared to the maximum number of hit-points for this individual. The spell is only able to detect whether it is above 1/4, 1/2, 3/4, or at maximum.
 
 
Electrify
( Evocation/Alteration )

Range : Touch
Components : S
Duration : 2d4 + 2 weeks
Casting Time : 1 round
Area of Effect : Special
Saving Throw : None

With the help of this spell, the caster is able to electrify a metal object of no greater volume than a normal suit of plate mail. In order to place the enchantment, the caster must touch the object while casting the spell. Thereby the caster will suffer 1d4+1 points of damage, unless protected against lightning or electricity, because it is his own body, which charges the object with its electricity. Any creature who thereafter touches the object, takes 3d4+1 points of electrical damage + 1d4 for each level the casting wizard has achieved above 3rd level, to a max. of 10d4+1, unless he is properly protected. As long as the creature stays in contact with an object once touched, no harm will come to that particular person again from this spell, but if the object is dropped and then picked up anew, damage applies once again unless the duration has expired.
Note : the caster himself is not immune to this spell.
 
 
Kharasir's Wall of Bubbles
(Evocation)

Range : 5 yards/level
Components : V, S, M
Duration : 1 round/level
Casting Time : 3
Area of Effect : Special
Saving Throw : None

By means of this spell the caster is able to create a wall of clear-white bubbles. The wall is 1 foot thick, 5 feet high, and can be as long as 5 feet per level. The wall will move if wind is applied. It will not prevent movement through the wall. Fire will create holes within the wall. Vision is blurred and spells requiring a visible target are off center by 5 feet. Weapons thrown through the wall are also 5 feet off center due to the displacement of vision due to the bubbles. The material components are a bar of soap and a cup of water. Both are consumed in the casting.
 
 
Kharasir's Wall of Water
(Evocation)

Range : 5 yards/level
Components : V, S, M
Duration : 1 round/level
Casting Time : 3
Area of Effect : Special
Saving Throw : None

This spell creates a wall of waving, transparent water 1 foot thick per level of the caster, 10 feet high, and 5 feet long per level of the caster. The wall is immobile and cannot be moved after completion of the spell. The water restricts movement to half that of normal. Creatures needing to breathe air suffer one point of damage per round spent in the wall. Open flames and fires are extinguished once thrust into the wall of sand. Speech and spellcasting are impossible while within the wall. The wall blurs all vision through the water to areas beyond. Magic can pass through the water normally, though spells which require a visible target will not hit its target due to the blurred vision. The caster can create a wall of water of smaller dimensions than those listed, but once cast, its dimensions cannot be changed. The caster can dispel the wall at will. The material component of this spell is a small bottle of water.
 
 
Reduce Shadow'
(Alteration) Reversible

Range  : 1 foot + 1 foot/level
Components  : V, S
Duration  : 1 turn + 1 turn/level
Casting Time  : 3
Area of Effect  : One shadow
Saving Throw  : None

By means of this spell, the caster is able to reduce the size of a shadow by one cubic feet per experience level of the caster. The reverse Increase Shadow will add one cubic feet to the size of a shadow per experience level of the caster. This spell cannot be used to alter the size of shadow monsters.

Shadow Talk
(Alteration)

Range : 10 feet
Components : V, S
Duration : 1 round
Casting Time : 3
Area of Effect : Special
Saving Throw : None

This spell enables the caster to transfer his voice to a remote location using the Demi-plane of Shadows. The caster speaks into a shadow within the range of the spell. The voice is then spoken out of the chosen shadow.
 

4th Level Spells

Hold Shadow
(Enchantment/Charm)

Range  : 5 yards/level
Components  : V, S
Duration  : 1 round/level
Casting Time  : 4
Area of Effect  : One shadow
Saving Throw  : Neg.

This spell immobilises any one shadow monster within the spell range and in sight of the spellcaster. The shadow monster receives a saving throw versus spells in order to resist the hold. The material component of this spell are a small ironbar and some thread.
 
