Belial's Mercy
Necromancy [Evil]
Level: Sor/Wiz 10, Pain 10
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/2 levels)
Target: 1 living creature with arms and legs.
Duration: Instantaneous.
Saving Throw: Fortitude negates.
Spell Resistance: Yes.
With a frown of displeasure and a few words of malice, you curse the target of your ire to be forever crippled and agonized. If a fortitude save is failed, the target's arms and legs wither away immediately, leaving bloody, black stumps behind. The target is left in agonizing pain, unable to do anything but howl in misery. The pain steadily destroys the target's mind; after one hour, the target is treated as being the victim of a feeblemind spell. Once it's mind is broken, a symbol of pain appears on it's forehead. This symbol is permanent and affects all creatures that come within 60 feet of the target.
Belial's Mercy is a particularly difficult spell to counter. Regenerate or other methods to restore limbs fail, as do any measures to heal or negate the pain of the target. To heal the target, a wish or miracle spell cast by at least a 25th level caster must be invoked to specifically cease the target's suffering. Doing so ends the agony and removes the symbol of pain, allows the creature to take other actions besides crying in torment, enables the feeblemind effect to be countered and allows other magic to restore it's limbs.
A creature that is living but does not feel pain is not subject to the pain element of this spell nor to the feeblemind, but the other aspects still apply.
This spell carries Belial's name, though other infernal, demonic and fiendish entities claim it for themselves. The authorship of this spell is a matter of some contention in the Depths Below. It is often seen as a variant of Eternity of Torture, though it is far more difficult to remove than that spell.
Bone Burst
Necromancy
Level: Sor/Wiz 10, Dread Necromancer 10
Components: V, S, F
Casting Time: 1 standard action
Range: Short (25ft + 5ft/2 levels)
Target: 1 creature/level
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Bone Burst causes the skeletal structure of the targets to explode. A creature is allowed a fortitude save, success reduces the effect the spell to 10d6 points of damage. Failure causes the creature's skeletal system to shatter like glass, impaling them from within. This deals 25d6 points of damage and leaves a surviving creature a shattered husk. This level of damage leaves the creature half crippled. Treat the creature as slowed and sickened. This lasts until the creature recovers as many hit points as it lost from Bone Burst.
Creatures without skeletal systems, such as oozes, are immune to this spell.
Focus
A shard of bone from the caster's body, at least one inch long.
Celestial Valor
Abjuration [Good]
Level: Clr 10, Sor/Wiz 10, Glory 10, Pal 8.
Components: V, S.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/level.
Duration: 1 min/level
Saving Throw: None.
Spell Resistance: No.
Your words of magic fill those that hear them with deep wellsprings of righteous bravery. Each target of this spell gains a +8 sacred bonus to saving throws against fear and any emotion based effect that would sap the will to fight, such as calm emotions or crushing despair. In addition, celestial valor grants a +4 sacred bonus to attack rolls, weapon damage rolls, armor class and saving throws. Finally, any weapon they use counts as a holy weapon for the duration, granting 2d6 extra damage against evil targets. This does not stack if the weapon already has the holy special property.
Curse of Inadequacy
Enchantment [Mind-Affecting]
Level: Sor/Wiz 10, Clr 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates; see text
Spell Resistance: Yes
This potent curse destroys the confidence of the target, leaving them a tattered shell of their former selves. The target suffers a -10 morale penalty to attack rolls, ability checks, skill checks and saving throws against fear, despair, hopelessness or other negative emotional effects, including spells that mimic these effects. The power of this spell is difficult to resist, will saves to negate this spell are made at a -5 penalty.
Curse of Inadequacy can only be removed by a remove curse, wish or miracle cast by a 24th level spellcaster.
Energetic Healing
Conjuration (Healing)
Level: Clr 10, Drd 11
Components: V, S, M, DF.
Casting Time: 1 standard action.
Range: Touch
Target: One living creature touched.
Duration: 10 minutes/level or until exhausted.
Saving Throw: None.
Spell Resistance: No.
This spell completely protects the target from elemental damage and converts some of it to healing energy. First, this spell renders the target immune to one type of energy (acid, cold, fire sonic, electricity), specified when the spell is cast. Second, whenever the target is subjected to a magical attack of the selected energy type, he instead heals damage equal to the damage dealt. For example, a creature protected by energetic healing (cold) that would normally take 35 points of cold damage from a cone of cold heals 35 points of damage instead. Once the spell heals a number of hit points equal to 10 per caster level (maximum 300), it is exhausted.
This spell does not convert nonmagical energy attacks (such as damage from alchemist's fire, lava or natural lightning strikes, for example) into healing.
Material Component
Powdered gemstone worth 500 gold. The type depends on the element to be absorbed. Ruby for fire, sapphire for cold, emerald for acid, citrine for electricity and diamond for sonic.
