Tharos's Starburst Attack Level: 6 Components: V,S,M Range: Special Casting Time: 7 Duration: Instantaneous Saving Throw: 1/2 Area of Effect: Special By use of this spell the mage causes a concentrated point of positive energy, from the material plane of energy, to build up to critical mass which takes one round. Once critical mass is reached the energy build up will cause an explosion doing 1d8/level of the caster to all within the blast area, 2ft per 3/level of the caster. All characters get a saving throw for half damage. The component for this spell is a perfect crystal of at least 2000gp value, which is consumed in the explosion. Ditan's Decorating Hands Level: 3 Components: V,M Range: Special Casting Time: 4 Duration: Special Saving Throw: N/A Area of Effect: Special This spell creates one pair of magical hands per three levels of the caster. These hands are skilled artisans at half the casters level, and will decorate any room to the fashion designated by the caster. After the room is recorated the hands will disappear. The material component for this spell is a single pair of white leather gloves. Ditan's Resolidification Level: 9 Componets: V,S,M Range: Touch Casting Time: 1 round Duration: Instantaneous Saving Throw: None Area of Effect: 1 item This spell will resolidify anything effected by a crystalbrittle spell or breath weapon. It will not mend back together items that have been broken since the crystalbrittle though. (Ex. Galgor's sword was crystalbrittled, the he dropped it and it shattered, even though he found every piece and placed it back together, when this spell is cast all he will have is many pieces of metal.) If the item was magical when crystalbrittle took effect, then there is only a 25% chance that when it is resolidified it will still be magical. The material components for this spell is 1 pint of dragon blood. Lizward's Dragonform Level: 7 Components: V,S Range: 0' Casting Time: 5 Duration: 1 Turn/Lvl Saving Throw: N/A Area of Effect: Caster This spell is a modified version of shape change, except that it is limited to dragonforms only. The dragonfroms created by this spell will be perfect in all details, undetectable by other dragons, who will of course depending on their alignment either greet or attack the caster. All attributes of the dragon are as listed in the Monster Compendium Volume #1, except for intelligence, wisdom, and alignment. This spell allows transformation into any age area except Great Wyrm. This spell was deviced by a dragon named Lizward for his elf companion Ditan, may thousands of years ago and has only recently been allowed to be distributed in the Tower of the Realms. Dumbf Ounds Bottling Spell Level: 7 Components: V,S,M Range: 30" Casting Time: 1 round Duration: Special Saving Throw: Neg. Area of Effect: 1 Creature This spell is result of a mistake, it was originally a less powerful version of the spell Boat in a Bottle, unfortunately Ound didn't spend enough time studing the original before making this one, while this spell does put one creature in a bottle and then corks it, it doesn't have the power to shrink the person so it jams the person through the little top of the bottle, the bottle of course being magically bound so not to break. Effectively the spell kills the creature or being and puts what remains in the bottle, unfortunately this is a messy procedure and not for those with weak stomachs. The material components are a bottle, a cork, and a prism. Spellshield (Abjuration) Level: 2 Range: 0 Components: S Duration: Special Casting Time: 0 Area of Effect: Special Saving Throw: None The Spellshield is a very special type of spell. It consists of but a single gesture, performed with both hands as if spreading something upon the space before the caster. A curtain of light follows the movement, then remains for a moment. Spellshield does not have to be declared at the end of the round; it can be done at any time. If the caster has not yet performed his action for the round, the Spellshield takes precedence. If he has, he is given a -5 penalty on initiative for the next round. If he is in the middle of casting another spell at the moment he wishes to use a Spellshield, the other spell is broken and lost. The effects of the Spellshield are as follows: it will block any other magic with a directed effect which can be intercepted with the Shield. In other words, the Spellshield could be interposed to stop a Lightning Bolt, a Magic Missile, or a Ray of Enfeeblement. It could NOT stop a Fireball (unless the Fireball were aimed directly at the caster) or a Color Spray (since it is not a purely directed attack; i.e. not a line-effect). The Spellshield can be declared even after the spell to be blocked goes off; in other words, the DM says, "The mage casts a Lightning Bolt and strikes Syzygy..." and AT THIS POINT the mage Syzygy can say, "I'll block it with a Spellshield". Waiting until damage is rolled is not usually allowable, but this is a DM call; if the DM said, "The mage strikes Syzygy with a Lightning Bolt for 43 points of damage", Syzygy wouldn't have much choice. The caster must see the enemy spellcaster at the moment of casting; one cannot block a Magic Missile from behind with a Spellshield. The Shield may be spread ONLY in front of the caster, and will not intercept spells aimed at anyone besides the caster himself. Both hands must be