 
Protection From Demons
(Abjuration)

Range : Touch
Components : V, S, M
Duration : 2 rounds/level
Casting Time : 4
Area of Effect : 10-foot radius
Saving Throw : Neg.

This spell is identical in all respects to a protection from demons spell, except that it encompasses a larger area. If a creature cannot fit into the protected area, it is not protected at all. To complete this the caster must trace a 20 feet diameter circle using powdered silver.
 

Paranoia
(Illusion/Phantasm)
Reversible

Range : 45 feet
Components : V, S
Duration : 10 rounds + 2/level
Casting Time : 4
Area of Effect : 1-8 creatures
Saving Throw : Neg.

This Spell will cause up to 8 ( 2d4 ) creatures of up to 5 Hit Dice to become extremely paranoid for 10 rounds plus two rounds extra for each level the caster has achieved. A successful Saving Throw vs. Spells aborts the effect of the Paranoia spell, a +1 to the Saving Throw is granted for every 5 intelligence-point of the creature.
The creatures affected by this spell will believe that everyone, even his friends, want to cause him harm. This will make him so busy watching his back, even in the middle of a fight, that he gets a penalty of -2 to his attack rolls, and everybody who's not attacking from behind, gets a +1 to hit. Furthermore, there is a 20% chance that he cannot keep his concentration at a level so he can cast spells, and there is also a 35% chance, that the subject will believe his allies are conspiring against him. He will even start accusing them for this, because he will be absolutely sure that they are doing so.
The Reverse of this spell, Confidence, affects 3-12 (3d4) creatures of up to 6 Hit Dice and cause them to feel completely safe. Because of this, they get -2 to their Surprise Roll.
A Confidence spell can also dispel a Fear spell.
 
 
Shape Shadow
(Alteration)

Range : 10 yards/level
Components : V, S, M
Duration : 1 round/level
Casting Time : 4
Area of Effect : One shadow
Saving Throw : None

By the means of this spell the caster is able to re-shape any non-magical shadow Eg. a summoned shadow monster.
The shadow can only be shaped in form, not in size.
The material component of this spell is a sheet of paper that the caster cuts into the desired shape of the shadow.
 
 
Wall of Mirrors
(Evocation)

Range : 5 yards/level
Components : V, S, M
Duration : 1 round/level
Casting Time : 4
Area of Effect : Special
Saving Throw : None

This spell creates a wall of sheets of standing mirrors connected to create a wall. Each sheet is 10 foot high and 3 feet wide. The length of the wall depends upon how many mirrors the caster is able to create. The caster determines the shape of the wall at the time of casting. It can be a straight wall, circular shaped or twisted and turned. The wall is immobile and cannot be moved once the wall is created. It will reflect the surroundings of the mirrors, which might confuse anyone who looks at the mirror. The material component is a small silver mirror that is consumed in the casting.
 

5th Level Spells

Animate Shadow
(Alteration)

Range : 1 yard/level
Components : V, M
Duration : 1 round + 1 round/levels
Casting Time : 5
Area of Effect : One shadow
Saving Throw : None

By means of this spell the caster is able to animate any non-living shadow within range. The caster mentally decides how and where the shadow is to move.
The caster can end this spell at any given time.
The material component of this spell is a small piece of charcoal Improved
 
 
Improved Electrify
(Alteration)

Range : 0
Components : V, S, M
Duration : 1 turn + 1 round/level
Casting Time : 1
Area of Effect : The caster
Saving Throw : None

This spell works exactly like the third level spell Elecrity except that this spell works on spell-levels 6 through 9. The material component is an hourglass, which is destroyed when the spell is cast.
 
 
Improved Sence Shifting
(Alteration)

Range : 0
Components : V, S, M
Duration : 3 turns
Casting Time : 5
Area of Effect : The caster
Saving Throw : None

This spell works exactly like the second level Sense Shifting, except that this spell works on spell levels 4 through 6 that are cast within the duration of the spell.
The material component is a twist of multicoloured ribbon with a small gold bell fastened to its end, which is consumed during casting.
 
