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Character Base Guaranteed (by Brian McBride)
Abjuration
Level: 7
Range: Touch
Components: V,S
Duration: Special
Casting Time: 1 hour
Area of Effect: 1 creature
Saving Throw: None
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, inspiration from Brian McBride)
Conjuration/Summoning
Level: 7
Range: Special
Components: V,S,M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
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. < p> Mega Missile (by Jeff Neeser)
Evocation
Level: 7
Range: 100 feet
Components: V,S
Duration: Instantaneous
Casting Time: 7
Area of Effect:
Saving Throw: ½
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.

Tiara's Cyclonic Attack (by Jeff Neeser)
Conjuration/Summoning
Level: 7
Range: Special
Components: V,S
Duration: 5 rounds + 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
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, to a maximum size of .... 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.
The spell lasts for 5 rounds + 1 round/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.