Acidball,
level 5 (Evocation) Wizard Spell |
Duration:instan. |
Range:10yds+10yds
per2 levels of caster |
Casting
time: 4 |
Area
of effect:20-ft. radius |
Saving
throw:none |
This
spell is much like the fireball spell, except that it is an exploding
ball of acid and is the best area-of-effect spell against trolls
and other regenerating creatures. It does 1d10/level of caster of
acid damage. |
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Khadgar's
Spell of Apocalypse,lev 5(Evoc.) |
Duration:instan. |
Range:
1000 yds |
Casting
time:3rds |
Area
of effect:Special |
Saving
throw:none |
Taking
absolute consentration this spell calls apon the choatic and destructive
powers of the underworld to obliterate all living, undead, and magical
creatures while leaving the caster unscathed. If the caster is distracted
the spell looses focus and inflicts 1d4*10 worth of damage to a
area of 5 meters around caster and also injuring the caster within
the area.Requirements: 3 nightshade, 1 bloodruby, 1 soulstone damage
1d20*10 no save |
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Fire
Bolt, level 4 (Evocation) Wizard Spell |
Duration:instan.
|
Range:20
+ 10 per level ( 60 max ) |
Casting
time:4 |
Area
of effect:Special |
Saving
throw:1/2 |
This
spell combines properties of a lighting bolt with that of a fire
ball. The result is a fiery bolt which springs from the casters
fingertips in a straight path in the direction deemed by the caster.
The bolt is approx. 1 ft x 1 ft there-by granting a +2 saving throw
to all creatures with an effective dex above 9 and with those lucky
ones with dexterity of 19 or higher make a saving throw at +2 and
if successful take no damage, half if unsuccessful. The damage recieved
is 1 d8 per lvl of caster to a max of 10 d8. ( 12 d8 if specialized
in ). |
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Force
Bolt, level 3 (Evocation) Wizard Spell |
Duration:instan.
|
Range:90
yds |
Casting
time:2 |
Area
of effect:1-5 targets |
Saving
throw:none |
This
spell functions as the spell magic missile, except that each missile
created also acts like a push spell (level 1) and will push
up to 15lbs per level of the caster, per missile. like magic missile,
only one missile per every two levels of the caster is gained. |
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Freeze,
level 2 (Alteration)Wiz Spell(Rever.) |
Duration:perman.
|
Range:Touch |
Casting
time:2 |
Area
of effect:10 cubic feet per level |
Saving
throw:N/A |
Upon
completion of this spell, the caster freezes some amount of water
to become ice. For every level of the caster, 10 cubic feet of water
can be frozen. The caster may choose to freeze only the water surface,
which will not change the amount of liquid frozen. The effect the
spell is permanent until the external temperature melts the now
frozen ice. This spell, if cast on any creature from the elemental
plane of water, will cause 1d6 damage per level of the caster. Any
magical water gains a saving throw vs. spell to prevent the effects
of this spell.The reverse of this spell, Melt, will melt an equal
amount of ice to become water. The effect is permanent until some
other means freezes the water back to ice. Any creature made of
ice will take 1d6 damage per level of the caster and any magically
created ice, such as a Wall of Ice, gets a saving throw vs. spell
to prevent the effects of the spell. |
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Teleport
Other, lvl 5 (Alteration)Wiz. Spell |
Duration:instan.
|
Range:Special |
Casting
time:2 |
Area
of effect:one creature |
Saving
throw:neg. |
This
spell is similar to the 5th level wizard spell Teleport. Except
that the caster doesn't have to traveel with the spell. |
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Transmute
Blood to Dust, lvl 8 (Necromantic) Priest Spell |
Duration:instan.
|
Range:
5 yards + 10 yrads/level |
Casting
time:7 |
Area
of effect:one creature |
Saving
throw:neg. |
Components:
V,S,3 drops of victim's blood
This spell
will instantly turn the victims blood to dust, killing him instantly.
The victim gains a save vs. death at -6 to avoid the effects entirely.
The victim can only be brought back to life by Resurrection, Wish,
or this spells reverse, Transmute Dust to Blood.
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Walk
on Water, lvl 6(Protection)Priest Spell |
Duration:30
rounds |
Range:Touch |
Casting
time:1 rnd. |
Area
of effect:one creature |
Saving
throw:neg. |
When
this spell is cast, the caster can walk across water for 30 rounds.
After 30 rounds the caster will fall into the water if he/she is
not already on dry land. |
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Mind
Crush (Telepathy) Psionic Spell |
Prerequisites:
Contact, level 8. |
Range:40
ft |
Power
Score: Int -4 |
Casting
time:3 rnd. |
Maintanance
Cost: 5 per round |
Intial Cost:
60 |
Using
this power the psionic can blast another beings mind with powerful
mental Crushing blows. the psionic can only od this to oponents
with lower inteligence than his own. First the victom must make
a saving throw -4. If he fails then the psionics power works This
power will crush the victom inteligence. if the power check suceeds
you take the check and divide it in half and there is the amunt
of intelegence crushed for every 5 rounds the psionic maintains
the power he permanently lowers the victoms intelegence by 1. Psychic
Surgery can repair this by 1 round maintainance/ 1 intelegence.
Power score: lowest intelegence crushed to is 3. 2o: the psionic
crushes his own intelegence! he also goes into a comma for 1d6 days.
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