The Voting Area

This section allows you to vote for a spell entered within the last month. Read all the presented spells, then pick the one you like most by clicking the radio button under that spells' description. When you have done so, click 'Submit'. If you like this site, please go to the 'Appendix' section to find out how you can give feedback. You will also find a Link selection and the rules of this contest there.


Bequeath (All Cleric Deities)
None

Level: 7 (Cleric)
Range: Caster
Components: V, S, M
Duration: Permanent
Casting Time: One Week
Area of Effect: Caster's Body
Saving Throw: None
Author: Anduin

Bequeath is an extremely powerful spell. It has even been rumored to be the most arcanic and sacred ritual of all.
The spell itself is actually quite simple to perform. The hard part is undertaking the precarious journeys that are necessary to complete it. Certain steps and precautions should be taken if the priest wishes Bequeath to work properly.
Before the cleric does anything, first he or she must speak to their god. If they have more than one, they must shun all others and stay with only one, only to prove their own loyalty to the intended god. Next, the cleric must announce his or her intentions of wanting to perform this sacred spell. In real life, the player must write a fictional prayer to the intended god about his or her character's wishes. Once this is completed, the DM will then act in place as the selected god and determine if the prayer is good enough to win in the god's or godess'favor.
If the character passes this requisite, he or she must then undertake a perilous journey to prove themselves worthy. The specific task will be determined through rolling a 1D6.
1 - Player must find, challenge, and defeat a Titan of at least 25 strength.(Must be an adult,no kids)
2 - Player must find, challenge, and defeat a Wizard of at least 18 intelligence and equal level.
3 - Player must find, challenge, and defeat a Priest of at least 18 wisdom and equal level.
4 - Player must find, challenge, and defeat a pack of four Vampires by himself. This will test out the character's dexterity and agility. (The Vampires may not use weapons-only claws and teeth!!!)
5 - Player must find, and seduce a member of the opposite sex with at least 18 charisma or better. DM will determine foreplay.
6 - Player must journey with only his or her weapons and twenty pounds of equipment(this is starting out,more items can be gained on the quest)and travel around the world once. This test measures constitution and survival. The DM will create this long, arduos quest.
These quests are all tests for specific traits. The Cleric may be accompanied by companions unless stated otherwise in the above, but all rules and regulations still apply to them as well. Once the rolled quest is completed-if it's completed,hehehe- the Priest must take his or her Holy Symbol and brand it onto his or her chest. They must then declare to their god that they are ready, and the god will send down a champion of theirs to fight the Cleric in a contest to the death. This is stricktly a Magical Duel, and all weapons must be put aside. Wrestling and melee non-weapon fighting are legal after one has run out of spells. For example, once both opponents or just one of the opponents are out of spells, they may charge the other and undergoe a savage, brutal fight till the end. The Avatar's basic stats (Hit Points, Ability scores, etc.) are equal to the Priest. Except the DM rules wich spells the Avatar starts out with, and of course the Avatar may only have enough spells as the priest has, due to the fact that they have the same scores. If the Priest is slain in the battle, the god will simply revive him back to life as he was before he died. The character can challenge the Avatar again - maximum matches ever can only be 10, or else the god shuns the priest forever- but he or she can only challenge the Avatar once a year.
If the Cleric manages to make it through both of these contests, he or she has really earned the right to perform the spell that the god will thus give.
When Bequeath is performed, the caster is permanently enlightened by the specific god. All abilitiy scores are set to maximum, and the priest will hence age only one/fourth the rate he or she was aging beforhand. They are also not effected by aging penalties.
Strength = 25
Dexerity = 25 (Base 5)
Consitution = 25
Intelligence = 25
Wisdom = 25
Charisma = 25 (What a stud!!!!)
Character becomes proficient in all accesible weapon and non-weapon proficiencies, and gains the ability to speak to all animals, non-huminoid creatures, and undead.
The character will continue to level up normally afterwards, and may do as he or she chooses, but with stats like those, it might be a good idea to have some fun and go wrestle some Dragons or Titans, or maybe even journey to the underworld and take on the Devil race. Whatever the Cleric chooses to do hence forward, it'll definately be a blast!!!!!!!!!


