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  1. #31
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    Eyes of Gold 9th lvl

    R: 100 ft. C: V, S, M
    D: Special C/T: 1 round
    A/E: one creature per round S/T: Special

    This spell allows the casters eyes to glow with a bright golden color which causes the first creature in a round which meets the casters gaze to be forced to make a + 3 saving throw verses magic spell or be turned into a solid gold permanently. Those targets saving are slowed for 2 to 8 rounds no save. Up to one creature per spell level of the caster can be turned into gold in this way before the spell fades from the casters eyes. The first creature to win initiative is the first to make the check to avoid meeting the spell casters gaze. Any creature friend or foe may be effected by this magic, so a spell caster would be well advised to issue warnings to their fellow party members when this spell is initiated. Each time any creature fails their saving throw and is turned to gold the spell casters eyes will flash golden for one segment. Those creatures turned to gold are killed instantly upon failing their saving throw. A dispel magic, anti magic, mord. disjunctions, limited wish, and wish magic will all reverse this spell with varying degrees of success. Unless properly worded wishes still leave their victims dead.

    The material components are: 1 oz of gold essence, a retriever gold transmutation eyeball, a lodestone, 10000 gp in mithril flakes, and a Denzallans heart.

    Rune's Treasure Translocation Spell 8th lvl

    R: Special C: V, S
    D: 1 turn per level C/T: 8 segments
    A/E: one creature S/T: negation

    This spell targets any creature which has personal monetary or magical wealth not only on their person, but items which can be upto 2 planes removed from the targets current location, in safe caches that a target could have set up for a time of need. The spell caster hurls a glowing rainbow of runes 1 inch in size at a target creature within line of sight, somantically indicated by the spell casters pointed index finger towards the target. These rainbow runes fly at 48 " per round and a MC:A .
    The runes cause any wealth of the target to be deposited at the casters feet on the targets death if the target the fails its saving throw vs magic spell. This spell has a mind reading component which will reveal any hidden wealth which is on the targets body upon its death or hidden away. The spell caster is in the immediately aware mentally of the items which should show up at their feet.
    The death of the target creature is another matter entirely. My spell casters used many meta magics to penalize the target creatures saving throw verses this spell.


    Althoth's Petrifying Rune abjur. 10th lvl

    R: Touch C: V, S, M
    D: 1/2 round per level C/T: 1 turn
    A/E: 6 in. ball S/T: negation - 4

    This spell creates a visual effect similar to that produced when a stone it is tossed into a calm pond, creating rings of a grey-green color which emanate outwards from the rune center pointed in a sphere like effect. This is accompanied by the sound of a stone splashing into a pond when the rune is activated. At the center of this spell effect a glowing rune will appear at the spells inception and remain visible to the naked eye from one round after the spells inception. Once this activation period has passed the any creature passing within 10 ft of the center rune or cause the activation of this magical spells effect. The spell causes a momentary flash of grey-green ripples washing over the area and affects all creatures caught within the spells area of effect. Any thing within the area of effect must make a - 4 saving throw verses magic spell or be turned into a nondescript grey stone permanently. The power of this magic is so great that all vegetable, mineral, structures, etc. will suffer instant mineralization which is only reversible by use of wish related magics.
    The material components are: a basilisk eye, 150 gp turquoise which has been thrown into a pond, a gorgon's breathe weapon a lodestone, 5 oz of sulfur, 2 oz of rare earth, 500 gp mithril flakes, and a still beating tarresque heart.

    Zief's Triad Spell alter/summ 7th lvl

    R: 3 in. C: V, S, M
    D: 1/2 day per level C/T: 7 segments
    A/E: 3 creatures S/T: negation

    This spell creates a subtle mental link between three creatures, including the caster, creating a triad of minds sharing knowledge, languages, proficiencies, etc. by silent act of mental will for the spells duration. There is a visible physical manifestations for this spell which creates visible golden halos above the heads of each of the spells recipients connected by tendrils of mystical energy which must remain within 30 ft. of each other, but afterwards the spell casting recipients need remain on the same plane of existence in order to maintain link. The spell also allows the link to confer any sensory input of any other member of the triad, viewing manifests itself as a small 2 in. by 2 in. box in the bottom left-hand corner of the viewers field of vision, odors are smelt, audio input is conferred at a lower level than normally experienced by any of the spells recipients . The spell can even confer tactile sensations if the triad members wishes it to do so, although, the sensation can be terminated by silent mental act of will by any member at any time during the spells duration.
    This spell is innately intimate sharing between friendly spell casters, or possibly clones or simalcrums. This mental linking cannot transfer spells between recipients or psionic powers of any type ; although a well-placed to level 6 Projected Image could possibly confer magic in dicey situations between linked members. The recipients of this spell can turn that incoming perceptions on or off at a silent act of will in order to allow privacy when needed. If a member of a triad suffers death it will confer a piercing migraine headache to other members in the triad allowing no spell casting or psionics for one hour after the event.
    The material components are: 3 interlocking gold rings worth 20 gp, 5 oz of a mind flayer brain, 3 K'r'r'r' legs, 5 oz sulfur, a lead bar, a tin bar, an iron bar, 500 gp platinum flakes, and 5 drops of blood from each spell caster within the triad.

    Melk's Planar Dismissal abjur. 7th lvl

    R: 1 in. per level C: V, S, M
    D: 3 rounds + 1 round per level C/T: 3 segments
    A/E: 3 in. by 11 in. by 10 in. high S/T: negation

    This spell creates a pulsating visual violet aura illuminating the area of effect in a pulsating manner starting at the center point and radiating to the limitations of the area of effect. The spell effect is accompanied by the sounds of a rampaging rockslide has a spell takes effect within the area limitations. When the spell first takes effect all creatures within the area who fail their saving throw verses magic spells are hurled about violently in the vertical spinning for one round like a top. Those creatures succeeding in their saving throws are totally unaffected by this spells magic. At the end of that round this spell caster can choose a single elemental plane in which to eject the victims of this spell. This translocation magic eject the victims into random places of the chosen elemental plane most likely killing them, either quickly or slowly. The only way to survive this magic is preset contingencies or possibly wish related magics initiated in a one round of top like spinning in which the spell gathers power for the Translocation magic. If a creature somehow survives this translocation magic they will be returned to the exact spot from which they disappeared at the spells inception. If a creature fails its saving throw and dies while within the chosen elemental plane it will return at the end of the spells duration, dead of course.
    The material components are: a potion comprised of the chosen elemental plane into which the spell caster wishes to hurl their victims into, a lead bar, 2 oz of sulfur, 2 oz of mercury, an iron bar, a lodestone, 250 gp chips of ruby, sapphire, turquoise., 5 oz of storm giants blood, and 3000 gp platinum flakes.


