Vault

These vaults under the dark skies contain knowledge beyond that of other lands; until now our masters of lore have studied the many tomes of 3rd Edition D&D, but we hope to attract scholars from other schools and guilds. Should you, wanderer through the Worlds, want to share your knowledge and wisdom with other travellers, send your messengers to domainlord shadowlord co uk.



3rd Ed D&D Feats

Here are new feats our trainers have developed; use them wisely for they will confer you power not everyone is prepared for:


Advanced Spellcasting I [Special]
Prerequisites: Wizard 7th level or higher
Benefit: Instead of having a fixed allotment of spells per level, the wizard has a number of spell levels equal to the sum of all the levels of the spells he would normally be able to memorize of 3rd level or lower, and can assign them to spells of 3rd level or lower as he wishes. He would not be able to use them to memorize a spell with more than 3 spell levels, but he would be able to distribute those spell levels as he wishes for spells of 3rd level or lower. E.g. a wizard with an allotment of 2 first-level and 1 second-level spells would have 4 spell levels, which he would be able to assign into 4 first-level spells; 2 second-level spells; or 2 first-level and 1 second-level spells. He could also leave empty spell levels (if he wished, but I cannot see why anyone would do that). 0-level spell slots count as half spell levels. All spell slots above 3rd level are not changed.


Advanced Spellcasting II [Special]
Prerequisites: Wizard 13th level or higher; Advanced Spellcasting I
Benefit: As with Advanced Spellcasting I, instead of having a fixed allotment of spells per level, the wizard has a number of spell levels equal to the sum of all the levels of the spells he would normally be able to memorize of 6th level or lower, and can assign them to spells of 6th level or lower as he wishes. He would not be able to use them to memorize a spell with more than 6 spell levels, but he would be able to distribute those spell levels as he wishes for spells of 6th level or lower. 0-level spell slots count as half spell levels. All spells above 6th level are not changed.


Advanced Spellcasting III [Special]
Prerequisites: Wizard 19th level or higher; Advanced Spellcasting II
Benefit: As with Advanced Spellcasting I and II, instead of having a fixed allotment of spells per level, the wizard has a number of spell levels equal to the sum of all the levels of the spells he would normally be able to memorize, and can assign them to spells as he wishes. 0-level spell slots count as half spell levels.



3rd Ed D&D Spells

In these scrolls are the fruits of years of devotion to the arcane arts by our greatest master, Karian Tanaar, him whose rise to power is now writ large in the annals of our kingdom:


Karian's Surge
Evocation
Level: Wiz 3
Components: V, S, M
Casting time: 1 action
Range: Long (400 ft + 40 ft/level)
Area: 4-ft-radius sphere
Duration: Instantaneous
Saving throw: Reflex half
Spell resistance: Yes
The Surge spell will generate a burst of elemental energy that expands from the target point to engulf anything within 4 ft. The type of elemental energy is decided at casting time by the choice of material component. A small pea-sized sphere with an appearance dependant on the elemental type of the spell will shoot from the caster and will travel at his will until it reaches its target point, at which point it will erupt. If the sphere has to pass a narrow slit in its voyage (like an arrow slit) the caster has to hit that aperture with a ranged touch attack, or else it will detonate prematurely. All the elemental energy the spell created dissipates afterwards, but not its effects (like clothes on fire). Those that succeed in the reflex save have jumped out of the area of the spell to avoid its full force. The damage and effects the spell causes vary with the type of elemental energy used:
- fire spell: the projectile looks like a flame; the material component is a tiny ball of guano and sulphur; the spell creates a 4-ft-radius sphere of fire that does 1d6 hit points of burning damage per level of the caster up to a maximum of 10d6 to any creature within the area of the spell;
- water spell: the projectile looks like a drop of water; the material component is a drop of water; the spell creates a 4-ft-radius sphere of swirling water that does 1d4 hit points of impact damage per level of the caster up to a maximum of 10d4 to any creature within the area of the spell;
- earth spell: the projectile looks like a pebble; the material component is a pinch of sand or earth; the spell creates a 4-ft-radius sphere of earth that does 1d6 hit points of crushing damage per level of the caster up to a maximum of 10d6 to any creature within the area of the spell;
- air spell: the projectile is almost invisible, looking like a small swirl of wind when against the appropriate background; the material component is the caster's blown breath; the spell creates a 4-ft-radius sphere of hurricane-strength wind that does 1d4 hit points of shaking damage per level of the caster up to a maximum of 10d4 to any creature within the area of the spell; any creature that takes full damage will be dazed for 1d4 rounds unable to act; any creature taking half damage will be dazed for 1 round only;
- electric spell: the projectile looks like a spark; the material component is a tiny piece of amber; the spell creates a 4-ft-radius sphere of electric arcs that do 1d6 hit points of shock damage per level of the caster up to a maximum of 10d6 to any creature within the area of the spell;
- light spell: the projectile looks like a glowing point of light; the material component is a thin silver wire; the spell creates a burst of intense light that does 1d4 hit points of flash-burn damage per level of the caster to anything within a 4 ft radius of the detonation point up to a maximum of 10d4; any creature that takes full damage will be unconscious for 1d4 rounds; any creature taking half damage will be blinded for 1d4 rounds;
- cold spell: the projectile looks like an ice crystal; the material component is a tiny piece of marble; the spell creates a 4-ft-radius sphere of intense coldness that deals 1d6 hit points of damage per level of the caster to whatever is caught within it to a maximum of 10d6 hit points;
- acid spell: the projectile looks like a small drop of a yellowy liquid; the material component is a drop of acid; this spell creates an acid splash with a 4 ft radius that does 1d4 hit points of damage per level of the caster to any creature caught within it to a maximum of 10d4 hit points; any creature taking full damage has whatever he is wearing doused in acid (especially the armour and shield) and the items have to be checked for damage; creatures taking half-damage will only have their outermost layer damaged by the acid;
- magic spell: the projectile looks like a magic missile and this spell has no material component (anyone without/failing Spellcraft will likely confuse this with a Magic Missile, until it hits); the spell creates a 4-ft-radius burst of magical energy that does 1d4+1 hit points of damage per level of the caster to a maximum of 10d4+10 hit points;
- sonic spell: the projectile is a small wave-like disturbance; the material component is a small bronze disk; this spell creates a shattering sonic pulse dealing 1d4 hit points of damage per level of the caster to anything caught within a 4-ft-radius sphere around its detonation point up to a maximum of 10d4 hit points; this spell shatters anything crystalline or rigid caught within it.


