Whether is was granted by the gods or researched from old forgoten tomes, these awesome spells come from
everywhere and can be used in your Dungones & Dragons game to help or hurt.
Create Guardian
Transmutation [Earth]
Level: Clr 3, Drd 3, Earth 2, Sor/Wiz 2
Components: S, V, M
Casting Time: 1 Round
Range: Short (25 ft. + 5 ft. / 2 levels)
Target: Mud and rock up to 20 ft.
Duration: 4 hours + 30 min/2 caster levels
Saving Throw: Fortitude (harmless)
Spell Resistance: Yes
The Create Guardian spell transforms the rock and mud around the caster into a small humanoid-like sentry that will protect the caster. It cannot be cast on rock or mud that is already animated and can not reshape magical metals, such as mithril. It will draw the caster’s attention to any moving creature that is recognizes other than the caster’s companions. If the caster is sleeping, then it will wake him by shaking him; the guardian is unable to talk or make verbal sound of any kind. The guardian cannot see invisible creatures or into the Ethereal Plane. If the caster is being assaulted, the guardian will try to slay the creature(s) that are attacking him that he can see. Otherwise, it will stay within 10’ of the caster. The caster has no control over the exact actions of the guardian, although he can dismiss it at any time before it’s duration expires.
Guardian
Small-Sized Construct (Earth)
Hit Dice: 1d10 (5)
Initiative: +1
Speed: 20 ft.
AC: 15 (+3 natural, +1 size, +1 dexterity)
Attacks: Slam +0
Damage: Slam 1d4
Face/Reach: 5 ft. x f ft./ 5 ft.
Special Qualities: Dark vision, cannot speak, construct immunities
Saves: Fort +0, Ref +1 Wil +0
Abilities: Strength 11, Dexterity 12, Constitution -, Intelligence -, Wisdom 10, Charisma 8
Skills: Spot +2, Listen +2
Feats: Alertness
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1/2
Alignment: Neutral
Advancement: None
Divine Right
Evocation
Level: Clr 7, Drd 8
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 hour
Saving Throw: See Below
By calling upon the greatest of strength and might from your deity, you are able to harm any creature you face with normal damage, despite any spell, resistance, regeneration, or damage reduction. When you attack a creature with a weapon, you make your attack roll, and if you hit you roll damage and apply it ignoring all damage reduction of +5 or lower and regeneration of 7 or lower (but not concealment, cover, fast healing, etherealness, or incorporeal). Energy resistance up to 25 is ignored if applicable. Energy immunity is not ignored as a resault of Divine Right. The target’s spell resistance is applicable and is rolled on the first attack against the creature. If the roll fails, then the caster must use the appropriate weapon type to damage the target creature.
If the caster casts a damaging spell that the creature has a resistance or immunity to, spell resistance applies to both Divine Right and the offensive spell. For example, if a cleric with Divine Right active casts Fire Storm on an old red dragon, the caster will first roll spell resistance for Divine Right. If the roll fails, then the cleric cannot overcome the dragon’s fire immunity, with Fire Storm or any other fire-based spell. If successful, the cleric must also roll for spell resistance for Fire Storm. If at a later time the cleric casts another fire-based spell at the old red dragon, the cleric will only have to overcome the spell resistance for the new spell cast, not for Divine Right.
Divine Right cannot change the type of damage a spell or weapon deals. If a weapon or spell only hurts specific creatures, such as undead, then it cannot be made to damage anything other than what is specifies (but the weapon or spell can pass through any damage reduction, regeneration, or energy resistance or immunity that might come into play). Divine Right cannot be used to ignore a creatures immunity to poison or deseases. It cannot override a creatures immunity to spells, such as a construct’s immunity.
Divine Focus: A small statue of the caster’s patron deity that stands about 2 inches tall made from platinum, and blessed by a priest of that deity of at least 17th level over the coarse of a month. The figure and ritual costs 8,000gp.
Force Ball
Evocation [Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
An orb of magical energy darts forth from your hand and unerringly strikes it’s target. The orb deals 1d4 damage to the target for every two levels.
