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4th Level

Sadira's Mango Explosion

Range:   10 yards/level
Components: V,S,M
Duration:  5 rounds/level
Casting Time:   6
Area of Effect:   5 yard radius/level
Savings Throw:  See below

    It was this spell that Sadira utilized to slow and hinder the Raamin troops.  Since that fateful battle the spell has become available to both Preservers and Defilers abroad.  When using the Mango Explosion the caster draws forth a single piece or ripe fruit and hurls it among those he wishes to hinder.  The fruit explodes among the targets coating them in sticky goo, blinding and slowing them.  All within the area of effect, except the spell caster, must save versus spell o be blinded by the goop for one round, but all creatures, regardless of saves, smaller than Huge or Gargantuan, are heavily slowed from the slop.  All within the area of effect move at one tenth their normal movement rates and all attacks are made at a -5 penalty.  Spell casting is impossible but psionics are unaffected.  Only the spellcaster or creatures of Huge or Gargantuan size are unaffected by the Mango Explosion.
   The material component used is a single piece of overripe fruit, thrown toward the intended target, or targets.


5th Level

Thunderstruck

Range: 0
Components:  V, S
Duration:  3 rounds/level
Casting Time:  3
Area of Effect:  10' radius/level
Savings Throw:  Neg.

     When employing the Thunderstruck spell casters create a swirling pair of tempestuous storm clouds high above and send them crashing together with such tremendous force that a deafening boom resounds across the countryside.  Such is the force of the shockwave that all nonmagical glass is shattered and structures or tunnels that are highly unsound could collapse.  All those within the area of effect must save versus spell or be utterly deafened.  Only the caster is unaffected.  Those failing suffer a -2 to all attack roles and spell casting requiring verbal components is impossible for the spell's duration

Dra'ak's Disc of Ebony Flame

Range: 10 yards/level
Components:  V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect:  Special
Savings Throw: None

     The disc of Ebony Flame is a formidable weapon.  The caster conjures a solid disc with a razor's edge no larger than a dinner plate crackling with a black and freezing flame.  The caster may use it as either a melee weapon or a missile weapon and is automatically proficient with the disc, even if he has never used a weapon resembling it before.  The disc can be thrown as far as a longbow can be shot though it will bounce to up to three different targets (provided they are within 5 feet of one another and each ricochet requires an additional attack roll).  Each creature successfully struck receives 1d12 points of cutting damage and must save versus spell or be engulfed in the freezing and consuming black flames.  Those engulfed take 1d8 points of damage every round until entirely devoured by the flames, a successful dispel magic is cast or a wish or limited wish spell is used.  Undead and non-living creatures are immune to the flame but are still subject to the cutting damage.  Damage taken from the flames must be healed by magical means and no amount of rest will restore it, cutting damage is regained at a normal rate, however.

Shrapnel
Range: 5 yards/level
Components:  V, S
Duration:  Instantaneous
Casting Time: 7
Area of Effect:  5' x 100' path
Savings Throw:  See Below

     When casting the Shrapnel spell, the wizard summons a swarm of jagged metal spikes and hurls them at his enemies inflicting 1d6 points of damage per level of the caster (with a maximum of 10d6).  Those within the area of effect may save versus spell to attempt to avoid the long rusty lacerating barbs.  Those who succeed suffer only half damage and no ill effects those who fail are so horribly impaled by the dozens of shredding spikes that 1d4 of their appendages are punctured to a point of uselessness for one round per level of the caster, after which the spikes disappear (roll a second d4 to determine what limbs are lost 1 = left arm ,2 = right arm, 3 = left leg, 4 = right leg).  Humanoids who lose one leg forfeit all dexterity bonuses to armor and suffer a -4 penalty to all attacks.  Those who lose both legs are considered prone for the remainder of the spell's duration and are in a difficult situation at best suffering a -6 penalty to all attacks.  Those who lose one arm suffer only -2, those who lose both are incapable of swinging a weapon and should probably consider running away (provided they can still use their legs).


6th Level

Flesh Blast

Range: 0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  5' x 100' x 50' cone
Savings Throw:  See below

     The above spell is shunned by those of good alignment because of the sheer terror and revulsion inspired by it.  Upon completing the spell the caster blasts a cone of steaming molten flesh forth from his mouth in a cone 5' by 100' by 50' at the far end.  The boiling slop splatters all in its path scalding all targets for 1d8 points of damage per level of the caster with a maximum of 10. (save versus spell for half) Those caught in the cone and fail their save versus spell are coated in the searing substance and continue to suffer damage as the slop burns them.  Damage suffered from the coating reduces by one hit dice as the slop cools until a maximum of 10 rounds have passed (a 10th level wizard would inflict 10d8 points of damage initially, 9d8 on the following round 8d8 on the next round etc.) or a Heal, Remove Curse, Limited Wish or Wish spell is cast.  Those with three or fewer hit dice and within 50' of the caster  (friend or foe) are so sickened by the sight and smells that they must save versus paralyzation or collapse to the ground in retching and heaving for 1d6 rounds.  Creatures without sight or smell are immune to the revulsion effect.
     The material component for the above spell is a single piece of raw meat which is swallowed by the caster.