Karian's Flare
Evocation
Level: Wiz 6
Components: V, S, M
Casting time: 1 action
Range: Long (400 ft + 40 ft/level)
Area: 4-ft-radius sphere
Duration: Instantaneous
Saving throw: Reflex half
Spell resistance: Yes
The Flare spell is an improvement on Surge with an increased damage. It will generate a burst of elemental energy that expands from the target point to engulf anything within 4 ft. The type of elemental energy is decided at casting time by the choice of material component. A small pea-sized sphere with an appearance dependant on the elemental type of the spell will shoot from the caster and will travel at his will until it reaches its target point, at which point it will erupt. If the sphere has to pass a narrow slit in its voyage (like an arrow slit) the caster has to hit that aperture with a ranged touch attack, or else it will detonate prematurely. All the elemental energy the spell created dissipates afterwards, but not its effects (like clothes on fire). Those that succeed in the reflex save have jumped out of the area of the spell to avoid its full force. The damage and effects the spell causes vary with the type of elemental energy used:
- fire spell: the projectile looks like a flame; the material component is a tiny ball of guano and sulphur; the spell creates a 4-ft-radius sphere of fire that does 1d6 hit points of burning damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell;
- water spell: the projectile looks like a drop of water; the material component is a drop of water; the spell creates a 4-ft-radius sphere of swirling water that does 1d4 hit points of impact damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spell;
- earth spell: the projectile looks like a pebble; the material component is a pinch of sand or earth; the spell creates a 4-ft-radius sphere of earth that does 1d6 hit points of crushing damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell;
- air spell: the projectile is almost invisible, looking like a small swirl of wind when against the appropriate background; the material component is the caster's blown breath; the spell creates a 4-ft-radius sphere of hurricane-strength wind that does 1d4 hit points of shaking damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spell; any creature that takes full damage will be dazed for 2d4 rounds unable to act; any creature taking half damage will be dazed for 2 rounds only;
- electric spell: the projectile looks like a spark; the material component is a tiny piece of amber; the spell creates a 4-ft-radius sphere of electric arcs that do 1d6 hit points of shock damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell;
- light spell: the projectile looks like a glowing point of light; the material component is a thin silver wire; the spell creates a burst of intense light that does 1d4 hit points of flash-burn damage per level of the caster to anything within a 4 ft radius of the detonation point up to a maximum of 20d4; any creature that takes full damage will be unconscious for 2d4 rounds; any creature taking half damage will be blinded for 2 rounds;
- cold spell: the projectile looks like an ice crystal; the material component is a tiny piece of marble; the spell creates a 4-ft-radius sphere of intense coldness that deals 1d6 hit points of damage per level of the caster to whatever is caught within it to a maximum of 20d6 hit points;
- acid spell: the projectile looks like a small drop of a yellowy liquid; the material component is a drop of acid; this spell creates an acid splash with a 4 ft radius that does 1d4 hit points of damage per level of the caster to any creature caught within it to a maximum of 20d4 hit points; any creature taking full damage has whatever he is wearing doused in acid (especially the armour and shield) and the items have to be checked for damage; creatures taking half-damage will only have their outermost items damaged by the acid;
- magic spell: the projectile looks like a magic missile and this spell has no material component (anyone without/failing Spellcraft will likely confuse this with a Magic Missile, until it hits); the spell creates a 4-ft-radius burst of magical energy that does 1d4+1 hit points of damage per level of the caster to a maximum of 20d4+20 hit points;
- sonic spell: the projectile is a small wave-like disturbance; the material component is a small bronze disk; this spell creates a shattering sonic pulse dealing 1d4 hit points of damage per level of the caster to anything caught within a 4-ft-radius sphere around its detonation point up to a maximum of 20d4 hit points; this spell shatters anything crystalline or rigid caught within it.


