Site hosted by Angelfire.com: Build your free website today!
New Spells
CorpseFlesh

Necromancy [evil]
Level: sor/wiz 1, Necro 1
components:V,S,M
casting time: 1 action
Range: personal
target: Caster
Duration: 1 min/level

The caster absorbs the skin of a preserved or fresh corpse into his own skin, gaining a +2 natural armor bonus to his AC. The caster takes a -1 penaltry to charisma for the duration of the spell, due to the grey, leathery quality of his skin
Material component: At least half the skin of a newly dead or preserved corpse.

Essence Empower

Necromancy
Level: Wiz/Sor 1
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 hour/lvl
Area: 10 ft radius

This wicked little spell leeches energy from living things around the caster. When this spell is cast, an invisible field surrounds the caster out to a 10 ft radius. While active, this spell drains the living energy from beings within it's field and provides this energy to the caster. Extremely tiny creatures such as normal worms, spiders, flies, gnats, and other similar sized creatures will usually die if in the field for even a short time, but larger creatures will feel fatigued, at worst, and only if they remain in the field for an extended time (1 hour/HD). A high level caster using this spell while sleeping in a field may wake to find a patch of dead grass around him... While in the presence of living creatures (plant, animal, or assorted vermin), this spell drains small amounts of life energy from them, and stores this energy for later use by the caster. The caster must be in the presence of some form of living being for at least 75% of each hour in order for the spell to draw sufficient energy. For each hour that this criterion is met, 1 hp worth of energy is stored in the spell. Should the caster at some point be injured, the stored hit points are immediately given to the caster, effectively healing him or her. An already injured caster may cast this spell and, as long as the above criteria are met, regain health at the rate of 1hp per hour for the spell's duration Material Component: A small living vermin (spider, ant, worm, etc.).

Madison's Gravebane

or Madison's Mummy Masher

Necromancy
Level: sor/wiz 4, cleric 4, Paladin 4
components: V,S,M
casting time: 1 action
Range: Medium (100 ft + 10 ft/level)
target: 15' radius Cube
Duration: instantanious

Saving throw: Will for half
Spell resistance: yes

By means of this spell, a 30 foot sphere of undead creatures are broken and cracked to bits. The negative energy holding them together becomes destructive force. This destructive force deals 2d6 points of damage per caster level to the undead in the area. The caster can choose how much of that damage to assign to each creature in the area of the affect. This does not affect undead suffused with positive energy.
Material Component: A small 3 inch bone or sliver of bone which is broken during casting.

Magic Missile Field

Evocation [Force]
Level: Wiz/Sor 1
Components: V, S
Casting Time: 1 action
Range: Medium (100ft +10ft./level)
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

A field of blue energy shimmers around the target for an instant, before exploding inwards in a blast of force, dealing 1d4+1 points of damage. The Field strikes unerringly, just as a magic missile would, except that no streak, or missile of force travels to the target. Just as with the magic missile, for every two levels of experience past 1st, you gain an additional field. This can be targeted in the same fashion as additional missiles gained from Magic Missile. A target who has been targeted with multiple fields at once simply appears to glow with a brighter light and the field explodes inward a with greater force.

Moonskin*
Abjuration
Level: Clr 5
Components: V,S,M
Casting Time: 1 full round
Range: Touch
Target: One creature touched
Duration: 1 hour/level
Saving Throw: None (harmless)
Spell Resistence: No

You channel the power of darkness to enshroud one creature sensitive to sunlight, effectively keeping a layer of moonlight between the creature's skin and the sun. Any creature with daylight sensitivity (such as orcs or drow) has it's penalties negated; creatures that take damage from the sun (such as vampires) are merely dazzled instead (-1 penalty on attack rolls, Spot and Search checks).
Material component: A paste, made at night, containing 50 gp worth of silver dust mixed with water from a pool under the moonlight and preserved in a non-clear container. The paste is applied to the creature's eyelids.
*Taken from Jason's Web site

Onigumo's Searing Pleasure

Enchantment [evil]
Level: sor/wiz 2, cleric 2
components:V,S,DF,
casting time: 1 action
Range: 100 ft +10/level (medium)
target: One creature
Duration: 1d4 rds +1/ 2 levels
Saving throw: Will Negates
Spell Resistance:yes

Raife's Bloody Kiss

Necromancy [evil]
Level: sor/wiz 4
components: V,S,M
casting time: 1 action
Range: Touch
target: Living Creature touched
Duration: instantaneous
Saving throw: Will negates
Spell resistance: Yes

The caster touches the subject, inducing massive blood flow to the head. All of the subjects blod flows to it's brain, which begins to hemmorage uncontrollably, dealing 1d8+1/caster level of damage each round, and 1 point of constitution drain for a number of rounds equal to 1/2 the caster's caster level. The regular damage continutes for a number of rounds equal to the caster level.
Material component: A bit of humanoid brain, and one drop of fresh blood

Raife's Rotting Curse

Transmutation [evil]
Level: corrupt 3
components: V,S,corrupt
casting time: 1 action
Range: Touch
target: Living creature touched
Duration: Instantaneous

Saving throw: Fort Negates
Spell resistance: yes

The subject's flesh and bones begin to rot. The subject takes 1d6 points of constitution damage immediately, and 1d6 points of constitution damage each hour until dead, or the curse is removed with a remove disease spell, limited wish, wish, or miracle. Corruption cost: 1d6 points of strength damage (the spell duplicates Rotting Curse of Urfestia as found in the Book of Vile Darkness).

Raife's Violator

Evocation[evil]
Level: sor/wiz 3, clr 3
components:V,S,AF
casting time: 1 action
Range: personal
effect: 1 shortspear
Duration: 10 min/level

Raife's Violator Causes a weapon of vile blackness that the caster (and only the caster) can weild with profficiency. The caster can throw it, but the spell ends after the ranged attack is resolved.
Raife's Violator is treated in all ways as a +2 shortspear, except that all damage dealt is vile damage.
Arcane focus: A bone fragment of a good aligned creature
(This spell duplicates the spell Vile Lance as found in the Book of Vile darkness).