    More to come,

    Later



    Blood and souls for my lord Arioch!!!!!!!

    So let it be written,
    So let it be done!!

    Let them keep what they kill!!

  2. #32
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    Mage Meta Magic Spells of Power
    Matan Thunder

    Ageless's Force of Will Spell Casting 9th lvl

    R: 0 in. C: V, M
    D: 1/2 round per level C/T: 1 turn
    A/E: caster S/T: NA

    By means of this spell the casting mage need not use verbal or semantic components to any spells cast during the spells duration. All secondary magic still consumes material components, which disappear when the spells are cast in conjunction with this spell. These material components are not brandished in any way; they simply disappear consumed as normal. Those secondary spells cast which have no material components are cast as normal.
    The casting mage need only mentally concentrate, for one melee segment, to mentally activate any spell they have memorized with a casting time of 1 instead of the spells normal casting time.
    The material components are: 50 gp platinum dust; 50 gp opal ring; 2000 gp diamond; 2 oz of lich dust; and a amber dragon's scale.

    Balch's Maximizer Meditation 9th lvl

    R: 0 in. C: V, S, M
    D: 1 round per level C/T: 9 turns
    A/E: the caster S/T: N/A

    This spell cause an alignment based aura of a light to dark blue, with the light colored for good alignment based and dark colored auras for evil casters. The outlining field will glow brightly, as long as this spell is in effect, outlining the caster. This powerful magic aura will cause any spells learned within the field to gain the following benefits: - 4 saving throw penalty to all targets; a reduction of -20%; and a (+ 50 % the spells range, duration, and area of effect). There is also a +2 to all missile based spells cast, from learning the spell within this magic augmenting field.
    The caster must undergo a cleansing ritual which costs 100 gp in rare incenses which are consumed while the caster meditates for the 9 turns in the spells casting. A caster can then use the spells duration for the learning of the chosen spells.
    The material components are: 1000 gp in platinum; 2 iron bars; 100 gp beryl; 2000 gp chrosolite; and a gilded jade figurine of the caster worth 500 gp.

    Amplify Items Power 9/10th lvl

    R: touch C: V, S, M
    D: 1/2 round per level C/T: 2 turns
    A/E: 1 held or worn magic item S/T: N/A

    This high level spell will cause a magic item to glow brightly with magical energy at its powers are amplified. The spell casters alignment will dictate the color of the aura. For each 10 levels of the caster the powers of the chosen magical item will be augmented 100 percent, (i.e. 2 uses per day becomes 4, a 12 turn duration becomes 24, etc.). For each 10 level of the spell caster an additional power may be added. A spell caster may choose to forgo this augmentation, instead, causing a unique wild magic power to be gained for the spells duration. If the spell caster uses a limited wish they may choose this a unique power. Otherwise, the power is rolled on any random wild magic surge chart.
    This spell lends itself to any permanent type magics, but it requires a - 1 CON sacrifice for each power that is permanent.
    The material components are: 2 oz of sulphur; a lodestone; a tin bar; an iron bar; 500 gp in platinum; 5000 gp in mithril; 1000 gp jade amulet; and 50,000 gp. These material components are all bonded to the boosted item magically (without gaining weight) in a miniaturized state, with the jade amulet imbedding itself into the item.

    Amplify 9/10 Th lvl

    R: 0 in. C: V, S, M
    D: Special C/T: 1 turn
    A/E: one spell S/T: Special

    This spell will link itself with a spell of 7th level or less, which is cast in the round following the amplification spell. This spell will amplify one of the following spell attributes, 100% per 10 levels of the caster, range, duration, area of effect, damage, or the number of targets affected by the spell. (I.e. a 20th level caster could augment one of the attributes by 200%, etc.) .
    After the augmentation affect expires the spell caster will be stunned for a number of rounds equal to the spells level multiplied by the augmentation is power, (a 20th level caster with a 200% augmentation of a 7th level spell power would be stunned for 14 rounds) .
    The material components are: lodestone; 1000 gp platinum; a sulphur crystal; and a 2000 gp diamond.

    Continuous Spell Holding 8th lvl

    R: 0 in. C: V, S, M
    D: 1 day per level of caster C/T: 8 segments
    A/E: one spell S/T: none

    This spell will lock into place any spell, which doesn't have an instantaneous duration, for up to one day per level of the spell caster. This spell is cast prior to the magic which is to be held for this spells duration. This spell duplicates the powers of a Ring of Spell Holding (table 12A). The duration of the secondary spell cast is held on as stated above, or until the spell caster wishes to end it prematurely. Opponents can attempt to dispel magic, and if successful will bring down the spell holding and the spell it is affecting. This spell can lock the duration of any level of spell.
    The material components are: 4000 gp of any gem type; an iron bar; 500 gp jade ring; 5 oz of sulphur; a lead bar; and a lodestone.

    Spell Mobility 9th lvl

    R: 10 in. + 1 in. per level C: V, S, M
    D: 1/2 round per level C/T: 9 segments
    A/E: 1 spell S/T: none

    This spell allows all spells cast on a fixed point will become mobile maintaining its position as the spell caster mentally commands it to move for the spell mobility durations. The spell caster must maintain concentration for a spell to remain mobile, as the caster mentally commands the spells movement. Both of offensive and defensive spells may be affected by this spell. The spell mobility is unaffected by any magic short of a Mordekainen's Disjunction. The movement of the spell may never exceed the range given above and is fixed to these range limits at the spell mobility's inception.
    The material components are: a drop of grease; 3000 gp sapphire; 1 oz of sulphur; a tin bar; 100 gp of platinum dust; and 1 oz of mercury.