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Shadow Mist (Conjuration, Shadow)

Level: 5 (Wizard)
Range: 10'/ level
Components: V, S
Duration: up to 1 Turn
Casting Time: 5
Area of Effect: 4 10' cubes
Saving Throw: See Below
Author: Scott Seeber

The casting of this spell causes a rift between the Plane of Shadow and whatever Plane the caster is on. This rift manifests itself in the form of a thick, shadowy substance that flows across the ground through the area of effect. When the Mist comes in contact with living things it begins to wrap around them, and shadowy arms and hands begin to claw their way up the creature. These shadowy "claws" are icy cold, though no damage is actually caused by them. Creatures caught in the Mist must save versus spell with the following affects:

SAVE MADE: For the most part, the target is able to resist the grasp of the Mist. However, for the remainder of the round and through the next, the target is slowed, as the Mist drags at the target in an effort to keep it within its boundries during the initial round, and wispy tendrils remain clinging to the target for a full round after exiting. This is assuming the target leaves the area of effect immediately (i.e. by end of round affected). If they do not, they are again susceptible to the affects and must make another save.

SAVE MISSED: Target is completely engulfed in the Mist and cannot move, see or speak. The target can not be seen, either, though the "pillar" of Mist that marks it's location makes it obvious to any on-looker that it is there. The target also suffers asphyxiation damage at the rate of 1 point per round.

Anyone entering the area of effect at any time during the duration is susceptible to its affects, including the caster. The Mist is extremely thick and heavy, and requires very strong winds to disrupt it (Gust of Wind spell cuts remaining duration in half).

The area-of-effect is up to 4 adjacent 10x10 cubes in any pattern chosen by the caster.

This spell was created by the shadow mage Belodrim Willomere.

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Magic Aid (Alteration)

Level: 2 (Wizard)
Range: Touch
Components: V, S,
Duration: permanent
Casting Time: 2
Area of Effect: one creature
Saving Throw: none
Author: Steve King

This spell is a godsend if the wizard and his/her party is without a cleric. For this spell enables the wizard to heal someone who is unconcious. The wizard holds a potion (usually a healing potion but the spell works with other potions), in his/her hand and upon completion of the the spell, the potion's liquid contents will magically be transfered to the recipients body. The recipient is then healed for the same amount of hit points as if he/she drank the potion outright. This spell is great for reviving those who's hit points are between -1 and -9
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Power Bar (Alteration)

Level: 1 (Wizard)
Range: 0
Components: V, S, M
Duration: 1 month / level
Casting Time: 1 round / ration
Area of Effect: 1 day ration / level
Saving Throw: None
Author: Myxin

This spell makes the supply with food on long travels or during times of heavy research much more comfortable (but also a little less tasty).
The caster can concentrate by use of this spell food into unremarkable half hand sized bars of dry brown material that are as nutritious as the food used. Up to one days ration per level can be concentrated in this manner but only up to three day rations into each single bar.
Every bar can be stored up to one month per level (nearly regardless of storing conditions) until it starts to rot and becomes unusable.
Taste of the bars is at best horrible so most mages spice them up with some minor illusions before eating. There are rumors of a 9th level version of this spell that is able to concentrate the expirience and nutrition of a whole life of continious feasting on the finest food and tastes imaginable into one bar. If this would be true it would be one of the most decadent (and some suspect most deadly) spells ever developed.

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Mindfire (Invocation, Alteration)

Level: 6 (Wizard)
Range: 5 yards / level
Components: V, S,
Duration: Special
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special
Author: Myxin

This is a particular nasty spell that turns the powers of the victimīs mind against it self. These days it is nearly exclusively used by the red wizards of thay, though itīs roots seem to be more ancient.
When the spell is cast, the victim feels as if his mind has been set on fire. Every thought or act of will is accompanied by burning pain. As the mindfire is fueled by mental activity, the only way to get rid of it is not to struggle against it. If the target gives in to the pain and does not struggle against it (that means the target has to willingly foregoe his save and take no actions in the round the spell is cast as well as in the following round) it takes damage equal to half his intelligence or wisdom score (whatever is higher, rounded up) and the spell ends at the end of the next round as the mindfire runs out of fuel. If the target tries to fight the fire raging through his mind or takes any mental actions (thinking, casting, speaking,...) it has to make a save vs. death magic for every round of struggling (wisdom bonuses do apply). If the save succeeds the victim takes damage equal to itīs intelligence or wisdom score (as above), if the save fails only halve damage is done. This goes on until either the victim deliberately stops struggling (as explained above) or until 1 round per every 3 levels of the caster has past. During that time the victim is unable to do anything usefull due to the numbing pain rushing through his head. This spell does not work on mindless creatures or such of animal or lower intelligence.
There are rumored to be higher level versions of this spell that affect more than one victim simultaneously and there is also a variation called heartfire that uses (strength , constitution) instead of (intelligence, wisdom) but is else similar to the mindfire spell.


