New Spells information?

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Glowfire
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New Spells information?

Unread post by Glowfire »

...could the information about the new spells be posted somewhere please? I don't see it on the forums nor on the BG Wiki. Am I overlooking some place?
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Arn
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Re: New Spells information?

Unread post by Arn »

There are new spells? :?
Mi-Le (彌勒) - "Meditate, monks. Do not be negligent, lest you regret it later." ((-Saṃyutta Nikāya 35.146))
-Monk of the Old Order and the Way. Will not kill.
-[IC Journal]
-[Bio]

((Feel free to reach out to Mi-Le for RP!))

Wendi - The Witch of the Wide. [Bio]
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Valefort
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Re: New Spells information?

Unread post by Valefort »

There will be, I didn't expect an update so soon.
Mealir Ostirel - Incorrigible swashbuckler
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Glowfire
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Re: New Spells information?

Unread post by Glowfire »

Thanks!
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Valefort
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Re: New Spells information?

Unread post by Valefort »

Feel free to add the info from the game to the wiki btw, it's not automatic and as tedious for me as it is for you :P
Mealir Ostirel - Incorrigible swashbuckler
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Glowfire
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Re: New Spells information?

Unread post by Glowfire »

I still don't see any new spell info anywhere.

Unless it's been added to Jegs, I don't have a way to really find out what the new spells are.
Power is the most persuasive rhetoric.
Friedrich von Schiller
Tsidkenu

Re: New Spells information?

Unread post by Tsidkenu »

Me either. I mean I could RCR my 'rukk barbarian into a wizard and browse but apparently quite a few of the new spells come up blank on the level up screen.
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Arn
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Re: New Spells information?

Unread post by Arn »

The blank spells can/should be ignored. They don't do anything, and I don't think they were intended to be added yet.
Mi-Le (彌勒) - "Meditate, monks. Do not be negligent, lest you regret it later." ((-Saṃyutta Nikāya 35.146))
-Monk of the Old Order and the Way. Will not kill.
-[IC Journal]
-[Bio]

((Feel free to reach out to Mi-Le for RP!))

Wendi - The Witch of the Wide. [Bio]
Samuel
Meredith
Tsidkenu

Re: New Spells information?

Unread post by Tsidkenu »

Found it. Some of the spells have incorrect descriptions though; still a WIP.
Hidden: show
Acid Storm

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Mestil's Acid Ball
Caster Level(s): Wizard / Sorcerer 3
School: Evocation
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

This is Mestil's version of the standard fireball spell. Instead of fire damage it does 1D6 points of acid damage in the area of effect, to a maximum of 10D6.
Darkbolt
Caster Level(s): Wizard / Sorcerer 2, Cleric 2
School: Evocation <color=Red>(Evil)</color>
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single Target
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You make a ranged touch attack. If you hit you deal 1D8 points of damage every 2 caster levels to a maximum of 5D8. Half the damage is cold and half is negative energy.
Damning Darkness
Caster Level(s): Wizard / Sorcerer 4, Cleric 4
School: Evocation <color=Red>(Evil)</color>
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Shriveling
Caster Level(s): Wizard / Sorcerer 2, Cleric 3
School: Evocation <color=Red>(Evil)</color>
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single Target
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause the target's flesh to start shriveling up. They take 1D4 slashing damage up to a maximum of 10D4.
Arcane Bolts
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of damage.

For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher.

This spell counts as magic missile for spell, items, or special qualities that protect a target from magic missile, such as a brooch of shielding and shield.
Sonic Blast
Evocation [Sonic]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5 ft. wide to close range (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area.

The sonic blast may shove creatures in the area back along the path of the spell. Any creature failing its saving throw must make a Strength check (DC equal to damage inflicted by the spell); those who fail find themselves bull rushed directly away from the caster as if by a Large creature with a Strength score equal to the damage the spell inflicted. The spell moves with the target; see the bull rush description in Chapter Eight of the Player's Handbook for details on attacks of opportunity, stability modifiers, etc.

If a creature is shoved back into a solid barrier such as a wall or a strong door, the creature sustains an additional 1d4 points of bludgeoning damage.

Like a lightning bolt, the sonic blast damages or destroys objects in its path. If the damage caused to an interposing barrier such as a closed door shatters or breaks through it, the sonic blast may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier.
Mordenkainen's Force Missiles
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which can be more than 20 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You create a powerful missile of magical force, which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The primary target is not entitled to a saving throw against the burst. You can create a maximum of 5 missles.

The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.
Kaupaer's Quickblast
Transmutation [cold, fire, electricity]
Level: Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 free action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A tiny sphere of cold, electricity and fire speeds from you to the target and deals 1 point of appropriate energy damage per caster level (maximum 5 points).

You can cast this spell with an instant utterance. Casting the spell is a free action, like a quickened spell, and it counts toward the normal limit of one quickened spell per round.
Ball Lightning
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Battering Ram
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Dhulark's Glass Strike
Caster Level(s): Wizard / Sorcerer 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Fortitude
Spell Resistance: Yes

The target must make a fortitude save. If they fail they are turned to glass and shatter, killing them.
Great Thunderclap
Caster Level(s): Wizard / Sorcerer 7
School: Evocation [Sonic]
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instantaneous
Save: See below
Spell Resistance: No

This spell has three effects. First everyone in the area of effect must make a Will save to avoid being stunned for one round. Second everyone must make a Fortitude save or be deafened for one minute. Finally everyone must make a Reflex save or be knocked down.
Horizikaul's Cough
Caster Level(s): Wizard / Sorcerer 0
School: Evocation [Sonic]
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Will partial
Spell Resistance: Yes

You cause the target one point of sonic damage. They must also make a Will save or be deafened for one round.
Horizikaul's Boom
Caster Level(s): Wizard / Sorcerer 1
School: Evocation [Sonic]
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Will partial
Spell Resistance: Yes

The target takes 1D4 ponts of sonic damage per two caster levels (to a maximum of 5D4.) The target must also make a Will save or be defeaned for 4 rounds.
Launch Stone
Caster Level(s): Wizard / Sorcerer 0
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instantaneous
Save: No
Spell Resistance: Yes

You magically hurl a stone at the target. If you make a successful ranged touch attack, the target takes 1D4 points of bludgeoning damage.
Launch Bolt
Caster Level(s): Wizard / Sorcerer 1
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single Target
Duration: Instantaneous
Save: No
Spell Resistance: Yes

You magically hurl a stone at the target. If you make a successful ranged touch attack, the target takes 1D8 points of piercing damage.
Nybor's Stern Reproof
Caster Level(s): Wizard / Sorcerer 7
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Fortitude
Spell Resistance: Yes

Created by a former Zulkir of Enchantment, this nasty spell is used by many Red Wizards. The target must make a Fortitude save or die instantly. If they make their Fortitude save they must make a further Will save to avoid being dazed for four rounds.
Corrosive Grasp
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Snilloc's Snowball Swarm
Caster Level(s): Wizard / Sorcerer 2
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: None
Spell Resistance: Yes