  3. #33
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    Matan's Improved Spell Repetition 9th lvl

    R: 0 inches C: V, S, M
    D: 1 round per level C/T: 1 round
    A/E: special S/T: special

    This powerful augmentation magic makes the caster glow in a white aura equal to a light spell. The spell caster sets up a harmonic/mnemonic resonance between the caster and his spells. There is a % chance for a spell of a given level to be eligible for recasting on the ground following it's an original casting. The caster may affect up to 1 lvl of spell per level of the caster. The harmonic waves only exist on the round following it original casting.
    1st: 70 % 4th: 40% 7th: 10%
    2nd: 60% 5th: 30% 8th: 5%
    3rd: 50% 6th: 20% 9th: 1%
    Each spell cast counts against the levels usable by the caster. Those spells fail to achieve the resonance roll do not count against the level total caster has.
    The material components are: 125 gp platinum dust; a sulphur crystal; an iron bar; a tin bar; a lodestone; and 50 gp in lead.

    Power Word a Spell 9th lvl

    R: 0 in. C: V, S, M
    D: 1 turn per level C/T: 9
    A/E: 1 spell S/T: None

    By means of this spell the caster can hurl a single spell with but 1 triggering word. During the spell relearning process a caster will cast this spell followed by the spell to be power worded, and at that point the spell is held with the power word 9th level slot. Any level of spell may be cast in this way. The caster may effect up to 1 spell per 4 level of the spell caster may be hung in this way. The only magic this spell will not affect is a lvl 9 final strike explosion.
    The material components are: 250 gp black pearl; a tin bar; 25 gp platinum dust; and a harpy's tongue.

    Improved Spell Touch 9th lvl

    R: touch C: V, S, M
    D: Special C/T: 9
    A/E: One item of less volume than the caster S/T: none

    This spell mimics the second level spell of the same name, except that it may affect up to 9th lvl magic for mages or 7th lvl magic of priests. This spell is cast on nonliving item and will remain dormant until the item touches the target creature. The caster of the spell attached can specify what race, sex, or type, (undead, summoned, avian, etc.) which will trigger this items spell effect. This secondary spell need not be known by the spell caster, and they may enlist helpful spell casters to cast the secondary magic.
    The caster of the spell can designate a single creature at the spells casting the be immune to the spell affects when it detonates. Immune creatures that are within the unleashed spell's area of effect will gain a + 4 saving for adjustment versus the affect. This immunity will allow the affected being to avoid triggering the spell held within the item, or avoid its effects entirely. The spell caster will choose one of the two choices above at the spells inception.
    The material components are: a pinch of powdered gemstone; ash left over from any fire spell; a drop of water; and 5 oz of dragon's blood.

    Sparrowhawk's Staff Spell 9th lvl

    R: 0 in. C: V, S, M
    D: 1 turn per level C/T: 1 turn
    A/E: special S/T: none

    This spell allows the creation caster to create a magical staff, similar to that generated by the fictional character Sparrowhawk. These spell caster causes a blade of grass to blow with of violet aura as it enlarges to staff size. It becomes the equivalent of a +3 weapon and appears to be made out of black yew wood. If held while casting a spell it will cause the spells range and area of effect to be doubled. It also gains the power to turn undead as if holder were a 14th level cleric. Summoned or enchanted creatures make a saving throw verses magic or be driven back to their home plane of existence.
    If the spell caster embeds a 5000 gp sapphire on the top end it will cause any spell caster with its power to gain a - 3 to its saving throw for affected by the spell. (This staff could be shrunk down to a more manageable size, and as long as the caster it is in physical contact with the staff they will have access to al the above powers).
    The material components are: a blade of grass; 25 gp gold dust; a yew needle, and if desired that 5000 gp sapphire.

    Abracadabra or Alakazam Spell 6th lvl

    R: self 0 in. C: V, S
    D: 1/2 round per level C/T: 6 segments
    A/E: 1 spell per round S/T: None

    This spell augments the power of other spells cast during its duration. The spell caster simply speaks one of the two words at the end of the spells casting to invoke this magic. It will augment the spell casting by granting the caster a phantom + 4 levels in regards to the spells range, duration, area of effect, and damage. It also lends a magical potency to spells affected by it which grants a - 4 saving throw to the spell to be affected. While the spell is in effect the spell caster will glow with the equivalent of a continual light spell.

    Balch's Uniquer Spell 4th lvl

    R: 0 C: V, S, M
    D: 3 turns C/T: 4 segments
    A/E: special S/T: N/A

    This spell is much like the level 2 Sense Shifting spell in the tome of magic. This spell allows the caster to change the color, sound, or visual appearance, but will affect magic spells up to 5th level. This spell may further augment a spell by adding 1 color, sound, or patterned effect on top of those originally offered in the original spell. The spell caster as these spell affects by naming the chosen affects the and at of the spells verbal component. The uniquer spell will augment any magic cast during its duration.
    The spell will not inflict additional damage or effects with this added spell component, as these added components are simply add a unique character to the spell casters chosen magic spell. The spell caster could augment a fireball spell to add a visual component of swirling orange leaves which obscure vision for one round, but wouldn't add further effect.
    The material components are: a silver bell, a multicolored ribbon, and 25 gp in platinum dust.

    Matan's Magic Self Aura 9th lvl

    R: 0 C: V, S, M
    D: 1 round per level C/T: 2 turns
    A/E: 20 yd diameter S/T: N/A

    This spell allows the spell caster to call a white lightly glowing magic field about the caster the spells duration. This spell taps into the positive material plane as long as the magic is in effect, as long as, the original area of effect allows magic to exist where this spell is initiated. This spell causes normal detect magic spells to see the area of affect as a brilliant glowing sphere of magic.
    The spells most useful power though, is to generate a magical field which moves with the caster and allows him to cast magic even in magic dead zones. If this spell is ever cast in, or passes through a wild magic zone it will generate a double wild magic effect. The spell will allow the spell caster to cast any magic they normally could within the confines of its area of affect. If a magical affect exceeds the area it will cease to function normally unless the plane of existence possesses the ability to use magic normally. This spell could allow a spell caster who finds himself in a magic dead world to access their spells normally as long as the had the spell up and running before they entered the magic dead plane.
    The material components are: 5000 gp in platinum dust, a lead bar, 1 oz of mercury, a lodestone, and a perfect 6000 gp star sapphire which is coated with the mercury when the spell is cast.


  4. #34
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    A few more interesting spells for your review!!

