New Spells

ABSOLUTE BLACK

Evocation [darkness]

Level: Sorcerer/wizard 5, Cleric 5

Duration: 10 min./level (D)

Saving Throw: None

Spell Resistance: No

This spell functions like Darkness except that the object touched radiates absolute darkness. Normal lights are incapable of brightening the area. It appears as if there is a solid black sphere emanating from the object.

FIREBURST, SUPERIOR

Evocation [Fire]

Level: Sorcerer/wizard 8

Effect: Burst of fire extending 20 ft. from you

This spell functions like fireburst, greater except that it affects creatures within 20 feet of you and deals 1d12 points of fire damage per caster level (maximum 20d12).

LIGHT OF SOLANIA

Evocation [Good, Light]

Level: Cleric 4, sorcerer/wizard 4

Spell Resistance: Yes

This spell functions like light of Lunia, except that a softy pearly radiance is created. Your light rays deal 4d6 points of damage, or 8d6 points of damage against undead and evil outsiders.

Alternatively, you can choose for the ray to heal 2d6 points of damage + your divine spellcaster level (maximum 2d6+15) to a living, non-evil creature.

LIGHT OF MERTION

Evocation [Good, Light]

Level: Cleric 5, sorcerer/wizard 5

Spell Resistance: Yes

This spell functions like light of Lunia, except that a softy pearly radiance is created. Your light rays deal 5d6 points of damage, or 10d6 points of damage against undead and evil outsiders. Alternatively, you can choose for the ray to heal 3d6 points of damage + your divine spellcaster level (maximum 3d6+20) to a living, non-evil creature.

LIGHT OF JOVAR

Evocation [Good, Light]

Level: Cleric 6, sorcerer/wizard 6

Spell Resistance: Yes

This spell functions like light of Lunia, except that a softy pearly radiance is created. Your light rays deal 6d6 points of damage, or 12d6 points of damage against undead and evil outsiders.

Alternatively, you can choose for the ray to heal 4d6 points of damage + your divine spellcaster level (maximum 4d6+25) to a living, non-evil creature.

LIGHT OF CHRONIAS

Evocation [Good, Light]

Level: Cleric 7, sorcerer/wizard 7

Saving Throw: none; Fortitude (see text)

Spell Resistance: Yes

This spell functions like light of Jovar, except that the light radiating from the caster is equal to that of a daylight spell. Your light rays deals 7d6 points of damage, or 14d6 points of damage against undead and evil outsiders. Alternatively you can expend the entire spell and fire one ray. An evil outsider or undead struck by this ray must succeed on a fortitude save or be slain instantly. On a successful save the evil outsider or undead still takes 3d6 points of damage +1 per caster level (maximum 3d6+25).

Alternatively, you can choose for the ray to heal 5d6 points of damage + your divine spellcaster level (maximum 5d6+25) to a living, non-evil creature.

LIGHT OF CELESTIA

Evocation [Good, Light]

Level: Cleric 9, sorcerer/wizard 9

Range: 20 ft.

Area: 20-ft-radius centered on the caster

Targets: All creatures except the caster in the area

Saving Throw: Reflex or Fortitude partial (see text)

Spell Resistance: Yes

This spell functions like light of Chronias, except that instead of unleashing two rays of light, all creatures in a 20 ft. radius are struck by a single burst of light that expends the spell. Each creature in the radius takes 1d6 points of damage per caster level (maximum 15d6; Reflex for half). Any undead or evil outsiders within the area of the spell must instead succeed on a Fortitude save or be instantly slain. On a successful save the undead and evil outsiders still take 3d6 points of damage +1 per caster level (no save; maximum 3d6+25)

Alternatively, you can choose for this burst to heal 5d6 points of damage + your divine spellcaster level (maximum 5d6+25) to all living, non-evil creatures within the radius.

TRUE CURSE

Necromancy [Evil]

Level: Cleric 9, Sorcerer/wizard 9

Components: V, S, M

Casting Time: 1 Full-Round action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will negates

Spell Resistance: Yes

Channeling your hatred into binding words of power, you thrust your hand at your foe and proclaim a terrible curse.

The spellcaster places a curse on the creature touched, choosing one of the four following effects.

• Two ability scores are reduced to 1, or four ability scores take –6 penalties (to a minimum score of 1).

• –10 penalty on attack rolls, saving throws, ability checks, and skill checks.

• Each turn, the subject has a 15% chance to act normally; otherwise, it takes no action.

• The affected creature is prevented from taking a specified action. This can include cursing the subject to never be able to draw their sword, requiring that they move five feet once a round, cursing someone to not be able to distinguish friend from foe, or cursing someone to not become conscious. This curse can never cause a character to die from its actions alone. For example, you could not curse someone to never be able to breathe, nor could you curse them to jump off nearby cliffs. You may not curse someone to lose all of their possessions, though you could curse someone to never be able to find a possession they’ve lost.

The Curse is a permanent change to the affected creature and thus is not suppressed in an antimagic field.

You can also invent your own curse, but it should be no more powerful than those described above, and the Dungeon Master has the final say on the curse’s effect.

A True Curse cannot be dispelled, nor can it can be removed with remove curse, break enchantment or limited wish. A miracle or wish spell removes a greater curse provided the caster succeeds on an opposed caster level check.

Material Component: Incense of obsession which the caster must crush and coat his hand with.

Arcane Material Component: Unguent of Timelessness applied over the Incense of obsession.

WRACK, GREATER

Necromancy [Evil]

Level: Cleric 6, sorcerer/wizard 7

Components: V, S, M

Target: One living creature

This spell functions like Wrack except that it can target any living creature. Non-living creatures, or creatures without a suitable anatomy such as oozes, elementals and plants are immune to this spell.

Material Component: This spell requires a pinch of powdered finger nail.

New Spells

The World Devioushyde