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Hungry Mists (Conjuration/Summoning, Necromancy)

Level: 9 (Wizard)
Range: 20 yards / level
Components: V, S, M
Duration: 2D6 rounds + 1 round / 2 levels
Casting Time: 1 round (+1 round preparation)
Area of Effect: 10*10 yards / level
Saving Throw: Special
Author: Myxin

The origin of this spell as well as how it exactly works is still a mystery even to those who use it but it is considered to be one of the most vile (and also more risky) and thankfully rarest spells found in the realms today.
The spell causes to appear a thick unnatural cold mist from thin air in the area of effect, at a first glance similar to a solid fog spell (same spelleffects concerning movement and range of vision). It is accompanied by faint whisperings and wailings and survivors reported they had seen strange shapes moving in the mists. By now no one that escaped the mists could identify either the voices or the shapes. Everyone caught in the mist looses contact to his surrounding on the second round, beeing seemingly alone in the featureless expanse of the mists. Even the ground cannot be seen anymore and no sounds other than the distant voices of the mist can be heard. If this is an illusion or the mists are a kind of gate to another plane remains unknown. Everyone in the mists is subject to itīs horrible livedraining powers. Each round all creatures within the area of effect get drained of one level of experience (no save). The bodies of creatures that died in the mist vanish leaving only their clothes and possesions behind. The only way to survive is to leave the area of effect, which is difficult because of the mist slowing down movement rates and because accurate orientation is nealy impossible as the mist seems to deliberately confuse anyone within itīs confines. Anyone trying to escape has to make a save vs. spell each round (wisdom bonuses apply and targets with the navigation or a similar proficiency gain a +2 bonus) to move towards the edges of the area of effect. Flight or levitation , even magical, within the mist is impossible. People already above the ground as the spell takes effect are caught also if they are less than 1 yard per level of the caster above the ground. Teleportation or similar transport magic works, but the distance is always considered a planar distance, no connections to the astral plane can be made within the mist and it reaches also into the border etheral. Levels lost to the mist are regained at a rate of 1 per day for targets that manage to escape alive, but excess experience points can only be regained by a restoration spell within 1 day or be lost. Undead are not affected by the draining of the mist, but affected as by a hold spell for the whole duration (no save). Strangely enough, magic resistance seems to be ineffective against the draining and confusion effects , but targets who pass their magic resistance roll can move through the mist at their normal movement rate. Spells cast within or into the mist never affect anyone, except the caster himself if he is in the area of effect of his spell.
The caster of this spell has to prepare a special circle of protection prior to the casting, which takes one round. The materials needed therefore must be worth at least 10,000 gp and a spellcraft check ( +1 bonus for every additional 3 rounds if the caster takes his time) must be made to determine if every detail is correct. The material component for the spell itself is the fresh heart of a creature of at least 1 HD per round of duration that must not be dead longer than ― hour per level of the caster. After the casting and only if he passed his spellcraft check the wizard gets a saving throw vs. death magic with a +1 bonus for every additional 10,000 gp spent on the materials of his circle of protection. If he succeeds the spell takes effect as normal but if he fails he is as well affected by the spell (regardless of distance) ,has no chance to escape and has to save vs death magic again each round or the levelloss of the corresponding round is permanent. If the wizard dies before the end of the duration, the spell ends. Otherwise there is no known way to end the spell short of a wish.
There are rumored to be variations of this spell that drain hitpoints or ability scores rather than levels. If this depends on the materials used or if these variations are actually different spells remains unknown. It is needless to say that casting this spell is considered to be an utter evil act.


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Component Control (Conjuration/Summoning, Alteration)

Level: 1 (Wizard)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: 3 spellevels / level
Saving Throw: None
Author: Myxin

This spell is one of the first learned by any mage who has to deal with a lot of different spellcomponents. Before casting the spell the wizard has to prepare a special container (bag, pocket, chest, ...) for his spellcomponents. This process takes 1 day and costs 100gp/liter volume worth of materials. Then the wizard casts component control and starts putting his various spellcomponents into the container and for every set of components intones the first words of the spell they are needed for. For spells that have only somatic and material components the wizard makes the first gestures and spells cast at will cannot benefit from the component control spell. It is not necessary that the caster has all the spells belonging to the components memorized to use this spell and memorized spells are also not affected. With one casting of this spell 3 spelllevels per level of the caster is affected.
Every time the wizard casts a spell with components from his special bag, he just puts his hand into the container and the right set of spellcomponents is handed to him. The effect of component control is permanent unless dispelled by a successfull dispel magic or similar spell.

