
Ice Pants (by Anthony)
Transmutation
Level: Soc/Wiz 0
Components: V,S,M
Casting Time: 1 action
Range: Sight
Target: One object
Duration: 1d2 rounds
Saving Throw: None
Spell Resistance: No
This spell makes the target pants/underwear ice cold. If they are being worn by a person they lose 5 speed, and are also -1 to their attacks for the duration of the spell. The spell only works on pants or underwear.
Material Component: A small piece of quartz.

Create Small Hill/Cave (by James DeCola)
Geomancy
Level: Soc/Wiz 1
Components: V,M
Casting Time: 1 action
Range: 20 feet
Target: Ground/Earth Creature
Duration: Instantaneous/Permanent
Saving Throw: Half
Spell Resistance: Yes
This is a multipurpose spell. It's primary function is as training for a young Geomancer to practice his craft by moving dirt, earth, rocks, and other such debris about. The caster can cause a hill approximately three feet high (increases by one foot per level after third) and six feet across (increases in proportion to height). Alternatively, the Caster can cause a hole in the earth of the same volume to occur.
The other use of this spell is to inflict some damage to Earth, rock, clay, etc. Golems and related creatures at a rate of 1d6 per level. The Golem or creature gets a fortitude save for half damage. This is a little known and unintentional side effect of this spell, but then Geomancy is relatively new, and tends to have "little known and unintentional" side effects.
Material Component: A pebble.
(note: yes this is a bit of damage, but only to rock/earth type creatures, and they can make fort. rolls fairly well.)
(note 2: NO the Earth can NOT make a roll to save!)
The Feast of Plenty (by W. Sherwood)
Conjuration (Creation)
Level: Clr 1, Drd 2, Soc/Wiz 1
Components: V,S,M
Casting Time: 1 minute
Range: Touch
Area: N/A
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
After the spell is cast, the feast will appear. The feast will consist of food that you would normally find at a meal, all of good quality (meat, bread, fruit, water, etc.). The supply of food is endless. When the spell runs out all uneaten food will disappear.
Material Component: A small piece of food (a pea, bread crumb, etc.)
Rune Of Return (by K.C. "The Sabre" Garrett)
Enchantment/Charm
Level: Soc/Wiz 1
Components: V, S
Casting Time: 1 action
Range: 50 feet
Area of Effect: One or more objects
Duration: Special
Saving Throw: N/A
Spell Resistance: None
This spell was created by a mage/thief to assist him in using his missile weapons, particularly throwing knives. When this spell is cast, the caster selects a number of objects (the caster must be able to hold the object with one hand and the object must weigh ten pounds or less) equal to 1 + caster's Int/3. The caster then traces an arcane rune or his personal symbol over the object while saying a command word to activate the spell when desired. The caster can now throw or move the object away from him, speak the command word and the object will fly through the air to the caster's outstretched hand or in front of the caster where the caster can grab it. If the caster does not grab the object in a few seconds, then the item falls.
This spell continues working until the caster uses up all of the charges of the spell,
which is equal to the caster's Int/3 or the same number of days passes. This spell requires the caser to speak the command word loud enough so that at least the caster can hear it. If the caster speaks the command word and the object is in range, the object will still find its way to him, as long as there is a clear path to him, moving at the rate of three feet per 2 seconds. The object will find its way around simple obstacles (like a column or person in between the object and the caster) but not high walls (more than 15' feet), doors, or through small spaces that would require a change in attitude in order for the object to get to the caster.

Acid Jet (by JC)
Enchantment
Level: 2
Range: 5 feet/level
Components: V, S, M
Duration: See Below
Casting Time: 2
Area of Effect: 3 foot wide line
Saving Throw: ½ damage
A jet of acid shoots from the caster's hands, burning all within a 3 foot line. The spell has a range of 5 feet per level of experience. Whoever is struck by the spell must make a save vs. spell or have any armour they are wearing melt away. The acid does 1d4 damage per round and lasts for 1 additional round every 2 levels of experience (1 round at 3rd, 2 at 5th,...). A successful save reduces damage in half.
Material Component: A pinch of garlic powder and an empty flask.
Electrical Touch (by Kurtis Swekla)
Evocation [Electricity]
Level: Soc/Wiz 2
Components: V,S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Half
Spell Resistance: Yes
After casting this spell the caster's hands begin to glow with electrical sparks and when he touches someone this energy is released as an electrical shock on the target. This shock causes 1d4 points of damage per level of the wizard (maximum of 7d4). This can cause minor damage to creatures in water if the caster is in the water as well.
