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Transcendent One



Level 1













Armor:

Physical attacks shall be better thwarted as protection is granted to those who have none. This spell grants an Armor Class of 6 to the target. It is culmulative with Dexterity bonuses, but nothing else. The spell lasts until the wearer sustains culmulative damage more totaling more than 8 pts. + 1 / level of the caster. Note that the armor does not absorb this damage; it only distintegrates after that much damage has been inflicted on it.

Range: 0
Duration: Until destroyed by damage
Speed: 1
Area of effect: 1 creature
Saving throw: none


Blindness:

How frail is the body when it depends upon its eyes! When sight is removed, things become harder to hit, and the sufferer becomes an easier target. If the targeted creature fails its saving throw, the creature will be struck with blindness and suffer a -4 penalty to its attack rolls and a +4 bonus to all opponents' attack rolls.

Range: 90 ft. + 30 ft./level
Duration: 60 seconds
Speed: 1
Area of effect: 1 creature
Saving throw: neg.


Chromatic Orb:

Long are the debates about the spectrum of color in the multiverse. "This Blue is better than Yellow!" "Pike it, berk! Of course White is the true color!" And while in the end, many generally agree that a color's greatness is in the eye of the beholder, this spell establishes the fact that some colors are deadlier than others. This summons a large, magical Orb of Color, which can then be hurled at a target using the caster's normal Attack roll +3. The color of the Orb changes depending on the caster's level.

Level of Caster------------Color of Orb------------Points of Damage------------Special Effects

1-------------------------------white----------------------1-4-------------------------------for 10 seconds: -4 attack, -4 saving throws, +4 AC
2-------------------------------red------------------------1-6-------------------------------for 10 seconds: -1 strength, -1 dexterity
3-------------------------------orange---------------------1-8-------------------------------additional 1-4 points of fire
4-------------------------------yellow---------------------1-10------------------------------for 10 seconds: -4 attack, -4 saving throws, +4 AC
5-------------------------------green----------------------1-12------------------------------stunned for 10-25 seconds
6-------------------------------turguise-------------------2-8-------------------------------uconscious for 10-25 seconds
7-------------------------------blue-----------------------2-16------------------------------paralyzed for 30-100 seconds (2-16 + 4 combat rounds)
8-------------------------------volet----------------------paralysis-----------------------petrification
9-------------------------------black----------------------4-40----------------------------paralysis for 10-40 seconds

Range: 50 feet
Duration: Special
Speed: 1
Area of effect: 1 creature
Saving throw: neg.


Fist of Iron:

This spell gives the caster's fist the strength and durability of iron, turning it into a living weapon. Any punches the caster does will do more damage than normal. This spell works only on the Nameless One. When cast, all his normal punch attacks are +3 to hit and +6 to damage. The Nameless One cannot cast spells while the Fist of Iron is in place.

Range: caster
Duration: (5 seconds/level)+ 5 seconds
Speed: 1
Area of effect: Nameless One only
Saving throw: none


Friends:

One's charm, one's beauty and one's charisma is oftentimes the key to gaining the trust of strangers and creating new friends. When cast, the caster temporarily gains 2-8 points of Charisma, which could be helpful in making new friends, or opening new paths.

Range: 0
Duration: 5-20 seconds + 5 seconds/level
Speed: 1
Area of effect: caster
Saving throw: special


Identify:

This spell reveals the mysteries of an enchanted object, allowing you to know its exact abilities.

Range: 1 item
Duration: instant
Speed: 1
Area of effect: Inventory usage only
Saving throw: none


Magic Missile:

This spell shapes arcane energies into unerring missiles. The greater your skill, the more missiles you can hurl from your body. The spell summons a magical missile that strikes its target unerringly for 2-5 pts. of damage with no saving throw possible. In addition, the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9.

Range: 80 feet + 30 feet/level
Duration: instant
Speed: 1
Area of effect: 1 creature
Saving throw: none


Minor Embalming:

Embalming preserves the flesh of the dead... as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage. This spell works only on the Nameless One or any undead. When cast, the target gains +2-8 temporary hit points and a temporary bonus of +1 AC for a half-hour. The extra hit points behave exactly like an Aid spell... they will heal the caster if he is less than max hit points or they will give him bonus hit points for a half-hour.