 
Sence Shadow
(Divination)

Level  : 5th
Range  : 0
Components  : V, S
Duration  : 1 round + 1 round/level
Casting Time  : 5
Area of Effect  : 10-foot sphere
Saving Throw  : None

This spell allows the caster to detect the presence of any shadow monsters within the area of effect. The caster does not gain knowledge of the whereabouts of the shadow monster, only that a shadow monster is present.

Summon Minion
(Summoning)

Range : 10 yards
Components : V, S, M
Duration : 1 round + 1 round/level
Casting Time : 5
Area of Effect : 10-foot cube
Saving Throw : None

When this spell is cast, the Wizard summons one demonic minion. This minion is under the control of the spellcaster and can be made to attack his enemies on command. The minion will remain until slain or the duration expires. The material component is the heart of an infant, which is consumed during the casting of the spell.
 
 
Wall of Creeping Things
(Evocation)

Range : 1 yard/level
Components : V, S, M
Duration : 1 round + 1 round/level
Casting Time : 5
Area of Effect : Special
Saving Throw : None

By means of this spell the caster creates a wall of small crawling animals such as; maggots, cockroaches, worms, etc. The wall is 5 foot high, 3 foot wide and 5 foot long pr. experience level of the caster. The wall will slowly move in random directions. Anyone trapped within the wall will get 1d4 points of damage pr. round.
The material component of this spell is 5 different small animals, which is consumed in the casting.
 

6th Level Spells
 
 
Crystalyze
(Alteration)

Range : 60 yards
Components : V, S, M
Duration : 1 round + 1 round/level
Casting Time : 6
Area of Effect : 1 creature
Saving Throw : Special

By means of this spell, the caster freezes and crystalizes the body of the targeted creature. The creature bodily functions stops and the creature is frozen in place for the duration of the spell. At the end of the duration of the spell, the creature will gradually defrost and within 1d6 rounds the creature is able to move again thereafter. If someone attempts to strike the creature while in this frozen condition, the creature gets a saving throw vs. Crushing Blow as Rock, crystal. If the check is failed the creature falls apart in thousands of small pieces otherwise the creature is unaffected by the stroke.
The material component of this spell is a crystal of no less than 500 gp in value.
 

Exchange Life-force
(Necromancy)

Range : Touch
Components : V, S, M
Duration : Permanent
Casting Time : 6
Area of Effect : 1 creature
Saving Throw : Neg.

This spell enables the caster to exchange hit-points with the individual touched. If the amount of hit-point is above the normal maximum number of hit-points, the extra hit-points are considered temporary hit-points and cannot be regained when lost. If on the other hand the number of hit-points are zero or below, the recipient dies.
The material component for this spell is a heart-shaped gem of at least 200gp in value.
 

Kharasir's Element Animation
(Alteration)

Range : 10 yards + 10 yards/level
Components : V, S, M
Duration : 1 round/level
Casting Time : 6
Area of Effect : Up to 1x1x1 cube/level
Saving Throw : None

By the means of this spell the caster is able to animate one of the four elements. The caster must determine what element, what quantity, and the general shape before casting of the spell begins. The caster is able, via mental control, to move the element animated within the range of the spell. The element is of no direct use in combat, but it is possible to move the animated element in such a way, that it might inflict damage upon impact. The amount of damage is give according to element type with this as a guide: Air 1d8 - Earth 1d12 - Fire 1d20 - Water 1d10. The material component is the quantity of element chosen and of the appropriate type.
 

Lesser Pact
(Evocation, Enchantment)

Range : 0
Components : V, S, M
Duration : Permanent
Casting Time : 1 hour
Area of Effect : Special
Saving Throw : None

This spell enables the wizard to enter a pact with a minion. The wizard must have summoned a minion before the use of this spell. The wizard then, if able to speak with the minion, states his wishes and the minions then responds with its demands. This type of pact cannot involve the killing of another person. Both parties must then sign a written pact with blood tapped from the casters prior to the casting of this spell. The minion will then do its part of the pact, when the caster has completed his task. The material components of this spell are the true name of the minion and the blood of an infant, which is consumed during the casting of the spell.
 

