Site hosted by Angelfire.com: Build your free website today!

Ball Lightning (by Rob)
Invocation/Evocation
Level: 5
Range: 50 yards + 15 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 2 square yards/ball
Saving Throw: Half
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. Saving throw vs. spell 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.

Bats of Teleportation and Observation (by Jeff Neeser)
Alteration/Greater Divination
Level: 5
Range: 100 feet + 10 feet/level
Components: V,S
Duration: 1 hour + 1 hour/level (up to a maximum of 36 hours)
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
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 the range of the spell 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: 5
Range: 20 yards
Components: V,S
Duration: Instantaneous
Casting Time: 5
Area Of Effect: One creature
Saving Throw: None
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 Constitution check at -4 to avoid losing concentration.

Love Slave (by Jeff Neeser)
Enchantment/Charm
Level: 5
Range: 10ft
Components: V,S
Duration: Special
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
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
Level: 5
Range: 100 feet
Components: V,S
Duration: 1d8 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
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 dispel 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)
Alteration
Level: 5
Range: Special
Components: V,S
Duration: Instantaneous
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
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)
Alteration
Level: 5
Range: 60 yards
Components: V,S,M
Duration: Permanent
Casting Time: 5
Area of Effect: One 10-foot cube/level
Saving Throw: See text
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)
Alteration
Level: 5
Range: 60 yards
Components: V,S,M
Duration: Permanent
Casting Time: 5
Area of Effect: One 10-foot cube/level
Saving Throw: See text
This spell permanently turns the area of water (fresh or salt water) into soil such as sand, clay, dirt, etc. (the type of soil is chosen by the caster). Any liquids that are partially water are unaffected and magical or enchanted water is unaffected by this spell and magical or enchanted soil cannot be created. All creatures are unaffected by this spell unless they are from the elemental plane of Water. Only one water elemental creature can be affected per spell and if it fails its saving throw vs. spell it is inflicted with 1d6 damage per caster level, saving throw success means the creature is unaffected by the spell. Any creatures in the water which is turned into soil are not buried in the newly created soil.
Transmute water to soil counters and dispels transmute soil to water.
Material Components: A piece of rock and fire.