    Clone Monster necro 9th lvl

    R: touch C: V, S, M
    D: permanent C/T: 2 turns
    A/E: one creature/monster S/T: None

    This spell is identical to the level 8 clones spell, the allows the spell caster to clone a person and then released the clone on a vendetta of destruction directed towards their original. This spell allows the cloning of any type of monster for which the spell caster has the basic ingredients.
    The material components are: a piece of the creature to be cloned, a 1000 gp figurine of black jade of the creature type being cloned, 500 gp adamantine dust, a lodestone, an iron bar, and a 5000 gp sapphire which serves as the heart of the clone.

    Khelben's Lower Dweomer Doom abjur/evoc 9th lvl

    R: touch C: V, S, M
    D: instantaneous upon impact of focus C/T: 2 segments
    A/E: 40 ft. globe S/T: None

    This spell is identical to the original Khelben's Dweomerdoom, spell except that it will first drain spells of the levels 4th, 5th, & 6th are targeted first when draining magical spell energies, utilizing a device or item as a focus, such as staff, as the focal point of this spell. When the spell is cast the focus is charged with magical energies for up to one round for each of the spell casters levels before dissipating. The focus item is then thrown against a hard surface. When it strikes a green pools of energy flashes out to the 40 ft. radius in all directions passing through barriers of less than 1 ft. thickness of solid stone or 6 in. of metal. The power of the spell affects one spell caster within the radius of effect, which the spell caster can designate. When the pulses of green energy contacts the chosen victim multiple arcs of energy leap to the focus item. These arcs drain much of the spell energy of the victim which are currently memorized. This is where the variation of levels drained has been changed to drain 4-6 levels spells first. If all the spells are drained the highest level magic possessed by the creature are then drained away. This spell drains away up to one level per the casters level of energy from the victim spell casters repertoire of spells.
    When the energy pulse strikes other spell casters within the area of effect the magic of this spell will drain a single spell of their highest level magic spells available.
    The material components are: the focus item which is not harmed from it's useage & 300 gp of silver flakes.

    Victor's Mass Animate Objects ench/alter 9th lvl

    R: 30 yds C: V, S, M
    D: 1 round per level C/T: 9 segments
    A/E: 5 ft. per level square S/T: None

    This spell gives the caster control over what ever materials like within the area of effect. This spell allows instant flowing movements and attacks from any item not bolted down to the floor. The planks of the wooden floor or the walls of a hut could slam together, the logs of a cabin could lash out distances like a long whip, castle's walls could smash creatures into the earth, a section of local plants and trees could whip around viciously attacking anyone within their reach, etc.. All of this movement inflicts no damage to the objects animated, and the objects retain their original tensile strength, they seem to flow naturally when movie about. The damage of such attacks vary from 1 pt of dmg up to 3-18 points of damage inflicted by a large hard objects once per round. All objects move with an initiative modifier of 2, and have been movement of 12 in. when moving along the ground. Even fixed objects have this movement capability, although large objects seem to stretch the material of their composition exceptionally thin in order to accommodate such movements. The spell caster can affect up to 2 Objects per level of the spell caster as long as they do not exceed the listed area of effect limitations. A single object or area of effect can launch one attack round, but such attacks often use more than one object for the damage inflicted totals. The spell caster mentally controls all the actions taken by the animated objects, but may not cast other spells while maintaining concentration on this one.
    The material components are: 500 gp platinum bars, 1000 gp jade bracelet, 500 gp turquoise chips, a tin bar, an iron bar, and a stone chips from a living galeb duhr.

    Involuntary Shapechange alter 9th lvl

    R: 10 yds per level C: V, S, M
    D: Special C/T: 9 segments
    A/E: one creature S/T: negation

    This is the spell presented in a book presented in the Sword Coast which Elminster knew, and used in his dealing with the Malgrym. Creatures that fail their saving throw verses magic spell, will allow the spell caster to inflict one of 12 preset shape changed forms to select from. ( frogs, toads, mushrooms, etc.) Each Transformation causes the creature to suffer a system shock roll whose failure will signify the instant death of the creature being transformed and the returning to its original form. Items worn by the creature during the shape change are temporarily placed in the border ethereal plane for the duration of this spell, while still being connected to the form afflicted by the shape change magic. The items return to the prime material plane upon the death of the shape changed creature, or the breaking of this magic spells power. No shapechanged form can cause the instant death of the creature by itself, so no fish out of water per se. .
    There is a 1 times special benefit to the creature is successfully makes their original saving throw verses magic spell towards this magic. This benefit is a total immunity to this spell for ever after during this creature is a lifetime, but more importantly it bestows + 12 permanent hit points to the creature who successfully makes the saving throw .
    The material components are: 2 oz of mercury, 12 white jade amulets worth 1000 gp each, and a dopplegangers heart.

    Matan's Hydra Heads alter/ench 9th lvl

    R: 0 self C: V, S, M
    D: 2 rounds per level C/T: 3 rounds
    A/E: spell caster S/T: N/A

    By use of this spell the wizard can generate a golden aura around their heads and shoulders accompanied by a distant crystal chiming. Three rounds after the initiation of this spell 5 heads identical to the spell casters materialize from their backs and shoulders + 1 head per 3 levels of the spell caster above the 18th level, upto a maximum of 12 heads. These heads are affixed to the back and shoulders of the spell caster by 4 ft. long neck like structures similar to those possessed by a hydra. Each head can talk, use psionic powers, or cast magical spells requiring only verbal components. These heads can each individually activate 1 power or magic item upon the spell caster on any given round. The original version of this spell created by Mike PC's were Learnaen variation that causes 2 heads to sprout whenever one head is severed 1-4 rounds after the head was severed. When the original prime head of the spell caster controls all powers activated by the symbiotic heads on any given round, to give a sense of coordination to the hydra heads actions. The original head may also use magic spells, psionic, or activation of magical item powers on any round they are not actively controlling the other heads actions.
    Each ahead possesses its own individual spell power and psionic power points that are individually selected by the spell caster at the spells inception, regarding the actual spell selection each head has for the day. This spell selection must be drawn from the memorized spells of the spell caster of that day. This spell markedly increases the spell casters ability to cast a major spells, use psionics, and activate the items in the spell casters possession.
    My PC's usually cast a level 9 Phaerimm force of will spell casting in order to allow a larger spell selection of the hydra-heads while under this spells affect. Each head possesses 20 hit points and is armor class - 1, and should a head be severed it dissipates in a spray of white motes, as all the heads do at the durations expiration.
    The material components are:3 oz sulphur, (2) lernean hydra heads, a tin bar, an iron bar, 2000 gp platinum dust, 500 gp gold pearl, the brain of a doppleganger, 1000 gp in emerald chips, and 1000 gp of serpentine.