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Olis's Song/Dircil's Song (Illusion/Phantasm, Enchantment/Charm, Song)

Level: 2 (Wizard)
Range: Touch
Components: V
Duration: Special
Casting Time: 2
Area of Effect: Hearing Range
Saving Throw: None
Author: Brendan

This spell is a soothing, relaxing song that removes all pain that the recipient feels. No damage is actually healed but the spell recipient feels that 1d4+1 points of damage has been healed. This allows spell recipients to continue fighting while knocking on deaths door.

The reverse of the spell, Dircil's Song, creates an illusion of great pain. The victim is entitled to a saving throw, success indicates that the spell has no effect. Failure results in severe pain, equal to 1d4+1 damage per level of the caster. The damage is only illusionary and follows all rules of illusionary pain. Once the caster stops singing and the spells effect is canceled, all illusionary damage is negated.

The duration of the spell lasts as long as the caster continues to sing the spell, and then 1d3 rounds per caster level after the song has stopped.
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Syndel's Battle Hymn (Enchantment/Charm, Song)

Level: 2 (Wizard)
Range: Hearing Range
Components: V
Duration: Special
Casting Time: 2
Area of Effect: Hearing Range
Saving Throw: None
Author: Brendan

This spell duplicates the bards ability to rally friends and allies.

If the exact nature of an impending threat is known, the song mage can heroically inspire his companions (immortalizing them in word and song), granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee.

This spell continues as long as the song mage continues to sing this song, and 1 round per level of the caster afterwords.
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Syndel's Song of Sleep (Enchantment/Charm, Song)
Congratulations!

Level: 2 (Wizard)
Range: Hearing Range
Components: V
Duration: Special
Casting Time: 2
Area of Effect: Hearing Range
Saving Throw: None
Author: Brendan

This is an advanced version of the first level spell "sleep". It works similarily, except that it affects all those within the vocal are affected and does an additional hit dice of affect per level of the caster.
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Damiens Induced Vommiting (Necromancy,Conjuration/Summoning)

Level: 7 (Wizard)
Range: 30 yds
Components: V, S, M
Duration: 10 rds
Casting Time: 1 rd
Area of Effect: 1 creature
Saving Throw: Special
Author: The Ultimate Evil

This spell affects the intestinal region of the creature it is cast upon. The creature starts to vomit, interrupting spell casting and all forms of attacks unless the creature is larger than humanoid size which is allowed a save to negate. Humanoid and smaller are not allowed a save until the last rd of the spell. The damage is as follows: 1st rd 1d4 2nd 1d4+1 3rd 1d6 4th 1d6+1 5th 1d8 6th 1d8+1 7th 1d10 8th 1d10+1 9th 1d12 10th 1d12+1 The last rd all creatures must make a save vs death magic as they fall to the ground, weak from vommiting violently, if this save is failed the creature vomits once more which consists of the digestive system at which time they die. If the save is successful they fall into a comatose state.
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Khavil's Flame Swirls (Evocation/Invocation)
Elemental Fire

Level: 6 (Wizard)
Range: None
Components: V, S, M
Duration: 1 round per level of caster
Casting Time: 1 round
Area of Effect: 30 ft. Circle, centered on Caster
Saving Throw: vs. spell for half damage
Author: KingOfChaos

This spell was developed by the crazed Invoker, Khavil Flamecaster, who had a knack for getting himself burnt. This spell summons 1 firey tornado for every 3 levels of the caster. During the round in which the caster is summoning these firey weapons, people in the area of effect will notice a rise in temperature and a drop in the oxygen content in the area as the spell develops. On the second round after the casting a small number of fireballs spring from the caster's hand to move to locations within the area of effect decided by the caster. Given the word, the balls of fire explode outward in a 10 foot wide spheres of fire causing all hit to take 3d6 points of damage from the fire and combustion. These balls of fire immeadiatly form into swirling tornados of searing hot flame that the caster can then direct toward any person within the area of effec.. Those struck by the cyclones are engulfed in the magical flames and must save vs spell for half damage or take 10d6 points of fire damage. The cyclones disappear after attacking one target. Note that the caster is not immune to the first round of damage when the balls of fire explode. Depending on the level of the wizard he may get hit every time. (Higher the level, more balls of fire, more chance of getting struck by the initial explosion).