Energy Immunity
Abjuration
Level: Clr 10, Drd 10, Sorc/Wiz 10, Pal 9.
Components: V, S.
Casting Time: 1 standard action.
Range: Touch.
Target: Creature touched.
Duration: 24 hours.
Saving Throw: None.
Spell Resistance: No.
This abjuration grants a creature and its equipment complete immunity to one of the five energy types-fire, cold, electricity, acid or sonic. Energy immunity only absorbs hit point damage, so side effects such as deafening from sonic attacks or immobilized in ice by an ice spell still apply.
Energy immunity overlaps with protection from energy and resist energy. As long as it is in place, the other spells absorb no damage.
Enviolate Spell
Evocation [Evil]
Level: Corrupt 10
Components: V, Corrupt
Casting Time: 1 free action on your turn
Range: Personal
Target: You
Duration: 1 round
With a forbidden word of the Dark Speech, your next spell is augmented with pure evil. Any damage your next spell deals is all non typed vile damage. Any ability damage or drain is also considered vile.
This spell has been attributed to many sources: Demogorgon and Leonar are the most commonly cited.
Special: You must have the Dark Speech feat to cast this spell.
Corruption Cost: 1d4 points of constitution drain. If you lack a constitution score, you substitute charisma instead.
Gathgorian's Fireball
Evocation [Evil, Lawful]
Level: Sor/Wiz 10
Components: V, S, Devil.
Casting Time: 1 standard action.
Range: Long (400ft + 40ft/level)
Area: 40ft spread.
Duration: Instantaneous.
Saving Throw: Reflex half.
Spell Resistance: Yes.
This spell functions as fireball and resembles it at first glance. However, the fires are composed of pure lawful and evil energies, granting them great power against the opposite alignments. This spell deals 1d6 points of fire damage per caster level, to a maximum of 25d6. Any targets that are chaotic, good or chaotic good in alignment suffer a -3 penalty to the saving throw. In addition, Gathgorian's Fireball ignores any fire resistance or immunity these creatures possess.
Glaciante's Spiteful Ward
Necromancy
Level: Sorc/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Target: One active spell or spell like ability.
Duration: Special, see below.
Saving Throw: Will negates
Spell Resistance: No
This spell creates a ward that strikes back if a spell it's attached to is dispelled. When cast on a spell already in effect, it attaches to that spell and lasts for as long as the target spell does. If the target spell is dispelled by dispel magic, disjunction or other such means, the spiteful ward triggers immediately. If a will save is failed, the dispeller immediately suffers 4 points of ability drain to all ability scores. Further, the dispeller automatically fails any dispel checks. This effect can be removed with a miracle or a wish; the ability drain can be removed as per normal.
A spiteful ward can be dispelled only with at targeted dispel on it alone. Failure to dispel it triggers the ward automatically. One triggered, a spiteful ward is exhausted.
Arcane Focus
The tooth of a balor soaked in a brine composed of acid and poisons totalling no less than 3,000 gold.
Hellball
Evocation [Fire, Sonic, Acid, Electricity]
Level: Sorc/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Hellball creates a fireball-like orb of four clashing elements. This orb deals 10d6 fire, 10d6 sonic, 10d6 acid and 10d6 electricity damage to all foes within it's area. The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.
Material component
Powdered bat guano, glass and brass held within an adder's stomach.
Mass Freedom of Movement
Abjuration
Level: Clr 10, Drd 10
Range: Close (25ft + 5ft 2/levels)
Target: One or more creatures, no two of which can be more than 30 ft apart
This spell functions as Freedom of Movement, except as noted above.
Mephistopheles' Cold Hand
Evocation [Force, Cold]
Level: Sor/Wiz 10.
Components: V, S, F/DF.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
This spell functions as Crushing Hand with a strength score of 41, except all the damage it inflicts counts as frostburn damage, as well as ignoring cold resistance(but not immunity.).
Arcane Focus
The hand of a creature who died of exposure to cold.
Miracle of Health
Conjuration (Healing)
Level: Clr 10, Pal 9
Components: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Fortitude negates(harmless)
Spell Resistance: Yes(harmless)
This spell functions as a remove disease on every valid target within the radius. Your caster level for remove disease is reduced by 5 for this spell.
Miracle of Uncursing
Abjuration
Level: Clr 10
Component: V, S, DF
Casting Time: 1 full round action.
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Fortitude negates(harmless)
Spell Resistance: Yes(harmless)
This spell functions as a remove curse spell on every valid target within the radius. Your caster level for remove curse is reduced by 5 for this spell.
