Magic is the lifeblood of Oerth. It flows through and around us at all times. Because of its abundance, a myriad of forms can be seen traversing the world we call our own. Taking the substance of creature and plant, primal element and ephemeral gossamer, it matters not; because magic is there to sustain its essence. This pure magical energy is the greatest gift the Oerth Mother could ever bestow upon all the races of the world.

       All the races have learned to tap into this mystical power, and by sculpting through force of will, create results that are miraculous and terrifying at the same time. As the races grew more educated the art of controlling magic became more refined. In time schools developed, then guilds. There are now a great many grimoires filled with spells such as Magic Missile and the now famous Floating Disc first created by Tenser. But there are spells that are far more rare, such as Chain Missile, Phantom Host, and Adirak's Desperation; to name a few. What follows below are new spells and variant ways of casting spells that are not commonly known to wizards and priests of the Flanaess.

New Spells

Spell Templates

       There are many spells that can be researched or found by those determined enough to learn the great mysteries of the multiverse. What follows here is a mere sampling of the wonders that still wait for the chance to be discovered.

Battle Precognition
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

       The character gains temporary, intuitive insight into the immediate future, allowing him to know what defensive steps targets are going to take before they happen. This grants the caster a +4 insight bonus to all attacks made for the duration of the spell. Additionally, the character may concentrate on a target to learn what it's AC is currently and whether or not it has DR (though not the value of any DR it has).

Charged Orb
Evocation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Five lights, all within a 20-ft.-radius area
Duration: 10 minutes per level
Saving Throw: None
Spell Resistance: No

      The caster creates up five lights that resemble lanterns or torches (and cast that amount of light), or five glowing spheres of light (which look like will-o'-wisps). The charged orbs must stay within a 20-foot-radius area in relation to each other but otherwise move as the character desires (no concentration required): forward or back, up or down, straight or turning corners, etc. The lights can move up to 100 feet a round. A light winks out if the distance between the character and it exceeds the spell's range. As a standard action the character may direct the orbs to attack a target within the spells range. The caster makes a ranged touch attack at BAB only (No Dex or feat bonus allowed). If the orb hits, it is discharged, disappears, and inflicts 1d8 points of damage.
       Material Component: A small sphere of phosphorus wrapped in copper wire.

Defensive Precognition
Divination
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

        The character gains temporary, intuitive insight into the immediate future, allowing him to know when he is about to be attacked. This gives the character the evasion ability (though it only works in light or no armor), as well as uncanny dodge (allowing him to keep his Dex bonus to AC even if flat-footed or attacked by an invisible attacker, preventing him from being flanked or suffering a sneak attack while flanked except from a rogue 4 levels higher than the casters, and granting him a +4 bonus to Reflex saves and AC vs. traps).

Duststorm
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Area: 20-ft.-radius-spread
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No

        A swirling mass of thick dust spreads out from the point you designate. This dust severely limits visibility, granting one-quarter concealment to anything up to ten feet away (attacks suffer a 10% miss chance), and one-half concealment (attacks suffer a 20% miss chance) to anything more than ten feet away. This spell cannot be negated by high winds, and is fully functional underwater.
       Material Component: A handful of dust.

Frostfield
Evocation [Cold]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: 20-ft. radius burst, or one spellcaster, creature or spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

       This spell creates a field of magic frost that coats everything within its area. All mundane fires of up to the size of a bonfire are immediately extinguished by this frost. Creatures with the [Fire] descriptor take 3d6 cold damage.
        Alternatively, frostfield can be used against spells with the [Fire] descriptor in the same way a dispel magic can be, including being able to attempt to counterspell any [Fire] spell.

Grey
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

       This spell calls on the shadowy state that lies just between life and death, spreading a gray haze of weak necromantic energy out to the limit's of the spell's area. Any creature within the area takes 1d6 points of subdual damage per 2 levels of the caster (to a maximum of 7d6).
       Material Component: Two clips of hair, one from a dead body and another from a person who was sleeping when it as taken.

Power Word Burn
Conjuration (Creation)
Level: Sor/Wiz 1
Components: V
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target or Area: One living creature or one group of creatures within a 10 ft. radius sphere.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

       When power word burn is uttered, you can either target a single creature or let the spell affect a group. If power word, burn is targeted at a single creature, that creature is dealt 1d6 points of fire damage if it has 50 or fewer hit points.
       If power word, burn is cast as an area spell, it deals 1d4 points of fire damage to creatures in a 10 ft. radius sphere. It only burns creatures that have 10 or fewer hit points, and only up to 45 hit points worth of such creatures. The spell affects creatures with lowest hit point totals first until the next creature would put the total over the limit of 45. (Creatures with negative hit points count as having 0 hit points).

Power Word, Throw
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target or Area: One living creature or group of creatures within a 15-ft.-radius sphere.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

       When power word throw is uttered, you can either target a single creature or have the spell affect a group. If power word, throw is targeted at a single creature, that creature is hurled away from the caster if it has 50 or fewer hit points.
       If power word, throw is cast as an area spell, it hurls away from the caster creatures in a 15-foot-radius sphere. It only throws creatures that have 20 or fewer hit points, and only up to 90 hit points worth of such creatures. The spell affects creatures with lowest hit point totals first until the next creature would put the total over the limit of 100 hit points worth of creatures. (Creatures with negative hit points count as having 0 hit points).
       Creatures that are successfully hurled away move directly away from the caster. Targets on the ground are knocked down and roll 1d4 × 5 feet, sustaining 1d4 points of nonlethal damage per 5 feet. Flying targets are blown back 2d6 × 5 feet and sustain 2d6 points of nonlethal damage due to battering and buffering.