Karian's Flash
Evocation
Level: Wiz 7
Components: V, S, M
Casting time: 1 action
Range: Long (400 ft + 40 ft/level)
Area: 20-ft-radius sphere
Duration: Instantaneous
Saving throw: Reflex half
Spell resistance: Yes
The Flash spell is an increased-area-of-effect improvement on Flare. It will generate a burst of elemental energy that expands from the target point to engulf anything within 20 ft. The type of elemental energy is decided at casting time by the choice of material component. A small pea-sized sphere with an appearance dependant on the elemental type of the spell will shoot from the caster and will travel at his will until it reaches its target point, at which point it will erupt. If the sphere has to pass a narrow slit in its voyage (like an arrow slit) the caster has to hit that aperture with a ranged touch attack, or else it will detonate prematurely. All the elemental energy the spell created dissipates afterwards, but not its effects (like clothes on fire). Those that succeed in the reflex save have jumped out of the area of the spell to avoid its full force. The damage and effects the spell causes vary with the type of elemental energy used:
- fire spell: the projectile looks like a flame; the material component is a tiny ball of guano and sulphur; the spell creates a 20-ft-radius sphere of fire that does 1d6 hit points of burning damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell;
- water spell: the projectile looks like a drop of water; the material component is a drop of water; the spell creates a 20-ft-radius sphere of swirling water that does 1d4 hit points of impact damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spell;
- earth spell: the projectile looks like a pebble; the material component is a pinch of sand or earth; the spell creates a 20-ft-radius sphere of earth that does 1d6 hit points of crushing damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell;
- air spell: the projectile is almost invisible, looking like a small swirl of wind when against the appropriate background; the material component is the caster's blown breath; the spell creates a 20-ft-radius sphere of hurricane-strength wind that does 1d4 hit points of shaking damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spell; any creature that takes full damage will be dazed for 2d4 rounds unable to act; any creature taking half damage will be dazed for 2 rounds only;
- electric spell: the projectile looks like a spark; the material component is a tiny piece of amber; the spell creates a 20-ft-radius sphere of electric arcs that do 1d6 hit points of shock damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell;
- light spell: the projectile looks like a glowing point of light; the material component is a thin silver wire; the spell creates a burst of intense light that does 1d4 hit points of flash-burn damage per level of the caster to anything within a 20 ft radius of the detonation point up to a maximum of 20d4; any creature that takes full damage will be unconscious for 2d4 rounds; any creature taking half damage will be blinded for 2d4 rounds;
- cold spell: the projectile looks like an ice crystal; the material component is a tiny piece of marble; the spell creates a 20-ft-radius sphere of intense coldness that deals 1d6 hit points of damage per level of the caster to whatever is caught within it to a maximum of 20d6 hit points;
- acid spell: the projectile looks like a small drop of a yellowy liquid; the material component is a drop of acid; this spell creates an acid splash with a 20 ft radius that does 1d4 hit points of damage per level of the caster to any creature caught within it to a maximum of 20d4 hit points; any creature taking full damage has whatever he is wearing doused in acid (especially the armour and shield) and the items have to be checked for damage; creatures taking half-damage will only have their outermost items damaged by the acid;
- magic spell: the projectile looks like a magic missile and this spell has no material component (anyone without/failing Spellcraft will likely confuse this with a Magic Missile, until it hits); the spell creates a 20-ft-radius burst of magical energy that does 1d4+1 hit points of damage per level of the caster to a maximum of 20d4+20 hit points;
- sonic spell: the projectile is a small wave-like disturbance; the material component is a small bronze disk; this spell creates a shattering sonic pulse dealing 1d4 hit points of damage per level of the caster to anything caught within a 20-ft-radius sphere around its detonation point up to a maximum of 20d4 hit points; this spell shatters anything crystalline or rigid caught within it.


