Some spells I dug up. They're from various sourcebooks, some 2nd edition ones.
The first three are related to light blindness. They're three spells that are a bit different but my overall feeling is that it shouldn't give any extra benefits and the duration for a low level spell should be short - enough to move from an interior to another so 1 round/lvl. A higher level one could perhaps have a higher duration but I'd be mindful to not replace the Daylight Adaptation feat. Should be made available to both clerics and wiz/sorc.
Cloak of Dark Power (Evocation, Alteration)
First level
Sphere: Necromantic
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
This spell creates a dark aura of coursing, swirling power around the caster. The priest's body and anything worn or carried (by the caster only) are protected by this aura from the effects of full sunlight, even under the open, daytime sky of the surface world (arms and armor imbued with the radiations of the Underdark don't begin to lose their power, and the drow caster suffers no "bright light" combat penalties). This magic is specifically fashioned to prevail against a light spell. A priest shrouded in a cloak of dark power functions as if of one experience level higher, in all dealings with undead. Arachnids (and others using arachnid forms) attack a cloak -wearer at -3.
SHADOW SHROUD
Evocation [Darkness]
Level: Cleric 2, sorcerer/wizard 2
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level (D)
A thin membrane of darkness coats your body. This spell negates any penalties or other harmful effects imposed by your light blindness or light vulnerability. You also gain a +5 competence bonus on Hide checks made in areas of shadow or darkness. As with any darkness spell, the effect is suppressed if you enter the area of a light spell of 3rd level or higher.
NIGHT’S MANTLE
Abjuration
Level: Clr 4
Components: V,S
Casting Time: 1 action
Range: Personal
Target: Creature touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You imbue a creature with an invisible shield that protects it from all effects of sunlight. If cast on a vampire or other creature that is normally harmed or destroyed by exposure to sunlight, the spell allows that creature to function in sunlight without hindrance. The spell does not overcome any aversion the target creature may have for sunlight, however.
Night’s mantle is not countered or dispelled by any light spell of equal or lower level (such as the 3rd-level cleric spell daylight). It can be countered or dispelled by a light spell of greater level (such as the 8th-level cleric spell sunburst, which both counters night’s mantle and inflicts its normal damage).
Material Component: Powdered ruby (value no less than 1,000 gp).
[
I'd prefer some variant for sorc/wiz too. It should likely be at a higher spell level due to duration and what it does. Lesser Mind Blank is 5th level and is 1 min/lvl. Why the need for this spell though? It works against illithids. You'd think casters in UD would devise ways to conceal their thoughts from mindflayers.]
Deceive Prying (Divination)
6th level
Sphere: All
Range: Touch
Components: V, S, M
Duration: 1 turn +1 turn/level
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: None
This spell protects the priest or another touched being from magical and psionic examination (not attack). The alignment aura, faith, and thoughts of the recipient are overlaid by a false alignment and set of beliefs (chosen during casting), and random surface thoughts are supplied by the spell, in response to what the being sees happening and the false alignment and
faith chosen. The being can cast spells without breaking this protection, and conduct any mental activity desired (including the use of psionics or telepathy) behind the mental screen. A deceive prying spell provides no protection against enchantment/charm spells or psionic attacks except to give a +1 bonus to the initial saving throw against a charm person magic (not the more powerful charm monster), by making the attacker's mind assault less precise.
Priests of Vhaeraun use this spell to hide from those trying to discover their identities. Its material components are a drop of cranial fluid (from any mammal), and a small cube of iron.
[
This is probably too good with the SR but I've always thought it would be nice to be able to use the VFX for Magic Missile from Shadow Conjuration as a regular spell because it looks very neat.]