Flare Carrot (by James DeCola)
Evocation / Geomancy
Level: Soc/Wiz 2
Components: V,S
Casting Time: 1 action
Range: 100 ft./level
Target: Single Other
Duration: Instantaneous
Saving Throw: Half
Spell Resistance: No
This spell summons a Flaming Carrot and flings it upon an enemy. Initial damage of 2d4, followed by 2d4 for two additional rounds (dealt by flaming carrot goo). Roll to hit is equal to warrior of same level as caster to hit with a +2 bow.
Tiara's Force Blast (by Jeff Neeser)
Evocation [Force]
Level: Soc/Wiz 2
Components: V,S
Casting Time: 2
Range: Medium (100 feet + 10 feet/level; up to a maximum of 200 feet)
Effect: 1 or more creatures (objects) in a 10 foot cube
Duration: Instantaneous
Saving Throw: Half
Spell Resistance: Yes
Upon casting this spell a small number of bright spheres shoot from the caster's finger tips. The blasts will strike an enemy (object) and throw it back 10 feet. The damage caused from the impact of the blasts is 1d8 per blast. If the enemy hits something (a wall, table, etc) the enemy takes another 1d8 damage. The distance the blasts can travel is 100 feet plus 10 feet per level of the caster to a maximum of 200 feet. The caster can shoot 1 blast plus 1 per level of the caster up to ten. The caster can shoot the blasts at different targets, but any target shot at must be within the range. Every blast is shot at the same time, that is they all shoot at their target(s) when the spell has finished being cast.
Tiara's Shrink Spell (by Jeff Neeser)
Transmutation
Level: Soc/Wiz 2
Components: V,S
Casting Time: 1 action
Range: Touch
Effect: Special
Duration: Special
Saving Throw: None
Spell Resistance: No
When this spell is cast on an object, no living or dead creature will be affected by this spell, which is not connected to the ground, the object is shrunk to any size the caster desires. However, the object must be shrunk to a size which can fit in the caster's pocket, and not beyond the size of which the caster cannot pick up the object (an atom for example.) The spell is broken when the object comes into connect with the ground.
Tiara's Time Blast (by Jeff Neeser)
Transmutation
Level: Soc/Wiz 2
Components: V,S
Casting Time: 2
Range: Close (60 feet + 10 feet/level; up to a maximum of 200 feet)
Effect: Special
Duration: 1d6 rounds + 1 round/level; up to a maximum of 30 rounds
Saving Throw: Negates
Spell Resistance: Yes
After the spell is cast, 1 blast/2 levels (up to a maximum of 15), is projected from the caster's hands. Each blast which is fired can go to a separate target, as long as each target is within the range. All the blasts are shot when the spell has finished being cast. The blast has an hour glass symbol in the center of it. The object or creature which is hit by the blast is stopped in time for the duration of the spell. The object must have moving parts in it to be affected by the spell, a falling rock would not be stopped in time because it has no moving parts. After getting hit, the object has a time field surrounding it which is not much larger than the object itself. If the target, within the time field, is attacked the damage does not affect the object (creature) until the spell ends. The caster is the only person who can enter the time field and interact within it, any other creatures trying to enter the field are simply stopped by the time field from entering.
Tiara's Vision Spell (by Jeff Neeser)
Divination
Level: Soc/Wiz 2
Components: V,S
Casting Time: 1 action
Range: Touch
Effect: Special
Duration: 12 hours + 1 hour/level; up to a maximum of 48 hours
Saving Throw: None
Spell Resistance: No
This spell can be cast on any creature with intelligence 8 or higher which can see (that is it is not blind.) The creature can see in terms of infra vision, infrared vision, and x-ray vision. Only one type of sight can be used at a time.

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.

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.

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.

Bloodletting (by Jeff Neeser)
Evocation
Level: Soc/Wiz 6
Components: V,S,M (a weapon designed to draw blood)
Casting Time: 5 rounds
Range: Touch
Effect: The weapon
Duration: One strike per wizard level
Saving Throw: Half
Spell Resistance: Yes
This spell is cast on a weapon, that is designed to draw blood, after enchant item has been cast successfully. The weapon will then cause bloodletting damage for a number of rounds after a successful attack. The master rolls 1d8 to determine how many rounds the bloodletting lasts and then 1d6 for damage each round of the bloodletting. Once an enemy is suffering the bloodletting an attack by the same weapon will only cause the weapon's damage. This spell will only work on bows if the spell is cast on each individual arrow.