Shadow Weapon
(Illusion/Phantasm)

Range : 0
Components : V, S, M
Duration : 1 round + 1 round/level
Casting Time : 6
Area of Effect : Creature touched
Saving Throw : None

This spell creates a weapon, of caster choice, made of material from the Demi-plane of Shadow. The weapon is as deadly as any normal weapon.
The weapon will appear as a dark gray substance and will not reflect any light. Any creature hit by this weapon will receive 3d6 points of damage.
 

Spirit Friend
(Enchantment / Charm)
Reversible

Range : Special
Components : V, M
Duration : one task ( max. 3 turns )
Casting time : 1 Round
Area of Effect : Special
Saving Throw : Special

This spell will summon a kind of spirit copying of one of the caster's friends.
When casting, the caster names his friend and spends the rest of the casting time, telling what he needs his friends help for, and asking for his/hers help. If the friend is alive and on the same plane as the caster, he will mentally receive the casters request. The friend's subconsciousness will answer to the request, therefore the friend will never know what has transpired.
If the friend normally would have responded to the stated request, if asked to do so by his friend ( the caster ), a spirit double will appear at the site of the caster, helping him like his friend would have done. If the summoned friend never would have taken part in the requested task, even on the behalf of the caster ( like trying to ask a counter-clerk to assist you in battle against a huge red dragon ), the spell fails. The same thing happens if the friend is dead or on another plane.
The spirit summoned has the same stats, abilities, skills and equipment as the original friend, and will use them exactly as would have the original.
The spirit also contain the same amount of hit points, and when reduced to 0 HP, it instantly disappears, forcing its original to make a system chock roll. Failure means he dies immediately. People present at that time will probably think he died of some kind of heart attack.
If his friend has died because of his spell, the caster will immediately become aware. He himself, must make a saving throw vs. death magic or loose two levels of experience. Success in the saving throw means he only will be paralyzed with grief for 10 rounds.
It is not possible to summon the spirit of a friend already present. If a friend and his spirit by some means happen to make contact, the spirit will disappear and the friend must save vs. paralyzation or become completely mind-paralyzed for 36 hours.
This spell must be used sparely, it is based on friendship, which is its material component, and only those who will call the caster his friend, may be summoned. But summoning your friend's spirits time after time, is a way of damaging your friendship, since friends and comrades are not to be treated like henchmen you just make a call for. Therefore the penalties for causing the dead of a friend, and the caster will never be able to cast this spell again if such a thing happens.
 

7th Level Spells

Control Shadow
(Enchantment/Charm)

Range : 30 yards
Components : V, S, M
Duration : 3d4 round + 1 round/level
Casting Time : 1 round
Area of Effect : 1d4 shadows
Saving Throw : Special

This spell enables the caster to command 1d4 shadow creatures for the duration of the spell. When casting the spell, the wizard chooses a point within range and the shadows nearest this point will be the ones who are controlled. Any shadow of 4 hit-dice or greater are allowed a saving throw in order to negate the effects of the spell.
Those shadows which comes under the control of the caster of the spell can be commanded if within hearing range. The shadows understand everything said by the caster.
The material component for this spell is a small vial, which holds shadowfabric.
 

Kharasir's Dragon Attraction
(Summoning)

Range : 10 miles/level
Components : V, S, M
Duration : 1 day/level
Casting Time : 1 day
Area of Effect : Any dragon within range
Saving Throw : Neg.

This spell makes the caster a dragon magnet that attracts dragons of all kind. Any dragon within range must make a saving throw vs. spell or become unable to resist the temptation of finding out what it is that has this strong attraction upon them. There is no way of knowing which type of dragon that will come to the calling of this spell. No way to be sure how the dragon will react upon the calling. It might be filled with rage, it might think it was a all in a good cause that it was pulled away from whatever it was doing when called upon.
The material component of the spell is the powder of a claw from a dragon that must be spread in the wind, as the incantation is prepared.
 

