
Contain Essence (by the people at Dungeon Master's Guild)
Evocation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: Special
Duration: Special
Contain Essence draws on the very essence of the plane the caster is on, and traps a minute portion of it in a small forcefield that resembles a clear crystal. The essence in the field appears as something typical to the plane it is from (e.g. a small cog for Mechanus, swirling chaos for Limbo, a small flame for Fire, etc.).
The essence crystal lasts 1day/level of caster, or until used. The small portion of planar essence can be released, and for 1 round the caster is treated as though he is on the plane the essence came from. This could for instance be used to heal himself with essence from the Positive Energy Plane, or to enhance a fire-based spell with essence from the Elemental Plane of Fire, or to negate any colour-based spell cast on you with essence from the Gray Waste.
Using planar essence anywhere but on the Prime can lead to problems. If one tries to use essence from a plane, on a plane of opposing nature, the contained essence is negated. E.g. attempting to use Elysian essence in the Waste won't work, nor will Water essence work on Fire.
Material Component: The remains of a true native of the plane that the caster has killed, and a diamond worth at least 1000 gp.
Ball Lightning (by Rob)
Invocation/Evocation
Level: 5
Components: V,S,M
Casting Time: 1 action
Range: 50 yards + 15 yards/level
Area of Effect: 2 square yards/ball
Duration: Instantaneous
Saving Throw: Half
Spell Resistance: Yes
Ball lightning is a fireball/ lightning bolt spell. The caster causes 4 balls of lightning to come out of his left hand toward a target(s) Each ball may be directed to a different target. Each ball does 1d6 damage/level of experience up to 10d6 damage per ball. When a ball of lightning hits a target it makes an explosion of 2 square yards. Everything in the path of the explosion must make a magical fire check -2 or engulf in blue fire. A fortitude saving throw may be made +1 for each level higher than the target of the caster. If a saving throw is made, the creature suffers half damage, and no explosion is caused.
Material Components: 5 non-magical rings on left hand no other rings may be worn.
Bats of Teleportation and Observation (by Jeff Neeser)
Transmutation
Level: Soc/Wiz 5
Components: V,S
Casting Time: 5 rounds
Range: Personal
Effect: The caster
Duration: 1 hour + 1 hour/level; up to a maximum of 36 hours
Saving Throw: None
Spell Resistance: No
Once this spell is cast the wizard transforms into a number of bats equal to the wizard's level. The wizard can control these bats to fly around. The wizard sees and hears through these creatures. The wizard can change one of the bats into his human form and vice versa as many times as he wants within the duration of the spell. When the wizard does this (changes a bat into his human form) he can still control the bats and see and hear through the bats just as he could before. The bats can travel up to 100 feet + 10 feet/level away from the caster, the bats disappear if they travel outside of this range. If the wizard is in the bat form then the bats collectively have the same amount of hit points as the caster has. If the wizard is in his human form then the bats are destroyed by any sort of attack.
Corak's Instant Hairlessness (by The_Sabre)
Evocation
Level: Soc/Wiz 5
Components: V,S
Casting Time: 1 action
Range: Close (20 yards)
Targets: One creature
Duration: Instantaneous
Saving Throw: Half
Spell Resistance: Yes
Author: The_Sabre (the_sabre@hotmail.com)
This spell instantly and painfully jerks out all hair or fur from one target within range. To cast this spell, the mage must point at the target, say "Look! A hairless (name of targets race/species)!" and mime ripping out his own hair.
The target now takes damage as listed here:
1d2 for each area of thin hair (normal body hair on humans)
1d4 for each thick area of hair (head, groin on humans, etc.)
1d6 for each area of very thick hair (bear or cat fur, etc.)
One area of hair is a limb (the torso counts as two areas). If a person has no hair on a part of their body (for example, a womans shaved leg as a contemporary example), then no damage is done to that limb. This spell leaves small bloody cuts/wounds every few inches that heal normally. This spell is very distracting, as the target suddenly experience terrible pain all over their bodies. This may cause them to lose concentration on what they were doing-- casting a spell, climbing a rope, almost anything. The target makes a Fortitude saving throw at -4 or a Concentration check at a DC of 10 + damage dealt from the spell.
Love Slave (by Jeff Neeser)
Enchantment (Compulsion)
Level: Soc/Wiz 5
Components: V,S
Casting Time: 5 rounds
Range: Touch
Effect: 1 creature
Duration: Special
Saving Throw: Negates
Spell Resistance: Yes
This spell can be cast on the caster or someone within 20ft of the caster's sight. Once the spell is cast on the character the next creature that can directly communicate with the character becomes the love slave. The love slave will obey the character's slightest request. The spell ends when the character asks the love slave to do something that goes against their alignment or if the character tells the love slave "I don't love you."
Project Hellfire (by Jeff Neeser)
Evocation [Fire]
Level: Soc/Wiz 5
Components: V,S
Casting Time: 5 rounds
Range: Medium (100 feet)
Effect: 1 creature
Duration: 1d8 rounds
Saving Throw: Negates
Spell Resistance: Yes
Once this spell has been cast, a stream of hellfire shoots from the caster's hands. The hellfire will burn through anything non-living and non-magical turning it to ash, but upon striking living tissue, the hellfire burns for 1d8 rounds. The hellfire can be put out only by sunlight, a dispell magic spell, or if a successful saving throw is made. The hellfire's shape is 10 feet long and 1 foot in diameter, and the damage from the impact of the hellfire is 4d8 plus 1d8 damage for every round the fire burns. The victim of the hellfire rolls a saving throw versus spell, and if successful, the fire causes no damage. If the saving throw fails the victim takes damage until the fire burns out of is put out.
Teleport to Laboratory (by Brian McBride)
Transmutation [Teleportation]
Level: Soc/Wiz 5
Components: V,S
Casting Time: 5
Range: Special
Effect: Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell lets the character teleport to and from his laboratory. The character, when casting this spell, is teleported to his lab. If the spell is cast from within the lab the character then is teleported to the exact position he was in before he teleported to the lab. This spell only works for physical planes of existence.
Transmute Soil to Water (by Kurtis Swekla)
Transmutation
Level: Clr 5, Drd 5, Soc/Wiz 5
Components: V,S,M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level
Duration: Permanent
Saving Throw: See text
Spell Resistance: Yes
This spell permanently turns any type of soil (sand, dirt, clay, etc.), excluding rocks, into pure, drinkable water. Magical or enchanted soil is unaffected by this spell. Creatures caught in the water will drown as normal, that is as if they were caught in any other type of water. Any creatures in the soil receive a reflex saving throw to escape. Any creature that is made of soil and has spell resistance receives spell resistance for this spell.
Transmute soil to water counters and dispels transmute water to soil.
Material Components: Acid and a smoking match.
Transmute Water to Soil (by Kurtis Swekla)
Transmutation
Level: Clr 5, Drd 5, Soc/Wiz 5
Components: V,S,M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level
Duration: Permanent
Saving Throw: See text
Spell Resistance: Yes
This spell permanently turns water (fresh or salt water) into soil (the type of soil is chosen by the caster), such as sand, clay, dirt, etc.. Magical or enchanted water is unaffected by this spell and magical or enchanted soil cannot be created. Creatures buried in the soil will drown as normal, that is as if they were buried in any other type of soil. Any creatures in the water at receive a reflex saving throw to escape. Any creature that is made of water and has spell resistance receives spell resistance for this spell.
Transmute water to soil counters and dispels transmute soil to water.
Material Components: A piece of rock and fire.