Material component is the weapon.
Create Weapon (by Kurtis Swekla)
Conjuration (Creation)
Level: Soc/Wiz 6, Clr 7
Components: V,S,M
Casting Time: 1 full round
Range: 0 ft.
Effect: Nonmagical substance
Duration: 30 minutes/level
Saving Throw: None
Spell Resistance: No
When this spell is cast on a substance, of any kind, it turns into a melee weapon of the caster's choice. The weapon will be shaped as normal except that it will be composed entirely of the substance that the spell was cast upon. The weapon's damage will depend on the type of weapon and the substance that it is made of, the DM will determine the damage based upon the type of weapon and the substance chosen. This weapon can be given to anybody and used by any characters (as long as their class can wield the particular weapon type). After the spell's duration is up, the weapon disappears and the substance is consumed in the spell casting.
If a magical substance is used, the magical properties of the substance are not usually part of the newly made weapon (exceptions may exist depending on the specifics of the magical item, the DM will have to make a judgement call on this aspect).
Arcane Material Component: Any substance that you want to make the weapon out of.
Gaseous Chest (by Legolas)
Transmutation
Level: Soc/Wiz 6
Components: V,S,M
Casting Time: 4
Range: 5 ft.
Area: A small chest/pouch
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell enchants a small container so that when anyone other than the caster comes within 5 feet, it turns into a gas and floats alongside the caster until there is no one except the caster within 15 feet of the pouch.
Material Component: A small vial of the north wind.
Obsession (by Jonathan Flovin)
Enchantment
Level: Brd 6, Soc/Wiz 7
Casting Time: 1 action
Components: left blank by author
Range: 100ft. + 10ft./level
Target: 1 creature
Duration: Special
Saving Throw: Will
Spell Resistance: No
This spell makes the target obsess over something to the point that they will kill to get it. They will only be content when they have object of their obsession. The target will go through any means to get the thing, even killing fellow party members.
Each day, the target makes a will save to resist the obsessive thoughts for that day.
The spell is still active however. The target may make another save the next day to resist for that day.
The spell may only be removed through magical means such as dispel magic or remove curse.
Opal Armour (by Brian McBride)
Conjuration (Creation)
Level: Soc/Wiz 6
Components: V,S
Casting Time: 1 hour
Range: Touch
Effect: 1 creature
Duration: 10 minutes/level of the caster
Saving Throw: None
Spell Resistance: No
This Spell creates a thick, light, durable armor and 1 medieval weapon (random weapon from Weapon List exclude all targeting weapons). The armor will protect the wearer from any spell cast from a Wizard / Cleric that is of a lower level than the caster of the armor. The armor will also reduce any non-magical attack by 1/2. Any weapon that is made by the spell inflicts an additional 1D8 damage above the normal damage. The armor is immune to all acids, poisons, fire, and ice based attacks (for magical attacks see above). The armor also receives a +2% magic resistance per level of caster.
Teleportation to Laboratory (by Kurtis Swekla)
Transmutation
Level: Soc/Wiz 6
Components: V,S
Casting Time: 6 rounds
Range: Special
Effect: 10' radius
Duration: Instanteous
Saving Throw: None
Spell Resistance: No
This spell teleports the caster and 1 creature/level of the caster which are within a 10' radius of the caster, to the caster's laboratory. When this spell is cast in the laboratory, then the caster plus 1 creature/level of the caster, which are within a 10' radius of the caster, are teleported to the position where they were before using the spell to get to the laboratory. This spell works for all physical planes of existence. That is, this spell will transport the caster (and others) from any physical plane to the laboratory, which lies on the Prime Material Plane.
Turn Undead (by Brian McBride)
Necromancy
Level: Soc/Wiz 6
Components: V,S
Casting Time: 6
Range: Special
Area: Special
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell allows a wizard to turn the undead just like a priest. The only exception is that the wizards ability to turn the undead is half that of a priest. In other words a level 8 wizard is able to turn the undead the same as a level 4 cleric. The wizard cannot kill the undead either, for any creature that dies when seeing a priest of a high enough level will only be turned by a wizard. For descriptions of the range and area of effect of this spell, it is the same as turning undead of a priest (page 103 in the Player's Handbook).