Kharasir's Spell Reverter
(Alteration)

Range : 0
Components : V, S
Duration : Special
Casting Time : 7
Area of Effect : Special
Saving Throw : None

This spell gives the caster the ability to reverse the effect of any spell, of a lower level than this spell that is cast within the round that follows the casting of this. Only spells that have a reverse effect can be affected. It is not usable on spells such as: Shield, Magic Mouth, Rope Trick, etc. This works fine on spells like: Enlarge, Knock, Remove Curse, etc.. So any spell that have an accepted and wellknown reverse effect will do.
 

Summon Demon
(Summoning)

Range : 10 yards
Components : V, S, M
Duration : 1 round + 1 round/level
Casting Time : 7
Area of Effect : 10-foot cube
Saving Throw : None

This spell works just like the Summon Minion spell, except that this spell summons the demon itself. The caster also has control over this demon, but each round the demon must make a saving throw versus paralyzation in order to break the control.
The material component is the heart of a adult female, preferably virgin, which is consumed during the casting of the spell.
 

Unlearn
( Enchantment / Charm )
Reversible

Range : Touch
Components : V, S
Duration : Permanent until dispelled
Casting time : 5
Area of Effect : 1 creature
Saving Throw : Special

When a subject is affected by the Unlearn spell, it immediately looses the ability of learning things. This means in short that the person is unable to get experience points, to memorize spells anew, to gain spells from deities and to get new weapon & nonweapon proficiencies. The target can of course cast those spells which are already memorized, but he is unable to memorize them anew until the Unlearn curse is dispelled either by the use of a Heal spell, or the reverse version of this spell, Learn. The Unlearn spell is said to be one of the most fatal curses a Wizard can place on another MagicÄuser, because the target will be limited to the use of only those spells, which he had on his mind before he was hit by this spell.
The saving throw against the spell is modified by the subject's intelligence, giving Wizards an edge.
The modifiers are as following:
 
INT
MODS
3
- 4
4 - 5
- 3
6 - 6
- 2
8 - 9
- 1
10 - 12
0
13 - 14
+ 1
15 - 16
+ 2
17 - 18
+ 3
19 +
+ 4
 
People with 19 or higher intelligence are completely immune to this spell, due to their mind's incredible resistance to the spell's mind-degenerative attack.
The reverse version, Learn, functions as a help to the player who always forgets the hints and tips the DM has provided for him. By casting this spell, he can search through his memory and remember what the Dungeonmaster once said (the DM must of course tell the fool, what he already had told him once).
 

8th Level Spells

Advanced Sence Shifting
(Alteration)

Range : 0
Components : V, S, M
Duration : 3 turns
Casting Time : 8
Area of Effect : The caster
Saving Throw : None

This spell works exactly like the second level Sense Shifting, except that this spell works on spell levels 7 through 9 that are cast within the duration of the spell.
The material component is a twist of multi-colored ribbon with a small platinum bell fastened to its end, which is consumed during casting.
 

Greater Pact
(Evocation, Enchantment)

Range : 0
Components : V, S, M
Duration : Permanent
Casting Time : 5 hours
Area of Effect : Special
Saving Throw : None

This spell enables the wizard to enter a pact with a demon. The wizard must have summoned a demon before the use of this spell. The wizard then, if able to speak with the demon, states his wishes and the demon then responds with its demands. This type of pact has no limits as to what it could contain, even the killing of one or more creatures. Both parties must then sign a written pact with ink tapped from the casters prior to the casting of this spell. The demon will then do its part of the pact, when the caster has completed his task.
The material components of this spell are the true name of the demon and the blood of an adult female, preferably a virgin, which is consumed during the casting of the spell.
 

