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Spell Collection

Started by Anastasia, March 07, 2012, 01:30:02 PM

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Anastasia

This is where our custom spells go. Don't post in this topic about them, we have a topic to discuss them here. Note that this includes epic level spells.

Spells that belong solely to the epic progression of lesser casting classes and that fall in between level 5-9 are italicized.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#1
0 level:

1st level:
Spoiler: ShowHide


Flaming Hand
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Chanting the syllables for fire, you engulf your hand in flame. Your successful melee touch deals 1d4 points of fire damage per caster level, maximum 5d4. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Focused Missile
Evocation [Force]
Level: Sor/Wiz 1
Range: Close (25ft + 5ft 2/levels)
Target: 1 creature

This spell functions as Magic Missile, except as noted above and here. This spell creates one missile per caster level, to a maximum of 4 missiles.

Frost Fingers
Evocation [Cold]
Level: Initiate of Auril 1
Components: V, S
Casting Time: 1 standard action
Range: 15ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Frost Fingers is a frozen version of the more famous spell Burning Hands. When cast a wave of icy cold comes from the fingers of the caster. Any creature in the area of this cold takes 1d4 points of cold damage (maximum 5d4). Liquids touched by frost fingers freeze.

Missile of Mercy
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: Up to five creatures, no two of which can be more than 15 ft apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions as Magic Missile, except as noted above and here. This spell deals 1d6+1 points of nonlethal damage per missile.

Recurring Missile
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: 1 round/2 levels; maximum 5 rounds.
Saving Throw: None
Spell Resistance: Yes

This spell fires a Magic Missile, identical to the spell of the same name, except that it only fires one missile and deals 1d4+2 points of damage. For each two caster levels you possess, the missile lingers another round, striking the target again for 1d4+2 points of damage.

Sandalphon's Unerring Projectile
Evocation
Level: Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous.
Saving Throw: None
Spell Resistance: No

This spell invokes a shining white ball of light. This unerring projectile flies true, always hitting and ignoring any spell resistance the target has. This deals 1d3 damage +1 damage per level, to a maximum of 1d3+30.

Singing Mists
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 60ft
Area: 60ft radius spread based on the caster
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell causes steam and sparks of fire to momentarily engulf the area. All targets within the radius, including the caster, take 1d4 points of fire damage. A successful reflex save negates the damage.

Smack of Burning Shame
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 30ft
Target: 1 creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

On casting this spell, a hand of burning fire appears and smacks the target. This requires no attack roll and deals 1d4 points of fire damage per two caster levels, maximum 4d4.



2nd level:
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Frost Whip
Evocation [Cold]
Level: Initiate of Auril 2
Components: V, S
Casting Time: 1 standard action
Range: 5ft
Effect: Frost whip
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

This spell creates a beam-like whip of ice from the caster's hand. This beam is 5ft long and you are treated as being proficient with it. You may make a single melee touch attack with the whip as a standard action, dealing 4d6 points of cold damage on a successful hit. A creature that is struck must make a Fortitude save or be fatigued for one round.

Helical Mirage
Transmutation
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You visualize a green helix taking root in your weapons, your very will seeping into them as energy.

Any weapon that can be affected by Weapon Finesse and is wielded by the you briefly acquires grooves along its surface, giving it the illusion of a spiral at a glance. Instead of using the Strength modifier, you use the higher of your Intelligence or Charisma modifiers as a bonus on attack rolls and damage rolls.

Heroic Aspirations
Transmutation
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

Your heart swells with righteous justice, while your mind rejects the concept of the impossible. Strength of spirit and body join together to substitute a basic skill one would normally take years to master with nothing but effort and will.

The spell temporarily grants the subject the benefits of the Weapon Finesse feat. For the duration of the spell, the subject may use the feat in question as if it is one the creature had selected.

Material Component: A potion of Cat's Grace, which you drink (and whose effect is subsumed by this spell's effect).


3rd level:
Spoiler: ShowHide


Grace of the Courre
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Range: Personal
Target: You
Duration: 1 round/level

You gain a +6 enhancement bonus to Dexterity, a +2 enhancement bonus to Charisma and a +3 enhancement bonus to natural armor. Your face becomes fairy-like and your form becomes slight, granting you a +4 racial bonus to hide and move silently. You also gain the benefit of the Weapon Finesse feat.

Frost Armor
Conjuration (Creation) [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

You conjure armor of ice around your body. This armor does not inhibit or harm you nor does it melt. This armor grants a +4 armor bonus to armor class and resistance to fire 10.

Material Component

A handful of snow or a fragment of ice.

Umut's Greater Magical Missile
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S, M.
Casting time: Special, see below.
Range: Long(400 ft + 40 ft/level.)
Target: One creature per missile.
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: Yes.

This spell works as Magic Missile, with a maximum of ten missiles. At the caster's discretion they may double the number of missiles they generate, this turns the casting time from a standard action to a full round action. Further, the caster is dazed next round; there is no save against this effect. Creatures that are immune to being dazed cannot double the number of magical missiles.

Material Component

A tiny metal slingshot of special make, costing no less than 200 gold.


4th level:
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Frost Blade
Evocation [Cold]
Level: Initiate of Auril 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 5ft
Effect: Frost blade
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell creates a sword-shaped swirl of jagged ice shards extending from the caster's hand. This weapon is weightless and is treated as magic for the sake of bypassing damage reduction. It is treated as having a +2 enchantment bonus to attack and damage rolls. You are treated as being proficient with this blade. You may use it for melee attacks as normal, and it deals 3d6+2 points of slashing damage and 1d6 points of cold damage. This blade is a collection of ice shards and flows around barriers to strike true, negating bonuses from cover and improved cover.

Due to the fluid nature of this weapon, it can be used with Weapon Finesse.

Greater Angelskin
Abjuration [Good]
Level: Pal 4
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Touch.
Target: 1 good creature touched.
Duration 1 round/level.
Saving Throw: None.
Spell Resistance: No.

This spell functions much like Angelskin, except that the target gains damage reduction 10/evil and magic.