  5. #35
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    Spell Loop abjur/alter/ench 9th lvl

    R: 1 in. per level C: V, S, M
    D: Special C/T: 9 segments
    A/E: one creature S/T: none

    This powerful magic spell once caught Elminster for several days within its powerful magical confines. The spell creates a swirling howling vortex white magical flame energy that encapsulates the targeted creature for the duration of this spell. The loop of white magical flame is as tall as the target creature and will appear to enter and exit from the same point at the small of the targeted creatures back. .The spell lasts for one round per level of the caster + 1 round for each level of magic spells cast in any attempt to escape this vortexes spell magic. A spell caster caught within the confines of the spell loop it will continue the have magical energy drained away at 1 level per 1 turn spent caught with in the spell loop no saving throw. All of this spell energy spent in continuing a magical spell created by this spell for a longer duration, draining away spell casters magical energies as they must make a saving throw verses magical spell each round in order to avoid being paralyzed by this spells magic. Upon being caught within the spells power the saving throw must be made each round to determine if the spell caster can actively try to cast magic in order to escape the spell loops power. Of course, this leads to a longer duration as spells are simply drained away by the spell power. The wall of energy can even drain away contingency based magics if given enough time.
    This spells white flaming wall of energy can't be penetrated by any known physical or magical means short of full wish spell. When caught within a spell loops power they are afflicted also, paralyzed or unparalyzed, by the swirling nature of this magical spell so that any spell casting becomes a real challenge because of the forces initiated by the vortex of flame. Any attempts to penetrate the wall of fire causes 2 hit points of damage per level of the spell casters remaining spells, possibly inflicting horrendous any upon any creature attempting to pass through wall of flame. This is to no avail as they cannot physically penetrate the barrier, and are subsequently repelled from the walls area.
    The material components are: 50 gp in platinum flakes, a disenchanter's snout, gel from a beholders anti magic eye, 100 gp of sunstone, and a 2500 gp of star sapphires powdered.

    Amra's Ray of Submission ench/charm 7th lvl

    R: 1 in. per level C: V, S, M
    D: 1 turn per level C/T: 7 segments
    A/E: 1 in diameter purple beam on 1 creature S/T: negation

    This spell fires a 1" circular beam of purple energy from the spell casters index finger that lances out towards the target creature, and requiring a to hit roll. The being exists until it hits the creature or one melee segment has come to pass, so the spell caster can actually sweep the beam across the creature desired in order to affect them. The beam is accompanied by the sounds of many anguished moans. The spell causes the creature struck to make a saving throw verses magic spell or be afflicted by a form of total submission to the spell casters will. A successful saving throw negates this spells magic. The spell caster must know a language which the creature understands in order to get verbal commands, which the submised creature will follow even unto physical injury but not death.
    The material components are: 100 gp amethyst, 25 gp in gold dust, a 2 in. square piece of demon hide, 25 gp emerald dust, 10 gp of mercury, and a tin bar worth 10 gp.

    More to come,

    Later


  6. #36
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    I have been working on a number of unique disintegration spells for a while now, and these are the graduates so far. I have also made up some other interesting spells that have to do with phantasmal images that clone off when attacked…..take a look if you like.

    For those who can…..enjoy!!

    Disintegration Plane

    Lv 8
    Alteration

    Rng: 40 yards
    Dur : 3 segments/18 seconds
    A/E: 180 degree plane 20’ radius
    Comp: V.S,M
    C/T: 8
    S/T: Negation

    This spells visual affect is a sustained golden plane of force that lasts for 18 seconds and can be of any orientation that the spell caster can envision. The spell is accompanied by a snapping blast that is as loud as a thunder crack.

    The spells plane of force will make a pane of disintegration energy pass though any creatures in the area of affect. Those who fail their save will need to determine the hits location. All torso and body hits will kill instantly. Those that indicate a limb was hit have a 50/50 chance that both limbs are severed. Many wizards use the spell to limit potential damage to creatures.

    If the pane is placed vertically across a hallway all creatures attempting to pass though it will be forced to make their saves at -2 and failure is always death. This is also the case if a caster places the plane along the floor, as creatures who fail their save will always fall onto the plane of disintegration. When using the spell as described here all magic items must make a save vs disintegration or be destroyed.

    The material components are: a londestone, a pinch of dust, an oriental fan worth 5 gp, and 2 oz of sulfur.


    Controlled Disintegration

    Lv 9
    Alteration/Evocation

    Rng: Touch
    Dur : Instantaneous
    A/E: Selective volume equal to casters body
    Comp: V,S,M
    C/T: 3
    S/T: None (Special)

    This spells visual affect is a flash of red light that will outline all the items that the caster envisions will be disintegration. The spell is accompanied by a hissing sound as the selected items slough away in a 2 segment time frame.

    They are magically blown away over a wide area making them hard to recover. The spell will affect living, inanimate, & dead matter that the caster can touch. The caster envisions the items that will be limned with the light affect of the spell and unless magically protected they will slough away. The caster can take out a creature and leave their gear, or take out a threats gear without harming the creature carrying it.

    Normal items of any type will be destroyed no save up to the casters body volume. Living creatures, undead, and magic items are allowed to make a -4 save vs spells to avoid the affect. If a creature makes their save they are still blind for 1 rd due to the visual affect of the spell.

    The material components are: a lodestone, a pinch of dust, 2 oz of kraken oil, 1oz of phosphorous, and 1 platinum piece per individual item targeted.


    Disintegration Pit

    Lv 5
    Alteration

    Rng: 5’ per lvl
    Dur : Instantaneous
    A/E: 20’ square of variable depth up to 5’ per lvl
    Comp: V.S.M
    C/T: 2
    S/T: None

    This spells visual display is a square of grey light that extends 10’ off the ground and is accompanied by a blanket of dust that swirls up though that light. The spells manifestation is accompanied by a strong gust of wind, and the sounds of winds sighing through the trees.