Karian's Strike
Evocation
Level: Wiz 8
Components: V, S, M
Casting time: 1 action
Range: Long (400 ft + 40 ft/level)
Target: 1 creature, object or point
Area: 4-ft-radius sphere
Duration: Instantaneous
Saving throw: Special (see text)
Spell resistance: Yes
The Strike spell is an improvement of the Flare spell, generating a burst of elemental energy that expands from the target point to engulf anything within 4 ft. The type of elemental energy is decided at casting time by the choice of material component. A small pea-sized sphere with an appearance dependant on the elemental type of the spell will shoot from the caster and will travel until it reaches its target point, at which point it will erupt. All the elemental energy the spell created dissipates afterwards, but not its effects (like clothes on fire). The sphere will hit its target unerringly regardless of movement or less than total concealment; it will also avoid any interposed obstacle and follow the target so long as it was within sight at casting time. The target can be a creature, object or point in space or relative to one of the previous. The damage the spell causes vary with the type of elemental energy used:
- fire spell: the projectile looks like a flame; the material component is a tiny ball of guano and sulphur; the spell creates a 4-ft-radius sphere of fire that does 1d6 hit points of burning damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell;
- water spell: the projectile looks like a drop of water; the material component is a drop of water; the spell creates a 4-ft-radius sphere of swirling water that does 1d4 hit points of impact damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spell;
- earth spell: the projectile looks like a pebble; the material component is a pinch of sand or earth; the spell creates a 4-ft-radius sphere of earth that does 1d6 hit points of crushing damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell;
- air spell: the projectile is almost invisible, looking like a small swirl of wind when against the appropriate background; the material component is the caster's blown breath; the spell creates a 4-ft-radius sphere of hurricane-strength wind that does 1d4 hit points of shaking damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spell; any creature taking damage will be dazed for 2d4 rounds unable to act, unless they pass a Reflex saving throw which will leave them dazed for only 2 rounds;
- electric spell: the projectile looks like a spark; the material component is a tiny piece of amber; the spell creates a 4-ft-radius sphere of electric arcs that do 1d6 hit points of shock damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spell;
- light spell: the projectile looks like a glowing point of light; the material component is a thin silver wire; the spell creates a burst of intense light that does 1d4 hit points of flash-burn damage per level of the caster to anything within a 4 ft radius of the detonation point up to a maximum of 20d4; any creature taking damage will be unconscious for 2d4 rounds, unless they pass a Reflex saving throw which will leave them blinded for 2 rounds;
- cold spell: the projectile looks like an ice crystal; the material component is a tiny piece of marble; the spell creates a 4-ft-radius sphere of intense coldness that deals 1d6 hit points of damage per level of the caster to whatever is caught within it to a maximum of 20d6 hit points;
- acid spell: the projectile looks like a small drop of a yellowy liquid; the material component is a drop of acid; this spell creates an acid splash with a 4 ft radius that does 1d4 hit points of damage per level of the caster to any creature caught within it to a maximum of 20d4 hit points; any creature taking damage has whatever he is wearing doused in acid (especially the armour and shield) and the items have to be checked for damage; if they pass a Reflex saving throw only their outermost items need to be checked for acid damage;
- magic spell: the projectile looks like a magic missile and this spell has no material component (anyone without/failing Spellcraft will likely confuse this with a Magic Missile, until it hits); the spell creates a 4-ft-radius burst of magical energy that does 1d4+1 hit points of damage per level of the caster to a maximum of 20d4+20 hit points;
- sonic spell: the projectile is a small wave-like disturbance; the material component is a small bronze disk; this spell creates a shattering sonic pulse dealing 1d4 hit points of damage per level of the caster to anything caught within a 4-ft-radius sphere around its detonation point up to a maximum of 20d4 hit points; this spell shatters anything crystalline or rigid caught within it.