Wall of Boiling Water
Evocation [Water]
Level: Drd 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of water up to 20 ft. long/level or a ring of water with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes

An immobile, steaming curtain of boiling blue water springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of heat damage to creatures within 10 feet and 1d4 points of heat damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of heat damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.) When a section of the wall goes out, the water collapses, chilled water splashing everything in a ten foot range.


5th level:
Spoiler: ShowHide


Greater Frost Armor
Conjuration (Creation) [Cold]
Level: Sor/Wiz 5
Components: V, S, M

This spell functions as Frost Armor, except as noted here. Greater Frost Armor grants a +6 bonus to armor class and resistance to fire 20.

Material Component

A white opal worth 50 gold.

Ithea's Misery Bottle
Conjuration (Teleportation)
Level: Duskblade 5
Components: V, F
Casting Time: 1 immediate action
Range: Personal; See text
Target: Attacks within melee reach; see text
Duration: See text
Saving Throw: Reflex negates
Spell Resistance: No

As an immediate action, the caster may create a number of portals around themselves equal to their intelligence bonus. These portals can be directed to intercept attacks made that travel within the caster's melee reach, and redirect them towards their enemies.

An interception attempt must be declared before the enemy's attack roll is made, but can be made after the enemy's target and attack are declared. Only attacks that target a single target may be intercepted (cone, burst, and area attacks, for example, could not be intercepted by the Misery Bottle).

Targets may avoid having their attacks intercepted by making a reflex save, though the spell's Difficulty Class gets a bonus equal to 1/2 the caster's base attack bonus (rounded down).

The caster may make any number of interception attempts while the spell is in effect, however portals appear to close once they successfully intercepts an attack. The spell continues to be in effect until the Misery Bottle is filled with intercepted attacks, or up to a number of rounds equal to 1/2 the caster's intelligence bonus (rounded down).

When the bottle is filled or the duration expires, on the caster's next turn all portals re-open as part of a full round action, with all intercepted attacks flying towards any target of the caster's choosing within 30ft of them. Following this, the caster becomes dazed for 1 round, as the strain of holding the Misery Bottle spell catches up with them.

Arcane Focus

A bottle made of gold and chaos stuff, worth no less than 1,000 gold.

Prismatic Touch
Evocation
Level: Duskblade 5, Sor/Wiz 5
Components: V, S.
Casting Time: 1 standard action.
Range: Touch.
Target: Creature touched.
Duration: Instantaneous.
Saving Throw: See text.
Spell Resistance: Yes.

On casting this spell, your hand is surrounded with rainbow light. A successful melee touch attack blinds a creature of six or less hit dice for 2d4 rounds. In addition, they are affected as if targeted by a Prismatic Spray spell. Roll the results as normal and apply that to the target.

Rallying Touch
Conjuration (Healing)
Level: Pal 5
Components: V, S, F/DF
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

By supercharging your hands with positive energy, you make them natural amplifiers for your healing energies. Whenever you lay on hands, the target heals as normal. In the next round, they heal additional hit points equal to 50% of the hit points you healed them for the round before. This takes no further expenditure of your lay on hands pool.

Focus

A white, transparent diamond filled with positive energy. This diamond must be filled on the Positive Energy Plane and can be worth no less than 5,000 gold.


6th level:
Spoiler: ShowHide


Barachiel's Smite
Evocation [Electricity, Good]
Level: Pal 6
Components: V, S, DF
Casting Time: 1 swift action.
Range: Personal.
Target: You.
Duration: 1 round or until expended.
Saving Throw: Fort partial; see text.
Spell Resistance: No.

You channel the wrath and glory of the Herald of Celestia into your blade, which resonates when you smite evil. If you smite evil with this spell in effect, your blade explodes in heavenly lightning. Your smite deals an extra 10d6 points of electricity damage. The lightning damage produced by this spell ignores the lightning resistance and immunity of the target. In addition, the target hears an overwhelming burst from a trumpet, like thunder. They must succeed on a fortitude save or be paralyzed for 1d4 rounds.

If you attempt to smite evil and miss, this spell is not expended. Once you successfully smite evil once, the spell is expended. If you do not smite a target within the duration, the spell fades and is wasted. In addition, if you smite a creature that is not evil, the spell is likewise wasted with no effect.


Black Ice Touch
Necromancy
Level: Duskblade 6
Components: V, S.
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Calling on the sigil of portals, you transform your hand into a momentary conduit to the quasi-elemental plane of Vacuum. Your touch attack deals 1d6 points of cold damage per level (maximum 15d6) and deals 1d4 negative levels to the target. These negative levels fade in one hour per caster level (maximum 15 hours).


Erinyes Tangle
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell allows the caster to bind the target in a flaming rope. On casting this spell the rope flies at the target, requiring a ranged touch attack to hit. On a successful hit, the rope deals 1d6 points of fire damage (maximum 15d6). Thereafter the rope wraps around the target. The target is treated as entangled, and the burning flames inflict 2d6 points of fire damage per round. A DC 26 strength check can break the rope, and a DC 26 Escape Artist check allows escape as well.

Material Component

A rope animated by the animate rope spell.  Note that erinyes can naturally entangle rope, and any rope they use qualifies for this spell.

Greater Ghoul Touch
Necromancy
Level: Duskblade 6
Components: V, S, M
Range: Touch.
Target: Creature touched.
Duration: Permanent.
Saving Throw: Fortitude negates.
Spell Resistance: Yes.

This spell functions as Ghoul Touch, except as noted here. The paralysis and carrion stench are permanent. The carrion stench affects creatures in a 60ft radius of the target (except you).


Mass Angelskin
Abjuration [Good]
Level: Pal 6
Components: V, S, DF
Casting Time: 1 standard action.
Range: Close (25ft + 5ft 2/levels.)
Target: One good creature/level, none of which can be more than 30ft apart.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

This spell functions much like Angelskin, except that the targets gain damage reduction 15/evil and epic.


Surge of Hope
Enchantment (Compulsion) [Mind-Affecting]
Level: Initiate of Seira 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 living creature/level, no two of which may be more than 30 ft apart
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as good hope, except that it grants a +4 morale bonus instead of +2. In addition, the targets are immune to fear for the duration of the spell.