    The spell creates instant magically disintegrated pits of the depth chosen by the caster at the spells inception, with a maximum depth of 5’ per casters level. All creatures that are directly under the affect at the spells casting and 5’ from the edge may make a DEX roll to determine if they can avoid the affect entirely, but those who fail this DEX roll will take full falling damage. There may also be adjustments due to speed of the creatures that are in the spells affect. Those moving fast and in groups could well suffer penalties if the affect materializes in front of them. The walls of the pit are dusty and unblemished by any sort of spot to establish a grip from. This spell is easily countered by feather fall.

    The material components are: a lodestone, a pinch of dust, and a 4” bronze rectangular shaft similar to the spells affect.

    Disintegration Pit & Block Trap

    Lv 7
    Alteration/Conjuration

    Rng: 5’ per lvl
    Dur : Instantaneous
    A/E: 20’ square by 5’ per caster lvl max!
    Comp: V,S,M
    C/T: 5
    S/T: None

    This spell is very similar to the pit trap above. This spells visual display is a square of grey light that extends 10’ off the ground and is accompanied by a blanket of dust that swirls up though that light. There is also a flash of grey light as a huge block of granite appears above the hole 2 segments after the spell has taken affect. For those viewing the spell head on there is a line of grey that reaches out towards them instantaneously. The spells manifestation is accompanied by a strong gust of wind, and the sounds of winds sighing through the trees, followed by a loud pop as the block of stone materializes.

    The spell first creates instant magically disintegrated pits of the depth chosen by the caster at the spells inception, with a maximum depth of 5’ per casters level. All creatures that are directly under the affect at the spells casting and 5’ from the edge may make a DEX roll to determine if they can avoid the affect entirely, but those who fail this DEX roll will take full falling damage. There may also be adjustments due to speed of the creatures that are in the spells affect. Those moving fast and in groups could well suffer penalties if the affect materializes in front of them. The walls of the pit are dusty and unblemished by any sort of spot to establish a grip from.

    In the second part of the spell a 19’ 11 ½ “ cube of stone appears directly 5’ above the hole 2 segments after the spell takes affect. The block of will then fall directly in the hole in a single segment, with a satisfying rush of as the stone plummets to the bottom the shaft. Those in the shaft who have no means of escape or avoid death from blocks of stone falling on them are immediately and messily killed. There is no save vs this affect.

    The material components are: a lodestone, a pinch of dust, a 2” cube of bronze, and a 4” bronze rectangular shaft similar to the spells affect.

    Disintegration & Force Cage

    Lv 7
    Alteration/Evocation

    Rng: 50 yards
    Dur : Instantaneous/then 1 rd per lvl
    A/E: 20’ square then a 20’ cage
    Comp: V,S,M
    C/T: 7
    S/T: Special

    This spells visual manifestation is a swirling cube of grey motes that leap forth from the ground of the spells area of affect. The spell appearance is accompanied by the clanging of the slamming of the metal cell door.

    The spell first creates a 20’ square pit that appears directly in front of or under the targets at the spellcaster’s wishes. The unfortunate targets then get to make a DEX roll to avoid the affect if they are within 5’ from the edge, and escape the disintegrated pit area. Those who fall in will activate a special wall of force affect that is permeable to oxygen at the casters will. The forcecage affect portion of this spell will provide a cage that will trap all but the most resourceful PC’s inside. The forcecage prevents all types of translocation/shadow jumping magic, thereby holding the slipperiest of foes inside. The spell also allows for ease in removal from the pit generated. The spell is very susceptible to levitation spells, and will present a target for the spell that only weighs 1/10th the weight of what is actually contained in the forcecage. This spell is great for the NPC who wants to capture vs kill the opposition, possibly for some later nice question and answer!

    The material components are: a lodestone, a pinch of dust, 1500 gp in diamond dust that is hurled towards the area of affect at the time of the spells casting.


  7. #37
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    Disintegration Gopher Holes

    Lv 4
    Alteration

    Rng: 5’ per lvl
    Dur : Instantaneous
    A/E: 10’ x 10’ per lvl field of holes 6” diameter holes 1/2” under the surface/ 1’ apart
    Comp: V,S,M
    C/T: 4
    S/T: None

    This spells visual aspect is the momentary appearance of a field of 6” diameter golden lights that shoot upwards 2’ off the ground. The spell is accompanied by the sounds of stone grinding on stone.

    This spell simply creates a field of holes 6” in diameter in a single segment. These gopher holes cover a field of 10’ squares per each level of the caster, and each hole is set 1’ apart from another in rows that alternate 6” offset to the side of the others and 1’ apart. (Sort of like a cheese graters surface). These holes are not immediately apparent due to the fact that a 2” thick l/2” layer of stone that will break immediately after impact with hoof or foot. (Except for the lightest of opponents). There is not DEX check for those moving at faster than a walk. Those walking will only get a sprained ankle, or possibly a broken leg for a pact animal. For those running there is an immediate fall affect NO SAVE. For M sizes creatures there is 1d6 damage done to the leg, and they must make a save or lose the grip on anything carried. For mounts and creatures running across the area there is the immediate fall plus 3d6 dmg to their legs, with a 50% breaking of the limbs of most mounts who encounter this spells affect. For both groups there is damage related to the speed at which they were traveling and the unexpected nature of the fall. For each 2” of travel spell, above 6” movement rate, the creature will suffer and added 1d2 of fall/concussive force damage due to the fall. So a human running (sprint) at 12” would take 3d2 falling, and a horse moving at a full gallop/charge of 36”(short charge speed) would take 15d2 dmg), most likely killing the mount.

    The field of the affect is nigh impassible, with movement rates cut to 1/10th of normal, unless the area of affect is covered in some type of layered material that prevents the triggering of the gopher hole affect.

    The material component are: 10 circular 1” lodestones in diameter & length, a pinch of dust, a piece of fine silk worth 5 gp, and a broken bone from a mount that broke its leg in a charge.


    Disintegration Tail Weapon Augmentation

    Lv 9
    Alteration/Phantasm

    Rng: 3’ (Touch Bestowed)
    Dur : ½ rd per lvl
    A/E: One weapon will have 3’ long tendril on end of it.
    Comp: V,S,M
    C/T: 3
    S/T: None

    This spells physical manifestation is a tendril of red energy that appears at the end of a weapon chosen by the spells caster. The visual affect is accompanied by snapping sparks of red energy that crackle as they are emitted.