You cause 2D6 cold damage to everyone in the area of effect plus D6 per two levels up to a total of 5D6 at level 9.
Icelance
Caster Level(s): Wizard / Sorcerer 3, Druid 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instantaneous
Save: None
Spell Resistance: Yes

You hurl a magical icicle at the target. They take 5D6 damage, half of which is cold and half is piercing.
Thunderlance
Caster Level(s): Wizard / Sorcerer 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instantaneous
Save: None
Spell Resistance: Yes

A lance of shimmering force is hurled at the target. They take 3D6 magical damage and 3D6 piercing damage. They also come under the effect of a lesser dispel.
Tiramael's Energy Spheres
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Flensing
Caster Level(s): Wizard / Sorcerer 8
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single Target
Duration: 4 Rounds
Spell Resistance: Yes

You literally strip the flesh from a creature's body. Each round the target takes 2D6 points of slashing damage, two points of charisma damage and two points of constitution damage.
Snilloc's Snowball
Caster Level(s): Wizard / Sorcerer 1
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single Target
Duration: Instantaneous
Save: None
Spell Resistance: Yes

If you succeed in making a ranged touch attack you do 1D6+1 points of cold damage to the target.
Viscid Glob
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Eliminster's Effulgent Epuration
Caster Level(s): Wizard / Sorcerer 9
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Area of Effect / Target: Self
Duration: 1 Minute / Level
Spell Resistance: No

You create a protective sphere that absorbs one spell level per level. The spell is named after Eliminster, one of the Chosen of Mystra.
Sphere of Ultimate Destruction
Caster Level(s): Wizard / Sorcerer 9
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

Any creature in the area of effect takes 2d6 points of magic damage per caster level (to a maximum of 60d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A creature that makes a successful Fortitude save is partially affected, taking only 10d6 points of magic damage. If this damage reduces the creature to 0 or fewer hit points, it is entirely disintegrated.
Nybor's Wrathful Castigation
Caster Level(s): Wizard / Sorcerer 8
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Fortitude
Spell Resistance: Yes

Created by a former Zulkir of Enchantment, this nasty spell is used by many Red Wizards. The target must make a Fortitude save at minus 2 or die instantly. If they make their Fortitude save they must make a further Will save to avoid being dazed for ten rounds.
Elemental Shield, Cold
Caster Level(s): Wizard / Sorcerer 4
School: Evocation
Descriptor(s): Cold, Fire
Component(s): Verbal, Somatic
Area of Effect / Target: Self
Duration: One Round Per Caster Level
Save: None
Spell Resistance: No

You gain 50% resistance to fire and cold. Also the ring of cold surrounding you causes 1D6 damage +1 per level to attackers.
Cacophonic Shield
Caster Level(s): Bard 6, Wizard / Sorcerer 6
School: Conjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / level
Save: No
Spell Resistance: No

This spell creates an sonic shield around your person. Any creature striking you with its body does normal damage, but at the same time the attacker takes 1d6 points +1 points per caster level of sonic damage.
Wounding Wispers
Caster Level(s): Bard 3
Innate Level: 3
School: Abjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 round / level
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster is surrounded with whispers that injure any creature that hits the caster for 1d6 + 1 / level points of sonic damage.
Fleshiver
Caster Level(s): Wizard / Sorcerer 5
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Area of Effect / Target: Single
Duration: Various
Save: Partial
Spell Resistance: Yes

The target must make a Will save or be stunned for one round. The target must also make a Fortitude save or be nauseated for 1D4+2 rounds. The target takes 1D6 / slashing damage per level up to 10D6.
Stone Sphere
Caster Level(s): Wizard / Sorcerer 5
School: Evocation
Descriptor(s): Bludgeoning
Component(s): Verbal, Somatic
Area of Effect / Target: Small
Duration: Instantaneous
Save: None
Spell Resistance: Yes

A large stone is hurled at the target. Anyone inside takes 1D6 points of bludgeoning damage, up to 15D6.
Ball Lightning
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

You create a ball of lightning that strikes your target. The damage of the ball is 1d6 per level to a maximum of 15d6.
Snilloc's Major Missle
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Save: No
Spell Resistance: Yes

The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile every two caster levels, to a maximum of 15 missiles at level 29. Magic missiles do 1D4+1 points of damage each.
Greenfire
Caster Level(s): Druid 3
School: Evocation
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

This causes acid to shoot out of the ground doing 2D6 points of acid damage + 1 point per caster level.
Ilyykur's Mantle
Caster Level(s): Wizard / Sorcerer 4
School: Abjuration
Descriptor(s): Electrical
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Self
Duration: 1 Turn / Level
Save: None
Spell Resistance: No

You surround yourself with an electrical shield. You gain damage reducation 15/- electricity and gain a +1 save versus spells for every four levels.
Shadow Spray
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s): Shadow
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Cone
Duration: Instant
Save: Partial
Spell Resistance: Yes

Targets must make a Will save or be dazed for 2 rounds. Targets take 2 points of Strength damage.
Forcewave
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: No
Spell Resistance: Yes

The target is slammed by a wall of force, taking 1D4+1 points of blunt damage. They must also make a Strength check or be knocked down.
Battering Ram
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: No
Spell Resistance: Yes

The target takes 1D6 points of blunt damage and must make a Strength check or be knocked down.
Zajimarn's Field of Icy Razors
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s): Ice
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: Instant
Save: Partial
Spell Resistance: Yes

You cause ice shards to litter a large area. Targets inside take X cold and X piercing damage and must make a Fortitude save or be slowed for 2 rounds.
Zajimarn's Avalance
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s): Ice
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: Instant
Save: No
Spell Resistance: Yes

The targets in the area of effect take 1D4 per caster level of cold damage and have their movement slowed for 2 rounds.
Zajimarn's Icy Prison
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Force, Ice
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: Yes
Spell Resistance: Yes

The caster creates a claw of ice that reaches for the target. The target must make a Will save or be held for 1 round per caster level, taking 1D8 points of cold damage per round in addition to any grappling damage from the claw.
Horizikaul's Versatile Vibration
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: No
Spell Resistance: Yes

This spell has many uses but is primarily used in combat. The caster does 1 point of sonic damage per caster level.
Sinsabur's Baleful Bolt
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: Yes
Spell Resistance: Yes

The target must make a Fortitude save or take 1D3 points of Strength damage and 1D3 points of Constitution damage per round.
Foresight
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Divination
Descriptor(s): Protection
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: No
Spell Resistance: No

The caster learns the future and becomes impervious for most attacks for a short period. They gain damage reduction 50/+6 for 1 round / level.
Vhaeraun's Nightshield
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Descriptor(s): Shielding
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: No
Spell Resistance: No

Caster gains +1 save per three levels (max +6) and is protected against Magic Missles during the duration of the spell.
Mass Resist Energy
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 6
School: Abjuration
Descriptor(s): Energy
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Large
Duration: 1 Round / Level
Save: No
Spell Resistance: No

All friendly creatures in the area of effect gain the protection of a Resist Energy spell.
Dispelling Breath
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 6
School: Abjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Cone
Duration: Instant
Save: No
Spell Resistance: Yes

The caster breaths out a cone of anti-magic particles, which cause anything in the range to be effected as per a Dispel Magic spell.
Acid Rain
*Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. radius cylinder, 40 ft. high
Duration: 1 full round and 1 round/level; see text
Saving Throw: None
Spell Resistance: No

You create a downpour of acid that douses the area for 1 full round, dealing 7d6 points of acid damage to every creature in the area.