7th level:
Spoiler: ShowHide


Annalise's Kiss
Necromancy
Level: Sor/Wiz 7
Components: V, S, Vampire.
Casting Time: 1 standard action.
Range: Close (25ft + 5ft/2 levels)
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: Yes.

On casting this spell, three ghostly fangs assail the target and attempt to suck its blood. Make three ranged touch attacks against your opponent. For each fang that hits, the target suffers constitution drain to them as if you had drained their blood. This drain is one dice size lower than usual. For example, a drain of 1d8 would become 1d6, and 2d4 would become 2d3. The blood drained by this spell is instantly absorbed by you as if you had bitten the target.

At your discretion, creatures slain by this spell may die normally or be condemned to rise as a vampire spawn or vampire. Creatures cursed to become living dead in this way are treated as if you turned them.

Eyes of Truth
Evocation [Good]
Level: Pal 7
Components: V, S, DF
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 10 min/level.
Saving Throw: None.
Spell Resistance: No.

You channel the pure light of Chronias, revealing all lies. Your detect evil ability is treated seven levels higher to defeat opposed caster level checks against spells that would hide the alignment of a creature, such as nondetection. You also have a chance to overcome spells, abilities and magical items that hide alignment and do not normally allow a check to be overcome, such as mind blank or a ring of mind shielding. You make an opposed caster level check with a +7 bonus, if you match or exceed the caster level of the effect, it is overcome. For effects that do not have a caster level, use the total hit dice of the creature using it. In addition, the true form of disguised, polymorphed or otherwise altered evil creatures is seen as a ghostly image above the creature.


Gwynharwyf's Blessing
Transmutation [Good]
Level: Champion of Gwynharwyf 7
Components: V, S, M.
Casting time: 1 standard action.
Range: Close (25ft + 5ft 2/levels.)
Targets: 1 creature/level, no two of which can be more than 30ft apart.
Duration: 1 round/level.
Saving Throw: No.
Spell Resistance: None.

This spell grants a +3 morale bonus to attack rolls and saving throws versus fear effects, much like a bless spell. In addition, any target may choose to fall into a rage. This is identical to the rage of a barbarian equal to one half of the caster's caster level, including the benefits of greater rage, tireless rage and mighty rage. Any creature in this rage is able to discern friend from foe and deal non-lethal damage despite being in a rage. This benefit does not stack with other similar abilities, such as a barbarian's rage or the rage spell.

Material component

A single dose of celestial blood.


Lunatic's Light
Evocation [Light]
Level: Clr 7
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 20ft radius burst
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This spell causes intense rays of beautiful moonlight to cascade down and devastate those within the radius burst of the spell. Those within the radius take 1d6 damage per caster level (maximum 15d6) and all illusory effects (such as invisibility or spells from the illusion subschool) on all creatures within the burst are suppressed for 1d6 rounds. A successful will saving throw halves the damage and negates the secondary effect. Illusory effects within the burst but not on a creature are not affected by this spell. Sightless creatures are not affected by this spell.

Focus

An eye from any outsider that has 4 or more Hit Dice.

Might of the Planetar
Transmutation
Level: Sorcerer/Wizard 7, Initiate of Alicia 7
Components: V,S
Range: Personal
Target: You
Duration: 1 round/level

With a triumphant cry, your flesh tints a vibrant green and powerful muscle builds under your skin. Your fists clench monetarily, feeling behind them the strength to pulverise any foe.

You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to Natural Armour. You gain a slam attack that inflicts 2d8 + 1-1/2 your strength modifier. You gain the benefits of the Blind-Fight and Power Attack feats as well.


8th level:
Spoiler: ShowHide


Divert Teleport
Conjuration (Teleportation)
Level: Sor/Wiz 8
Casting Time: 1 immediate action; see text
Range: Medium (100 ft. + 10 ft./level)
Area: A circle, centered on you, with a radius of 50 ft. + 10 ft./level
Effect: Diverts the teleportation of any object or creature whose weight does not exceed your maximum load
Duration: 10 min/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area. This is an immediate action, like casting a quickened spell, and counts toward the limit of one quickened spell per round. You can use this spell even if it is not your turn.

You can divert the destination of both incoming and outgoing teleportations. The spell automatically alerts you to the use of any teleportation effects (incoming or outgoing) an instant before they occur. You must overcome the spell resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well.

For the purpose of this spell, "divert" means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. The destination you choose must be a location with which you are very familiar or that you have studied carefully.

Righteous Halo
Transmutation [Good, Light]
Level: Clr 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until discharged

Holy light washes over you as you call upon your patron deity's power. This nimbus of divine power coalescing around your form shines brightly, as if daylight had been cast upon your person.

You get a +4 sacred bonus to your Charisma score.

As an immediate action, you can discharge the magic to gain a +8 Sacred bonus to Charisma for 1 round. The spell ends after you use it in this manner.

Divine Focus

The holy symbol of your deity.

Simmer's Surprise
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text.
Spell Resistance: Yes.

This spell conjures a sudden surge of fire just below the target. These flames require a ranged touch attack to strike the target. On success, these flames deal 1d6 points of damage per caster level (maximum 20d6) and the target's legs are painfully burnt, rendering them useless. A successful fortitude save at this point negates this secondary effect, but does not reduce the fire damage taken. If the fortitude save is failed, the creature cannot walk or move with his legs. He must crawl, fly or use another form of movement. This persists until the target receives a heal, regenerate or greater magic to repair the damage.

Superior Vigor
Conjuration (Healing)
Level: Clr 8, Drd 8
Duration: 10 rounds + 1 round/level (max 45 rounds)

This spell functions like lesser vigor, except as noted here and that it grants fast healing 8.

Sword of Light
Evocation [Chaotic, Good]
Level: Champion of Gwynharwyf 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

By calling on eladrin magic, you imbued a touched weapon with the power similar to the swords of light that tulani warriors bear to battle. This functions as the holy sword spell, except that the weapon conjured is a +5 brilliant energy, anarchic and holy weapon.


9th level:
Spoiler: ShowHide


Crushing Fist of Talos
Evocation [Electricity]
Level: Thunderborn 9
Components: V, S.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell conjures a storm cloud from which a massive fist of lightning smites a single foe. You  must succeed on a ranged touch attack to hit with the first. A successful hit deals 25d8 points of electricity damage. Despite the size of the fist, it only damages the target.