    The spells phantasmal tether is controlled by the silent mental will of the spell caster. The affect is like a living prehensile tail of energy 1” thick, that can flick and arc back and forth 90 degrees up, down, left, or right each round as the weapon is wielded and affect all those in the area in front of the weapon. The caster (can bestow the weapon affect by touch to another’s weapon, and they are then considered the spells caster for controlling issues.

    This spell will open 1” thick wounds created by disintegrational affects that inflict massive damage and blood loss. There is NO save vs the tendril of disintegration. The wound created by the affect will inflict 4d10 (st vs death magic for ½ damage) damage on impact with a creature, but will in addition inflict blood loss equal to 1 HP per for each 4 pts of damage done, for each round afterwards until the wounds is staunched.

    The material components are: the tail of a monkey, a lodestone, a pinch of dust, 3” long mithril cable worth 500 gp, and the disintegration eye of a beholder.


  8. #38
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    Other Spells

    Force Sculptures of Movement Reduction

    Lv 4
    Evocation/Illusion/Phantasm/Alteration

    Rng: 10’ per lvl
    Dur : ½ rd per lvl
    A/E: 10’ square per lvl
    Comp: V,S,M
    C/T: 1
    S/T: Special

    This spells visual manifestations are a series of interlocking opaque purple turnstile of force 5’ in diameter each that fade into invisibility in a single segment. The spell is accompanied by the smells of freshly turned earth and the sounds of wind chimes for the segment of manifestation.

    These turnstiles of force are each only 6” off the ground and are able to pass though the surrounding earth and foliage as if they were not there. (Similar to the ironguard affect towards metal). These turnstile start at turning at 1 revolution per second, but as creatures rune into the affect they will increase their speed. This higher speed affect can generate a tell tale wind.

    The affect of the spell is to cause all movement to become impossible along the ground in the area of affect. The caster can create multiple 10’ squares within the range of the spell, which can be non connected areas of these turnstiles. On the first round of entering the affect the creature gets a DEX roll or they are carried into the affect of the force turnstiles. If their save is made they are not damaged, and can move around the spells affect if possible, by probing for the spells outer edge or casting a detect invisible spell. For those unfortunate to be carried into the affect they will suffer 1d4 damage per rd in the affect, and the damage is augmented by +1 pt of damage to the d4 for each creature that encounters the affect and increases it’s damaging potential. The separate areas are kept track of separately by the caster for the consideration of that extra damage potential. Those caught in the affect fall immediately, and are moved about uncontrollably (NO SAVE) as they are pulled about the low ground affect. At the end of each round after the damage is taken, they will have to make a successful DEX & STR check in order to escape this insidious spells affect. Those caught in the affect are allowed to only activate thought based magics to try to escape the spells affect, and will continue to be affected until they escape or the spells duration ends.

    The material components are: a 3” gold turnstile worth 200 gp, a lump of clay mixed with 1000 gp diamond dust, and a gust of wind magically contained in a glass sphere.


    Righteous Revelation

    Lv 10 (Realm Magic)
    Lv 7 Source
    Divination/Alteration

    Rng: Self
    Dur : 1 realm turn (3 months)
    A/E: 1 Regents Realm
    Comp: V,S,M
    C/T: 3 days uninterrupted
    S/T: NONE!!

    This spells visual aspect is that the spells caster will take on a glowing white hue for the spells duration that grows in intensity until the caster is too bright to view. The spells is accompanied by what sounds like a host of singing choir members. The sound oscillates louder and louder as the spell reaches its climax on day 3 the sound is deafening to all within 100 yards unless the spell in shielded with silence 10’ radius spell affects.

    This spell simply put the caster accesses part of the temporal prime and views the future anywhere within any area that they are capable of viewing by magic. This allows the regent to see the events coming in the next 3 months of game time, and also allows them to react to it in any manner that they can conceive and make come into affect through their counter actions, which basically changes the future as they see fit, up to the limits of their power.

    During the spells casting the future is not static, but the caster can see a number of alternative temporal timelines of which they can follow, view, and finally pick from. They may also not only alter actions on a realm wide perspective, but they may also find ways to help their personal adventuring during this time frame. The caster of the spell will know of major events that they will affect, never be surprised, and gain a +3 to hit for knowing where enemies should appear for the 3 months of the spells duration.

    For game purposes the spell allows the caster to also know exactly how much their actions will cost, and how much regency is just enough to win acts of diplomacy and expansion of their lands. The caster can simulate their upcoming revised actions on the timeline of events in order to pick the best or most preferred course of action for that 3 month period. The spell is the ultimate in divination spells for determining of the best possible course of action for the regent.

    The way to offer up resistance to a regent using this spell is for another regent to be using it to. The counter regents activities vs the original spell caster are resolved in a totally normal manner as both sides will be unable to gain the temporal insight needed to counter the others moves. The temporal choices are just too flexible to counter. The spell casters can still affect actions by other regents (without the spell), natural forces, or outside forces such as monsterous incursions.

    The casting of the spell requires total seclusion of the regent/mage proxy which can not be interrupted in any manner or the spell is simply wasted. The casting will also force the caster to make a successful INT & CON check for each hour that the spell is undertaken, which is culminated in the final -3 INT & CON check as the spell is completed. The caster will be drained for 1 day during which total bed rest is needed to recover from the spells casting. The caster also temporarily loses 3 CON & STR points with the casting of the spell, due to its strenuous nature. These points can only be regained by normal rest patterns at the rate of 1 point per day in both CON & STR. The final cost of the spell is the permanent loss of 3 hit points from the casters total, so there is probably a finite extent to which this spell can be cast. This HP loss can not be taken from stores of phantom/extra HP, although some magic can restore them at a time after this spells casting.

    The material components are: 10 gold bars worth of precious metals dust, a flawless natural gemstone (not magically created/enhanced) worth no less than 20000 gp which serves as a focus for the spell that the caster carries throughout the casting, a fingernail clipping of an living oracle (classed) creature, 2 oz of blood of a chronomancer, 5 hairs from a Temporal Dog, 6 oz of essence of a common time elemental contained within a glass globe.