The material components for this spell are a small fire, set to burn within a shrunk, upturned skull of a great wyrm red dragon. The fire is exstinguished during the casting.
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Khavil's Flame Rain (Evocation/Invocation, Necromancy)
Elemental Fire

Level: 9 (Wizard)
Range: 100 yards
Components: V, S, M
Duration: 1 round per 3 levels of caster
Casting Time: 1 turn
Area of Effect: 100 cubic yards per level of caster
Saving Throw: vs. Spell for half damage
Author: KingOfChaos

Another destructive spell of fire by the flame retardant mage known as Khavil Flamecaster. This spell is similar to other fire spells such as fireball or meteor swarm. However it has a much wider application and much more chance for damage. When the caster first starts the spell her must burn his arms all the way to the elbow, taking at least 25 points of damage himself before the spell even begans. The caster must then peal the burnt flesh from his arms and place it in a small bowl made from the skull of a great fire breathing dragon (Red dragon, Flame Linorm etc.). The skin is then added to the smoke powder, sulphur, bat guano and salt peter already in the bowl. The caster must then place a large red candle, made with fire beetle wax and scented with cinnamon into the middle of the bowl, kept upright by burying part of the candle into other components. He must then light the candle and began the casting of the spell.

The first round after chanting the sky becomes over casted and grey, black ask begans to fall from the sky, covering everything within the sustantial area of effect. In the next 5 rounds the air heats considerably, plants start to wilt and people within the area of effect began to sweat profusely and become lethargic. After the 6th round other might start to notice the fire storm going on above them. Flame lined clouds of ash, sulphur and phosphorous boil over-head sending streams of liquid flame down onto them, all those within the area of effect must save vs. spell or suffer 2d4 points of fire damage every round inside the area. Many will never be affected by this. However, after the last and final round of the casting, the candle burns down into mixture and an explosion results. The caster isn't harmed by the explosion though, because the power is absorbed by the spell itself. Just after this happens the people within the area of effect will notice small specks of light in the sky that will become large and larger until they are seen as huge balls of fire which slam into the ground, exploding into a 15 HD fire ball (15d6 points of damage, save for half). The caster can summon one fire ball every round for the rest of the duration of the spell (an 20th level caster would have access to 6 fire balls which he can summon from the ash cloud and so on). The ash cloud remains for 6 rounds after the spell is over, raining down its sooty contents, covering most objects that aren't on fire in a grey blanket.

This spell is extremely effective in attacking cities or other large structures such as castles and forts and can cause wide spread forest fires and grand destruction that could take years for the area to recover from.
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Khavil's Coin Ward (Evocation/Invocation, Enchantment/Charm)
Elemental Fire

Level: 4 (Wizard)
Range: None
Components: V, S, M
Duration: 1 day per level of caster
Casting Time: 4
Area of Effect: Caster's coin purse
Saving Throw: Special
Author: KingOfChaos

This spell, developed by Khavil Flamecaster to ward off his thieving companions, is an insidious spell of protection with a burning result.

The caster begins the creation of the enchantment by sprinkling a small amount of sulphur at the bottom of his coin purse. He then places the coins to be protected over this component and casts the spell. The spell is probably one of the most cruel punishments that a wizard can inflict on a thief as the ward doesn't go off until after the coins are stolen. The spell lets the thief have the coins for 1 round per level of the caster, they then began to heat considerably in the thieve's hands, pockets etc. After another three rounds of heating, the coins explode into flames causing the thief's clothing and equipment to ignite almost instantly (the items must make a saving throw versus fire at -3 to avoid being engulfed in flames). The theif begins taking damage 1 round later at the rate of 1d4 points of damage per enchanted coin he has stolen until he drops all of them. Once dropped the spell ceases to effect the theif, however if he picked them up again before the duration ends, they will once again burst into flames.