Note that this spell requires at least 30ft of space above the target's head to work, otherwise the spell fizzles.

Magic Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9, Clr 9, Drd 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are treated as being affected as by a targeted dispel attempt. The dispel check uses a modifier equal to your caster level, maximum+30.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are dispelled.

Artifacts and divinities are unaffected by mortal magic such as this.

Note: This spell replaces Mage's Disjunction.

Ring the Bell
Evocation [Sonic]
Level: Sorcerer/Wizard 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

As you shake the bell and speak the words, a ball of warped air appears before you, filling the air with a harsh buzzing noise. At your mental command, it blasts forth to strike at your enemies.

The ball will proceed to the target at great speed, provided it does not impact with any object in the intervening space, and then explode, dealing 16d6 sonic damage.

Any creature within the area of effect when the ball explodes must make a fortitude save or be permanently deafened. A successful fortitude save also halves the damage done by this spell.

Any inanimate object, crystalline creature, or objects held by a creature at the epicenter of the blast must make a Fortitude save or be destroyed, as the Shatter spell. This effect only affects creatures in a 5 foot radius from the epicenter of the blast.

Arcane Focus: A delicate and ornate spherical bell made of glass and mithral worth no less than 1000 gold.


10th level:
Spoiler: ShowHide


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.


11th level:
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Alabaster Perfection
Transmutation
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 hour
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will negates(harmless)
Spell Resistance: Yes (harmless)

This spell causes the flesh of the target to become alabaster-white, which has several effects. The natural armor of the creature touched increases by six points. This change cannot be dispelled, it is a permanent physical boost that stacks with pre-existing natural armor. An unearthly, unnatural aura surrounds the creature. Any foes within ten feet of the target suffer a -1 morale modifier to attack rolls as long as the target is seen. A permanent cool cloaks the creature, granting them cold resistance 10 that stacks with any pre-existing cold resistance.

The target's skin turns alabaster-white, becoming cool to the touch and smooth as polished diamond. This cannot be hidden with spells such as alter self or disguise self, or special abilities such as change shape. The alabaster color of the skin will invariably stay visible. This inflicts a -10 modifier to any disguise checks. Further, the unnatural air of the creature inflicts a -6 modifier on any charisma based skill checks the creature makes, as well as wild empathy or similar abilities. (The two mods do not stack with disguise.)

A creature can only benefit from this spell once. If it is lost, it may be reapplied.

Material Component: A mixture of diamond dust, blue ice and alabaster, melted together and formed into a special paste. This costs no less than 50,000 gold.

Dire Winter
Evocation [Cold]
Level: Sor/Wiz 11, Drd 11, Cold 10.
Component: V, S, F.
Casting Time: 1 minute
Range: 1,000 ft
Area: 1,000 ft radius emanation
Duration: 24 hours
Saving Throw: None; see text.
Spell Resistance: None

Calling on winter's cruel spirit, the caster creates a single day of bitterest winter. Within the radius a terrible blizzard blows, water in the air instantly frozen into snow. Any creature within takes 2d6 cold damage per round and must make a DC 20 strength check. Creatures that fail are blown back ten feet for every point they fail the check. They are blown away from the center of the dire winter unless physically impossible to do so. Creatures that hit hard, solid objects partway are treated as taking fall damage equal to the distance they were blown back.

In addition, any magic effect that provides protection against the cold is subject to a greater dispel magic effect every round it is in the area. This follows all the rules for that spell, targeting such spells as resist energy(cold) or protection from energy(cold). Any spell that grants a saving throw bonus specifically against cold, energy resistance or immunity to cold or a like benefit is targeted.

Focus

The heart of any creature of the cold subtype with at least 15 hit dice.

Epic Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wis 11
Components: V, S
Casting Time: 1 standard action.
Range: Touch.
Target: Creature touched.
Duration: 24 hours.
Saving Throw: None.
Spell Resistance: No.

An invisible but tangible field of force surrounds the subject of epic mage armor, providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Icedawn's Armor
Conjuration (Creation) [Cold]
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

This spell creates a full body suit of icy, form-fitting blue armor on you. This armor does not inhibit you in any way nor does it melt. This armor grants you a +15 armor bonus to armor class and immunity to fire.

Focus

A miniature breastplate made of blue ice that costs 10,000 gold.

Martyr's Kiss
Abjuration [Good]
Level: Clr 11
Components: V, S, M
Casting Time: 1 full-round action.
Range: Touch.
Target: Creature touched.
Duration: 1 hour/level.
Saving Throw: Special; see text.
Spell Resistance: No.

This spell protects a martyr to be, making them a dynamic force in a dramatic sacrifice. They gain a +10 sacred bonus to attack rolls, weapon damage rolls, caster level checks, armor class and saving throws. The target of the spell does not automatically fail a saving throw on a natural 1. Further, reducing his hit points to 0 or less does not incapacitate the target of the spell at all, nor does being reduced to -10 or lower hit points cause the death of the character. They are immune to petrification, imprisonment, temporal stasis or any other attempt to imprison or bind them.

At the end of the duration, when the target is slain, if this spell is successfully dispelled or as a standard action when the target desires, his body explodes in a titanic burst of holy light. This deals damage equal to your current hit points + 50 to all targets within 40ft of you. A fortitude save halves this damage. Obviously, this explosion kills you if you are not already dead. Dying in this matter bypasses regeneration and other similar abilities, as the body is completely destroyed.

This spell functions only on willing targets who are aware of what the spell does. If forced on a target or they are not aware of how it works, Kiss of the Martyr fails.

Material Component

A pair of tears shed at the completion of the spell, one by the caster and one by the target.

Mass Regenerate
Conjuration(Healing)
Level: Clr 11, Drd 12
Range: Close (25 ft + 5 ft)
Targets: One or more creatures, no two of which can be more than 30 ft apart/2 levels)

This spell functions like regenerate, except as noted. In addition, it restores 8d8 points of damage +1 per caster level (Maximum +50).