In addition to the target suffering damage, the target must make an apposed strength check against a strength of 33 (+11) or be thrown through the air 20 feet, landing prone. Upon landing the target suffers the normal damage from falling that it would otherwise incur.
For every 10 caster levels you gain a second force ball which you may direct at a target that is no more than 15 feet away from the primary target.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature cannont be singled out. Inanimate objects (doors, etc.) can be damaged by the spell.
Material Component: A ball of adamantium that weights at least 5 lbs.
Haro’s Hardy Welcome
Abjuration
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./ 2 lvls)
Area: One 5 ft. square
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
When a creature steps into an area that Haro’s Hardy Welcome was cast in, a pre-determined message is said vocally and can be heard by all up to 30 ft. away (45 ft. if the message is shouted). The message is determined at time of casting, and is said exactly like the caster says (words, tone of voice, loudness, etc.). It is able to wake up individuals who are asleep nearby, but does not otherwise disturb concentration. It can also be used to set off magical contraptions, such as password-locked doors (but not wands, or other items that must be activated on command).
Magic Scribe
Enchantment
Level: Sor/Wiz 0
Components: V, S, M
Cassting Time: 1 action
Range: 1 page
Duration: 1 minute
Magic Scribe allows the caster to dictate words which are magically written on a page that the spell is cast on. The writing is normal and
has no magical properties of its own. The hand writing closly resembles that of the caster. The words will be written in any the caster speaks.
A creature must be literate in the language that is on the page in order to read it, just as reagular text.
Material Components: A writing quill or other writing instrument common to the area.
Minor Shadow Blades
Illusion [Shadow]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Personal
Duration: 1 minute / caster level
Saving Throw: Will disbelief (see text)
Spell Resistance: Yes (see text)
When a caster uses minor shadow blades, material from the Plane of Shadow form to shape quasi-real illusionary blades that hover about a quarter of an inch above the caster’s wrists that are the size of longer daggers. These daggers deal 1d4 damage each and have a critical range of 19-20/2x. Since they are not totally real and are composed of energy, the caster does not add his strength modifier to the attack and damage rolls. The caster can attack with both in a round, but must adhear to all rules for fighting with two weapons as if the caster was using a light weapon in his off hand. The caster can not be disarmed.
When an opponent is struck with the minor shadow blades, it is allowed a Will save to discover their real nature. Even if the creature realizes that the blade is not completely real, they will still deliver 1 damage per successful hit. If the target has spell resistance, it can roll for it the first time the caster successfully hits the opponent.
The material component for this spell is a simple dagger.
Olf’s Sounding Muddle
Evocation [Sonic]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft.+ 5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half and negates (see below)
Spell Resistance: Yes
Olf’s Sounding Muddle creates a burst of sonic waves in an area of the caster’s choosing. All those who are caught in the burst suffer 1d6 points of damage per caster level (maximum 15d6) as well as are affected as if they were dazed, making the subjects loose their next turn. A successful Fortitude save halfs the damage received and negates the daze effect.
Shadow Blades
Illusion (Shadow)
Level: 4 Sor/Wiz
Components: V, S, M
Casting Time: 1 action
Range: Personal
Duration: 1 round / caster levels
Saving Throw: Will disbelief (see text)
Spell Resistance: Yes (see text)
As minor shadow blades, except where noted below.
Shadow blades create longer blades that deal 2d4 + Intelligence (Charisma for sorcorers) modifier damage with a threat range of 19-20/2x. The caster may add his Intelligence (Charisma for sorcerors) modifier to the attack roll as well. At the caster’s option, those hit by the blades and fail the saving throw also receive a –2 morale penalty to attack, damage, and save rolls against the caster for 1d6 rounds. The effects of successive attacks to not stack. Apply only the most recent results when the power is in use. Those who pass their saving throw are resistant to any morale effect from this casting of shadow blades and will only deal 1d4 damage per hit.
The material component for this spell is a dagger with a golden blade. It costs 70gp to construct.
Tally
Divination
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. / 2 levels)
Duration: Instantanious
Tally magically counts any non-animated or living thing within range. The caster specifies the object to be counted, and the
number of that item will be known to him, up to 4,000. This is useful for counting coins, pages, swords, or anything else that needs
to be counted for any reason.
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