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Bang (by Jeff Neeser)
Transmutation
Level: Soc/Wiz 3
Components: V,S
Casting Time: 3
Range: Close (10ft. +10 ft./level)
Effect:1 or more creatures (objects) in a 10 foot cube
Duration:10 minutes/caster level
Saving Throw: None
Spell Resistance: No

This spell turns any regular gun into the little toy that shoots the red flag with the word bang written on it. The wizard casts the spell then a red energy shoots from the wizard in a circular pattern. Every one in the energy has their guns turned into the BANG toy. However the changed guns look, weigh, and feel the same, so when the characters fire their guns the flag with the word bang shoots out.

Berserk (by Brian McBride)
Transmutation
Level: Soc/Wiz 3
Components: V,S
Casting Time: 2
Range: Touch
Effect:1 creature
Duration:1 round/level
Saving Throw: Negates
Spell Resistance: Yes
This spell causes any creature touched to become extremely violent to any character besides than the caster. The creature (when in battle) will drop all weapons and attack wildly, flailing his arms and legs in the air (-2 to hit). The creature (when in battle) will not use any spells powers or weapons, only physical attacks. The creature will also not retreat from battle or surrender to his opponent/enemy (a maximum morale). The spell remains in effect for 1 rd. per level of the caster or until the creature dies. If the creature saves against the spell then the spell is negated and the creature is not affected by this spell.

Force Bolt (by Jeff)
Evocation
Level: Clr/Soc/Wiz 3
Components: V,S,M
Casting Time: 1 action
Range: medium(100ft.+10ft./level)
Area: 5 ft. radius + 5 ft./level
Duration: Instantaneous
Saving Throw: No additional damage
Spell Resistance: Yes
You unleash a powerful bolt from your palm that on impact explodes into a five foot radius or greater (see area above). Any creature of huge size or smaller is blown backwards 10ft./level. For every ten feet blown backwards the creature takes 1d6+2 points of damage. Part of the damage is hitting the ground after being blown backwards and the additional damage is from the bone breaking force of the force hitting you.
Anybody may make a reflex save to remove the additional damage. Monks may use their falling ability to reduce damage.

Poisonous Daggers (by Jeff Neeser)
Conjuration (Creation)
Level: Soc/Wiz 3
Components: V, S
Casting time: 3
Range: Personal
Effect: Caster + daggers
Duration: 1 round + 1/level
Saving Throw: Special (see below)
Spell Resistance: No
Once this spell is cast any dagger type weapons the caster holds is now poisonous. When the caster hits a character with a poison dagger, the character rolls a save verse poison. If the character fails, for 1d8 + 2 rounds he suffers a minus 1d3 to hit and one point of damage. If the character succeeds the saving throw he takes one point of damage for half the time (half of 1d8+2. The dagger type weapon is only poisonous when it is in the casters hands, so if someone steals the caster's dagger it is no longer poisonous. However should the caster use a throwing dagger the dagger will remain poisonous while in the air until it hits an enemy. If a character is hit by the poisonous dagger twice the magical damage is not doubled. The duration of the poison must run out before the character can be poisoned again.

Vision Spell (by Brian McBride)
Divination
Level: Soc/Wiz 3
Components: V,S
Casting Time: 10 minutes
Range: Touch
Effect: 1 creature
Duration: 1 hour/level; to a maximum of 48 hours
Saving Throw: None
Spell Resistance: No
This spell allows a character to have Night Vision, Infrared vision, Telescopic vision, Microscopic vision, X-ray vision, Aura sight, and Multi-optic. Night vision allows the character to see as well in the dark as they normally can in the light. Infrared vision allows the character to see heat and heat trails from anything that produces heat. With Telescopic vision the character can see up to 10km away in perfect detail. With Microscopic vision the character can see something as small as 1 micron. X-ray vision allows the character to see through any object up to 10' thick. Aura Sight allows the character to determine the alignment of any character that is seen. Multi-optic vision is similar to that of an insect's (the character can see in a 360 degrees). The character can use only one vision at a time.