New Spells

Magic-User Spells

Armor (Level One)

Range: 0'
Duration: special

This spell conjures a protective field around the target that is equivalent to chain mail (AC 6). It lasts until the target suffers 8 points of damage + 1 point per caster level, or until the target rests for the day or the armor is dispelled.

Firewater (Level One)

Range: 10'
Duration: 6 rounds

This spell transforms a volume of water — up to one pint per caster level — into a highly flammable liquid. This firewater evaporates within 6 rounds, but if ignited before then, it deals 2-12 damage to each creature exposed to its searing flames.

Grease (Level One)

Range: 10'
Duration: special

This spell applies a greasy coating to a single object or area encompassing no more than one square foot per caster level. A creature holding or picking up a greased object must save vs. spell to hold onto it successfully, while a creature standing on or moving across a greased surface must save vs. petrifaction to avoid slipping and falling. The coating remains until dispelled, scraped away or otherwise destroyed.

Melt (Level One)

Range: 30'
Duration: instantaneous

This spell melts snow and ice. Up to one cubic yard of ice or two cubic yards of snow per caster level are affected. If cast upon a creature of elemental ice or one possessed of innate cold magic, the spell instead inflicts 2 points of damage per caster level. This damage is halved if the target saves vs. magic.

When reversed, this spell (freeze) will turn up to one cubic foot of water per caster level into ice.

Shocking Grasp (Level One)

Range: 0'
Duration: special

This spell charges the caster's hand with a powerful electrical charge. Touching another creature with a successful "to hit" roll deals 1-8 points of damage + 1 point per caster level. The charge must be used within one turn of casting or it is lost.


Acid Arrow (Level Two)

Range: 180'
Duration: special

This spell conjures and propels a dart of corrosive acid. If the caster makes a successful 'to hit' roll, the target suffers 2-8 acid damage per round for a number of rounds equal to one-third of the caster's level (rounded down).

Ice Knife (Level Two)

Range: 120'
Duration: instantaneous

This spell conjures and hurls a dagger of ice. On a successful 'to hit' roll against a chosen target, the ice knife inflicts 2-8 piercing damage. Upon striking any solid surface — including the target creature, if any — the ice knife explodes in a 5' radius blast of freezing cold. Creatures caught in the blast must save vs. paralysis or suffer 1-4 cold damage and be slowed (as per the spell) for 1-3 rounds.

One Hour Zombie (Level Two)

Range: 60'
Duration: 6 turns

This spell animates a single skeleton or dead body, transforming it into an undead skeleton or zombie under the caster's control. This undead creature serves the caster for one hour or until destroyed or dispelled. The one hour zombie's hit dice cannot exceed half the caster's level (rounded up).

Ray of Enfeeblement (Level Two)

Range: 30'
Duration: 1 turn

This spell projects a streamer of shadowy force that saps a victim's strength. A target that fails to save vs. spells will temporarily suffer a -2 penalty "to hit" and damage. This increases to -3 at eighth level, and to -4 at twelfth level.

Shatter (Level Two)

Range: 60'
Duration: instantaneous

This spell causes objects made of brittle materials — such as crystal, ceramic or glass — to burst into fragments. The caster may shatter all such items within a 10' cube that weigh no more than 1 lb per caster level. Alternatively, the spell may be focused against a single item weighing no more than 10 lbs per caster level. If the item is in an unwilling creature's possession, that creature gains a save vs. spells to protect the object from destruction.

Shock Bolt (Level Two)

Range: 60'
Duration: instantaneous

This spell evokes a crackling knot of electricity and flings it at a foe. The bolt deals 2-12 points of electrical damage + 1 point per caster level. The target may dodge the bolt with a successful save vs. spell, taking no damage.

Strength (Level Two)

Range: 0'
Duration: 24 turns

This spell temporarily enhances its recipient's physical might. Most recipients gain 1-6 points of Strength; fighters and similar custom classes gain 1-8 points, however, while magic-users and similar custom classes only gain 1-4 points. Strength cannot increase past 18 as a result of this spell.


Firebolt (Level Three)

Range: 180'
Duration: instantaneous

This spell launches bolts of fire from the caster's hands. Each bolt hits automatically and deals both 1d6 piercing damage and 4d6 fire damage. The fire damage is halved if the target successfully saves vs. magic. For every five levels, the caster can hurl one bolt (2 at level 10, 3 at level 15, etc).

Icelance (Level Three)

Range: 120'
Duration: instantaneous

This spell transforms a bit of ice or snow into a 12' spear of frost that leaps from the caster's hand at a designated target. The caster makes a 'to hit' roll with a +4 magical bonus. A creature struck by an icelance suffers 5d6 damage and is stunned for 1 round. The target struck must also save vs. spells or be knocked prone.

Stinking Cloud (Level Three)

Range: 30'
Duration: 1 round / level

This spell conjures a 20' diameter cloud of foul vapors. If a creature starts its action within or moves through the cloud, it must save vs. poison or be nauseated for 2-5 rounds, during which it can take no actions other than movement and retching. Even on a successful save, a creature that remains within the stinking cloud must make another save each round to avoid being nauseated.

Tears of Blood (Level Three)

Range: 30'
Duration: 1 round / level

Up to one creature per caster level starts to bleed from the eyes, losing 1-6 hit points per round. The caster must concentrate to maintain the spell, and only creatures with both eyes and blood are affected. If the caster focuses the effect on a single target, the saving throw is at -2.

Wind Wall (Level Three)

Range: 30'
Duration: 1 turn

This spell evokes a curtain of strong, upward-blowing wind. This is sufficient to deflect arrows and similar projectiles, blow away small creatures, block the passage of gases and vapors, or tear lightweight objects from an unsuspecting creature's grip. The wind wall occupies up to one 10' square per two caster levels (rounded down).


Dancing Blade (Level Four)

Range: 10'
Duration: 1 turn

This spell animates a non-magical sword that is within five feet of a chosen recipient. (The sword must be usable by a character of the recipient's class, and it must not be in another being's possession at casting time.) The dancing blade rises into the air and fights on the recipient's behalf. It attacks as though wielded by the recipient, albeit without Strength bonuses or penalties, and does so in addition to the recipient's own actions. If the recipient dies, the spell ends.

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