Karian's Burst
Evocation
Level: Wiz 9
Components: V, S, M
Casting time: 1 action
Range: Long (400 ft + 40 ft/level)
Target: 1 creature, object or point
Area: 4-ft-radius sphere
Duration: Instantaneous
Saving throw: Special (see text)
Spell resistance: Yes
The Burst spell is an improvement of the Strike spell, generating a burst of elemental energy that expands from the target point to engulf anything within 4 ft. The type of elemental energy is decided at casting time by the choice of material component. A small pea-sized sphere with an appearance dependant on the elemental type of the spell will shoot from the caster and will travel until it reaches its target point, at which point it will erupt. All the elemental energy the spell created dissipates afterwards, but not its effects (like clothes on fire). The sphere will hit its target unerringly regardless of movement or less than total concealment; it will also avoid any interposed obstacle and follow the target so long as it was within sight at casting time. The target can be a creature, object or point in space or relative to one of the previous. The intensity of the spell varies with the type of elemental energy used and the time of casting. If the spell is cast in one action it behaves as a more intense Strike, but the caster can take several rounds reinforcing the spell in a repeated crescendo of the same verbal incantation (only verbal component needed). The number of dice used in the description is as prescribed in the following (on the fourth round the spell must be released):
     1 action casting time gives 1dx/level up to 25dx dice;
     1 round + 1 action casting time gives 1dx/level + 1dx/4 levels up to 31dx dice;
     2 rounds + 1 action casting time gives 1dx/level + 1dx/2 levels up to 47dx dice;
     3 rounds + 1 action casting time gives 1dx/level + 1dx/level up to 50dx dice.
The targeting will happen when the caster decides to launch the spell. If he is interrupted at a certain round he can always target the spell then and there with the amount of power he has gathered until that moment. The versions of the spell are:
- fire spell: the projectile looks like a flame; the material component is a tiny ball of guano and sulphur; the spell creates a 4-ft-radius sphere of fire that does burning damage to any creature within the area of the spell using dx = d6;
- water spell: the projectile looks like a drop of water; the material component is a drop of water; the spell creates a 4-ft-radius sphere of swirling water that does impact damage to any creature within the area of the spell using dx = d4;
- earth spell: the projectile looks like a pebble; the material component is a pinch of sand or earth; the spell creates a 4-ft-radius sphere of earth that does crushing damage to any creature within the area of the spell using dx = d6;
- air spell: the projectile is almost invisible, looking like a small swirl of wind when against the appropriate background; the material component is the caster's blown breath; the spell creates a 4-ft-radius sphere of hurricane-strength wind that does shaking damage to any creature within the area of the spell using dx = d4; any creature taking damage will be dazed for 2d6 rounds unable to act, or for 2 rounds only if they pass a Reflex saving throw;
- electric spell: the projectile looks like a spark; the material component is a tiny piece of amber; the spell creates a 4-ft-radius sphere of electric arcs that do shock damage to any creature within the area of the spell using dx = d6;
- light spell: the projectile looks like a glowing point of light; the material component is a thin silver wire; the spell creates a burst of intense light that does flash-burn damage to anything within a 4 ft radius of the detonation point using dx = d4; any creature taking damage will be unconscious for 2d4 rounds, or blinded for 2 rounds if they pass a Reflex saving throw;
- cold spell: the projectile looks like an ice crystal; the material component is a tiny piece of marble; the spell creates a 4-ft-radius sphere of intense coldness dealing damage using dx = d6 to whatever is caught within it;
- acid spell: the projectile looks like a small drop of a yellowy liquid; the material component is a drop of acid; this spell creates an acid splash with a 4 ft radius that does damage to any creature caught within it using dx = d4; any creature taking damage has whatever he is wearing doused in acid (especially the armour and shield) and the items have to be checked for damage for two rounds, or only their outermost items if they pass a Reflex saving throw;
- magic spell: the projectile looks like a magic missile and this spell has no material component (anyone without/failing Spellcraft will likely confuse this with a Magic Missile, until it hits, that is); the spell creates a 4-ft-radius burst of magical energy that does damage using dx = d4+1;
- sonic spell: the projectile is a small wave-like disturbance; the material component is a small bronze disk; this spell creates a shattering sonic pulse dealing damage to anything caught within a 4-ft-radius sphere around its detonation point using dx = d4; this spell shatters anything crystalline or rigid caught within it.