The ground within the area becomes muddy and/or slick from the downpour, and remains in that condition for a number of rounds equal to the caster’s class level.

Movement in the area is halved, though a creature can move at normal speed by making a DC 10 Balance check.
Dalamar's Lightning Lance
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: 100'+10'/lvl
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Up to 4 balls of lightning shoot from the casters hand. Each ball can do a minimum of 1d6 points of eletrical damage and a maximum of 5d6 points of eletrical damage.
Bigby's Helpful Hand

Evocation [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: 0 ft.
xxxxx: One hand of force
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

Hand holds items for you, grants +2 bonus to Craft Alchemy, Craft Trap, Craft Weapon, Craft Armor, Disable Device, and Open Lock for the duration of the spell.
Blast Of Force
Evocation [Force]
Level: Force 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

Drawing upon magic in its purest form, you send invisible energy whistling through the air to batter your foe.

You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d6 points of damage per two caster levels (maximum 5d6). In addition, a successful hit forces the subject to make a Fortitude save or be knocked prone.
Crackling Sphere
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: 100'+10'/lvl
xxxxx: 3' radius sphere
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

Ball of electricity, 1d4 damage per two caster levels, lasts 1 round/level
Flaming Sphere
Evocation [Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage.
Frost Fingers
Evocation [Cold]
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Giving a forceful exhale across your cupped hand, your breath shoots forth tinged with frost and crystals of ice.

You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 5d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold.
Scourge of Force
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: 25'+5'/2 lvl
xxxxx: One tendril of force plus one per 3 caster levels (max 4)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Tendrils of force lash foes for 1d8 +1 per 2 levels damage each.
Summon Wyvern
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Descriptor(s): Summoning
Component(s): Verbal, Somatic
Range: Single
Area of Effect / Target: Caster
Duration: 1 round / level
Save: No
Spell Resistance: No

This spell conjures a wyvern to help the caster. The size of wyvern depends on the caster's level.
Bigby's Disrupting Hand
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: 100'+10'/lvl
xxxxx: One hand of force
Duration: 1 round / level
Saving Throw: None
Spell Resistance: Yes

Hand disrupts opponent's spellcasting. Causes 10% + 1% per level arcane spell failure to target for the duration of the spell.
Hailstones
Evocation [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One frigid globe/5 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The crystal globes in your hand vibrate intensely before turning ice-cold. As you hurl them, they resemble balls of ice, an observation borne true when they strike and shatter into a shower of ice crystals.

You create large hailstones that strike your enemies. You must succeed on a ranged touch attack to hit with a hailstone. Each hailstone deals 5d6 points of cold damage. For every five caster levels, you gain an additional hailstone (maximum of four stones at 20th level), and all globes must be aimed at enemies that are all within 30 feet of each other.
Ice Burst
Evocation [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: 100'+10'/lvl
xxxxx: 30' radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Chunks of ice deal 1d4/level cold damage and 1 point blunt damage/level (max 10d4+10)
Sound Lance
Evocation [ Sonic]
Level: Clr 4, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

You unleash a shrill, piercing cry at your target, which takes the barely visible form of a translucent lance hurtling through the air.

This spell causes a projectile of intense sonic energy to leap from you to a target within range. The sound deals 1d8 points of sonic damage per caster level (maximum 10d8). A sound lance cannot penetrate the area of a silence spell.
Blistering Radiance
Evocation [Fire, Light]
Level: Clr 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 50-ft.-radius spread
Duration: 1 round/level
Saving Throw: None and Fortitude partial; see text
Spell Resistance: Yes

As you conclude the ritual to release the energy of the spell, you hurl a blazing ball of light toward the point you designate, and it erupts into a brilliant hovering sphere.

All sighted creatures in the area are dazzled (no save), and the heat from the blistering radiance deals 2d6 points of fire damage to all creatures and objects in the area each round on your turn (Fortitude half). Like a fireball spell, blistering radiance erupts if it strikes any material body or solid barrier before attaining the prescribed range, and you must make a successful ranged touch attack to send the sphere through a narrow opening or passage.

Blistering radiance counters or dispels any darkness spell of equal or lower level.
Dragon Breath, Black
Evocation (Good or Evil]
Descriptor(s): Acid
Level: Clr 5, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instant

Using magic to mimic a dragon's breath, you spew forth a gout of energy.

You gain the ability to breathe a gout of energy that mimics a dragon's breath.

There are different variations of this spell. If you choose a chromatic dragon, then the spell gains the evil descriptor. If you choose a metallic dragon, then it gains the good descriptor. Particulars for the breath weapons of each of the true dragons are provided below.

Chromatic Dragons

Black: 30-ft. line of acid, 1d8/2 caster levels (maximum 16d8); Reflex half.
Blue: 30-ft. line of electricity, 1d8/2 caster levels (maximum 16d8); Reflex half.
Green: 15-ft. cone of acid, 1d8/2 caster levels (maximum 16d8); Reflex half.
Red: 15-ft. cone of fire, 1d8/2 caster levels (maximum 16d8); Reflex half.
White: 15-ft. cone ofcold, 1d8/2 caster levels (maximum 16d8); Reflex half.

Metallic Dragons

Brass: 15-ft. cone of sleep, lasts 1d12 rounds; Will negates.
Bronze: 30-ft. line of electricity, 1d8/2 caster levels (maximum 16d8); Reflex half.
Copper: 15-ft. cone of slow, lasts 1d12 rounds; Will negates.
Gold: 15-ft. cone of fire, 1d8/2 caster levels (maximum 16d8); Reflex half.
Silver: 15-ft. cone of paralysis, lasts 1d12 rounds; Fort negates.
Radiant Shield
Evocation [Electricity, Good]
Level: Sor/Wiz 4, Wrath 4
Components: V, S, Abstinence
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

A scintillating aura of white radiance wreathes you and causes damage to each creature that attacks you in melee. The radiance also protects you from electricity attacks.

Any creature striking you with a natural or handheld weapon deals normal damage but also take 1d6 points of electricity damage + 1 point per caster level (the creature's spell resistance applies).

You take only hald damage from electricty-based attacks. If an electricity-based attack allows a Reflex save for half damage, you take no damage on a successful save.