used, and nothing may be held in either hand. The Shield grants a +2 on saves versus gaze attacks for the time it is present (roughly 1 segment) due to the slight haze of light. Flexible Force Field(FFF)(Evocation) Level:5 Components: V,S,M Range: 1" Casting Time: 1 round Duration: Permanent Saving Throw: None (Neg.) Area of Effect: 10 square feet/level This spell creates an invisible barrier in a space desired by the caster. It can no stand by itself - all edges of the FFF have to touch something solid, although if movement later would cause these edges to expand/contract, the FFF will expand/contract to allow for this to its maximum Area of Effect (further expansion will dispel the wall). The FFF can have a living being as part of an edge, but if so that being gets a Save vs. Magic, success indicating that the FFF is dispelled. Failure means only that the being is an edge - it does not stop that being from moving around, which could soon cause the collapse of the spell. A FFF will allow only the following to pass: gas of all forms (including air), creatures able to move under their own volition, objects held/worn by these creatures, and light. Note that sound will also pass through the FFF, being transmitted by air. Hence, animate plants, animals, (virtually all) monsters, undead and even insects can move through the FFF, but water, dirt, molten magma and even spells (except those mentioned below) may not pass through unaided. A crossbow bolt would stop dead upon hitting the FFF, whereas a mosquito would fly right through it. The FFF will generally last until destroyed by a force that could remove a Wall of Force, e.g. Disintergrate, Limited Wish, Wish and the like, as well as by stretching it too far, as discussed above. Otherwise it will last indefinitely. Note that although spells will not pass through the FFF, they may create effects which can - for example, a Shout spell or Sunburst will be effective through the FFF as it transmits sound and light, and summoned creatures will be able to pass through it. The exact shape of a FFF is not subject to the whims of the caster - it will form so that the least area is needed to contact all the outside surfaces - like a soap bubble. Being a form of pure magic, the FFF can not be coloured or painted to disguise its true form. However, the only clue of its existence is a faint blue glimmer, which is only 40% detectable unless looking for it (in which case this rises to 80%, roll once/round for each searcher). These percentages are halved if the FFF is at the boundary of substance with a blue colour - for example, underwater, separating an air pocket from the sea. The material component is at least 500 g.p. worth of powdered diamond (under standard PHB/DMG prices - this could be less near a diamond mine, or more in a forest community, depending upon the DM). This must be sprinkled over at least part of each surface that has to form as an edge for the FFF. For example, if this was a mouth of a tunnel then dumping the whole lot at the bottom of the mouth would do, whereas the average constructed doorway would need a dab on both sides as well as the top and bottom, being made up of four pieces of wood joined together. Boot to the Head (ABJURATION) Level: 4 Range: 10' yrds Casting Time: 5 Components: V,S,M Duration: 1 Attack Area of Effect: 1 Creature Saving Throw: None Boot-To-The-Head causes a large boot to appear near the head of the spell recipient and kick him/her in the head. The spell recipient must save vs. spell (with modifiers) or be stunned for 1 round. Modifiers: -2/level below caster, +2/level above caster. For each hit, the boot does d4+2 stunning damage. If the stun damage total matches or exceeds the total HP of the target, the target falls unconscious for d4 rounds +1 round/level of the caster. Note: No actual damage is done by Boot-To-The-Head. The target of the spell may not be changed once the spell is cast; the boot will continue to kick unconcious creatures until the spell expires. Concentration need not be maintained once the spell is cast. The spell caster must be wearing a boot. The spell is invoked by pointing to the creature to be affected, making a kicking motion with the booted foot, and saying "Boot to the Head!" The boot on the caster's foot does not disappear with the casting of the spell. And One for Jenny and the Wimp Level: 2 Duration: 1 round/level Area of affect: 3 Creatures Components: V,S,(M) Range: 5" Casting Time: 5 segments Same as Boot-To-The-Head except that the target creature, and the two creatures nearest to it (that are within the spell range) each have boots kicking them in the head. Invocation is the same, except that the foot is kicked three times, and the caster says, "Boot to the head! And one for Jenny and the Wimp!" This spell is SEPERATE from "Boot-To-The-Head." Skywrite Level: 6 Casting Time: 4 Components: V,S,M Area of effect: 1 cubic mile per level Duration: 1 hour/level Range: Special This spell allows the caster to write messages in the sky, with but the wave of a finger. The messages are written in glowing smoke, and are visible at night or by day (casters choice of color). The caster may write up to one word per level, with a duration of one hour per level (halved in strong winds). All writing must be contained within a sphere of volume 1 cubic mile per level, centered on the caster, and at normal