Shadow Bolt
Evocation [Shadow]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Adark missile of shadow energy flies from your fingertips to strike its target. The missile deals 1d4 points of damage per your caster level (maximum 10d4). Like the closely related magic missile spell, the shadow bolt strikes its target unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of the creature cannot be singled out, and inanimate objects cannot be damaged by this spell. For every two levels of experience, the missile can harm someone with a greater magic resistance. For every two levels, the missile grants the target a magical –1 penalty to spell resistance (maximum of –5).
[
The visual effect of this seems neat. No one uses Burning Hands though... but some variants of this spell can be made at higher levels perhaps, which offer some flavour.]
Shadow Hands
Transmutation [Shadow]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Effect: Semicircular burst of shadows 10 ft. long, centered on your hands
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A wave of murky blackness shoots from your hands. You must hold your hands together and then pull them apart quickly, to either side of you. The sheet of blackness is nearly as thick as your hand. Any creature in the area of the blackness takes 1d4 points of cold damage per your caster level (maximum of 5d4). This spell is closely related to the burning hands spell of the surface world, but is considered more practical in a lightless environment and has served the drow dark blades very well in the past.
[
Interesting flavour spell. If negative energy is deemed too powerful for some reason, effects can be changed to cold dmg.]
Shadow Wall
Evocation [Shadow]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
A curtain of inky black shadow appears, giving creatures behind the wall a 9/10 concealment bonus. It is one foot thick and is very resilient. The side of the shadow wall that is facing the caster is always translucent enough for the caster, and anyone else on that side, to see through the wall without being hampered by the darkness. A shadow wall cannot form in an area occupied by physical objects or creatures. The wall deals 2d6 points of negative energy damage +1 point of negative energy damage per caster level (to a maximum of +20) to any creature passing through it. Undead, both corporeal and incorporeal, are healed instead of damaged by the wall. A Fortitude save will reduce this damage to one-half.
If any five-foot portion of the shadow wall takes 20 points of damage from light spells or effects in one round, the wall fades from existence. A light or continual light spell deals 1d4 points of damage/level of the caster against the wall, burning holes through it.
Material Component: A small lantern icon that has been painted black.
[
Flavour. Can also have some higher level variants. Black flames? Yes please.]
DARKFIRE
Evocation [Fire]
Level: Clr 3 (drow pantheon)
Components: V, S
Casting Time: 1 action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Dark flames appear in your hand. You can hurl them or use them to touch enemies. The flames appear in your open hand and harm neither you nor your equipment. They emit no light but produce the same amount of heat as an actual fire. You can strike opponents with a melee touch attack, dealing fire damage equal to 1d4 +1 points per two caster levels (maximum +10). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. The darkfire is completely invisible to normal vision but can be seen with darkvision as easily as a normal flame can be seen in darkness (this means that darkfire can be used as a signal or beacon for creatures with darkvision). The spell does not function underwater. This spell originally appeared in Magic of Faerûn.
[
Not overly fond of the spell description. But might be nice to have a higher level of Undeath to Death.
Should also be made available for cleric.]
DEVASTATE UNDEAD
Necromancy
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Undead creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell was created by the lich Larloch to power himself at the expense of his own undead minions. The target undead creatures must succeed at Fortitude saving throws or be destroyed, just as if hit by a disruption weapon. Creatures that are not undead, and undead with Hit Dice greater than the caster’s caster level, are unaffected by this spell. If an undead creature is destroyed by this spell, a portion of the negative energy that gave it unlife flows back to the caster. This negative energy deals (if the caster is living) or cures (if the caster is undead) 5 hit points of damage per hit die of the destroyed undead.
Focus: A disruption weapon of any kind.
[
Nice option for the Necromancer to heal their undead. Might be a bit weak for its level, compared to other spell dmg.]
DREAD BLAST
Necromancy
Level: Clr 4 (Cyric)
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous (see text)
Saving Throw: Will half (see text)
Spell Resistance: Yes
You fire a black ray of negative energy at a single target. You must succeed at a ranged touch attack to strike your target. A creature struck by this ray takes 3d8 points of damage +1 point per caster level (up to +20). The spell has no effect on constructs or inanimate objects. Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.
