Spells

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Wail of the Banshee
Wall of Shade
Warner’s Weapon Wielding
Watery Double
Weighty Chest
Whip of Pain
Zone of Sweet Air

Wail of the Banshee (Necromancey)
Level:  Death 8, Sor/Wiz 9
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  30’ radius
Duration:  Instantaneous
Saving Throw:  Will negates
Spell Resistance:  Yes
 At the culmination of this dreadful spell, the caster screams like a banshee (a groaning spirit). For each level of the caster, one listener within 30 feet hears the wail. Those who fail a Will Save die instantly.
 The caster cannot be the victim of his own spell, nor can he choose who will be affected. If there are more potential victims than the level of the caster, the DM must randomly determine which creatures are affected. Creatures who cannot hear (due to ear plugs, deafness, etc.) can be targets, but cannot be affected and are considered to automatically make their saving throws.
 The material component is a lock of hair from an evil female elf. 


Wall of Shade (Conjuration/Summoning)
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  Special
Duration:  10 rounds/level
Saving Throw:  None
Spell Resistance:  Yes
 This spell creates a semi-solid wall of shadowstuff which slows and blocks opponents from the caster.  The wall is black and opaque, composed of thick, swirling, viscous shadow.  It will block hurled and projected missiles such as arrows, spears, bolts, etc., similar to Protection from Arrows. The wall is 20’ per level long by 10’ per level high by 3 inches thick per level.  Creatures can force their way through the wall, with a delay of one round per two feet of thickness, as the wall is not totally solid. Large or very powerful creatures force through at one round per four feet of thickness. It can be cut through fairly quickly with edged weapons. It is not flammable.  A Light or Continual Light spell cast on the wall will “blow” a 20 foot diameter hole in it, and the wall is vulnerable to many other light- based effects.  For ruling purposes, treat the wall as the consistency of marshmallow... Note that air passes freely through and within the wall, so that suffocation is not a factor.  Creatures of Shadow ignore the wall,passing through freely with no loss of movement.



Warner’s Weapon Wielding (Alteration)
Level:  Sor/Wiz 4 
Components:  V, S
Casting Time:  1 action
Range:  Touch
Effect:  One creature
Duration:  1 Hour
Saving Throw:  None
Spell Resistance:  Yes
 This spell when cast upon someone will grant them the ability to temporarily be proficient in all known forms of weapons.  This spell does not give any bonuses to hit or damage, only the ability to know how to wield any type of weapon.  This includes Exotic weapons.


Watery Double (Conjuration/Summoning, Enchantment)
Level:  Sor/Wiz 1 
Components:  V, S
Casting Time:  1 action
Range:  Touch
Effect:  One body of liquid
Duration:  Permanent until discharged, then 1 round / level
Saving Throw:  Fortitude negates
Spell Resistance:  Yes
 This spell may be cast on any body of liquid as large as an ocean or as small as a glass of wine. The first creature whose reflection is cast on the surface of the liquid releases the spell. When the spell is triggered, the liquid immediately forms an exact three-dimensional image of the reflected creature. If more than one creature casts a reflection simultaneously, only one watery double forms. Each creature has an equal chance of being the victim of the spell (roll randomly).
 The size of the watery double is restricted by the volume of fluid available. If the spell were cast on a full mug of ale, the double would form from the ale, becoming a mug-sized duplicate of the victim. The watery double will never exceed the actual size of the victim regardless of the size of the body of liquid.
 When the spell is cast on the liquid, its duration is considered permanent until the power is released by a creature’s reflection. The liquid will not evaporate until the spell is triggered. When the watery double forms, it remains animated for 1 round per experience level of the caster.
 The watery double attempts to touch the creature it has duplicated. It can affect only the creature that it resembles. It has the same combat bonus and current hit points as the creature it duplicates, but cannot cast spells or use any of the creature’s magical items or special abilities. The watery double is AC 14 and its movement rate is double that of the victim. It may seep under doors and through cracks.
 If the watery double succeeds in touching the creature, it merges with the individual, covering his entire body in a skin of liquid. The victim must attempt a Fortitude saving throw. If successful, the creature has resisted the spell’s effect and the watery double “dies,” becoming normal fluid (and soaking the creature in the process). If the saving throw is failed, the watery double begins forcing its way into the victim’s bodily openings, inflicting 1d8 points of damage per round until it is destroyed.
 The watery double dissipates if reduced to zero hit points or when the spell’s duration expires. Striking the watery double while it is wrapped around its victim causes an equal amount of damage to the victim. Part water, lower water, and transmute water to dust spells instantly destroy a watery double. 


Weighty Chest (Guardian)
Level:  Clr 1 
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  5’ cube
Duration:  1day / level
Saving Throw:  None
Spell Resistance:  Yes
 This spell enables the caster to enchant a chest, book, package, or any other nonliving object no larger than a 5'x 5, x 5' cube. When the enchanted object is touched by anyone other than the caster, the apparent weight of the object increases, becoming 1d4+1 times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the caster. The caster can move the object normally throughout the duration of the spell.
 The material component is a lead ball.


Whip of Pain  (Evocation)
Level:  Sor/Wiz 1 
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  10’ radius
Duration:  concentration, up to 1 round per level
Saving Throw:  Reflex half, Fortitude half
Spell Resistance:  Yes
 This spell creates a whiplike, flexible line of force, emanating from the fingertips of the caster’s hand. This crackling, coiling line of purple sparks can be wielded as a lash in battle & strikes opponents up to 10' distant.
 The whip has a +2 bonus to hit, and if successful, there is a loud snapping sound, and the victim must make 2 dice rolls. The first is a Reflex save. If failed, the person takes 4d4 damage, ½ dmg if successful. The second roll is a Fortitude save. If failed, the target is wracked by pain for 2 rounds, lowering his AC by one, placing a -2 penalty on Combat rolls & Damage rolls, and preventing spell-casting. If successful, the target feels only enough pain to suffer a -1 To-Hit for 1 round.
 The spell lasts as long as the caster concentrates, with a maximum of 1 round/level
 The material components of this spell are a drop of the caster’s blood and one of the caster’s hairs.


Zone of Sweet Air (Elemental/Wards)
Level:  Clr 3
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  10-foot cube/level
Duration:  10 rounds/level
Saving Throw:  None
Spell Resistance:  No
Zone of sweet air creates an invisible barrier around the area of effect that repels all noxious elements from poisonous vapors, including those created magically (such as a stinking cloud). The spell offers no protection against poisonous vapors created by a dragon’s breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally. 
If a poisonous vapor is expelled within the area of effect (for example, a stinking cloud is cast), the spell takes effect normally but dissipates in half the time normally required.
The material components are the priest’s holy symbol, a silk handkerchief, and a strand of spider web. 
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