size, the writing is visible (and readable) at around 50 miles. If desired, the caster can reduce the number of words written, and increase the viewing distance proportionally (to a maximum factor equal to the RADIUS of the area of effect). Fellstar's Flame Finger (Evocation) Level: 1 Range: 25 yards Components: V,S Duration: Instantaneous Casting Time: 1 Area of Effect: 1 target Saving Throw: 1/2 When this spell is cast, a thin bolt of searing flames shoots forth from the caster's index finger. This bolt will automatically hit a single target inflicting 1d10 points of damage, plus 1 point per level of the caster, up to a maximum of 1d10+10. A sucessful save vs. spell reduces this damage by half. If a save is failed, possessions do not have to make a save, unless they were targeted specifically by the spell, in which case the owner suffers no damage, but the object must save vs. magical fire (at +2) or be destroyed (only one object may be targeted per casting). Fellstar's Flaming Vortex (Evocation) Level: 3 Range: 10 yards/level Components: V,S,M Duration: 1 round/level Casting Time: 3 Area of Effect: 8' high by 2' wide inverted cone Saving Throw: 1/2 This spell calls into being a spinning vortex of flames that resembles a burning dust devil; the vortex is 8' high and 2' wide at its widest. The caster may direct the movement of the vortex in any direction desired, but it may not be moved across a body of water. The vortex moves at a rate of 10' per round, and the caster must maintain full concentration in order to direct its movements; if the caster loses concentration, the vortex will move in a straight line at full movement rate until the caster can again gain concentration. The wizard may not move the vortex further away than 10 yards per level of the caster, or the spell terminates. The caster may use the vortex to attack a single victim per round; he may attack the same target in following rounds, or may elect to move the vortex to attack a different one. Anyone struck by the vortex suffers 1d4 points of damage per level of the caster (up to a maximum of 10d4). A successful save vs. spell reduces this damage by half. The flames from this spell will ignite flammable materials on contact, but will not harm most other materials, unless exposure is prolonged. That is, if a creature is attacked by the vortex for only a single round, non-flammable possessions are not affected; if attacked on two consecutive rounds, all possessions must save vs. magical fire normally (but only if the target fails his save). Each additional round of exposure inflicts a -1 on all possessions' saves (no penalty in added to the target's save). The material component for this spell is a piece of flammable material suspended from a string; the caster lights the material on fire and twirls it in a circle while casting the spell. He must continue doing this throughout the duration of the spell, and the material must remain lit; if it does not, the spell ends prematurely. Fellstar's Flaming Water (Evocation, Alteration) Level: 4 Range: 10 yards/level Components: V,S,M Duration: 2 rounds/level (1 round/level if cast underwater) Casting Time: 4 Area of Effect: 10' radius/level Saving Throw: 1/2 This spell will cause an area of water to instantly burst into flames as if covered with oil and set alight. The center of the area of effect may be as far away as 10 yards per level of the caster; the area of burning water has a radius of 10 feet per level of the caster, but may be smaller if the caster desires. The spell must be cast on an open body of water, such as a lake, river, or ocean; it may not be cast at a container of water on the person of an individual. If the center of the area of effect is on the surface, the flames will remain only on the surface; if the spell is cast underwater, the flames will form a sphere (if the distance between the surface and the center of the area of effect is less than 10' per level of the caster, the flames will obviously not form a perfect sphere; in this case, the surface of the water will burn as well). The fire will last 2 rounds per level of the caster, or until extinguished; the flames may not be doused with water, as this added water will burn as well. The fire must be extinguised by magical means (i.e. dispelled or via a _fire quench_ or similar magic), or allowed to expire. If cast underwater, the duration of this spell is halved. The flames from this fire are sufficient enough to start ships on fire, and any creature caught in the area of effect suffers 3d6 points of damage, plus 1 point per level of the caster (to a maximum of 3d6+20). A successful save vs. spell reduces the damage by half. If this spell is used to attack a water elemental or similar creature, the damage is doubled, and there is a -4 penalty to the save. The material components for this spell is a vial filled with a water and oil mixture. Fellstar's Flame Arc (Evocation) Level: 6 Range: Special Components: V,S,M Duration: Instantaneous Casting Time: 6 Area of Effect: Special Saving Throw: 1/2 This spell is similar to the 1st level spell _burning hands_, but is much more potent. When cast, this spell will emit an arc of flames from the hand of the caster; the arc may be one of four sizes as listed on the following table: arc range ======= ======== 90 deg. 200 feet 180 deg. 150 feet 270 deg. 100 feet 360 deg. 50 feet The