The material components of the spell are the coins, a pinch of sulphur, and the caster's coin purse.
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Strengthen Weave (Abjuration, Alteration, Enchantment/Charm)
Metamagic

Level: 9 (Wizard)
Range: 0
Components: V, M
Duration: 1 round / 3 levels
Casting Time: 1 segment
Area of Effect: The caster
Saving Throw: None
Author: Joe Mashuga

This potent incantation greatly enhances the bond connecting the wizard to the weave of magic. When Strengthen Weave is cast, the wizard is able to cast spells and use magical items normally in any environment that wound terminate or alter his magic.
Spells can be cast normally within anti-magic shells, and affect others within the area. The wizard can cast normally in dead- and wild-magic zones, though such spells must have a range of 0 (affect only the caster). Absorbing and dispelling effects (such as Rods of Absorption and/or Dispel Magic) are ineffectual against the wizard's magic, and there is a flat 50% chance of the wizard being able to resist the effects of Mordenkainen's Disjunction. This spell does not have sufficient power to ignore the effects of divine magic, thus, a demigod or avatar's Dispel Magic may still succeed.
The material components for this spell are the dust of an emerald worth at least 5,000gp, and any "metamagic" magical item worth 2,000xp or more. Such items include the Amulet of Proof vs. Detection and Location, Book of Infinite Spells, Ring of Spell Turning, Ring of Wizardry, Robe of the Archmagi, Rod of Absorption, Rod of Cancellation, Scarab of Protection, Staff of the Magi, Staff of Power, Wand of Negation. Cursed and single-use items cannot be used as spell components (except the Rod of Cancellation), nor can ioun stones.
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Anti-Psionic Shell (Abjuration)

Level: 6 (Wizard)
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 1' / level diameter sphere
Saving Throw: None
Author: Joe Mashuga

Upon completion of this spell, the wizard is engulfed by an invisible field. This field moves with the caster, and prevents all manner of psionic abilities from affecting the area. Many quasi-psionic powers (such as an illithid's mental blast) are prevented from functioning within the area as well. The field does not protect the area from incidental effects, such as a TK-lifted rock that falls into the area.
The shell hedges out other-planar creatures with psionic abilities. Creatures with active psionic abilities have those abilities immediately terminated. Psionic artifacts and relics, as well as creatures of demigod status or higher, are not hindered by the Anti-Psionic Shell.
Unlike Anti-Magic Shell, this spell can be brought down by a successful Dispel Magic, though psionic attempts to cancel the spell will fail.

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Khavil's Searing Imprisonment (Evocation/Invocation, Conjuration/Summoning)
Elemental Fire

Level: 5 (Wizard)
Range: 10 yards per level
Components: V, S, M
Duration: 1 day per level of caster
Casting Time: 1 round
Area of Effect: 20 foot Cube, with a 10 foot diameter sphere in the middle
Saving Throw: Save vs. Spell; Negates
Author: KingOfChaos

This spell create an area writhing with flames, the large cube of searing heat has a smaller sphere within, protecting and imprisoning those inside, with the flames of the spell. When the prison is created, the caster can place 1 creature in the protected sphere for every 3 levels he has attained. When he picks his victim they get a save vs. spell to avoid the effect, if they pass, the caster loses a chance to imprison someone, if they fail, they are teleported inside of the cube.

Those trapped inside of the mystical prison feel no heat and take no damage from the flames as long as they stay away from the walls. If trying to escape, prisoners will take 1d4 points of damage per foot they travel into the fire. This damage is cummulative (if the prisoner moves 3 feet into the flames, they take 3d4 points of damage per round until they move forward again. If they move forward another foot then damage would then be 4d4 points of damage. Prisoners can move back toward the sphere and take no damage while doing so.). The max damage of this spell is 10d4 points of damage which prisoners take if they succeed in escaping from the spell.

The material components for this spell is a searing hot rod of iron, steeped in the blood of a Chimera.
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Hannible's Black Blight (Necromancy)

Level: 7 (Wizard)
Range: 10 feet per level of caster
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: One Creature
Saving Throw: Save vs. Death Magic; Negates
Author: KingOfChaos

Disease has always been in the dominion of Necromancy. This spell uses a dual feature. The destruction of the original victim, and harming those that attempt to help them recover.