Karian's Onslaught
Evocation
Level: Wiz 9
Components: V, S, M
Casting time: 1 action
Range: Long (400 ft + 40 ft/level)
Target: 1 creature, object or point primary target plus one creature, object or point per caster level secondary targets
Area: (level+1) 4-ft-radius spheres all within 30 feet of the first
Duration: Instantaneous
Saving throw: None/Reflex half (see text)
Spell resistance: Yes
This version of the Strike spell will generate a burst of elemental energy that expands from its target point to engulf anything within 4 feet. In addition to one primary target, it will generate more spheres to strike secondary targets doing half the damage of the primary. The type of elemental energy is decided at casting time by the choice of material component. A small pea-sized sphere with an appearance dependant on the elemental type of the spell will shoot from the caster and will travel until it reaches its primary target, at which point it will erupt. From the eruption of the primary target, a number of secondary pea-sized spheres equal to the caster's level will shoot out to strike the secondary targets. All the elemental energy the spell created dissipates afterwards, but not its effects (like clothes on fire). The first sphere will hit its target unerringly regardless of movement or less than total concealment; it will also avoid any interposed obstacle and follow the target so long as it was within sight at casting time. The targets can be a creature, object or point in space or relative to one of the previous. The secondary targets must succeed in a reflex save to take half damage from their spheres. This damage varies with the type of elemental energy used:
- fire spell: the projectiles look like flames; the material component is a tiny ball of guano and sulphur; the spell creates spheres of fire that do 1d6 hit points of burning damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spheres;
- water spell: the projectiles look like drops of water; the material component is a drop of water; the spell creates spheres of swirling water that do 1d4 hit points of impact damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spheres;
- earth spell: the projectiles look like pebbles; the material component is a pinch of sand or earth; the spell creates spheres of earth that do 1d6 hit points of crushing damage per level of the caster up to a maximum of 20d6 to any creature within the area of the spheres;
- air spell: the projectiles are almost invisible, looking like small swirls of wind when against the appropriate background; the material component is the caster's blown breath; the spell creates spheres of hurricane-strength wind that do 1d4 hit points of shaking damage per level of the caster up to a maximum of 20d4 to any creature within the area of the spheres; any creature taking damage will be dazed for 2d4 rounds unable to act (2 rounds for successful saving throw);
- electric spell: the projectiles look like sparks; the material component is a tiny piece of amber; the spell creates spheres of electric arcs that do 1d6 hit points of shock damage per level of the caster up to a maximum of 20d6 to any creature within the area of the sphere;
- light spell: the projectiles look like glowing points of light; the material component is a thin silver wire; the spell creates bursts of intense light that do 1d4 hit points of flash-burn damage per level of the caster to anything within the area of effect up to a maximum of 20d4; any creature taking damage will be unconscious for 2d4 rounds (blinded for 2 rounds for successful saving throw);
- cold spell: the projectiles look like ice crystals; the material component is a tiny piece of marble; the spell creates spheres of intense coldness that deal 1d6 hit points of damage per level of the caster to whatever is caught within it to a maximum of 20d6 hit points;
- acid spell: the projectiles look like small drops of a yellowy liquid; the material component is a drop of acid; this spell creates acid splashes that do 1d4 hit points of damage per level of the caster to any creature caught within their area of effect to a maximum of 20d4 hit points; any creature taking damage has whatever he is wearing doused in acid (especially the armour and shield) and the items have to be checked for damage (only outermost items for successful saving throw);
- magic spell: the projectiles look like magic missiles and this spell has no material component (anyone without/failing Spellcraft will likely confuse this with a Magic Missile, until it hits); the spell creates bursts of magical energy that do 1d4+1 hit points of damage per level of the caster to a maximum of 20d4+20 hit points;
- sonic spell: the projectiles are small wave-like disturbances; the material component is a small bronze disk; this spell creates shattering sonic pulses dealing 1d4 hit points of damage per level of the caster to anything caught within its area of effect up to a maximum of 20d4 hit points; this spell shatters anything crystalline or rigid caught by it.


Karian's Surprise I
Evocation [Fire]
Level: Wiz 4
Components: V, S
Casting time: 1 action
Range: Personal
Target: You
Area: 20-ft-radius sphere
Duration: Instantaneous
Saving throw: Reflex half
Spell resistance: Yes
This variation of the Fireball spell is Karian's "last way out" surprise. Its effects and damage are the same as the Fireball spell, but the caster is always at the centre of the explosion, he and his possessions are unharmed by the flames that erupt out of him (the flames cannot "rebound" from an obstacle and hit him in any way) and this spell does exert an outward force that ejects any movable object or creature of less than 1000 lbs. from the area of the spell. Those that save have jumped out of the area on their own; those that do not are pushed out of that area or as far as possible from the caster by the force of the explosion.


Life Drain
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You must succeed at a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain hit points equal to the damage you inflict. However, you cannot deal more than the subject's hit points + 10 (which is enough to kill the subject) or gain more than your maximum number of hit points (any excess is lost, the damage is still done).


