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Allergic Reaction (by the people at Dungeon Master's Guild)
Necromancy
Level: Sor/Wiz 4
Casting Time: 1 action
Components: V, S, M
Range: Close (25 ft + 5 ft./2 levels)
Area: 40x40 ft square
Duration: Special
Saving Throw: Special
Spell Resistance: Yes
This spell severely weakens the targets' immune systems, making even the slightest irritants extremely hazardous to ones health. The spell works in several stages. The targets gets a Fortitude save to avoid the first stage of the spell. If failed, the targets start getting heavy flu symptoms (stuffed sinuses, runny noses, puffy eyes, heads that feel like they are made of cotton). This lasts at either until the next stage takes effect, or 1 round/level of caster (if the next stage fails). Stage 1 imposes a -2 penalty on all actions, and making a Concentration check DC 10 necessary to cast spells. The second stage occurs the round after stage 1. It, too, allows a Fortitude save, though this one with a -1 penalty. If failed, the flu symptoms are so bad now that all actions have a -4 penalty, and spell require a Concentration check DC 15 to be successfully cast. If the Fortitude save for stage 3 succeeds, this stage lasts (1 round/level)-1 round. Stage 3 allows a Fortitude save, though at a -2 penalty. Now the allergic reactions become really dangerous, causing damage.
The damage varies depending on what time of year and what type of climate the caster and target are in (there are fewer irritants on a glacier than in the middle of a flower field in high summer). Minimal irritants (glacier, barren mountains, little or no dust) damage 1d4/round. Small irritants (fall in a temperate climate, some dust) 1d6/round. Moderate irritants (spring/summer in temperate zone, lots of dust/pollen) 1d8/round. Heavy irritants (spring/summer in warm climates, lots of insects, pollen, spores, dust etc.) 1d10/round.
Material Components: A bone from someone who died of an allergic reaction from something that usually doesn't kill (e.g. bee-stings) and a pinch of dust (sand or pollen).

Arch Angel Wings (by Jeff Neeser)
Conjuration (Creation)
Level: Soc/Wiz 4
Components: V,S
Casting Time: 4 rounds
Range: Touch
Effect: Special
Duration: 6 hours + 1 hour/level; up to a maximum of 24 hours
Saving Throw: None
Spell Resistance: No
This spell creates a pair of metal wings on the creature's back. These wings are as flexible as the wings on an average bird or bat, however, they are invulnerable to anything non-magical. The creature can fly at any speed, up to "Flash Speed". The creature can also shoot out blade feathers from the wings themselves which travel at "Flash Speed" and automatically hit causing 1-12 damage. The wings have 2 blade feathers plus 1 per level of the caster to a maximum of 30 blade feathers. The wings have three positions, which are adjusted by the creature who has the wings, folded in, folded down, and fully spread out. If the wings are folded in, the creature cannot use the wings at all. That is the creature cannot fly nor shoot the blade feathers. The wings are folded into the creature's body and they are reduced to the size of a blade feather, they are also phased through the creature's clothing. This makes the wings undetectable, by sight, if the creature has clothing. If the wings are folded down the creature can use most of the wings' abilities, excepting the ability to fly at "Flash Speed" (320 km/h, 1200m/s.) If the wings are fully spread out the creature can use all abilities, this now includes the ability to fly at "Flash Speed."

Improved Magic Missile (by: Azair)
Evocation [Force]
Level: Soc/Wiz 4
Components: V,S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell is as Magic Missile, but there is no limit to the number of missiles you can have.

Mindspeak (by Jeff Neeser)
Enchantment Illusion (Phantasm)
Level: Soc/Wiz 4
Range: Touch
Components: V, S
Casting Time: 4
Duration: 1 hour/level
Area of Effect: 1 creature
Saving Throw: None
Spell Resistance: Yes
After this spell is cast on the caster or a creature (it must be a living creature and not undead), the character gains the telepathic ability to send a vocal message into other creature's minds. The receiving creature must know the language that the character is "speaking" in order to comprehend the message. The character can only send messages to a receiving creature that is within the sight of the character.

Speed (by Kurtis Swekla)
Transmutation
Level: Clr 4, Soc/Wiz 4
Components: V,S,M/DF
Casting Time: 1 action
Range: Touch
Target: One creature touched
Duration: 1 round/level
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: Yes (harmless)
The caster touches a creature who then gains 1d2 + 10 ft. to their speed and can move their new speed as a standard action. Their double move and run speed and jumping distance also increases accordingly. The creature gains a +2 AC bonus.
Arcane Material Component: some leopard hairs.

Vulge's Lead Ray (by Mighty_Zug)
Transmutation
Level: Soc/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: 25ft. + 5 for every 2 level
Target: metal object weighing up to 10 lbs. per level
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You alter the physical properties of metal plating so that it becomes predominately lead. The object does not change shape but doubles in weight and grants only +1 armour. A weapon is rendered useless. If a magic weapon, then it is rendered useless, and non functional, although a character with the appropriate item creation feat can repair it.
Arcane Material Component: A small chunk of lead.