[
Basically a version of Evard's Black Tentacles.]
LESSER SHADOW TENTACLE
Abjuration (Shadow)
Level: Sor/Wiz 3
Components: S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One shadow
Duration: Concentration (1 round/level max)
Saving Throw: None
Spell Resistance: No
You can animate any nearby shadow into a ropelike tentacle. The target shadow transforms into a thick, ropy tentacle. One end of the shadow tentacle remains rooted to the location where it fell on the floor, wall, ceiling, et cetera, while the opposite end can attack and curl about a target. The animated shadow tentacle extends 5 feet per level of the caster (up to 50 feet) from its anchoring point.
The caster directs the shadow tendril, indicating a target for it to attack. The tentacle makes a melee touch attack using the caster’s attack bonus. The tentacle does not inflict damage, but can be used to entangle an opponent. A successful melee touch attack means that the tentacle has entangled its victim. The shadow tentacle is anchored, so it can hold its victim motionless if the caster desires; otherwise, the entangled victim can move at half speed up to the length of the animated tentacle. The shadow tentacle has 20 hit points, AC 15, and can be burst with a Strength check (DC 23). A character can also free himself from the tentacle with an Escape Artist check (DC 20). Changing targets is a standard action. When the caster changes targets, the tentacle releases its current victim and immediately attacks the new target. The tentacle is not affected by bright light, sunlight, or light spells.
[
Basically a version of Evard's Black Tentacles.]
GREATER SHADOW TENTACLE
Abjuration (Shadow)
Level: Sor/Wiz 5
Components: S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One shadow
Duration: 1 round/level or concentration
Saving Throw: None
Spell Resistance: No
As lesser shadow tentacle, except the spell creates a shadow tentacle that extends up to 10 feet per caster level (maximum 100 feet) from its anchoring point. The tentacle created by this spell has 40 hit points, AC 18, and can be burst with a Strength check (DC 25). A character can also free himself from the tentacle with an Escape Artist check (DC 22).
[
Basically like Balagarn's Iron Horn, but it's not a cone.]
BLAST OF FORCE
Evocation [Force]
Level: Force 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You direct an invisible blast of force at a chosen target. The blast is a ranged touch attack that deals 1d6 points of damage per two caster levels (maximum 5d6). In addition, a successful hit forces the target to make a Fortitude save or be knocked down (size and stability modifiers apply to the saving throw as if the spell were a bull rush).
[
Interesting for flavour.]
DAMNING DARKNESS
Evocation [Darkness, Evil]
Level: Cleric 4, sorcerer/wizard 4, Vile Darkness 4
Components: V, M/DF
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: See below
This spell is similar to darkness, except that those within the area of darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage. As with the darkness spell, the area of the darkness is a 20-foot radius, and the object that serves as the spell’s target can be shrouded to block the darkness (and thus the damaging effect).
Damning darkness counters or dispels any light spell of equal or lower level. Spell resistance applies to the damage dealt by this spell but not to the darkness area.
Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it.
[
Can't really be made to work as the description but possibly a large cloud which deals damage to non-evil opponents? Just an idea.]
UTTERDARK
Conjuration (Creation) [Evil]
Level: Sorcerer/wizard 9, Vile Darkness 8
Components: V, S, M/DF
Casting Time: 3 rounds
Range: Close (25 ft. + 5 ft./2 levels)
Area: 100-ft./level radius spread
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Utterdark spreads outward from you, creating an area of cold, cloying magical darkness. This darkness is similar to that created by the deeper darkness spell, but it cannot be dispelled by magical light (although a light spell or similar effect of equal or higher level can temporarily suppress the utterdark where their areas overlap, restoring normal illumination to the affected area for as long as the light spell or effect lasts). Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area.
Arcane Material Component: A black stick, 6 inches long, with humanoid blood smeared upon it.