Might of the Solar
Transmutation
Level: Sor/Wiz 11
Components: V, S, M.
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Calling on the majesty of the celestial host, you imbue your body with a spark of the near-divine energy that empowers Solars. You gain a +18 enhancement bonus to strength, dexterity and constitution. You also gain a +14 enhancement bonus to natural armor. Your natural attacks and weapons are filled with sacred power, allowing you to treat any attack you make as a bane attack against the target; adding a +2 bonus to hit and damage, as well as 2d6 points of damage.

In addition you gain the benefits of the improved initiative and power attack feats.

Material Component

The feather of a solar.

Power of the Huntress
Transmutation
Level: Sor/Wiz 11, Drd 11
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell channels the fell instincts, speed and power of a stalking dire tiger into the spell's targets. The target gains a +10 enhancement bonus to strength, dexterity and constitution, a +8 enhancement bonus to natural armor, a +20 competence bonus to hide and move silently checks and a +6 bonus to initiative checks. You cannot be flatfooted for the duration of the spell and you gain the benefits of the Combat Reflexes feat. Finally, you gain the scent special quality.

Material Component

A hair from a feline of at least 20 hit dice.

Queen's Displeasure
Evocation [Force]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action.
Range: Medium (100ft + 10ft/level)
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: No.

Queen's Displeasure makes the ire of the caster immediately obvious. A blade of pure force shimmers to life in an instant, slashing the target wide open in a bloody display of wrath. This blade makes a single melee attack with an attack bonus equal to the caster's caster level + main spellcasting stat ability modifier + 10; the blade threatens a critical hit on a 17-20 and deals double damage on a successful critical hit. A successful hit deals 1d8 damage per caster level (maximum 30d8). Due to being made of force, this blade can strike ethereal and ghostly creatures.

Summon Black Rock Triskelion
Conjuration (Calling) [Earth, Evil]
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 round
Range: Close (25 ft+5ft/2 levels)
Effect: One called creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

This powerful calling summons Ogremoch's avatar of elemental evil to do the caster's bidding. The creature serves faithfully and will obey orders from the summoning wizard at all times unless directly overridden by Ogremoch.

To cast this spell safely, a pact with Ogremoch is required. This pact must be made in the presence of Ogremoch or a designated emissary. The pact requires offering something of material or spiritual worth to Ogremoch. As a rule of thumb, no less than 100,000 gold should be acceptable, though deeds or services of an immaterial nature are often preferred. If this spell is cast without such a pact in place, it ranges from failing to various levels of backfiring. In certain cases it may work as normal if the interests of the caster and his intentions serve Ogremoch, but this is rare.

Note that the creation of such a pact is a vile act treating and cavorting with deep evil.

Special

Clerics who serve Ogremoch may select this spell as if it was on the cleric list.

Summon Planetar
Conjuration (Summoning) [Good]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 round.
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned planetar.
Duration: Concentration; up to 1 round/level + 1 round.
Saving Throw: None.
Spell Resistance: No.

This spell summons a Planetar from the Heavens Above. It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.

Sunlance
Evocation [Light]
Level: Drd 11, Sor/Wiz 11, Sun 11
Components: V, S, M.
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Reflex partial; see text.
Spell Resistance: Yes; see text.

Calling on Lathander's glow, the caster summons a 10ft long lance of pure solar energy. This lance hurtles from the caster and requires a ranged touch attack. On success it deals 1d6 points of damage per caster level (Maximum 30d6). A creature to which sunlight is harmful or unnatural takes double damage. A second after impact the lance explodes into a burst of radiance. This burst is treated as a sunburst spell with a doubled area (160ft). The area is centered on the target and the target is also affected by the sunburst normally.

There is no saving throw against the sunlance's primary damage and a reflex save is allowed as normal with the secondary sunburst effect. For the sake of evasion, the sunlance's primary damage is not negated on a successful reflex save, only the sunburst damage. Spell resistance is allowed on the lance and the sunburst.

Material Component

A hunk of sunstone.

Superb Dispelling
Abjuration
Level: Sor/Wiz 11, Clr 11, Drd 11

This spell functions as greater dispel magic, with a maximum dispel check cap of +40. It can automatically destroy an antimagic field, as well as affect anything a magic disjunction can. This spell is often preferred over Magic Disjunction due to its tighter radius of effect.

Tyranny
Level: Sor/Wiz 11, Clr 11, Diabolic 10
Enchantment (Charm) [Evil, Lawful, Mind-affecting]
Components: V, S, F
Casting Time: 1 standard action
Range: 99 ft.
Target: One living creature.
Duration: 99 hours.
Saving Throw: Will negates and fortitude half; see text.
Spell Resistance: Yes.

The caster draws up to her full height, and her appearance becomes fearful as she commands the targeted creature to obey her or writhe in agony. A malicious, dark energy darts from her outstretched hands to strike at the target, who is then entitled to a Will save. A successful save at this juncture negates all further effects.

Should the subject fail, they look on requests that the caster makes in a most favorable manner. Should the caster request something that the target would not usually do, he can choose not to do so, but must immediately make a Fortitude save at the original DC or take 4 points of Constitution damage and suffer such intense pain that he takes a –4 penalty on attack rolls, checks and saving throws. A successful Fortitude save halves the damage and the penalty. The pain effect continues until the request has been agreed to, and the target begins to undertake activity to fulfill the request.

Tyranny ignores protection from evil and similar magics. Mind Blank allows an opposed caster check, success suppresses the Tyranny for the duration of Mind Blank, while failure causes the Mind Blank to fizzle. It cannot be dispelled by normal means, but a wish or miracle cast by a 21st level caster undoes this dread magic.

Powerful devils have been known to use this spell to deliberately condition captors to undertake evil tasks of their own free will, and thus pervert any goodness the captor may have had. In many cases, this scenario pleases the devil more than simply quashing the subject's will.

Arcane Focus

A soul damned to Baator, usually held within a gemstone or like receptacle.

Volcanic Genesis
Transmutation [Fire]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action.
Range: Long (400ft + 40ft/level)
Target: One 20ft patch of solid ground.
Duration: 1 round/level.
Saving Throw: See text.
Spell Resistance: No.