When casted the Necromancer must throw the dessicated finger of a plague victim at the target and speak the words of the spell loudly. The victim must then roll a save vs. Death Magic or be inflicted with a wasting disease that creates horrible boils and cysts on the subjects body. Now if curative magic is attempted on the subject, one of the cysts on the victim will burst, spraying all within 10 feet of the diseased individual with a special acidic substance that causes 2d8 points of damage per round until washed off. There is also a 25% chance that the magical disease is spread those who come into contact with the harmful bodily fluid. A cyst will burst when any spell is casted on the individual that involves touching, as well as any magical item that requires touching to work. The victim of the spell will expire within 1d6 days after contracting the disease and can only be cured with a Dispel Magic from a wizard or priest of higher level than the original caster, or a wish spell.

The material component for this spell is the finger of a plague victim which must be thrown at the intended target at the time of casting. The finger is consumed in the casting.
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Damiens' Sands of Time (Alteration)

Level: 7 (Wizard)
Range: 30 yds
Components: V, S, M
Duration: 4 rds/ 3 lvls
Casting Time: 1 rd
Area of Effect: 60 ft radius
Saving Throw: Each creature saves to negate
Author: The Ultimate Evil

When cast, time seems to slow at 1/4 of the normal rate (i.e. 1 rd = 4 rds) only the caster and all persons named in the spell casting can move normally. Recipients of the spell attack as normal but the effects come 3 rds later.

When the spell is over the recipients are effected as if they had confusion cast upon them. Confusion is as spell description.

The material componant for this spell is a hand full of sand from the Island of Time. If there is no such thing in your campaign, then an hourglass worth 1000gp can be broken at the casters feet as the spell is cast.
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Glass Coffin (Necromancy, Alteration)

Level: 8 (Wizard)
Range: 10 ft.
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30 ft sphere
Saving Throw: Spell at -2; Negates
Author: KingOfChaos

An insidious spell crafted by a now long dead Necromancer. Glass Coffin is a very destructive spell which causes a deadly chain reaction of events that can spell the death of many of the people within the area of effect. When casted, the necromancer must crush a crystal sphere within in hand, causing himself 2d4 points of damage and then reciting the incantation. When he does this, from his other hand a beam of incandecesent energy will spring forth, striking the initial target with great fury. The initial victim must roll a save vs. spell at -2 or start to suffer from rapid crystalization, taking 1d20 points of damage per round until they are either cured with a Shatter spell, or they die, their body transformed into fragile crystal. Two rounds after the initial target dies, the crystal will began to glow noticably, and then it will explode. The explosion showers everyone in the area of effect with razor sharp crystals, causing 1d6 points of damage per level of the caster to everyone.

The material components for this spell are a thin crystal sphere that the caster can crush and several drops of blood which must be brought forth from him by crushing the crystal. It is said that this spell has a more powerful variant in which Crystal Dragon blood is used. If this component is used in the spell, the initial save is dropped to -4 and the explosion damage is raised to 1d8 points of damage per level of the caster.
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Visual Reproduction (Divination, Conjuration)

Level: 3 (Wizard)
Range: 30 yards
Components: V, S, M
Duration: Special
Casting Time: 2 Rounds
Area of Effect: 1 creature
Saving Throw: Special
Author: Daven Shadowhand

This spell allows the caster to project a small 3D image of what the target is seeing. The duration of the spell can be for up to 10 hours, before the caster must sleep. During the spell the caster must focus all his/her attention on maintaining a link with the subject. The caster must be seated in a comfortable position without distraction to maintain the link. On casting the spell, the target(if unwilling)may make a save vs spell. If they fail the save the target can attempt another saving throw every 10 rounds. If at any time, the target makes the save, they immediately get a feeling that someone is watching them and the spell ends. The spell can also be ended by Dispel Magic. During the iniatial casting of the spell the caster may choose if they wish to project the image or view it through their eyes only. If they choose to view it personally, then they see it as a transparent screen over their own vision. If they choose to project it, then a beam of soft light can be seen coming from the caster's hand or forehead and manifesting as a small transarent 3D image. At any time during the spell the caster may choose to replay any part of the image, but in choosing to do so will break the link with the creature. If this spell is cast on a creature with unique sight (eg. bird, insect, cat) then the caster will still be able to make sense of the vision. Any successful visual attacks made on the target during the spell (ie. hypnotizing, blindness, medusea stare etc.) will require the caster to make a saving throw vs. the effect or be equally affected by the attack. Also, any traumatic scenes will require a save vs wisdom. These attacks will not effect others looking on.
The components for this spell are i.a smooth clear prism (for projection of image only) which is the target of the projected beam. ii.any famliar item, which must be attached to the target. This item is the focus of the spell, and if it is removed from the target, the spell ends.
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