Life Theft
Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Long (400 ft + 40 ft/level)
Target: Living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You must succeed at a ranged touch attack against the target. Your attack deals 1d6 points of damage per two caster levels (maximum 10d6). You gain hit points equal to the damage you inflict. However, you cannot deal more than the subject's hit points + 10 (which is enough to kill the subject) or gain more than your maximum number of hit points (any excess is lost, the damage is still done).


Life Stone
Necromancy
Level: Sor/Wiz 5
Components: V, S, M, F
Casting Time: 10 minutes
Range: Touch
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No
This spell enchants a suitably prepared focus to store the life energy drained by other hit-point-draining spells. Any spell that would give a caster hit points drained from some creature (like Vampiric Touch or Life Drain) can have those same hit points re-routed into the foci created by this spell as long as the caster is touching the focus at the moment of draining those hit points. The foci have to be diamonds worth 100 gp per storable hit point (note that the spell does not charge the foci, only prepares it for it). The material component is a drop of fresh blood. Any person can absorb the stored life energy by touching, concentrating on the focus and making a DC 25 concentration check (DC 15 for the caster), receiving 1d6 hit points per round of concentration until the focus is emptied or the person reaches full hit points. A loaded focus turns red, the more loaded the redder, until a fully charged focus looks like a diamond of blood.


Karian's Mobile Room
Conjuration (Calling, Creation)
Level: Sor/Wiz 9
Components: V, S, M, F (see text)
Casting Time: 10 minutes
Range: Close (25 ft + 2 ft/lvl)
Duration: Permanent or until discharged
Saving Throw: None
Spell Resistance: No
This spell allows the caster to create an extra-dimensional room. The caster must construct the room from whatever materials he wishes, and then smear the outside with a paste made from ground diamonds, worth 250 gp per 100 sq. ft area of external surface. The spell projects the lab and all its contents to the deep ethereal. The caster can call the lab to his location as a standard action, by concentrating on the focus. This focus can be a miniature duplicate of the full sized room or a spell slot with the signature of the room inside it. The DC for finding the room without having the focus is the square of the spell level of the spell slot for the signature version; if a material focus is used, the room cannot be found without the miniature save by exploring the deep ethereal and hoping. This spell also works on objects that are not rooms; they only need a continuous external surface to smear.


Dragonmorph
Transmutation
Level: Sor/Wiz 7
Components: V, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
As the polymorph self spell (see Tome & Blood page 95) except that each casting of the spell only allows transformation into one type of dragon creature. The caster gains all the abilities of the new form: natural, extraordinary, spell-like and supernatural, except the sorcerer levels. The material component is a piece of the body of a dragon of that type.


Dragonform
Transmutation
Level: Sor/Wiz 8
Components: V, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
As the polymorph self spell (see Tome & Blood page 95) except that each casting of the spell only allows transformation into one type of dragon creature without size limitation (but not of higher challenge rating than the caster), gaining all the abilities of the new form: natural, extraordinary, spell-like and supernatural excepting sorcerer spells. The material component is a piece of the body of a dragon of that type.


Transform
Transmutation
Level: Sor/Wiz 9
Components: V, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
As the polymorph self spell (see Tome & Blood page 95) except that each casting of the spell only allows transformation into one type of creature. There is no limitation in size and the caster gains all the abilities of the new form: natural, extraordinary, spell-like and supernatural. The material component is a piece of the body of a creature of that type.


Alchemical Sight
Divination
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: 60 feet
Target: You
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The caster can see the structure and composition of whatever matter he looks at. The caster can only find out natural properties, but can compare them to that of other objects he has encountered in the past to perform an automatic identification. Identifying something never encountered before requires succeeding an Alchemy check (DC 15-30 depending on rareness). No matter what the result of the check (if necessary), the caster finds out the major chemical composition in 1 round of observation, state of matter or crystalline structure in 2 rounds, imperfections or cracks and faults in the structure in 3 rounds, detailed chemical breakdown in 4 rounds and chemical reactivity in 5 rounds. This sight can delve up to an inch into opaque solids, a foot into opaque liquids and a yard into opaque gases. It is possible to surmise the existence of supernatural (magical or otherwise) properties by comparing knowledge of natural behaviour with actual one. The caster does not need to touch the objects. The distance of observation influences the detail of what he finds out. This sight does not give any insight on the artistic value of an object (you still need an appraisal check to know the difference between a well cut gem and an average one, or a sword with a fashionable hilt or not), but makes it automatic to know its actual composition (it is impossible to confuse a diamond with zirconium, or a masterwork blade of an already-encountered type and style with a badly tempered one).