Naeys' Life Font
Conjuration (Creation)
Level: Clr 10, Sor/Wiz 11
Components: V, S, DF/F
Casting Time: 1 standard action
Range: 20ft
Area: 20ft radius based on you
Duration: 1 round/level
Saving Throw: Negates (Harmless)
Spell Resistance: No
On invoking this spell, the caster opens a conduit between the target and the Positive Energy Plane. Each creature within the radius gains the following benefits on it's turn:
* 5d8+20 temporary hit points. The affected creature cannot go above double its normal hit point total from this spell or other effects as long as this spell is in effect.
* The benefits of a restoration spell.
* Immunity to energy drain and resist energy(negative energy) 50 points.
Focus
A crystallized fragment of pure Life from the Positive Energy Plane, worth at least 20,000 gold.
Shield of Sylica
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S, M, special.
Casting Time: 24 hours.
Range: Touch
Target: Creature touched.
Duration: Permanent.
Saving Throw: None.
Spell Resistance No.
Intoning a prayer to the two goddesses of Sylica, you channel the harmony of balance between law and chaos. With this blessing you are of both law and chaos and yet with neither at the same time, granting you special protections against attacks that rely on it. You are immune to any spell that has the lawful or chaotic descriptor, such as order's wrath, word of chaos and so forth. You are immune to damage relying on law or chaos, such as the extra damage from an anarchic or axiomatic weapon.
Material Components
An opal from the Opal Mountain of Sylica and a gold nugget from the streams of the Wychwood of Sylica, both of no less than 10,000 gold value.
Special
This spell must be cast in a place of harmony between law and chaos.
Snowbound Soul
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
By freezing the target's mind, you enchant the target to be forever drawn to cold. This spell causes the target to have an irresistible compulsion to seek out the coldest temperatures he can. The target will actively seek the harshest cold he can at all times. They will seek it to the exclusion of all other activities, including eating and sleeping. The target believes that this cold will make them stronger and will not take any precautions against it. In fact, the target is not protected against cold in any way by this spell (though pre-existing defenses still work). Even when the target takes damage from the cold they will not relent or see anything wrong with it. It is common for creatures affected by this spell to freeze to death with a smile on their face.
Any effect that creates cold is welcomed by the target. As a result, they willingly and automatically lower their spell resistance (if any) and fail any save for spells or effects that deal cold damage. A target that can create cold effects or cast cold spells will happily harm or kill themselves with them.
Creatures with the cold subtype are immune to this spell.
Material Component
Diamond dust mixed with snow. This mixture costs no less than 1,000 gold.
Spellpool
Conjuration (Creation)
Level: Sor/Wiz 10
Components: V, S, M, F
Casting Time: 24 hours
Range: Touch (Attunement only, See text)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Once the proper arcane array has been established, the crystal used to frame it grows exponentially. It becomes a pillar of crystal and mana weaved together, which stretches out to the skies, piercing the heavens themselves! Runes cover the pillar's surface, three tiers made from three circles each. To those who have mastered a given tier, its secrets lie as an open book; to their apprentices, the only clarity lies in the overwhelming aura they can feel in their very blood as they approach the magical construct.
During its creation, a single spell from each mortal circle is cast into the Spellpool, forever serving as a template within it. Drawing upon the Spellpool's arcane might can only be done once per day for any mage that has undergone attunement to it, assuming the mage is somewhere on the same plane as the Spellpool. If such a mage wishes to draw upon the Spellpool's power, he has two options before him:
Spontaneous Casting
The mage sacrifices a prepared spell or a spell slot in order to spontaneously cast a spell from the template precast into the Spellpool of that same level or lower. This functions as the spontaneous casting of Cure spells by clerics.
Mnemonic Enhancer
The mage may call upon a spell invested into the Spellpool by an any mage attuned to it. No prepared spell or spell slot is lost in the process, but the mage must invest a spell of equal or higher level back into the Spellpool within an amount of days no greater than the level of the spell called upon. Having a sufficient positive balance with the Spellpool negates this need.
An attuned mage can keep a positive balance of up to the highest level of spell he can cast. Any spells past that are still invested into the Spellpool and stored there, but don't go towards the mage's balance.
Attunement
The attunement of arcane mages to the Spellpool requires a symbolic sacrifice amounting to one percent of the costs that went into making it, as well as a focus made of the same crystal as the Spellpool itself. That focus is required for any and all future interactions with the Spellpool. Those seeking attunement who have met these conditions must place their hands on the construct, as an already-attuned mage guides them through the initial process.
Material Component
An array of crystals to be placed in key locations on the magical rune used in the Spellpool's creation, worth no fewer than 200,000 gold.
Notes
You cannot draw on spells of higher level than which you are capable of casting yourself. The base chance for the Spellpool to have the spell you're trying to draw on is 10% + 1% per mage attuned to the Spellpool that can cast spells of that level, to a maximum of 70%.
Stone Skewers
Transmutation [Earth]
Level: Druid 10
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: 1 day/caster level.
Saving Throw: See text.
Spell Resistance: Yes.