Character Base Guaranteed (by Brian McBride)
Transmutation
Level: Clr 7, Soc/Wiz 7
Components: V,S
Casting Time: 1 hour
Range: Touch
Area: 1 creature
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell allows the character's original statistics to be reinstated if desired. The character must first cast this spell on a creature. The caster will choose what statistics will be recorded (Strength, Intelligence, Age, Height, Weight, Experience points, Powers, Pockets, Locks, etc.) then if the character's statistics are altered through magic or other means the caster can recast the spell and revert the character's statistics back to the previous. The statistics are reverted back to the way they were when this spell was initially cast. This spell will only work for one particular statistic and can only be used on a creature once in its life-time.
Corsonite Weapon Spell (by Jeff Neeser)
Conjuration (Creation)
Level: Soc/Wiz 7
Components: V,S,M
Casting Time: 7 rounds
Range: Special
Area: Special
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell enchants the weapon with the ability to "accept" jewels into the weapon. The spell allows a hole in the weapon's bladed area to have special jewels placed there. The jewels imbue the weapon with a special ability, each jewel imbues a different ability. The jewels must be made separately from the weapon. Each jewel must be created as any other magical item is made. When jewels have been made for the weapon they are placed in the hole one at a time. To take out a jewel another one must push the original one out of the hole and thus slip into the hole. The type of weapon which this spell can be cast upon is a weapon with a shaft or handle which is made of a different material than the metaled bladed area.
Instant Read (by Robert Overfield)
Divination
Level: Soc/Wiz 7
Components: V,S
Casting Time: 1 action
Range: Personal/Touch
Target: 1 creature (must be literate)
Duration: Special
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes
When this spell is cast the caster or one person touched gains the ability to absorb the contents of a book, or a similar work (scroll, large inscribed wall, etc.) simply by touching it. The book or scroll need not be open for the spell to work, but only non-magical texts can be read in this manner.
Magical traps triggered by reading are not triggered by this spell, nor are they revealed. Traps keyed to touch however are triggered. One book or a similar target may be read in this way per caster level, all of which must be within 24 hours of the initial casting, and in a language the subject knows. The same book can not be read twice by this means by the same person in the same 24 hour period. All knowledge gained by this spell is permanently memorized and can be recited word for word perfectly, as if read and memorized by normal means.
Magulus' Blast (by Magulus Frump)
Evocation
Level: Soc/Wiz 7
Components: V,M
Casting Time: 3 rounds
Range: Close (25 ft. + 5 ft./level)
Area: Circle of Radius 5 ft./level
Duration: Instantaneous
Saving Throw: See Below
Spell Resistance: No
Magulus' Blast is a circular burst like Fireball (reflex DC 15 halves) except that it deals damage from energy (1d8 damage per level), and if it hits for full damage the subject(s) must make a will save (DC 20) or take double damage, either way they must make a fortitude save DC 25 or be disabled (can only make a partial action) for 3d6 rounds.
Mega Missile (by Jeff Neeser)
Evocation [Force]
Level: Soc/Wiz 7
Components: V,S
Casting Time: 7
Range: Medium (100 feet)
Area: Special
Duration: Instantaneous
Saving Throw: Half
Spell Resistance: Yes
The caster shoots a powerful missile from the palm of his hand after the spell is cast. The mega missile can travel up to a distance of 100 feet and explodes on impact. Anyone caught in the centre of the explosion (10 foot radius) will take 6d6 points damage. Anyone within the outer rim of the explosion (a radius between 10 feet and 20 feet away from the explosion) will take 4d6 points of damage. The caster can shoot 1 Mega Missile for every 3rd wizard level to a maximum of 10 Mega Missiles. The caster shoots all the missiles at once but, he can shoot multiple targets as long as all the targets are in front of the caster.
Obsession (by Jonathan Flovin)
Enchantment
Level: Brd 6, Soc/Wiz 7
Casting Time: 1 action
Components: left blank by author
Range: 100ft. + 10ft./level
Target: 1 creature
Duration: Special
Saving Throw: Will
Spell Resistance: No
This spell makes the target obsess over something to the point that they will kill to get it. They will only be content when they have object of their obsession. The target will go through any means to get the thing, even killing fellow party members.
Each day, the target makes a will save to resist the obsessive thoughts for that day.
The spell is still active however. The target may make another save the next day to resist for that day.