The radiance is as bright as a light spell, casting bright light in a 10-foot-radius and shadowy illumination to 20 feet.

Abstinence Component: You must not have cast a darkness or Necromancy spell within the last 24 hours before casting this spell.
Cyclonic Blast
Evocation [Air]
Level: Sor/Wiz 5
Components: V, 5, F
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Cupping a child's top, you forcefully thrust your hand forward, simultaneously speaking the final words of the spell's proscribed formula. Immediately thereafter, a blast of whirling wind issues forth from your outstretched fingers, sweeping up within it all who stand in its way.

You send a twisting torrent of wind, not unlike a tornado turned on its side, toward your enemies. A cyclonic blast deals 1d6 points of damage per caster level (maximum 15d6 points of damage) to all creatures and objects in the area. Objects bigger than Large take half damage. The cyclonic blast begins at your fingertips.

Creatures who fail their Reflex saving throws against a cyclonic blast are additionally in danger of being knocked back by the force of the wind. Treat this as a bull rush attack made with a +12 bonus on the Strength check. The cyclonic blast always moves with the opponent to push that target back the full distance allowed, and (unlike a normal bull rush) you can exceed your normal movement limit with a sufficiently high check result. Airborne creatures are treated as if they were one size category smaller for the purpose of resisting the bull rush.

If the damage caused to an interposing barrier by the blast shatters or breaks through it, the cyclonic blast can continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
Presper's Moonbow
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1d3 motes of electricity
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Sparks flit among your fingers as you call electricity from the surrounding air.

This spell conjures three glowing motes of electricity. You direct any number of the motes to fly off and strike targets within the spell's range. Multiple motes can be fired at the same target, or each can be sent against a separate target. You must succeed on a ranged touch attack with a mote to strike a target. Any creature struck by a mote takes 1d6 points of electricity damage per two caster levels (maximum 10d6).

If you do not immediately fire all the motes created by the spell, you can choose to fire as many of the remaining ones as you wish as a standard action during the next round. If a round passes in which you do not fire one of your motes, the spell ends and all remaining motes vanish.
Shrieking Blast
Evocation [Sonic]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

A shrieking blast is a deafening explosion of sonic power.

Any creature in the area is permanently deafened and takes 8d6 points of sonic damage. A successful save reduces the deafness to 1 round and reduces the damage by half.
Sonic Shield
Evocation [Sonic]
Level: Brd 3, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Personal
xxxxx: You
Duration: 1 round/level

+4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee
Storm Touch
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V. S
Casting Time: 1 standard action
Range: Touch
Targets: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial: see text
Spell Resistance: Yes

Your hand crackles with the pent-up energy of storm-tossed lightning, dealing 9d6 points of electricity damage. Touched creatures are also stunned for 1 round by the burning pain unless they make a successful Fortitude saving throw.
Crushing Sphere
Evocation [Force]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10ft rock sphere
Duration: Instant
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell functions like stone sphere, except the rock thrown is much larger and causes more damage. The sphere causes 1D6 points of crushing damage to a maximum of 18D6.
Prismatic Deluge
Evocation
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (40-ft. radius, 80-ft. high)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

In a blinding shower of light, you call an enormous, painfully bright rainbow from the heavens.

This spell produces a column of colors resembling the end of a rainbow. Every creature in the area is affected as though by the prismatic spray spell: blinded for 2d4 rounds if 8 HD or fewer, and you roll ld8 on the prismatic spray table to see what color affects which target.
Raistlin's Wheel of Flame
Evocation[Fire]
Level:Sorcerer/Wizard 6
Casting Time:1 standard action
Range:Medium(100ft.+10ft./level)
Area:60ft.radius burst
Duration:1 round/level
Saving Throw:Reflex half:see text
Spell Resistance:Yes

A circle of multihued flames springs to life.radiating outward in every direction.The hungry flames consume everything within range.Targets within the wheel of flame must make a successful Reflex save each round or take 1d6 points of fire damage,increasing by 1d6 each round(so 2d6 points of fire damage on the second round within the wheel,to a maximum of 15d6 points on the 15th round if the spell’s duration permits).A successful Reflex save results in the target taking half damage.As well,each creature that takes damage must make a second Reflex save each round to avoid carching on fire.

Once cast,the wheel of flames in ststionary.The caster is unaffected by his own spell,allowing him to walk through the flames untouched.
Rary's Mindspin
Caster Level(s): Wizard / Sorcerer 3
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Fortitude
Spell Resistance: Yes

does something
Rary's Greater Mindspin
Caster Level(s): Wizard / Sorcerer 6
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Fortitude
Spell Resistance: Yes

does something
Timereaver
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Transmutation
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Single
Duration: 1D2 Seconds
Save: No
Spell Resistance: No

The caster stops time briefly for 1D2 seconds.
Kauper's Skittish Nerves
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 1 round / level
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster is able to increase their rate of action and reaction, gaining +4 initiative for the duration of the spell.
Lightning Ring
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation [Lightning]
Component(s): Verbal, Somatic
Range: Single
Area of Effect / Target: 30ft sphere
Duration: Instant
Save: Reflex, half
Spell Resistance: No

This spell creates a huge sphere of eletricity, which the caster hurls. It does 1D6 points of electrical damage to everyone in the area of effect, up to a total of 20d6 points of damage. Creatures can make a Reflex save for half damage.
Skeletal Guard
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Descriptor(s): Summoning
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 turn / level
Save: No
Spell Resistance: No

This spell conjures a elite Skeletal Guard to protect the caster.
Devastate Undead
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy [Positive]
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 20ft radius
Duration: Instant
Save: Reflex
Spell Resistance: No

Undead targets in the area of effect must make a Reflex save or be destroyed. For every creature effected the caster is healed 5 HP.
Abolish Shadows
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Abjuration
Descriptor(s): Anti-shadow
Component(s): Verbal, Somatic
Range: Single
Area of Effect / Target: 20ft radius
Duration: Instant
Save: No
Spell Resistance: No

This spell creates a brilliant flash of light, which damages shadows. It causes 1d6 points of damage to shadows, to a maximum of 10d6.
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Planehopper
Posts: 2298
Joined: Sun Oct 09, 2011 4:50 pm

Re: New Spells information?

Unread post by Planehopper »

Wow. 17-30 rounds of near invulnerability. Whats the catch that I am missing?
The caster learns the future and becomes impervious for most attacks for a short period. They gain damage reduction 50/+6 for 1 round / level.
Tsidkenu

Re: New Spells information?

Unread post by Tsidkenu »

These are the hypothesised new spells and do not reflect their final 'balanced' forms that will be implemented (whenever that happens).
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Invoker
Retired Staff
Posts: 1392
Joined: Thu Jan 23, 2014 5:21 pm

Re: New Spells information?

Unread post by Invoker »

I am happy to hear they are not final, Tsid.