On intoning the final word of power, the caster causes dozens of long stone spikes to grow out of the target's skeleton. This skewers the target from the inside as the spikes erupt out to 10ft from the target's body in all directions. This deals 1d6 points of damage per caster level (maximum 35d6) to the target and causes it to become sickened for 1 round, as well as entangled. On a successful fortitude save, the target only takes half damage and no longer becomes sickened, though it still become entangled. The target remains entangled for as long as the stone spikes remain all over their body.
At the time the spikes erupt, if there are any solid surfaces (such as the ground or walls) within a 10ft radius from the target, the target also becomes pinned in place, as the spikes burrow into that surface, holding the target in place. On the target's turn, attempts to free itself from the pin are done against a CMB of 30 (assuming the target is normal size, otherwise modify opposed CMB by the target's size).
Any creature caught within this radius at the time the spikes erupt takes 5d6 damage from the spikes and also becomes pinned. On a successful reflex save, the creature escapes both effects, and is instead entangled, at least while it remains within a 10ft radius of the target. If pinned, either the target or the creature may attempt to free themselves on their turn by making a check against a CMB of 30 (again modified by the target's size, if it is not normal size).
Characters moving through the space occupied by the stone skewers treat it as difficult terrain, but do not become entangled or pinned (including creatures that were initially caught in the radius and had moved away, then back inside the space) by them.
The target can break the stone spikes so that it is no longer considered entangled, though it takes a few minutes to do so, and stony protrusions remain to scar its body. The stone protrusions (or spikes if they were never broken to aid the target's mobility) eventually vanish though, as they only remain 1 day/caster level. Over the course of that time, any remaining stone slowly breaks off or gets absorbed back into the skeleton.
This spell is ineffective against creatures that lack a discernible skeleton, such as oozes.
Syala's Awaken Defender of the Home
Level: Drd 10
Components: V, S, M
Casting Time: 24 hours.
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell functions as Awaken with the following exceptions. The creature gains an additional 4 hit dice on top of the normal benefits of Awaken. Further, it gains the Defender of the Home template.
Material Component
Rare herbs and incense worth 10,000 gold.
True Meteor Swarm
Evocation [Fire]
Level: Drd 10, Sor/Wiz 10, Fire 11
Components: V, S, special
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level); see text.
Area: One 60ft impact crater and 6 20ft lesser impact craters
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell conjures a small meteor to strike from the heavens and slay your foes in an apocalyptic rain of fire. A meteor slams down from above, trailed by six lesser meteorites. The main meteor deals 15d6 fire and 15d6 bludgeoning damage. The secondary meteorites deal 5d6 fire and 5d6 bludgeoning damage. These lesser meteors cannot overlap with the main impact crater or with other lesser craters; they are directed by the caster and can fall within 200 feet of the impact crater. Reflex saves for half damage are allowed on both the primary meteor and the lesser meteors.
The area hit by the primary meteor is left with a 30 ft deep in the center crater, with lesser impact zones with 10 feet deep craters. These areas are considered difficult terrain.
Special
While there is no material component, the open sky is required to cast this spell. Casting this spell without the open sky causes it to fizzle.
Vitrification Bomb
Transmutation [Earth, Cold]
Level: Sor/Wiz 10
Components: V, S, F
Casting Time: 1 standard action.
Range: Medium (100ft + 10ft/level)
Area: 10ft cube per five levels; see text.
Duration: Instantaneous.
Saving Throw: Reflex halves; see text.
Spell Resistance: No.
This spell functions as Vitrify, immediately heating an area of sand into molten glass. All creatures within it are allowed a reflex save as normal. This only lasts for a split-second before a burst of intense cold flash-freezes the molten glass, causing a spectacular explosion of cooling glass shrapnel. This burst explodes out in 100ft from each cube in all directions. Any creature within the burst takes 20d6 points of slashing damage from the class. A reflex save is allowed to halve this damage. Targets who were in the range of the Vitrify effect and failed the reflex save suffer a -5 penalty to this second reflex save.
Afterwards, the energy of this spell is spent and cooling glass shards litter the entire area of the vitrify and burst effect. No molten glass remains. Treat this area as difficult terrain covered with caltrops. These caltrops have an attack bonus equal to your caster level and deal 2d4 points of damage.
Focus
A serrated glass knife half melted and allowed to cool, worth no less than 1,500 gold.
Wizard's Grace
Transmutation
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 14 days
Range: Touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No.
This spell permanently increases the target's age categories by 100 years. For example, a human is middle aged at 135 years, old at 153 years, and venerable at 170 years. This spell can benefit a single creature only once, multiple castings have no effect.
Material Component
An apple from the Tree of Idun, a potion of youth or other magical item that permanently reduces the age of a creature by at least 1 year. Herbs, unguents, incense and offerings worth at least 100,000 gold are also required.