       First dreamt of in distant lands far beyond the setting sun, Spell Templates allow someone who has been properly attuned to access dimensions of spellcraft that are beyond the common hedge mage arsenal found by so many. The template can be stacked if multiple ones are known and they are appropriate to the spell being cast, provided the cost incurred by each is paid in full. The following templates are not the only ones known to exist in the lands of the Flanaess, but they do provide a basic understanding of the way it works.
       Spell templates used here were first printed in Dragon Magazine #311 and written by Christopher Perkins. It is an open game content article and I give him full credit for it and the write-up of the templates below and the feats listed in the feat section. I only add it to this section for ease of use for my players and to remind them that these abilities are open to them and their enemies.

List of Templates

Bloodleech
Using methods taught by the spirits of slain necromancers, you draw strength from thse you wound with your spells. Your veins throb and pulse visibly when you cast a bloodleech spell.
       This template can be added to any spell that deals hit point damage. The spell deals an additional 1d6 points of damage to one living target of the caster's choice, and the caster is instantly healed of damage equal to this bonus amount. If the chosen target is immune to the type of damage the spell deals or does not suffer the damage for some reason, the caster does not heal any hit points.
       Using a bloodleech spell against another sentient creature is considered an evil act.
       Cost: Verbal component (a specific, gutteral, evil-sounding word or phrase) that cannot be modified by feat or ability and a material component (a small ruby worth at least 25 gp).
       Prerequisite: Bloodthirsty.

Champion
You have learned ancient magical techniques for imbuing summoned monsters with greater power. Creatures summoned via champion spells appear slightly larger and more powerful than typical specimens of their kind.
       This template can be added to any conjuration (summoning) spell that summons one or more creatures. All creatures summoned with a champion spell have maximum hit points. Furthermore, you may cast spells with a range of "touch" on any creatures you have summoned without actually needing to touch them, provided that they are in your line of sight. All other spell parameters still apply normally.
       Cost: Material Component (a topaz worth at least 250 gp).
       Prerequisite: Superior Summons.

Concussive
You have learned how to direct your destructive spells so that they strike with maximum force. Concussive spells are louder than normal and seem to strike with greater impact.
       This template can be added to any spell that deals hit point damage. Any creature damaged by a concussive spell must succeed on a Balance check (DC 10 + caster level) or be knocked prone by the impact of the spell.
       Cost: Somatic Component (thrusting hand gestures) that connat be modified by feat or special ability and a material component (a pearl worth at least 25 gp).
       Prerequisite: Spellstrike.

Ghost Touch
Y ou establish a link with the Ethereal Plane. A barely visible, silvery aura briefly surrounds you while you're casting a ghost touch spell.
       The ghost touch template can be added to any spell with one or more targets. Spells with this template gain the ghost touch property and are not subject to the 50% miss chance that normally applies against an incorporeal target.
       Cost: Material component (a silver orb worth at least 50 gp).
       Prerequisite: Ethereal Tendril.

Elemalefic
You have learned how to capture minor elemental spirits and trap them in your spells. A spell amplified by the elemalefic template seems to form frowning skulls, grasping claws, or screaming faces of the appropriate energy type within its area.
       This template can be added to any spell that deals energy damage (acid, cold, electricity, fire, or sonic). After the spell's normal duration expires, or after its damage is dealt, elemental spirits plague all creatures damaged by the spell for a number of additional rounds equal to the spell's level. This residual energy deals 1d4 points of damage per round of the same energy type as the spell itself dealt. For instance, a creature damaged by an elemalefic ice storm takes 1d4 points of residual cold damage per round for 4 rounds after the spell's duration expires. The spell is still considered to be in effect for the purpose of dispel magic.
       A spell with this template gains the appropriate energy descriptor (the acid descriptor for an elemalefic acid spell for example).
       Cost: Material component (worth at least 50 gp) that is specific to the energy type, as follows: a few drops of black dragon drool (acid), diamond dust (cold), a star made of woven copper wire (electricity), ruby dust (fire), or a gold tuning fork (sonic).
       Prerequisite: Elemalefic Spellcaster.

Invigorating
You unlock ancient methods of manipulating divine healing energy. Your eyes turn white while you are casting an invigorating spell.
       This template can be added to any spell that heals hit point damage. In addition to healing damage normally, an invigorating spell can remove any or all of the following conditions affecting the target(s): dazed, exhausted, fatigued, sickened, and stunned. You specify which conditions are are to be removed when you cast the spell.
       Cost: Verbal component (recitation of an ancient healing incantation) that cannot be modified by a feat or special ability.
       Prerequisite: Invigorating Spellcaster.

Shackled
You have learned how to harness the residual, wasted energy of a spell and use it to hinder the mobility of your targets. The spell energies unleashed by a shackled spell tend to linger even after the spell's effects have taken hold.
       This template can be added to any spell with a duration other than instantaneous or permanent. In addition to its normal effects, a shackled spell causes each target to move at one-half its normal speed (rounded to the next 5 foot increment) for the entire duration of the spell. If applied to a spell that itself reduces speed (such as slow), the effects are cummulative. Any reduction in speed also affects jumping distance, as normal.
       Cost: Somatic component (a grasping hand gesture) that cannot be modified by a feat or special ability, a material focus (a set of silver shackles worth at least 100 gp), and a material component (a golden key worth at least 25 gp).
       Note: 9th level spells are not affected by this template.
       Prerequisite: Spellbinder.

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