The 3rd Circle Bigby giving ASF is stupidly powerful. Would be fun to see PvE and DM mobs spamming it, to give everyone an idea of just how bad that is.

The Nybor line of Enchantment spells are the best save or die I have ever seen, with the 8th Circle one being effectively a 10th Circle spell, with a double save: either die now, or be a vegetable in the next 4 rounds (whereby two would be enough to be dead already). The best death spells in the game, superior even to Necromancy options...to Enchantment. No comment.

Necromancy's flesh-stripping 8th Circle spell? Long range, dmg and 8 CON dmg without save? If it were STR or DEX it would be perfectly fine, but CON dmg without a save is a problem. Think of mobs with this spell during events, or an area with this kind of casters. We know Moonbolts on mobs are interesting already, and that's an unproblematic STR drain...8 points of CON dmg is a death sentence, aside from the other effects (also unavoidable)

I could go on...
This twisted culture got you feeding from its hand
But you will lose that food if you don't meet all their demands
And loyal is the soldier that gets slaughtered with the lambs
Examining the blueprints got you questioning the plans
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Glowfire
Posts: 1813
Joined: Thu Jul 28, 2016 9:14 am

Re: New Spells information?

Unread post by Glowfire »

Thanks for posting it Tsidkenu. I do hope they will each be thought about properly before added. While I would love to see new spells I would also like them to be a good choice to pick without being too good.

I also noticed that many of the proposed spells are similar, if not the same, to what already exists. Some have minor differences while others just seem to have a different name. If I may say so, and anyone can disagree... I find that low circle spells are not really in a big need of different elemental spells as there's a good selection (speaking 1-3 circle spells). Variety is mostly needed on the higher levels, where choice is more limited.
Power is the most persuasive rhetoric.
Friedrich von Schiller
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metaquad4
Posts: 1537
Joined: Wed Jul 04, 2012 12:51 pm

Re: New Spells information?

Unread post by metaquad4 »

Tsidkenu wrote:Found it. Some of the spells have incorrect descriptions though; still a WIP.
Hidden: show
Acid Storm

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Mestil's Acid Ball
Caster Level(s): Wizard / Sorcerer 3
School: Evocation
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

This is Mestil's version of the standard fireball spell. Instead of fire damage it does 1D6 points of acid damage in the area of effect, to a maximum of 10D6.
Darkbolt
Caster Level(s): Wizard / Sorcerer 2, Cleric 2
School: Evocation <color=Red>(Evil)</color>
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single Target
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You make a ranged touch attack. If you hit you deal 1D8 points of damage every 2 caster levels to a maximum of 5D8. Half the damage is cold and half is negative energy.
Damning Darkness
Caster Level(s): Wizard / Sorcerer 4, Cleric 4
School: Evocation <color=Red>(Evil)</color>
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Shriveling
Caster Level(s): Wizard / Sorcerer 2, Cleric 3
School: Evocation <color=Red>(Evil)</color>
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single Target
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause the target's flesh to start shriveling up. They take 1D4 slashing damage up to a maximum of 10D4.
Arcane Bolts
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of damage.

For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher.

This spell counts as magic missile for spell, items, or special qualities that protect a target from magic missile, such as a brooch of shielding and shield.
Sonic Blast
Evocation [Sonic]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5 ft. wide to close range (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area.

The sonic blast may shove creatures in the area back along the path of the spell. Any creature failing its saving throw must make a Strength check (DC equal to damage inflicted by the spell); those who fail find themselves bull rushed directly away from the caster as if by a Large creature with a Strength score equal to the damage the spell inflicted. The spell moves with the target; see the bull rush description in Chapter Eight of the Player's Handbook for details on attacks of opportunity, stability modifiers, etc.

If a creature is shoved back into a solid barrier such as a wall or a strong door, the creature sustains an additional 1d4 points of bludgeoning damage.

Like a lightning bolt, the sonic blast damages or destroys objects in its path. If the damage caused to an interposing barrier such as a closed door shatters or breaks through it, the sonic blast may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier.
Mordenkainen's Force Missiles
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which can be more than 20 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You create a powerful missile of magical force, which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The primary target is not entitled to a saving throw against the burst. You can create a maximum of 5 missles.

The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.
Kaupaer's Quickblast
Transmutation [cold, fire, electricity]
Level: Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 free action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A tiny sphere of cold, electricity and fire speeds from you to the target and deals 1 point of appropriate energy damage per caster level (maximum 5 points).

You can cast this spell with an instant utterance. Casting the spell is a free action, like a quickened spell, and it counts toward the normal limit of one quickened spell per round.
Ball Lightning
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Battering Ram
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Dhulark's Glass Strike
Caster Level(s): Wizard / Sorcerer 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Fortitude
Spell Resistance: Yes

The target must make a fortitude save. If they fail they are turned to glass and shatter, killing them.
Great Thunderclap
Caster Level(s): Wizard / Sorcerer 7
School: Evocation [Sonic]
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instantaneous
Save: See below
Spell Resistance: No

This spell has three effects. First everyone in the area of effect must make a Will save to avoid being stunned for one round. Second everyone must make a Fortitude save or be deafened for one minute. Finally everyone must make a Reflex save or be knocked down.
Horizikaul's Cough
Caster Level(s): Wizard / Sorcerer 0
School: Evocation [Sonic]
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Will partial
Spell Resistance: Yes

You cause the target one point of sonic damage. They must also make a Will save or be deafened for one round.
Horizikaul's Boom
Caster Level(s): Wizard / Sorcerer 1
School: Evocation [Sonic]
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Will partial
Spell Resistance: Yes

The target takes 1D4 ponts of sonic damage per two caster levels (to a maximum of 5D4.) The target must also make a Will save or be defeaned for 4 rounds.
Launch Stone
Caster Level(s): Wizard / Sorcerer 0
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instantaneous
Save: No
Spell Resistance: Yes

You magically hurl a stone at the target. If you make a successful ranged touch attack, the target takes 1D4 points of bludgeoning damage.
Launch Bolt
Caster Level(s): Wizard / Sorcerer 1
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single Target
Duration: Instantaneous
Save: No
Spell Resistance: Yes

You magically hurl a stone at the target. If you make a successful ranged touch attack, the target takes 1D8 points of piercing damage.
Nybor's Stern Reproof
Caster Level(s): Wizard / Sorcerer 7
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Fortitude
Spell Resistance: Yes

Created by a former Zulkir of Enchantment, this nasty spell is used by many Red Wizards. The target must make a Fortitude save or die instantly. If they make their Fortitude save they must make a further Will save to avoid being dazed for four rounds.
Corrosive Grasp
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Snilloc's Snowball Swarm
Caster Level(s): Wizard / Sorcerer 2
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: None
Spell Resistance: Yes

You cause 2D6 cold damage to everyone in the area of effect plus D6 per two levels up to a total of 5D6 at level 9.
Icelance
Caster Level(s): Wizard / Sorcerer 3, Druid 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instantaneous
Save: None
Spell Resistance: Yes