The spell may only be removed through magical means such as dispel magic or remove curse.
Tiara's Cyclonic Attack (by Jeff Neeser)
Conjuration (Summoning)
Level: Soc/Wiz 7
Components: V,S
Casting Time: 7
Range: Special
Area: Special
Duration: 1 minute + 1 minute/level
Saving Throw: Half
Spell Resistance: No
Once this spell is cast a miniature cyclone shoots from the caster's hand to the target chosen by the caster. The cyclone being a straight funnel of spinning wind, completely encompasses the target and spins it wildly. If an enemy (a living creature) is encompassed by the sphere, then the enemy cannot attack or resist in any way because of his extreme disorientation. Once the sphere encompasses the target, the funnel does not break from the caster's hand, so the caster can lift the target off the ground, slam an enemy against walls, and adjust the length of the funnel.
If the spell is cast on a creature and something gets within the path of the funnel, the funnel will be broken and encompass whatever wanders into its way. The sphere (cyclone) is as powerful as a cyclone. The volume which can be encompassed is 10 feet cubed + 1 foot cubed/level of the caster. If the target is smaller than the initial encompassment, then the sphere will only grow to capture the intended target. If the target is greater than the sphere's volume, then the cyclone would tear off a piece of the target as large as the sphere itself, causing damage when limbs are torn off of creatures (half-damage is the saving throw is successful).
The spell lasts for 1 minute + 1 minute/level to a maximum of 20 rounds, or the caster can will the spell to be dispelled or, of course, a Dispell Magic spell. The funnel length shoots up to 100 feet + 10 feet/level of the caster to a maximum of 200 feet.

Clay to Flesh (reversible) (by Jeff Neeser)
Transmutation
Level: Soc/Wiz 8
Components: V,S
Casting Time: 8 rounds
Range: Close (10ft/level)
Area: 1 creature
Duration: Special
Saving throw: Negates (when turning flesh to clay)
Spell Resistance: Yes
When this spell is cast on a creature it's flesh, bone, hair, teeth fingernails (everything that is physically connected with it, not items) is turned to clay. The clay is of the most basic shape there are no small details of the creature seen in the clay. The clay can then be altered by anyone in size, addition, subtractions and body parts can be shifted from one creature to another. In mix and matching body parts involves only clay that has previously been flesh. Clay that has been transported from one creature to another will retain its original characteristics if it is simply transplanted. If the clay has been rolled around and loses its original shape it becomes general clay and will take on the creature's characteristic. The creature has full control over the body part or addition flesh when returned to flesh. The spell can then be reversed and the clay made flesh again.
Magic Mirror Armour (by Jeff Neeser)
Conjuration (Creation)
Level: Soc/Wiz 8
Components: V,S
Casting Time: 8 rounds
Range: Touch
Area: 1 creature
Duration: 5 rounds + 2 rounds/level; to a maximum of 60 rounds
Saving Throw: None
Spell Resistance:
This spell creates magic armor around the caster (or chosen creature.) The armor is forged of such material that any missile attack reflects back at the same angle as it entered (back at the attacker) and with any melee attack, the Magic Mirror Armor reacts like regular armor. The armor lasts for 5 rounds + 2 rounds/level of the caster to a maximum of 60 rounds (1 hour.) The caster has control of what the armor looks like in terms of eye holes, etc..
Sword and Daggers of Cutting (by Jeff Neeser)
Conjuration (Creation)
Level: Soc/Wiz 8
Components: V,S
Casting Time: 8 rounds
Range: Special
Area: Special
Duration: 1 round/level; up to a maximum of 120 rounds
Saving Throw: None
Spell Resistance: No
After this spell is cast a sword or dagger appears in the caster's hand (the caster's choice whether it is a sword or dagger and any type of sword or dagger can be chosen.) The weapon can cut through anything (except anything magical) as easily as swiping the blade through air. If the caster gives someone else the weapon it still has its magical ability for the duration of the spell. After the duration of the spell the weapon disappears.
Touch of Age Drain (by Jeff Neeser)
Necromancy
Level: Soc/Wiz 8
Components: V,S
Casting Time: 8 rounds
Range: Touch
Area: 1 creature
Duration: Special
Saving Throw: Negates
Spell Resistance:
After the spell is cast the wizard touches a creature and drains the life out of them. One to five years are drained from the creature's life span and the creature ages one to five years. The caster can then give the life-force to anyone including themselves, the receiver grows younger by one to five years. The life-force must be given within one hour or it disappears.