When you cast this spell, you point at a segment of ground 20ft in radius, which promptly crumbles away and reveals a vein of boiling magma a mere 20ft below. If any creatures are standing on the ruptured hole and are small enough to fall through, they must make a reflex save or plummet into the magma below. Creatures who fall in are treated as being immersed in lava, taking 20d6 points of fire damage per round.

Each round this revealed hole causes various effects, as noted below.

1st round: Black, sulfurous gasses escape from the rupture. This miasma spreads in a radius of 10ft per caster level and reaches 30ft high at all points. This is treated as obscuring mist, hampering visibility as per that spell. Due to the thickness of the gas, wind of less than hurricane force cannot disperse it. A hurricane force wind will disperse the gas in one round. Further, the superheated, toxic gasses are damaging. Any creature within these gasses takes 5d6 points of fire damage and is nauseated. A successful fortitude save halves the fire damage and reduces the nausea to sickened.

2nd round: With a rumble, great bursts of flaming volcanic rock erupt out of the newborn volcano. These pummel an radius of 10ft per caster level around the hole, dealing 10d6 points of fire damage and 10d6 points of bludgeoning damage to all creatures within the radius. A successful reflex save halves this damage.

3rd round: A wave of magma bursts out from the hole, spreading out in a 20ft radius around the volcano. This deals 20d6 points of fire damage to any creature within the radius, with a reflex save to halve this damage. Further, it melts the ground below, expanding the radius of the volcano's hole by a like amount.  Any creature on this ground must make a reflex save for fall into the magma below.

4th round and beyond: At the 4th round the 2nd round effects repeat, and on the 5th round the 3rd round effects repeat. Adjust the affects accordingly as the radius of the volcanic hole expands. This pattern continues until the duration expires.

After the duration expires, the hole vanishes and any magma or flaming rock on the ground cools as normal. The gasses dissipate within 10 minutes, though a strong wind or greater will disperse them in one round.


12th level:
Spoiler: ShowHide


Beauty Triumphant
Transmutation
Level: Clr 12, Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration 1 min/level
Saving Throw: Will negates (Charm effect only)
Spell Resistance: No

With this spell, you call on the beauty of Sune. You gain a +10 enhancement bonus to charisma. Any creature within 60ft that sees you and would be attracted to you must make a will save. Failure means they fall hopelessly in love with you. Treat them as fanatic towards you, listening to every word you speak as gospel truth. Unlike most effects, this is not a mind-affecting or charm ability; it is the drawn out beauty that causes this, not any magic on the part of the spell.

In addition your beauty manifests as a palpable force, granting you your charisma modifier as a deflection bonus to armor class.

Boneyard's Embrace
Necromancy
Level: Sor/Wiz 12, Dread Necromancer 12
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: 1 round/four levels.
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell manifests a ghostly, skeletal hand that drinks away your life force. When cast, this hand grips around you and clings to you without fail. The hand is large enough to wrap around your chest fully, but does not impede your movements or actions. It is insubstantial and cannot be removed by any means, save by dispelling Boneyard's Embrace. Each round it holds onto you, including the first round, you suffer 20d12 points of negative energy damage and 1d4 negative levels. The creature is allowed a fortitude save each round. Success halves the negative energy damage and reduces the negative levels gained that round to one. The save must be repeated each round Boneyard's Embrace is in effect.

A creature slain while under the effect of Boneyard's Embrace, be it by the spell or something else, immediately begins to rot away as it is dragged into the ground. This destroys the body of the creature but has no other ill effect. The creature's equipment is undamaged by this and it is not dragged down with the body.

Material Component

A handful of dirt from a graveyard.

Heretic's Winter
Evocation [Cold, Evil]
Level: Corrupt 12
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 300ft
Duration 10 min/level
Saving Throw: Will partial; see text
Spell Resistance: Yes

This spell causes black, sooty snow to fall in the area of effect. This snow is painful to the touch, freezing exposed flesh instantly. Each round a creature is in the area of black winter, they suffer 5 points of vile cold damage and 5 points of non-typed damage resulting from the evil power suffusing this spell. There is no saving throw against this aspect of the spell.

Heretic's winter is particularly potent against good aligned divine spellcasters. Any such creature suffers a -5 penalty to their caster level for divine spells. This penalty also applies to the creature's turn undead level, total level to smite evil and other class abilities from divine casting classes that uses level as a part of the calculation to determine effectiveness or DCs. These penalties cannot be overcome by any means but immediately ceases once the creature leaves the area of the spell. Further, those that are damaged by heretic's winter must make a Will save or lose two prepared spells or spell charges. Treat this spell lost as spells lost by energy drain, with the highest level spells available lost first.  Spells continue to risk being lost each round the creature takes damage from heretic's winter.

A creature that possesses both arcane and divine spells suffers no penalty to their arcane casting while within heretic's winter, nor are they at risk of losing prepared arcane spells.

The caster is immune to his casting of heretic's winter.

Corruption Cost

1d6 points of wisdom drain.

Legion's Gates
Conjuration (Teleportation)
Level: Sor/Wis 12, Clr 12
Duration: Concentration, up to 1 round/level.

This spell functions as the planar travel version of Gate, except that you create one gate per three caster levels you possess. Each Gate may to be a different location, but all must go to the same plane (and layer of that plane, if appropriate).

Rain of Desolation
Abjuration/Evocation [Cold]
Level: Drd 12, Sor/Wiz 12
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (40ft radius, 80ft high)
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell summons a driving, drenching cold rain. Creatures within it are struck by a bitter cold as the magic around them crumbles. All creatures within the radius are treated as being affected by a targeted greater dispel magic (maximum dispel check modifier of +30). Creatures exposed to this rain take 5d6 points of cold damage. This damage rises by 2d6 for each spell or spell-like ability dispelled by this spell, to a maximum of 50d6. This damage applies to all creatures within the Rain of Desolation. For example, a Rain of Desolation that dispels 5 effects deals 15d6 cold damage to all creatures within it. A Fortitude save is allowed to halve the cold damage.

Focus

A white crystal in the shape of a teardrop, worth no less than 2,000 gold.