You hurl a magical icicle at the target. They take 5D6 damage, half of which is cold and half is piercing.
Thunderlance
Caster Level(s): Wizard / Sorcerer 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instantaneous
Save: None
Spell Resistance: Yes

A lance of shimmering force is hurled at the target. They take 3D6 magical damage and 3D6 piercing damage. They also come under the effect of a lesser dispel.
Tiramael's Energy Spheres
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Flensing
Caster Level(s): Wizard / Sorcerer 8
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single Target
Duration: 4 Rounds
Spell Resistance: Yes

You literally strip the flesh from a creature's body. Each round the target takes 2D6 points of slashing damage, two points of charisma damage and two points of constitution damage.
Snilloc's Snowball
Caster Level(s): Wizard / Sorcerer 1
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single Target
Duration: Instantaneous
Save: None
Spell Resistance: Yes

If you succeed in making a ranged touch attack you do 1D6+1 points of cold damage to the target.
Viscid Glob
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

You cause acid to rain downwards. The acid deals 1D8 points of acid damage per level (maximum 15D8.)
Eliminster's Effulgent Epuration
Caster Level(s): Wizard / Sorcerer 9
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Area of Effect / Target: Self
Duration: 1 Minute / Level
Spell Resistance: No

You create a protective sphere that absorbs one spell level per level. The spell is named after Eliminster, one of the Chosen of Mystra.
Sphere of Ultimate Destruction
Caster Level(s): Wizard / Sorcerer 9
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

Any creature in the area of effect takes 2d6 points of magic damage per caster level (to a maximum of 60d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A creature that makes a successful Fortitude save is partially affected, taking only 10d6 points of magic damage. If this damage reduces the creature to 0 or fewer hit points, it is entirely disintegrated.
Nybor's Wrathful Castigation
Caster Level(s): Wizard / Sorcerer 8
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Fortitude
Spell Resistance: Yes

Created by a former Zulkir of Enchantment, this nasty spell is used by many Red Wizards. The target must make a Fortitude save at minus 2 or die instantly. If they make their Fortitude save they must make a further Will save to avoid being dazed for ten rounds.
Elemental Shield, Cold
Caster Level(s): Wizard / Sorcerer 4
School: Evocation
Descriptor(s): Cold, Fire
Component(s): Verbal, Somatic
Area of Effect / Target: Self
Duration: One Round Per Caster Level
Save: None
Spell Resistance: No

You gain 50% resistance to fire and cold. Also the ring of cold surrounding you causes 1D6 damage +1 per level to attackers.
Cacophonic Shield
Caster Level(s): Bard 6, Wizard / Sorcerer 6
School: Conjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / level
Save: No
Spell Resistance: No

This spell creates an sonic shield around your person. Any creature striking you with its body does normal damage, but at the same time the attacker takes 1d6 points +1 points per caster level of sonic damage.
Wounding Wispers
Caster Level(s): Bard 3
Innate Level: 3
School: Abjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 round / level
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster is surrounded with whispers that injure any creature that hits the caster for 1d6 + 1 / level points of sonic damage.
Fleshiver
Caster Level(s): Wizard / Sorcerer 5
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Area of Effect / Target: Single
Duration: Various
Save: Partial
Spell Resistance: Yes

The target must make a Will save or be stunned for one round. The target must also make a Fortitude save or be nauseated for 1D4+2 rounds. The target takes 1D6 / slashing damage per level up to 10D6.
Stone Sphere
Caster Level(s): Wizard / Sorcerer 5
School: Evocation
Descriptor(s): Bludgeoning
Component(s): Verbal, Somatic
Area of Effect / Target: Small
Duration: Instantaneous
Save: None
Spell Resistance: Yes

A large stone is hurled at the target. Anyone inside takes 1D6 points of bludgeoning damage, up to 15D6.
Ball Lightning
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

You create a ball of lightning that strikes your target. The damage of the ball is 1d6 per level to a maximum of 15d6.
Snilloc's Major Missle
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Save: No
Spell Resistance: Yes

The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile every two caster levels, to a maximum of 15 missiles at level 29. Magic missiles do 1D4+1 points of damage each.
Greenfire
Caster Level(s): Druid 3
School: Evocation
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes

This causes acid to shoot out of the ground doing 2D6 points of acid damage + 1 point per caster level.
Ilyykur's Mantle
Caster Level(s): Wizard / Sorcerer 4
School: Abjuration
Descriptor(s): Electrical
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Self
Duration: 1 Turn / Level
Save: None
Spell Resistance: No

You surround yourself with an electrical shield. You gain damage reducation 15/- electricity and gain a +1 save versus spells for every four levels.
Shadow Spray
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s): Shadow
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Cone
Duration: Instant
Save: Partial
Spell Resistance: Yes

Targets must make a Will save or be dazed for 2 rounds. Targets take 2 points of Strength damage.
Forcewave
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: No
Spell Resistance: Yes

The target is slammed by a wall of force, taking 1D4+1 points of blunt damage. They must also make a Strength check or be knocked down.
Battering Ram
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: No
Spell Resistance: Yes

The target takes 1D6 points of blunt damage and must make a Strength check or be knocked down.
Zajimarn's Field of Icy Razors
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s): Ice
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: Instant
Save: Partial
Spell Resistance: Yes

You cause ice shards to litter a large area. Targets inside take X cold and X piercing damage and must make a Fortitude save or be slowed for 2 rounds.
Zajimarn's Avalance
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s): Ice
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: Instant
Save: No
Spell Resistance: Yes

The targets in the area of effect take 1D4 per caster level of cold damage and have their movement slowed for 2 rounds.
Zajimarn's Icy Prison
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Force, Ice
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: Yes
Spell Resistance: Yes

The caster creates a claw of ice that reaches for the target. The target must make a Will save or be held for 1 round per caster level, taking 1D8 points of cold damage per round in addition to any grappling damage from the claw.
Horizikaul's Versatile Vibration
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: No
Spell Resistance: Yes

This spell has many uses but is primarily used in combat. The caster does 1 point of sonic damage per caster level.
Sinsabur's Baleful Bolt
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: Yes
Spell Resistance: Yes

The target must make a Fortitude save or take 1D3 points of Strength damage and 1D3 points of Constitution damage per round.
Foresight
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Divination
Descriptor(s): Protection
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: No
Spell Resistance: No

The caster learns the future and becomes impervious for most attacks for a short period. They gain damage reduction 50/+6 for 1 round / level.
Vhaeraun's Nightshield
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Descriptor(s): Shielding
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: No
Spell Resistance: No

Caster gains +1 save per three levels (max +6) and is protected against Magic Missles during the duration of the spell.
Mass Resist Energy
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 6
School: Abjuration
Descriptor(s): Energy
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Large
Duration: 1 Round / Level
Save: No
Spell Resistance: No

All friendly creatures in the area of effect gain the protection of a Resist Energy spell.
Dispelling Breath
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 6
School: Abjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Cone
Duration: Instant
Save: No
Spell Resistance: Yes

The caster breaths out a cone of anti-magic particles, which cause anything in the range to be effected as per a Dispel Magic spell.
Acid Rain
*Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. radius cylinder, 40 ft. high
Duration: 1 full round and 1 round/level; see text
Saving Throw: None
Spell Resistance: No

You create a downpour of acid that douses the area for 1 full round, dealing 7d6 points of acid damage to every creature in the area.