Death Circle (by Dragonrider)
Necromancy
Level: Soc/Wiz 9
Components: V,S,M
Casting Time: 10 min
Range: From you up to 100 ft
Area: Up to 100 ft. diameter circle
Duration: 30 seconds
Saving Throw: Will
Spell Resistance: Yes
When you cast Death Circle you place a 3 ft. diameter silver circle on the ground, and place the various parts of the undead on the ground. Then the actual casting begins. After ten minutes of chanting you will create a huge wave of negative energy. It can make a 10 ft. diameter circle without any danger to yourself. However, each additional 10 ft. after that gives it a 10% chance that you will get killed by the amount of energy centered on you (Unless you make a Will saving throw of DC 35). Every creature within the circle makes a will saving throw. If they fail they are instantly slain. If they succeed, they take 2d20 damage.Your allies have the same rules for lethality for each additional ten feet the circle extends as you do.
Material Components: Hand of a wight, additional fragments of undead equal to one for every ten feet the circle extends, and a silver 3 ft. diameter circle worth 100 g.p.
XP Cost-1000
Devouring Recharge (by the people at Dungeon Master's Guild)
Necromancy
Level: Wiz/Sor 9
Components: V, S, M, F
Casting Time: 1 action
Range: Close (25 ft. + 5ft. / 2 levels)
Area: 10 foot radius spread per level of caster
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes, XP Cost: 200
You suck the life energy out of nearby living things to resupply your stock of spell levels. This spell defiles like any normal Defiler Wizard, but it's more efficient in its draining process and it targets individual life forms rather than recklessly draining from everything all at once. This lengthy, complicated spell is devastating yet eerie in its effect, as the caster suppresses his very soul and creates a void of life energy within himself and with the life energy that "overflows" he unleashes 3 (+ the caster's constitution modifier) transparent, vaguely distinguishable tendrils of glowing life energy that erupt from the caster's body and seek out any life form in the area of effect, draining the objects individually rather than taking from the overall area.
Each tendril attaches to things closest first (without an attack roll needed) and immediately begin siphoning life force energy from the life form to fill the void of life energy within the caster. Life forms such as vegetation do not get a save, but anything that is animal or humanoid, (sentient and animate) get a fortitude save to resist the draining for one round (three consecutive saves breaks the tendril and it attaches to another living thing in the area immediately, even allies of the wizard)
During this spell, the caster can only take a 5 foot step per round. Each tendril drains 1 spell level per round, no matter how many spell levels the target has. The caster does not control who or what the tendrils target either (all that is the DM's fun part). More than one tendril can target a specific object.
For every spell level(s) gained, the caster of Devouring Recharge gains back spells that he has already cast that day. He cannot get back more levels than he has used. Leftover levels immediately unleash themselves at the end of this spell, causing 1d6 damage per leftover spell level to the caster and all those within 50 feet as the tendrils seal off his soul once again, sending the leftover levels in all directions like an echo of sound suddenly hitting a wall.
Objects and their amount of levels in energy:
Grass, basic vegetation (for every 5 square feet)= .5 spell levels (this is always targeted last if nothing else is around)
Objects such as trees, bushes, vegetation in general contain between 1-3 spell levels for trees of 10' or less in height, 2-4 of 10' to 20', and trees larger than that have between 3-5 to even more at the DM's discretion.
Non-magic wielding beings = 1 level of energy per character level or hit die
Magic-users of any type = Magic-users can be drained of their own spell casting levels at a high rate and lose 1d4 per tendril attached. Only spell levels that the targeted Magic-user has left can be drained. After that the drain comes from the magic-user's character level or hit dice. Beings drained in this way gain one negative level per spell level stolen, which can be removed through the use of Wish or Restorations spells.
Characters brought to 0 levels are affected as anything else that is drained of life levels. The creature drained shrivels and withers into a husk of its former self, which crumbles to dust if touched or even grazed by a light breeze.
Starting the round after this spell is cast, one constitution point is drained from the caster, thus diminishing the amount of tendrils that are out seeking life energy (every two rounds, one tendril snaps and vanishes). This loss of constitution can be regained through a complete day of rest, getting back 1 lost point per day, or through the various restoring spells available. This loss also affects hit point totals and fortitude saves throughout that time. Devouring Recharge lasts until either dispelled, dismissed by the caster, or the caster loses enough constitution to have a -3 modifier, canceling out the base 3 tendrils.