Forge
Transmutation
Level: Sor/Wiz 6
Components: S, F
Casting Time: 10 minutes
Range: 10 feet
Target: Up to 1 lb. of metal/level
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes (object)
This ritual allows its caster to change the temperature, shape and purity of any metallic compound or alloy. The temperature can be changed further and faster than in any forge, the metal is held and shaped by magical forces under the control of the caster, he can force out any compounds present in the metal, and introduce and distribute any new ones. Up to 1 lb. of metal can be subject to any one of these treatments for every 10 minutes of forging. To purify metal ore or introduce impurities into it the caster needs to succeed a Knowledge (Metallurgy) check to know how to treat them (DC 20 for turning iron into steel). To create worked objects out of the purified metal the caster needs to succeed an appropriate Craft check with a +10 bonus for using the spell. The DC of any of these checks is reduced by 15 if the caster has any means of assessing the composition and structure of the metal (like with the Alchemical Sight spell).


Force Hands
Transmutation
Level: Sor/Wiz 9
Components: V
Casting Time: 1 action
Range: Long (400 ft + 40 ft/level)
Target or Targets: See text
Duration: 24 hours or until discharged
Saving Throw: See text
Spell Resistance: Yes
A pair of magic hands allows the caster to move objects or creatures. The spell generates two hands of force that can be used to move, push or manipulate objects and creatures the same way two of the character's hands would do. Each hand of force can be used independently with strength equal to the level of the caster, but both hands can be applied on the same target to exert a force 50% greater than with one hand. To exert a moving force the caster has to concentrate on the target or targets, which have to be within sight and range, or in a precisely known position (1 inch or better accuracy required; there is no feedback from the points, so feeling your way around is impossible) within range. If performing delicate or aimed actions the caster uses his intelligence score as dexterity for the hands' actions. The spell will allow for force to be applied for a number of rounds equal to the caster's level within 24 hours of the spell being cast; these rounds need not be consecutive. If the caster stops concentrating on one or both of the hands, they will remain in position exerting the same force as last commanded until the spell runs out, a new command is issued, or the hands are suspended. The targets have to succeed a reflex save to brace themselves (or get hold of any of their possessions) to start a strength contest against the hands. If they fail the save or the strength contest, the target cannot gain a hold before the hands take control, if not the hand or hands actions are spent for that round.


Soul Blank
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 day
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject’s soul is protected from all devices, abilities and spells that would detect it. This spell will even stop gods from obtaining any link to or influencing it directly; e.g. it would stop Mystra from being able to specifically ban the subject from access to the weave since she would not be able to identify him while the spell is in force. Also no god would be able to obtain power from the subject’s soul and their prophecies would be oblivious of him.


Unbound
Transmutation
Level: Wiz 3
Components: Thought
Casting time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Saving throw: None
Spell resistance: No
This variation of the Knock spell will loosen chains, ropes, gags, blindfolds, shackles, welds, arcane locked versions of the previous, or anything that binds, gags or blinds the caster that casts it. Unbound will not break or exert any force on any wall or surrounding object that obstructs the caster, only that which interferes with his body movement, speech or senses.



3rd Ed D&D Items

Great and terrible artifacts are hidden in these chests; beware of their powers, for they have passed through hands too numerous to recount and no one knows if the minds of those who touched them still dwell in them:


Stone of Life
Caster Level: 10
Prerequisites: Magic Item Creation feat appropriate for its price, Life Stone
Market Price: Value of diamond (minimum 5000 gp) + 5000 gp
Creation Cost: Value of diamond (minimum 5000 gp) + 500 gp
Weight: -
This diamond allows for the storage of life energy the same way as the foci of a Life Stone spell does. It can be used to store hit points obtained through any hit-point-draining spell or ability and releasing them later to any creature holding and concentrating on the item. Any creature draining hit points can re-route those to the stone by being in contact with it during the action. Anyone can absorb the stored life energy by touching and concentrating on it. The DC of the concentration check for the creator of the stone is 15; while for any other is 25. If the user of the item wants to transfer stored hit points to another creature, both have to be in contact with the stone and the DC of the concentration check increases by 10. If two or more try to release life energy from the item simultaneously, whoever makes the highest concentration check gets the hit points (in case of a draw, no hit points are released). The Stone of Life will release 1d12 hit points per round of concentration until it is emptied or the receptor reaches full hit points. The diamond will store 1 hit point per 100 gp of value, and it has to be worth at least 5000 gp. The diamond turns redder the fuller it is, until a fully charged item looks like a stone of fresh blood.