Sensual Blessing
Transmutation
Level: Brd 10, Clr 12, Sor/Wiz 12
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell sharpens the senses of the target, selectively enhancing pleasurable and beneficial sensations. The target gains a +25 competence bonus to spot and listen checks, as well as scent, low-light vision, darkvision 60ft, blindsight 60ft and tremorsense 60ft. The target is so attuned to positive sensations that they double any magical healing they receive, such as from a spell of cure light wounds.

Focus

A phoenix feather, magically preserved to be forever burning and worth no less than 3,000 gold.

Wrath of the Heavens
Evocation [Electricity]
Level: Clr 12, Wrath(BoED) 12
Components: V, S
Casting Time: 1 swift action
Range: Long (400 + 40ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

Wrath of the Heavens is designed to show the displeasure of the Gods in a striking, sudden manner. With a single word of condemnation and pointing at the target, a lightning bolt from above crashes into the target. This lightning bolt deals 20d10 points of damage. Half of this damage is electricity damage and the other half is divine damage. In addition, if the fortitude save is failed, the target is struck blind and deaf.

This spell relies on the target having offended the deity the caster serves. If used on a target that has not offended the caster's deity, Wrath of the Heavens does not harm them. For the sake of this spell, offending is engaging in acts against the deity's clergy or acts directly opposed by its alignment.

Despite the lightning bolt striking from above, a clear sky is not needed to cast this spell. It may even be cast inside or underground.

Clerics of evil deities often call this spell Wrath of the Hells or a similar name.


13th level:
Spoiler: ShowHide


Greater Polar Ray
Evocation [Cold]
Level: Sor/Wiz 13
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions as Polar Ray, except that it deals 1d8 points of damage per caster level (maximum 50d8).

Focus

A small, white ceramic cone or prism.

Mass Energy Immunity
Abjuration
Level: Clr 13, Drd 13, Sor/Wiz 13
Range: Close (25ft + 5ft 2/levels)
Targets: One creature/level, no two of which can be more than 30 ft apart

This spell functions as Energy Immunity, except that it affects multiple targets.

Mirror's Mimicry
Illusion (Figment)
Level: Sor/Wiz 13
Components: V, S, F.
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

This spell functions as mirror image; however, you sacrifice a small part of your life force to render the images partially real. For each image created you take 8 points of damage. This damage cannot be prevented in any way, and if it is redirected, the spell fails.

Each round, every image may take a standard action. They may perform any action you are capable of. Each image may take a separate action and your normal actions are not constrained. Due to only being partially real, everything is only half-effective. The attack rolls of your mirror images are half of yours, the save DCs are halved, durations are halved, damage is halved, and so forth and so on. The images may not target themselves with beneficial abilities, nor can they effectively heal themselves. However, they can heal the caster or buff him as normal. Any resources used by the mirror images are expended as normal, despite only being half effective.

Focus

A polished mirror engraved with your true name and an image of your true face. This must be of the highest craftsmanship and worth at least 20,000 gold.

Morwel's Blessing
Conjuration(Healing)
Level: Clr 13
Components: V, S, F.
Casting Time: 1 standard action
Ranger: 40ft
Area: All creatures within a 40ft radius centered on you.
Duration: Instantaneous.
Saving Throw: None
Spell Resistance: No

By chanting ancient Words of Creation passed down by Queen Morwel of the eladrin, you cleanse your allies physically and spiritually. A shower of glittering stardust descends over the area, settling on the area and healing them. All dirt and grime is removed from them and any equipment in the area, as well as all damage to them restored. Any creature in the radius is healed, as if by a mass heal spell(Maximum 400 hp). Any negative magics on the targets are treated as being targeted by dispel magic(maximum +30). This spell is treated as a miracle spell for the sake of what it may dispel or remove.

Focus

A perfect sphere of crystallized starlight polished smooth with holy water, worth no less than 15,000 gold.


14th level:
Spoiler: ShowHide


Mass Power of the Huntress
Transmutation
Level: Sor/Wiz 14, Drd 14
Range: Close (25ft + 5ft 2/levels)
Targets: One creature/level, no two of which can be more than 30 ft apart

This spell functions as Power of the Huntress, except that it affects multiple targets.

Purr of Sharess
Abjuration/Evocation [Good, Sonic]
Level: Sor/Wiz 14, Brd 11
Components: V
Casting Time: 1 standard action
Range: 100ft radius emanation
Area: 100ft
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

You emit a gentle purr that soothes the righteous and torments the wicked. Using Purr of Sharess is a standard action, and requires concentration to maintain each round. Good aligned creatures hear a beautiful, soft purr that banishes worries and soothes them, granting them the benefits of Sublime Revelry for as long as they are in the radius and 5 rounds after they leave. Neutral creatures hear it as a cat's purr, loud but otherwise unremarkable. Evil creatures find it to be a devastating cacophony of growls, causing massive bursts of sonic damage. Each evil creature within the radius of Purr of Sharess takes 1d6 points of sonic damage per caster level (max 40d6) and is permanently deafened. A successful fortitude save halves the sonic damage and negates the deafening. Creatures who enter the radius are immediately affected. A creature cannot be affected by Purr of Sharess more than once per round.

Radiant Storm
Evocation [Light]
Level: Clr 14, Sor/Wiz 14
Component: V, S, F.
Casting Time: 1 full round action.
Range: Long (400ft + 40ft/level)
Area: 20ft bursts; see text
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.

Radiant Storm causes multiple Radiant Assaults to explode within the range of the spell. The caster gets one Radiant Assault per three caster levels. Each one appears where the caster desires within the range of the spell. Multiple Radiant Assaults may not overlap, though creatures that occupy more than one square can be caught in more than one assault. Each assault requires a separate saving throw and spell resistance check to resist.

In addition, each assault deals 1d6 damage per caster level, to a maximum of 40d6. All other effects are as Radiant Assault.

Focus

The eye of any outsider with 20 or more hit dice.

Summon Solar
Conjuration (Summoning) [Good]
Level: Clr 14
Components: V, S, DF
Casting Time: 1 round.
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned solar.
Duration: Concentration; up to 1 round/level + 1 round.
Saving Throw: None.
Spell Resistance: No.

