SPELLS
Most of the spells listed here will probably be for use with AD&D, Payload Carrying Magic Missle Globe of Timelessness Truestop Quell Commemmorate Well, that's it for MY contributions, so send me YOURS! Carve This spell allows the caster to engrave a surface with any desired characters or images. The design is drawn upon a specially prepared
parchment which is destroyed during the casting of the spell. A miniature hammer & chisel set made of fine steel is also used, but is not destroyed.
The caster must be able to touch the target surface, that is, to place the parchment upon it during casting. The design or writing is then magically
transferred to the target surface in the form of engraving, 1/4 inch deep. Should the target surface be less than 1/4 inch deep, the engraving will stop
just short of going all the way through it. Note that an object may be considerably weakened by the process. Belar's Acid Balls Level= 7th This spell creates and hurls one ball of hot, highly corrosive acid at one target. One acid ball is
created for every two levels of the caster, rounded down. Upon impact, each acid ball inflicts 5d4 points of
damage upon the target. Thereafter, the acid splashed upon the target continues to burn the victim for 2d6 points of damage per turn per level of the caster. This
damage is from the total acid amount, not from each acid ball created. Thusly, the acid created by a seventeenth level caster will continue to burn
for seventeen rounds, inflicting 2d6dmg each round. Giant Fireball Ice Ball Talus' Pillar of Embers
but many of them have no statistical info provided.
As such you'll have to figure that out on your own.
It would be useful on further submissions to include such info.
As suggested, this spell of about sixth level is three spells in one.
The missle created will carry another spell effect within itself,
and the secondary spell is released upon impact.
Only ONE missle is created. The range of this spell is line-of-sight, and as
such it is very handy for increasing the range of other spells with normally shorter ranges.
This spell, of high level, creates a small, hollow, crystal globe around the target.
Time does not pass within the globe, but resumes if it is shattered. Rather pretty.
This causes the target to come to an absolute complete stop for one second per level of the caster.
The effect is devastating, for the target then seems to plunge in the opposite direction of the movement of the planet.
This is usually fatal, as he will plow through anything in his way, taking LOTS of damage, or falling from a great height
once the spell wears off. Remember, the world is moving in three different directions at once.
This causes everyone within the area of effect to forget any rumours they recently heard. This can affect an entire city.
This very high level spell is usually cast only by gods and saints.
This spell causes a change in a species or family line, which is forevermore passed down to future generations, to commemmorate some event. Some known examples include:
Submitted by:James Renn
This is both a priest and wizard spell. It is a first level spell which grows more powerful when cast by higher level casters.
Level = 1st
School = Alteration
Sphere = Elemental
Range = Touch
Components = Verbal, Somatic, & Material
Duration = Permanent
Casting time = 1 Round
Area of Effect = 12 characters or 1 sqare foot per level of the caster
Saving Throw = Special
Only non-living surfaces can be affected. Magical objects, like a golem or sword for example, are allowed a saving throw at a bonus of one for each "plus" that it has.
One square foot of surface area can be carved per level of the caster, or up to 12 characters may be engraved. In addition, harder surfaces may be carved at higher levels, to wit:
( Telustis here. I'm not sure if magical runes or symbols can be carved, but I tend to think not. Perhaps some experimentation is in order. )
Submitted by:Daro Silverwood
This isn't a very convenient spell, but it can be devastating!
School= Conjuration
Sphere= Elemental
Components= V, S, M
Duration= 1 round per level of the caster
Casting time= 4 rounds
Area of effect= one target creature
Saving throw= Save vs. Breath Weapon
The material component for this spell is one gem of at least 50g.p. value for each acid ball created.
Submitted by: Jesse & Barbara Kopelman
Level= 3rd* ( * kinda strong for a 3rd level spell )
Sphere= Elemental
School= Conjuration
Duration= Special
Area of effect= 10' radius around the caster
Components= V,M
Casting time= one round
Saving throw= save vs. normal fire
This spell magically creates a great ball of normal fire in a ten foot radius around the caster.
The caster, along with all items worn or carried by him, are unaffected by the flame.
This spell is handy for burning away webbing or rope, arson, Lighting lots of torches en masse, heating up a cold area, and of course
for burning nearby enemies. ( Nearby allies will also burn ) In short, it has many possible uses.
The flames created are "normal", and will not affect objects or creatures which can be burned only by magical flame.
The Fireball will burn for an amazing 6d6 rounds, plus one round per level of the caster, but any fires lit by the fireball will continue to burn normally.
The Fireball will move with the caster, allowing him to burn quite a nice path, the likes of which General Sherman would have been proud.
Anyone attempting to attack the caster will suffer burn damage, and the flames will negate some spell effects hurled at the caster. Just how much is up to
the GM. The Fireball initially inflicts 4d4 points of damage, plus one point per level of the caster. Thereafter it inflicts one point for each round the target remains in contact with the flames.
The material component for this spell is a very specially prepared gem of 50 gp value. Each use of the spell will burn the gem a bit, reducing it's size by one gp worth. Once the gem is destroyed,
can no longer cast this spell, for the very knowledge of the spell is lost with the gem. You see, the spell is stored within the gem instead of within the mind or spellbook of the caster. The casting of the spell
merely unlocks the gem for one use. ( It is because of this that you find this in the spells section insead of the magic items section. It is a hybrid of the two categories. Considering how troublesome this spell
is bound to become for the GM, I would recommend making it a much higher level spell, and making the creation of a new gem exhorbitantly expensive & extremely difficult.)
Crushing the gem will unleash a spectacular explosion of 4d4 points for every charge remaining within it.
Also submitted by the Kopelmans.
This spell creates a great ball of Ice, 20 feet in diameter, around one target creature or object. ( save vs. spell, if applicable )
This ball of ice will not melt normally. Instead, it will remain until destroyed by shattering blows or magical fire. It is handy for permanently putting an enemy on ice, or for preserving something for a few centuries or more. Only
magical heat or weapons can affect the Ice Ball. Anyone trapped inside will rapidly freeze to death or suffocate unless able to escape using only mental ability, for it is impossible to move or speak.
( This spell was submitted as being only first level, but I think most GMs would disagree )
Submitted by: Nightwind 11
Level: 6
School: Conjuration
Sphere: Elemental
Duration: 4 rounds + 1 per level of caster
Components: VSM
Casting time: 10
Area of effect: 10' diameter
Saves: vs. Dragon Breath
This spell causes a firey pillar of flaming, smoking embers to spring forth from the ground below the target creature. The pillar is 40' tall, with
another 10' added per level of the caster. As such, it is useful against airborne targets, but most effective against large ones on the ground. The spell causes 4d6 damage
in the first round, with 1d6 LESS damage during any subsequent rounds the target may still be in the affected area; that is, 3d6, 2d6, 1d6, then none. Naturally, any flammable
itens worn or carried by the target must save vs normal fire.