7th Level

Summon Umber Hulk

Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 10
Area of Effect: Special
Savings Throw: None

     By implementing this spell, the caster summons forth the huge and powerful Umber Hulk to smite his foes.  The Hulk will obey logical and nonsuicidal commands and remain beside the caster until slain, dismissed or otherwise banished.  The sole purpose of the Hulk, however, is to attack and destroy and if all the caster's enemies have been slain the Hulk will attack the caster and his friends until either new enemies enter its visual radius or it itself is slain.  The Hulk has any and all abilities and hit dice as listed in the Monstrous Manual.


8th Level

Summon Storm Riders

Range:  25 yds/level
Components:  V, S
Duration:  2 rounds/level + 1d6 rounds
Casting Time:  2 rounds
Area of Effect:  Special
Savings Throw:  None

     By invoking the summons a caster conjures a number of Storm Riders equal to half (rounded down) his or her level.  Riders are magical beings formed of wind and sand who take the shape of faceless helmeted warriors whose eyes gleam with brilliant white energy. They ride upon winged wyverns (movement class A) and dive down from the skies howling like banshees and whipping up gale force winds.  If summoned upon the sandy wastes or Silt Sea their blasting winds give rise to a ferocious sandstorm in a 100 cubic feet area per level of the caster blinding friend and foe alike, negating spell casting and inflicting a -6 penalty on all attack rolls.  In other terrain, such as the Forest Ridge, the howling winds impose no penalty on melee attacks and spellcasting is possible though missile attacks suffer a -2 penalty while within the area of effect.  Only the caster is completely unaffected.  Storm Riders, however, will differentiate between friend and foe focusing on the greatest threat to the spellcaster first.  Individual Storm Riders attack once per round each by hurling lightning bolts at their enemies from above striking with an effective THAC0 of 10 and inflicting 4d6 points of electrical damage with each successful attack.  Each Rider has Savings Throws and hit points equal to that of the caster (any attack upon the Rider's winged mount is effectively an attack upon the Rider itself for they are effectively one entity embodying the same energies and share the same hit points) but is immune to all telepathic psionics, mind affecting spells, charm person, hold and death spells.  Only weapons of +1 or better enchantment can harm a Storm Rider, all other weapons slice through its immaterial form uselessly.  Offensive spells used against the Riders will effect each accordingly for they have no additional magic resistance other than that which is listed above and gain no special benefit from any resistances the caster may have.  
     The caster need not concentrate to maintain control of the Riders who will act and obey obsequiously until they are destroyed, the spell duration expires or the spellcaster negates the spell or is slain.  Storm Riders cannot be summoned while the spellcaster is underground but can be conjured upon the surface and then made to descend into tunnels.


9th Level

Juggernaut

Range:  10 yards/level
Components:  V, S, M
Duration:  1 round/level
Casting Time:  1 turn
Area of Effect:  Special
Savings Throw:  None

Art is from Second Edition
DMG

                                            
                               

     With the Juggernaut spell a powerful wizard can conjure a nearly unstoppable war engine to wreak havoc upon enemy fortifications.  The exact design of the Juggernaut is left to the imagination of the caster though its dimensions are always the same.  The massive war machine takes the form of a huge wheeled battering ram towering 30' feet in the air.  The ram moves slowly (MV 3) but needs no slaves or labor of any sort to pull it and moves in any direction the caster directs it.  The war engine smashes to oblivion any obstacle that stands less than 20' in height and 10' in thickness.  Larger obstacles pose only a brief delay.  The Juggernaut stops before such obstacles and draws back its mighty ram striking the barrier once every three rounds attacking as a Screw/Drill and inflicting 15 structural points of damage per attack.  Only a Prismatic Sphere or Wall and an Anti-magic Shell can stop the Juggernaut.  Neither Walls of Ice, Stone, Iron or Force nor Bigby's Interposing Hand can halt the battering ram. Trenches, moats or spells similar to Transmute Rock to Mud will not stop the Juggernaut, the awesome conjuration will continue to roll forward, levitating in midair if need be.  No physical attack can harm the Juggernaut though magical attacks and weapons can halt and even destroy the war engine.  The machine has an effective AC 0 and 300 hit points and if reduced to 0 hit points from either blows of +1 or better weapons or offensive spells it disintegrates into dust.  Enemy units facing the Juggernaut must make a morale check at a -5 penalty or break and flee in panic.  Though the ram is slow and easily avoided there are those foolish enough to be caught beneath the grinding wheels.  Those with 10 or fewer hit dice must save versus death or be utterly crushed.  A victim who succeeds suffers 10d20 points of damage.  Those with more than 10 hit dice need not save versus death and may save versus spell to suffer only half damage.  While directing the mighty war machine the wizard can perform no other actions and is highly vulnerable to attack.  If the directing wizard is slain the Juggernaut vanishes.
     To cast the spell a wizard must stand from an effective vantage point where he or she can view the area to be bulldozed by the Juggernaut.  Such a point can be found atop a cliff, while levitating or flying or any area of sufficient altitude so as to afford an adequate view of the desired area.  To complete the spell a wizard tosses the skull of a braxat (or bull for other campaign settings) onto the site where the Juggernaut is to materialize.


More to come