The ground within the area becomes muddy and/or slick from the downpour, and remains in that condition for a number of rounds equal to the caster’s class level.

Movement in the area is halved, though a creature can move at normal speed by making a DC 10 Balance check.
Dalamar's Lightning Lance
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: 100'+10'/lvl
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Up to 4 balls of lightning shoot from the casters hand. Each ball can do a minimum of 1d6 points of eletrical damage and a maximum of 5d6 points of eletrical damage.
Bigby's Helpful Hand

Evocation [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: 0 ft.
xxxxx: One hand of force
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

Hand holds items for you, grants +2 bonus to Craft Alchemy, Craft Trap, Craft Weapon, Craft Armor, Disable Device, and Open Lock for the duration of the spell.
Blast Of Force
Evocation [Force]
Level: Force 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

Drawing upon magic in its purest form, you send invisible energy whistling through the air to batter your foe.

You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d6 points of damage per two caster levels (maximum 5d6). In addition, a successful hit forces the subject to make a Fortitude save or be knocked prone.
Crackling Sphere
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: 100'+10'/lvl
xxxxx: 3' radius sphere
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

Ball of electricity, 1d4 damage per two caster levels, lasts 1 round/level
Flaming Sphere
Evocation [Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage.
Frost Fingers
Evocation [Cold]
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Giving a forceful exhale across your cupped hand, your breath shoots forth tinged with frost and crystals of ice.

You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 5d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold.
Scourge of Force
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: 25'+5'/2 lvl
xxxxx: One tendril of force plus one per 3 caster levels (max 4)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Tendrils of force lash foes for 1d8 +1 per 2 levels damage each.
Summon Wyvern
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Descriptor(s): Summoning
Component(s): Verbal, Somatic
Range: Single
Area of Effect / Target: Caster
Duration: 1 round / level
Save: No
Spell Resistance: No

This spell conjures a wyvern to help the caster. The size of wyvern depends on the caster's level.
Bigby's Disrupting Hand
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: 100'+10'/lvl
xxxxx: One hand of force
Duration: 1 round / level
Saving Throw: None
Spell Resistance: Yes

Hand disrupts opponent's spellcasting. Causes 10% + 1% per level arcane spell failure to target for the duration of the spell.
Hailstones
Evocation [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One frigid globe/5 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The crystal globes in your hand vibrate intensely before turning ice-cold. As you hurl them, they resemble balls of ice, an observation borne true when they strike and shatter into a shower of ice crystals.

You create large hailstones that strike your enemies. You must succeed on a ranged touch attack to hit with a hailstone. Each hailstone deals 5d6 points of cold damage. For every five caster levels, you gain an additional hailstone (maximum of four stones at 20th level), and all globes must be aimed at enemies that are all within 30 feet of each other.
Ice Burst
Evocation [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: 100'+10'/lvl
xxxxx: 30' radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Chunks of ice deal 1d4/level cold damage and 1 point blunt damage/level (max 10d4+10)
Sound Lance
Evocation [ Sonic]
Level: Clr 4, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

You unleash a shrill, piercing cry at your target, which takes the barely visible form of a translucent lance hurtling through the air.

This spell causes a projectile of intense sonic energy to leap from you to a target within range. The sound deals 1d8 points of sonic damage per caster level (maximum 10d8). A sound lance cannot penetrate the area of a silence spell.
Blistering Radiance
Evocation [Fire, Light]
Level: Clr 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 50-ft.-radius spread
Duration: 1 round/level
Saving Throw: None and Fortitude partial; see text
Spell Resistance: Yes

As you conclude the ritual to release the energy of the spell, you hurl a blazing ball of light toward the point you designate, and it erupts into a brilliant hovering sphere.

All sighted creatures in the area are dazzled (no save), and the heat from the blistering radiance deals 2d6 points of fire damage to all creatures and objects in the area each round on your turn (Fortitude half). Like a fireball spell, blistering radiance erupts if it strikes any material body or solid barrier before attaining the prescribed range, and you must make a successful ranged touch attack to send the sphere through a narrow opening or passage.

Blistering radiance counters or dispels any darkness spell of equal or lower level.
Dragon Breath, Black
Evocation (Good or Evil]
Descriptor(s): Acid
Level: Clr 5, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instant

Using magic to mimic a dragon's breath, you spew forth a gout of energy.

You gain the ability to breathe a gout of energy that mimics a dragon's breath.

There are different variations of this spell. If you choose a chromatic dragon, then the spell gains the evil descriptor. If you choose a metallic dragon, then it gains the good descriptor. Particulars for the breath weapons of each of the true dragons are provided below.

Chromatic Dragons

Black: 30-ft. line of acid, 1d8/2 caster levels (maximum 16d8); Reflex half.
Blue: 30-ft. line of electricity, 1d8/2 caster levels (maximum 16d8); Reflex half.
Green: 15-ft. cone of acid, 1d8/2 caster levels (maximum 16d8); Reflex half.
Red: 15-ft. cone of fire, 1d8/2 caster levels (maximum 16d8); Reflex half.
White: 15-ft. cone ofcold, 1d8/2 caster levels (maximum 16d8); Reflex half.

Metallic Dragons

Brass: 15-ft. cone of sleep, lasts 1d12 rounds; Will negates.
Bronze: 30-ft. line of electricity, 1d8/2 caster levels (maximum 16d8); Reflex half.
Copper: 15-ft. cone of slow, lasts 1d12 rounds; Will negates.
Gold: 15-ft. cone of fire, 1d8/2 caster levels (maximum 16d8); Reflex half.
Silver: 15-ft. cone of paralysis, lasts 1d12 rounds; Fort negates.
Radiant Shield
Evocation [Electricity, Good]
Level: Sor/Wiz 4, Wrath 4
Components: V, S, Abstinence
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

A scintillating aura of white radiance wreathes you and causes damage to each creature that attacks you in melee. The radiance also protects you from electricity attacks.

Any creature striking you with a natural or handheld weapon deals normal damage but also take 1d6 points of electricity damage + 1 point per caster level (the creature's spell resistance applies).

You take only hald damage from electricty-based attacks. If an electricity-based attack allows a Reflex save for half damage, you take no damage on a successful save.

The radiance is as bright as a light spell, casting bright light in a 10-foot-radius and shadowy illumination to 20 feet.