    Phantasmal Assault

    Lv 8
    Illusion/Phantasm

    Rng: 10’ per lvl
    Dur : 2 rds per lvl
    A/E: 1 Phantasm to start
    Comp: V,S,M
    C/T: 4
    S/T: Special

    This insidious spell creates an exact duplicate of the caster that seems to emerge from the target creature’s form. The spell is accompanied by the sound of tearing material when the spell is first cast and the prime duplicate is created.

    This prime duplicate has full phantasmal hit points of the creature it is mimicking. This total is subtracted from for each attack that the prime takes. Each successful attack on the phantasmal duplicate or spawned duplicates splits off another phantasm of the creature, but this one has only HP equal to the caster level. The damage potential of any attack infliction 1 hp will initiate a phantasmal split. Multiple attacks in the same round will initiate their own phantasm, so if two arrows hit the phantasm, it splits off 2 phantasms. They seem to seamlessly split off the original, but walking in a slightly altered direction. These duplicates continue to spawn until the prime is destroyed, or the duration ends. If an attack fails to destroy a duplicate phantasm it too spawns another duplicate with HP equal to the caster’s level

    The powers of these phantasms are limited by the resources of the creature they duplicate. The duplicate looks completely like the creature in all ways include worn items and physical attacks. The duplicates are limited to the physical weapons with only phantasm’s capable of inflicting base damage of that weapon type. The phantasmal creatures are capable of inflicting damage as it original duplicate, without STR damage bonuses. The phantasms retain the DEX to hit bonuses of their creator creature, but lack the mass to convey the damage bonuses of the creature.

    These phantasm’s have no minds of their own, so the speak, and all enchant/charm spells fail to find a mind to affect. The casters will is the motive force that drives the phantasm’s to attack and move, and they are each feeding off of the will of the caster in determining what the casters desires are. This link requires no concentration to maintain after the initial casting as the phantasms affect maintains the link automatically.

    When a phantasm is destroyed it will vanish in a flash of yellow light and a rush of air.

    The material component are: 1 oz of blood of a greater doppelganger; 2 oz cloud giant blood; 2 oz sulfur; a lodestone, 2 oz of ghostly essences contained in a glass globe; a tin bar; an iron bar; 150 gp of platinum dust; and 500 gp in crushed hematite and jet mixed together with the other materials.


  9. #39
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    Gold (Silver/Platinum/Copper) Cubes of Woe

    Lv 9
    Conjuration/Summoning/Illusion/Evocation

    Rng: 10’ per casters lvl
    Dur : Special
    A/E: 5’ Cube of chosen precious metal
    Comp: V,S,M
    C/T: 9
    S/T: Special

    The spells visual aspect is the appearance of what appears to be a solid 5’ block of precious metal accompanied by a flash in the color of the chosen precious metal. The appearance of the block is accompanied by an illusionary voice of the caster saying “Damn” in common. The spell seems to be a flop, and an illusion of the caster sprinting away from their current location.

    The spells actual affect is to create a 5’ block of either solid, copper, silver, gold, or platinum that appears within the range of the spell. This cube is the real McCoy summoned in from deep in the earth elemental plane, from a rich pure deposit. The block is of course an immediate source of greed, but it is also a trap for those who are inclined to such avarice. The cube will exist as a complete solid block for 2-12 rounds after casting of the spell. At a predetermined time (preset) the block has a spontaneous vortex to the deepest and hottest parts of the elemental plane of fire to appear in the center of the block. The block will melt in a single segment and bold solid, liquid, and semi-liquid globs of metal are hurled all over the area of affect.

    The blast of the material covers a 40’ diameter area of affect with the molten metal barrage. The spell causes 8d8+1 pt per casters level in damage on detonation, but coats them in the metal of chosen at the spells inception. This damage continues but the damage is reduced by 2d8 per each round, until on the 5th and final rd the caster level in damage is done.

    Creatures are liberally coated in the metal of chosen, and the burns reduce the creatures DEX by -5; and their STR by -3 until 75% of the damage has been healed naturally or magically. The final insult of the spell comes on the 6th round after the spells detonation, at which time the metal chosen turns into dross lead after the 6th.

    The material components are: an elemental mote of earth and fire; 2 oz of sulfur; a lodestone; a tin bar, 3oz of mercury; 2 oz of micha; a 3” cube of the chosen metal worth 50 pts of that type of coinage; 2oz of an specialist conjuration/summoner; a small portion of a greater fire elemental contained in a special asbestos container, a ruby worth at least 5000 gp; a blue sapphire worth 5000 gp; and

    Ball of Stone

    Lv 4
    Conjuration

    Rng: 10’ per lvl
    Dur : Permanent
    A/E: 10’ Ball of Granite (colored as chosen)
    Comp: V,S,M
    C/T: 1
    S/T: None (1/2 dmg from stone)

    This spell manifests itself as a cold blue light that encompasses a large granite stone ball that is 10’ in diameter. The stone will emit a low humm when the spell is first cast and for 1 round afterwards.

    The spell will roll in a manner set by the spells caster wishes for the spells duration. It can roll downhill at rates of up to 24” downhill, and up to 6” uphill. This stone can inflict 10d10 damage if a successful to hit is made on a target. The stone can only alter its course by 45 degrees for each 60’ that it travels. It can be evaded by a successful DEX roll each time the stone is directed at them. This DEX roll is dependant on having an exit route that is at least 10’ in size out of the path of the stone. Otherwise full damage is inflicted by the stones attack.

    This stone remains after the spell has ended, and can be used to set up preset rolling stone trap spells. The stone is completely real and can’t be dispelled, but it can be banished back to its original location, but a successful banishment.

    The material components are: A stone marble, a tin bar, and iron bar, a lodestone, 2 oz of earth elemental heart; 3 oz sulfur; and 150 gp of turquoise chips.


    More to come,

    Later


    Blood and souls for my lord Arioch!!!!!!!

    So let it be written,
    So let it be done!!

    Lo there do I see my father,
    Lo there do I see my mother, and my sisters, and my brothers,
    Lo there do I see do I see the line of my people, back to the beginning,
    Lo they do call to me,
    They bid me take my place among them,
    In the Halls of Vahalla
    Where the brave,
    May live,
    Forever


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