This spell summons a Solar from the Heavens Above. It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.


15th level:
Spoiler: ShowHide


Cast to the Malicious Fates
Conjuration (Teleportation)
Level: Sor/Wiz 15
Components: V, S, M
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This wrathful spell plagues the target with uncontrollable, randomized and unfavorable teleports. Every hour the target is teleported to a new, random location. This location is one that unfavorable and unpleasant to the target, though not one that is immediately fatal. These locations range from the embarrassing (a man appearing in the woman's baths) to dangerous (appearing in the arctic wearing summer clothes) to extremely hazardous (appearing in the path of a raging dragon). No matter where the target is teleported, they will never teleport anywhere within 100 miles of what they consider home or a steadfast friend or ally. In addition, if the target finds that any attempts to teleport on his own, such as by casting teleport, using a greater teleport SLA or stepping through a portal instead cause another instance of unfavorable teleportation.  This includes planar teleportation, such as plane shift, but not the direct action of deities or passing over a planar boundary.

Cast to the Malicious Fates can be dispelled as normal, but it treats its caster level as 20 higher for the sake of being dispelled. Anti magic or dead magic areas suppress this spell, though wild magic does not. A wish or miracle cast by 21st level caster can immediately dispel Cast to the Malicious Fates.

Material Component

A scroll of greater teleport.

Great Northern Wind
Evocation [Air, Cold]
Level: Drd 15, Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: One 1000ft cube
Duration: Instantaneous and 1 min/level; see text.
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell conjures a massive windstorm of sub-zero cold and frigid snow. This deals 25d6 points of cold damage to all creatures within the area of the spell except for the caster. A Fortitude save halves the damage and negates the following two effects. In addition, creatures that fail the save are knocked prone by the force of the wind. Further, the numbing cold inflicts a -10 penalty to Dexterity (cannot go below 1). Creatures immune to cold are only subject to possibly being knocked prone. Flying creatures that would be knocked prone are instead blown to the southern end of the cube.

The penalty to Dexterity lasts for 1 minute per caster level. All other effects of Great Northern Wind are instantaneous.

Material Component

A handful of snow.


16th level:
Spoiler: ShowHide


Fifty Little Deaths
Evocation [Force]
Level: Sor/Wiz 16, Drd 16
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 60ft radius spread
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes

This spell creates a vortex of tiny slashing claws, resembling a cat's claws. Any creature within the radius takes 50d6 points of force damage as the claws rip them apart.  Creatures that have dealt damage to a cat or other feline creature in the last 24 hours suffer a -7 penalty to the reflex save and take 50d10 points of damage instead.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#2
Changelog for various edits.

3/9/12: Added Queen's Displeasure to 11th level spells.
3/9/12: Added cleric 10 to Celestial Valor.
3/9/12: Removed Cania 10 from levels of Mephistopheles' Cold Hand.
3/9/12: Naeys' Lifefont is now Sor/Wiz 11. Clr 10 is unchanged. It doesn't strictly fit as a sor/wiz spell, though I'm probably going to grandfather it in.
3/9/12: Cleaned up language in Naeys' Lifefont and changed the school to Conjuration (Creation) to better match Gate and other portal spells. Necromancy wasn't really the right school for it.
3/9/12: Minor language cleanups in Shield of Sylica.
3/9/12: Minor language cleanups in Spellpool. I haven't read that spell back over in depth; if it looks relevant later on I will.
3/9/12: Minor cleanups in Syala's Awaken Defender of the Home. Must remember to polish and post that template, I've been meaning to.
3/9/12: Minor cleanings in True Meteor Swarm. In addition, it's now Druid 10. Druid gets enough comet/meteor magic to justify it, I think.
3/9/12: Added the missing focus to Vitrification Bomb.
3/9/12: Language cleanups on Aisle Wizard's Grace.
3/9/12: Cleaned up Alabaster Perfection. Doubled the price of the ritual as I feel it's better balanced that way. Also added a bit of text elaborating on Wild Empathy.
3/9/12: Summon Black Rock Triskelion cleanups.
3/9/12: Minor cleanups in Sunlance.
3/9/12: Minor cleanups in Tyranny + Lawful descriptor was added.
3/9/12: Changed Volcanic Genesis to Transmutation. It's not really causing something to happen, it is transmuting the earth and ground below into a volcano.
3/9/12: Removed unused M from Beauty Triumphant's component list.
3/9/12: Wrath of the Heavens gained text explaining that it can only be used on targets that have offended your deity and explaining what constitutes offending. Also, it was added to Wrath(BoED) 12.
3/9/12: Added a clause to Morwel's Blessing that it can dispel things that a miracle can dispel. Helps boost it up, since I feel this spell underperforms as it was written.
3/9/12: Minor cleanups to Radiant Storm.
3/9/12: Note: I left Mirror's Mimicry in. I believe this spell is most likely broken and it was made on request when stating out Alicia as a full deity. As we get closer to seeing it in play I'll deal with it one way or another.
3/17/12: Added 3 1st level spells from the burning hands book.
4/13/12: Added Lunatic's Light to 7th level spells.
4/24/12: Added Greater Angelskin, Mass Angelskin, Barachiel's Smite, Eyes of Truth, Rallying Touch, Black Ice Touch, Prismatic Touch and Greater Ghoul Touch.
4/30/12: Added Erinyes Tangle.
5/19/12: Added Simmer's Surprise.
5/22/12: Aded Ithea's Misery Bottle.
5/24/12: Added all the Sharess spells.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Unlocked for now, I may fold this back into another topic or something.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

I'm going to do something with this topic soon enough. For now, changelog note: Superb Dispelling is now a druid 11 spell.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Added the new spells from Castle Crumbling.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Added Superior Vigor as a result of reading Tome of the Regenerator.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Fixed a few things in Purr of Sharess and Wrath of the Heavens.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Merc

Silly Ko, you have a changelog for mentioning that stuff! =p
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Anastasia

That was for when it was stickied. I still need to sort something better out for that.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Added the Auril spells. Rain of Desolation is now druid 12 and Great Northern Wind is druid 15. I may add a few of those spells to epic duskblade too.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Added the magic missile variants.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?