
Bloodletting (by Jeff Neeser)
Alteration/Evocation
Level: 6
Range: Touch
Components: V,S,M (a weapon designed to draw blood)
Duration: one strike per wizard level
Casting Time: 5
Area of Effect: the weapon
Saving Throw: ½ damage
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.
Opal Armour (by Brian McBride)
Conjuration/Summoning
Level: 6
Range: touch
Components: V,S
Duration: 10 turns/level of the caster
Casting Time: 1 hour
Area of Effect: 1 creature
Saving Throw: None
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)
Alteration
Level: 6
Range: Special
Components: V,S
Duration: Instantaneous
Casting Time: 6
Area of Effect: 10' radius
Saving Throw: None
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: 6
Range: Special
Components: V,S
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw: None
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).