Kharasir's Benefical Aging
(Alteration, Necromancy)

Range : 0
Components : V, S, M
Duration : Permanent
Casting Time : 1 year
Area of Effect : Caster
Saving Throw : None

With this spell the caster is able to slow down the effects of aging so that he only ages one year per 10 years that passes. This enables the caster to prevent aging to a certain degree. The spell is not completely without risks. The caster must spend one full year in suspended animation. The he must make a successful System Shock in order for the spell to work. If the caster doesn't make the check he remains suspended and cannot be called back unless someone uses a full wish. If the caster makes the check he will be released from his suspension and will be able to function normally after a week of rest. The material components of this spell are a teardrop of a mermaid, and the light of a diamond. Both materials are consumed when the spell is cast.
 

Kharasir's Outer-plane Creature Summon
(Summoning)

Range : Unlimited
Components : V, S, M
Duration : Instantaneous
Casting Time : 1 turn
Area of Effect : One outer-planar creature
Saving Throw : Neg.

By means of this spell the caster is able to call upon an outer-planar creature to come to his biding. The creature must be named and know to the caster to bring fourth the creature. The creature must then make a saving throw vs. spell in order to avoid being summoned to the caster. If the creature avoids the call, the caster cannot try to summon the same creature before he has reached a higher level of experience. This spell is often used by wizards wanting to make some kind of pact with a creature from the outer-planes, and this often results in the caster being forced to take upon himself a certain task that the creature wants in return for his service.
The material components of this spell are a piece of paper with the description of the creature to be summoned and a gem with a value of no less than 1000gp. Both materials are consumed during the casting of the spell, no matter if the spell was a failure or a success.
 

Manapulate Shadow
(Alteration)

Range : 0
Components : S, M
Duration : 1 round/level
Casting Time : 8
Area of Effect : Special
Saving Throw : Neg.

Allows the caster to manipulate the shadow of a creature with dire effects. The caster can do some of the following things, but are not limited to, pull the shadow and thereby moving the creature, hit the shadow and thereby hitting the creature, etc.. The victim of this spell receives a saving throw versus spell with a penalty of 3 to prevent the caster to manipulate its shadow. The material components of this spell are the powder of an onyx gem worth at least 500 gp and a small silver figurine resembling the type of shadow to be manipulated.
 

Power Word, Age
(Alteration)

Range : 5 yards/level
Components : V
Duration : Permanent
Casting Time : 1
Area of Effect : 15-foot radius sphere
Saving Throw : None

When a Power Word, Age spell is uttered, one or more creatures age a number of years according to their current hit point total. The spell affects any one creature with up to 100 hit points, or any number of creatures with 20 hit-points or less to a maximum of 200 hit-points totally. The effect depends upon how many hit-points the creatures have when affected by the spell. If they have 20 or fewer, they will age 1/2 the years of their current age. If they have 21 to 50 points they will age 1/4 the years of their current age. Finally they will age 1/10 of the years of their current age if they have 51 to 100 hit-points. Creatures with 101 hit-points or more, cannot be affected by this spell. If a creature cannot be affected by its full hit-point it will not age, e.g., if there are 5 points left and the next creature has 8 point it will not age. The caster should choose to attack a single creature, or multiple creatures along with the spell range and the center of the area of effect before casting of this spell. The current hit-points of the creatures are used.
 

Steal Energy
(Alteration)

Range : 0
Components : V, S, M
Duration : 3 turns
Casting Time : 8
Area of Effect : 10 foot/level
Saving Throw : None

This spell creates a field in which the energy of spells not created by the caster are absorbed. Spells absorbed can be used to cast spells memorized. This action will not remove the spell, simply create a copy thereby preventing that the caster looses the memorized spell. If the caster don't use the energy within the following round in which it was received the caster will receive damage equal to the spell-level of the spell absorbed. The energy can only be used to cast spells of a level equal to or lower than the absorbed spell.
The material component is a page from a spellbook belonging to another wizard than the caster, which is consumed when casting the spell.
 