Abstinence Component: You must not have cast a darkness or Necromancy spell within the last 24 hours before casting this spell.
Cyclonic Blast
Evocation [Air]
Level: Sor/Wiz 5
Components: V, 5, F
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Cupping a child's top, you forcefully thrust your hand forward, simultaneously speaking the final words of the spell's proscribed formula. Immediately thereafter, a blast of whirling wind issues forth from your outstretched fingers, sweeping up within it all who stand in its way.

You send a twisting torrent of wind, not unlike a tornado turned on its side, toward your enemies. A cyclonic blast deals 1d6 points of damage per caster level (maximum 15d6 points of damage) to all creatures and objects in the area. Objects bigger than Large take half damage. The cyclonic blast begins at your fingertips.

Creatures who fail their Reflex saving throws against a cyclonic blast are additionally in danger of being knocked back by the force of the wind. Treat this as a bull rush attack made with a +12 bonus on the Strength check. The cyclonic blast always moves with the opponent to push that target back the full distance allowed, and (unlike a normal bull rush) you can exceed your normal movement limit with a sufficiently high check result. Airborne creatures are treated as if they were one size category smaller for the purpose of resisting the bull rush.

If the damage caused to an interposing barrier by the blast shatters or breaks through it, the cyclonic blast can continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
Presper's Moonbow
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1d3 motes of electricity
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Sparks flit among your fingers as you call electricity from the surrounding air.

This spell conjures three glowing motes of electricity. You direct any number of the motes to fly off and strike targets within the spell's range. Multiple motes can be fired at the same target, or each can be sent against a separate target. You must succeed on a ranged touch attack with a mote to strike a target. Any creature struck by a mote takes 1d6 points of electricity damage per two caster levels (maximum 10d6).

If you do not immediately fire all the motes created by the spell, you can choose to fire as many of the remaining ones as you wish as a standard action during the next round. If a round passes in which you do not fire one of your motes, the spell ends and all remaining motes vanish.
Shrieking Blast
Evocation [Sonic]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

A shrieking blast is a deafening explosion of sonic power.

Any creature in the area is permanently deafened and takes 8d6 points of sonic damage. A successful save reduces the deafness to 1 round and reduces the damage by half.
Sonic Shield
Evocation [Sonic]
Level: Brd 3, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Personal
xxxxx: You
Duration: 1 round/level

+4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee
Storm Touch
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V. S
Casting Time: 1 standard action
Range: Touch
Targets: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial: see text
Spell Resistance: Yes

Your hand crackles with the pent-up energy of storm-tossed lightning, dealing 9d6 points of electricity damage. Touched creatures are also stunned for 1 round by the burning pain unless they make a successful Fortitude saving throw.
Crushing Sphere
Evocation [Force]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10ft rock sphere
Duration: Instant
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell functions like stone sphere, except the rock thrown is much larger and causes more damage. The sphere causes 1D6 points of crushing damage to a maximum of 18D6.
Prismatic Deluge
Evocation
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (40-ft. radius, 80-ft. high)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

In a blinding shower of light, you call an enormous, painfully bright rainbow from the heavens.

This spell produces a column of colors resembling the end of a rainbow. Every creature in the area is affected as though by the prismatic spray spell: blinded for 2d4 rounds if 8 HD or fewer, and you roll ld8 on the prismatic spray table to see what color affects which target.
Raistlin's Wheel of Flame
Evocation[Fire]
Level:Sorcerer/Wizard 6
Casting Time:1 standard action
Range:Medium(100ft.+10ft./level)
Area:60ft.radius burst
Duration:1 round/level
Saving Throw:Reflex half:see text
Spell Resistance:Yes

A circle of multihued flames springs to life.radiating outward in every direction.The hungry flames consume everything within range.Targets within the wheel of flame must make a successful Reflex save each round or take 1d6 points of fire damage,increasing by 1d6 each round(so 2d6 points of fire damage on the second round within the wheel,to a maximum of 15d6 points on the 15th round if the spell’s duration permits).A successful Reflex save results in the target taking half damage.As well,each creature that takes damage must make a second Reflex save each round to avoid carching on fire.

Once cast,the wheel of flames in ststionary.The caster is unaffected by his own spell,allowing him to walk through the flames untouched.
Rary's Mindspin
Caster Level(s): Wizard / Sorcerer 3
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Fortitude
Spell Resistance: Yes

does something
Rary's Greater Mindspin
Caster Level(s): Wizard / Sorcerer 6
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: Instantaneous
Save: Fortitude
Spell Resistance: Yes

does something
Timereaver
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Transmutation
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Single
Duration: 1D2 Seconds
Save: No
Spell Resistance: No

The caster stops time briefly for 1D2 seconds.
Kauper's Skittish Nerves
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 1 round / level
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster is able to increase their rate of action and reaction, gaining +4 initiative for the duration of the spell.
Lightning Ring
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation [Lightning]
Component(s): Verbal, Somatic
Range: Single
Area of Effect / Target: 30ft sphere
Duration: Instant
Save: Reflex, half
Spell Resistance: No

This spell creates a huge sphere of eletricity, which the caster hurls. It does 1D6 points of electrical damage to everyone in the area of effect, up to a total of 20d6 points of damage. Creatures can make a Reflex save for half damage.
Skeletal Guard
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Descriptor(s): Summoning
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 turn / level
Save: No
Spell Resistance: No

This spell conjures a elite Skeletal Guard to protect the caster.
Devastate Undead
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy [Positive]
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 20ft radius
Duration: Instant
Save: Reflex
Spell Resistance: No

Undead targets in the area of effect must make a Reflex save or be destroyed. For every creature effected the caster is healed 5 HP.
Abolish Shadows
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Abjuration
Descriptor(s): Anti-shadow
Component(s): Verbal, Somatic
Range: Single
Area of Effect / Target: 20ft radius
Duration: Instant
Save: No
Spell Resistance: No

This spell creates a brilliant flash of light, which damages shadows. It causes 1d6 points of damage to shadows, to a maximum of 10d6.
To clarify, most of those spells are likely not being added. They were discussed in QC and thus-far only the ones I listed here have been discussed to be added.
Hidden: show
metaquad4 wrote: Launch Bolt, Level 1.
Kaupaer's Quickblast, Level 1.
Horizikaul's Boom, Level 1.
Darkbolt, Level 2.
Shriveling, Level 2.
Snilloc's Snowball Swarm, Level 2.
Icelance, Level 3.
Mestil's Acid Ball, Level 3.
Sonic Blast, Level 3.
Thunderlance, Level 4.
Acid Storm, Level 6.
Corrosive Grasp, Level 6.
Tiramael's Energy Spheres, Level 6.
Ball Lightning, Level 6.
Battering Ram, Level 6.
Greater Thunderclap, Level 7.
Nybor's Stern Reproof, Level 7.
aka aplethoraof (on discord too)
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