arc of flames will have a width of one foot, centered on the caster's hand, so the height of the wizard's hand at the time of casting will determine the height of the flames; thus if the flames are at waist level, it is possible to escape the effects of this spell if lying prone. The caster may elect to cast the arc in a "donut" shape; that is, he may create an area around himself that is untouched by the flames (a good idea if the caster is in the midst of a friendly party). The radius of the hole may be any size the caster desires, up to half the range as given in the table above. Anyone hit by the flames suffers 4d10 points of damage, plus 1 point per level of the caster (to a maximum of 4d10+20); a successful save vs. spell reduces the damage by half. If a victim fails a save, all possessions must save vs. magical fire or be consumed. These flames are blocked by obstacles, and they will not rejoin behind the barrier. This will create gaps in the arc; therfore, if a target is standing behind a large enough obstacle, he will be shielded from the flames, even if the blocking obstacle is tens of feet away. The material component for this spell is a chunck of volcanic rock and a lit candle; the rock is consumed with the casting, but the candle is not. Fellstar's Flame Dome (Evocation) Level: 6 Range: 80 yards Components: V,S,M Duration: Special Casting Time: 6 Area of Effect: Special Saving Throw: None This spell is similar to the _wall of fire_ spell, but it creates a dome of flames instead of a wall. The dome has a radius along the ground of 10' plus 5' per level of the caster; it is 25' high at its peak. The dome must be cast so its base is resting on solid ground. Unlike a _wall of fire_, the _flame dome_ gives off waves of heat on all sides; anyone within 10' of the dome suffers 2d6 points of damage, while those within 20' suffer 2d4 points of damage. In addition, the dome inflicts 3d8 points of damage, plus 1 point per level of the caster on anyone who passes through the dome (like a _wall of fire_, creatures subject to fire will suffer more damage at the DM's discretion, and undead always suffer double damage). The procedure for trapping creatures with the dome, as well as the duration of the spell, are as per the _wall of fire_ spell. The material components for this spell are specimens of phosphorus and sulphur, both of which are consumed with the casting. Fellstar's Flame Fog (Evocation) Level: 7 Range: 10 yards Components: V,S,M Duration: 1 round/level Casting Time: 7 Area of Effect: 40' wide, 20' high, 20' deep cloud Saving Throw: 1/2 This spell creates a fog resembling that produced by a _cloudkill_ spell; the cloud may be created up to 10 yards away, and moves 10 feet per round as directed by the caster; strong winds will move the cloud in another direction, but will not disperse it, nor will they move the cloud back towards the caster. Thick vegetation will break up the cloud in 3 rounds. The fog itself is not harmful, and has no other affect besides obscuring vision. During any round after the spell is cast, the caster may ignite the fog with a single word. When this is done, the entire fog cloud becomes a roaring sheet of flames inflicting 5d10 points of damage, plus 1 point per level of the caster (up to a maximum of 5d10+20) to those caught inside. A successful save vs. spell reduces the damage by half. Those victims who fail their saves must roll for all their possessions vs. magical fire; those items that fail their saves are destroyed. If any type of fire comes into contact with the fog cloud, it ignites immediately; if a _fireball_, or similar spell, is cast into the cloud, the damage inflicted is cumulative, and a saving throw for each effect must be made separately. The material components for this spell are several strands of hair from a cloud giant, and the scales of a red dragon; all components are consumed when the spell is cast. Fellstar's Flame Sheet (Evocation) Level: 9 Range: Special Components: V,S,M Duration: Instantaneous Casting Time: 9 Area of Effect: Special Saving Throw: 1/2 This is an improved version of _Fellstar's Flame Arc_; it is identical to that spell, with the following exceptions: The flames fall to the ground from the height at which they were cast, so in effect, anyone at the initial height or below is affected by the flames. In addition, if these flames are blocked by an obstacle, they will flow around the barrier and will rejoin at a distance equal to the width the obstacle; therefore, if the flames are blocked by a 2 foot wide boulder, they will rejoin 2 feet behind the rock. This applies in both the horizontal and vertical dimensions. The flames from this spell will continue to burn for one round after the spell is cast; anyone hit by the flames on the first round suffers 10d10 points of damage, and those hit on the second round suffer 5d10 points of damage. On either round, a successful save vs. spell reduces the damage by half (saves for the second round are at +2); if this save fails, all possessions must save vs. magical fire or be destroyed. Note that damage is cumulative if caught in the flames on both rounds the spell is in effect. The material components for this spell are as per those for the _flame arc_spell, with the addition of one or more gems worth at least 500 g.p. The gems and the volcanic rock are consumed when the spell is cast.