9th Level Spells

Hogan's Multicoloured Rays
( Evocation )

Range : 50 Yards
Components : V,S, M
Duration : Special
Casting Time : 9
Area of Effect : Special
Saving Throw : Special

This highÄlevel spell creates a bunch of colored rays which strikes from the caster's hands, hitting their targets as Magic Missile, each one creating some very special effects.
All rays are launched at once, 1 ray for each 3 levels the caster has achieved. That means a wizard of 18th level is able to fire 6 rays, but of course he can always decide to fire less rays.
For each ray launched the caster must point out a target, each target must be seen at the moment he casts, and cannot be invisible or 100 % hidden. The target will then be hit by a random ray, but the same target cannot be hit by more than one ray.
There are 7 major types of rays, plus the Multicolor Ray, and each rayÄcolor represents its own special effect. To find out which color strikes which target, roll random on the table below with an 8-dice. It is possible to fire the same ray twice.
Casting this spell is mostly a last resort from the wizard, because he will not be able to control who is hit by what ray, and if he triggers a multicolor ray, he will end up totally exhausted.
The component in this spell, is a small diamond of no less than 5000 GP.
Note : A Wild Mage has a 50 % chance to decide, who is hit by what ray.

1d8
1) RED RAY :
 The target is illuminated by fire, and is totally scorched for 1d20 in damage each round until the fire is extinguished by at least 3 gallons of water, or a Cone of Cold cast at 12th level ability. It is also possible to extinguish the fire by rolling yourself on the ground. This way it will take 5 rounds to stop the burning.
 Creatures immune to fire cannot be affected by this ray, but the fire will keep burning on their bodies, destroying any flammable objects. For everyone else, there is a saving throw for half damage each round.

2) WHITE RAY :
 Locks the target into a cone of ice, which makes the target unable to move as per a Hold Person, and he will receive 1d8 in damage each round ( saving throw for half damage ), until either the ice is melts by natural means ( which takes 6 turns ), or someone burns it away. A Wall of Fire will melt the ice without harming the trapped person ( the melted ice will extinguish the fire ), but a Fireball will cause « damage. Creatures who are immune to cold will be trapped normally, but suffer no damage.
 
 

3) BLUE RAY :
 When a target is hit by this ray, it will feel a small spark of electricity, but nothing seems to happen, until in following round, where the target suddenly immolates, sending lightning in all directions. The one who immolates, receives 2d20 in damage, and everybody less than 10' away, suffers a shock of electricity for 2d10 in damage. The immolation causes such pain to the subject, that he will be unable to fight or do anything else in the round in which he immolated. Creatures immune to electricity or lightning are of course immune to this ray, but will still receive 1d10 in damage for the immolation.
 A saving throw against spell is allowed for half damage.

4) GREEN RAY :
 At first it appears that this ray has missed its target, it seems like it just hits the ground right in front of the target. This is just an illusion, in the following round, roots of all kinds will suddenly emerge from the ground, catching the target and pulling him down into an earthen prison. Only if the target makes his surprise check at Ä3, he is allowed a Dex. check with Ä6 to avoid the roots. If he doesn't make it, he is trapped in the earth and will suffocate in 10 rounds, unless he can make three successful Bend Bars check. One try is allowed for each round in the earth.

5) BLACK RAY :
 A creature hit by this ray is in deep trouble. The creature's skin starts a transformation into acid ( creatures without physical skin, like Spectres and Wraiths, are unharmed by this ray ). The transformation takes five rounds, and the creature takes 1d10 in damage each round, a saving throw with Ä4 for half damage is allowed,
 During the five rounds of transformation, any weapon which hits the creature must make a saving throw versus acid, or get Ä1 to damage thereafter. If it hits more times, it gets more penalties, down to max. -4. A good weaponsmith can fix this ( after the damage is done of course ).
 When the transformation has ended, the skin must regenerate by natural means or by healing, no regenerating ability will make it. During this time, the creature cannot wear any armor heavier than leather.