Although quite drained of his own life energy and health by the time this ordeal is over with, the caster has restocked his spells and can continue whatever it was he was doing to use this spell in the first place.
Material Components: A flask containing portions of cremated dust remains of at least twenty individuals slain by means of level draining and magically charged with powerful magic. (just using up 20 spell levels into it) Focus: A Vampire's Fang on a leather necklace.
Webmaster's note: The following spell is missing many details, however the premise of the spell is an interesting idea. I will, in the next couple weeks, add more details to this spell.
Dragon Creating (by Jack)
Conjuration
Level: Soc/Wiz 9
Components: ?
Casting Time: 4 minutes
Range: ?
Target: Air
Duration: ?
Saving Throw: None
Spell Resistance: No
This spell creates a dragon.
Flaming Beam (by Nick)
Elemental
Level: Soc/Wiz 9
Components: left blank by author
Casting Time: 1 action
Range: 12 ft.
Area: 10 ft. by 10 ft.
Duration: 2d8 rounds
Saving Throw: See Below
Spell Resistance: Yes
This is a powerful beam of incredible beauty and awesome power. The damage is 10d20. At full power (max damage) it can do 200 damage. The beam is a red blast of intense heat. Swirling around the beam is a mixture of blue and yellow flame. The tip and centre of the blast can reach up to 6500 degrees Celsius. The blast can be dodged with a 20 if the creature is at half distance, otherwise the creature is incinerated and the blast continues to travel to its max range.
Laboratory Out Of Time (by Brian McBride)
Transmutation
Level: Soc/Wiz 9
Components: V,S
Casting Time:1 hour
Range: Within the laboratory
Area: Caster's laboratory
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell allows the character to create spells or magical items without the inconvenience of wasting time. This spell allows all beings within the laboratory to do their business for the regular amount of time and exit the laboratory. To the characters outside the laboratory the time used to create the spell or item seems like a few minor seconds. The characters in the laboratory still experience time as normal (they age, have to eat and sleep, etc.).
Mass Sacrifice (by: COW)
Necromancy
Level: Wiz/Soc 9
Components: V,S,M
Casting Time: 1 hour casting, 4 hours morphing
Range: Self
Target: Self
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows a wizard or sorcerer to increase his or her power. The caster collects good creatures with a minimum of ten. For every ten creatures the caster receives +10 spells per day. All creatures must have intelligence above 6 to have this effect. Any Celestial sacrificed will allow caster to summon a demon or devil (caster's choice) of any random type besides pit fiend and balor. If 100 creatures are used the caster is given a gift of 35,000 experience by the most powerful demons.
Material Component: 10 living good creatures.
Teleport Lab (by Jeff Neeser)
Transmutation [Teleportation]
Level: Soc/Wiz 9 (or 10)
Components: V,S,M
Casting Time: 1 hour
Range: Special
Area: Caster's laboratory
Duration: Permanent
Saving Throw: None
Spell Resistance:
This spell allows the wizard to teleport heir lab from one location to another. The caster must first find, or make a flat location to where the lab will be teleported to. The caster then casts the spell and this new location AND then also has to cast it again at the original location of the lab. The caster must cast this spell twice in order for the spell to work.
After the spell has been cast on the lab, the building and all of its contents (excluding any living
creatures) are transported to the new location. The only limitation of distance is that the new location must be within 10 miles of the original location.
The material component of this spell is: earth from the new location and something else that is hard to come by in your world.

Arcane Assault (by: Lucielle)
Invocation
Level: Wiz/Soc: 10
Components: V,S
Casting Time: 1 Full round action
Range: Long, 1000ft + 100ft/level (max 3000 ft)
Target: Single or multiple creatures
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The caster points a finger at her foe(s) and fires missiles of arcane energy at her foe(s), these missiles may take the form the caster wishes (I usually make them look like fire ball beads or lightning bolts). A 2d2+2 damaging missile is created every four caster levels (maximum of 10 missiles) which may all strike a single target or strike multiple targets. The spell requires a hit roll against the target's natural and dexterity bonus + 10, the roll is like any ranged attack roll but uses the caster's Intelligence or Charisma (depending on if she is a Wizard or Sorcerer) plus the spell level (which is 10), this is the reason why there is no save.
Note: yes this is level 10 spell! meaning the caster MUST be level 20 in order to cast.