Range: 0
Duration: 30 minutes
Speed: 1
Area of effect: creature touched
Saving throw: none


Missile of Patience:

Could this spell be any more useless??! cried Eelnek, mage of Amnar. The bane of mages everywhere, could this be the practical joke of an arch-mage, or living dis-proof of the old Prime Material axiom that "good things come to those who wait"?

Range: ?
Duration: ?
Speed: ?
Area of effect: ?
Saving throw: special


Pacify:

Violence is not always the best solution. This spell seeks to quell the boiling blood, the anger and malice through peaceful means. As per the name, this spell will magically pacify 2-8 creatures of 6 HD or less in the area of effect; this affects all types of creatures except for undead. When cast, creatures must immediately make a saving throw vs. spell. If they fail, they stop all activities that require any exertion, including arguments, combat, etc. From here, the affected creatures will fall into a deep slumber. The affected creatures will remain in this state for the duration of the spell if left unharmed. If attacked, they automatically gain a new saving throw to try and break the spell.

Range: 180 feet
Duration: 40 seconds + 5 seconds/level
Speed: 1
Area of effect: 2-8 creatures (non-undead)
Saving throw: none


Reign of Anger:

Zerthimon's teachings allows the channeling of anger into streams of unerring missiles that quickly strike those that oppose you. This spell summons a magical attack that strikes its target unerringly for 3-6 pts. Of damage with no saving throw possible. In addition, the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9.

Range: 40 feet + 15 feet/level
Duration: instant
Speed: 1
Area of effect: 1 creature
Saving throw: none


Scripture of Steel:

One of the earliest teachings of Zerthimon, this incantation reflects what *knowing* that flesh yields to steel achieves: bestowing a greater advantage to strike and the strength to resist damage. Scripture of Steel grants a +1 to hit and +1 to saves to all creatures that are "Friendly" to PC in a 50 feet radius from the casting point.

Range: 180 feet
Duration: 30 seconds
Speed: 1
Area of effect: 50 feet cube
Saving throw: none


Seeking Flames:

As the maintainer of life, fire is a true blessing. Yet as it warms, it also burns; while it is a blesing, it is also a curse. Its scorching flames distract and weaken all enemies who succumb to its effects. The Seeking Flames grant all enemy targets in a 50-ft. radius, -1 to Attacks and -1 to their saving throws for 30 seconds.

Range: 180 feet
Duration: 30 seconds
Speed: 1
Area of effect: 50 feet radius
Saving throw: none


Shield:

This spell summons a globe of force that protects the caster from physical attacks. When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows an AC 3 against all attacks and +1 to all Saving Throws for 25 seconds / level of the caster.

Range: 10 feet
Duration: 25 seconds/level
Speed: 1
Area of effect: 1 creature
Saving throw: none


Submerge the Will:

When the will is submerged, new strength is gained: The strength to endure and protect against adversity. With *knowing* the teachings of the Third Circle of Zerthimon, comes greater protection against all forms of attacks. When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows an AC 2 against all attacks and a +1 to all Saving Throws for 12 seconds / level of the caster.

Range: 10 feet
Duration: 12 seconds/level
Speed: 1
Area of effect: 1 creature
Saving throw: none


Tongues of Flame:

The Flame scorches and burns. Its hatred arcs and swirls as it strikes the enemy without error. This spell summons a missile of flame that strikes its target unerringly for 2-5 pts. Of magical fire damage with no saving throw possible. In addition, the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9.

Range: 80 feet + 30 feet/level
Duration: instant
Speed: 1
Area of effect: 1 creature
Saving throw: none


Vilquar's Eye:

Vilquar's Eye is branded upon the one who is foolish enough to cross the caster. Vilquar's shortsightedness becomes the target's vision, and soon the world is muddled and dark. If the targeted creature fails its saving throw at -1 penalty, the creature will be struck with blindness and suffer a -4 penalty to its attack rolls and a +4 penalty to the target's AC.

Range: 45 feet + 15 feet/level
Duration: 30 seconds
Speed: 1
Area of effect: 1 creature
Saving throw: neg.










Wizard Spells Index