6) PURPLE RAY :
 This is the Joker among the rays. If a creature is hit by this special ray, it is immediately healed to the full amount of hit points, and is furthermore protected against any MulticolorÄRay for the next 24 hours.

7) YELLOW RAY :
 This ray will instantly turn the target into sand, unless a successful saving throw against Polymorph is rolled. If the creature misses the saving throw, it dies immediately, and its sandbody is soon scattered by the wind. The only way to receive a character killed by The Yellow Ray, is to cast a Resurrection spell on the small dune, which is the only remains of the dead creature, but in order to succeed, all the transformed sand must be there, if some of it is missing, the creature will suffer penalties when returned to its right form ( which ones are left to the DM to decide, but may include the loss of an arm, a missing Larynx or something like that ).

8) THE MULTICOLOR RAY :
 This is indeed the most powerful of all rays. When hit by a multicolor ray, the target is immediately transferred to another plane of existence ( an Outer- or Inner plane ) and turned into a native creature of that plane. The target who's hit, becomes that particular creature by all means, Hit Points, Thac0 Etc. The only thing which remains, is the victim's memory and his spell-casting ability if the new form allows the use of such things.
 The only way to avoid this horrible fate, is to make a Saving Throw against Spells, with a Ä5 penalty, and even then the target is still transformed, but this time into another creature on its own plane of existence. This creature will be a common beast, like a monkey, dog, ass etc.
 Every time a multicolor ray is launched, it renders the wizard totally exhausted, and unable to cast spells higher than first level. The Wizard most rest for at least 5 hours for each multicolor ray he has fired, before he once again is able to cast spells normally.
 

Power Word, Solidyfy
(Alteration)

Range : 5 yards/2 levels
Components : V
Duration : Permanent
Casting Time : 1
Area of Effect : 10-foot radius
Saving Throw : None

When a Power Word, Solidify spell is uttered, one or more creatures that consist partly of some kind of liquid, vapor, or other non-solid matter such as flesh, jelly, or others become solid. They are thereby rendered motionless and even dead or destroyed if they have need of blood or other fluids to flow freely in their body. The spell affects any one creature with up to 60 hit-points or any number of creatures with 10 hit-points or less to a maximum of 120 hit-points totally. The caster should choose to attack a single creature, or multiple creatures along with the spell range, and the center of the area of effect before the casting of the spell. The current hit-points of the creatures are used.
 

Power Word, Vaporize
(Alteration)

Range : 5 yards/2 levels
Components : V
Duration : Permanent
Casting Time : 1
Area of Effect : 10-foot radius
Saving Throw : None

When a Power Word, Vaporize spell is uttered, one or more creatures turn into vapor and can no longer interact with material things or beings. They still live but are from that point on considered to be insubstantial creatures that cannot be harmed with anything but magically enchanted weapons or spells. The spell affects any one creature with up to 60 hit-points or any number of creatures with 10 hit-points or less to a maximum of 120 hit-points totally. The creature cannot attack others while in this form other than other creatures that exist on the Ethereal plane, where all attacks (both ways) are considered normal attacks.
The caster should choose to attack a single creature, or multiple creatures along with the spell range, and the center of the area of effect before the casting of the spell. The current hit-points of the creatures are used.
 

Reveal Truename
(Divination)

Range : 0
Components : V, S, M
Duration : Instantaneous
Casting Time : 9
Area of Effect : One demon or minion
Saving Throw : Neg.

In order to cast this spell the wizard must first prepare the material components of this spell, which are a cauldron of infant blood, the powder of a 1,000 gp diamond which is to be mixed with the blood when it boils. The caster is then able to lure the truename out of a demon/minion. The demon/minion must make a saving throw versus spell in order to avoid revealing its truename. The truename will appear as black letters on top of the red blood within the cauldron.
 

All material found in the items above is copyright 1990-1999 Johnny Bremer. No part of these items may be published by others regardless of media without the written approval of the author. Permission is granted for personal use only.
 
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