Brizbane's Bountiful Book 1st Level Spells Witch Fire (Divination) Level: 1 School: Divination Range: See below Duration: 1 hour/level Area of Effect: 10 mile radius Saving Throw: None Components: S, M, V Casting Time: 1 Lasts for one hour per level of the caster. Burns with a blue light so it doesn't give off much light and it will burn brighter when ever there is a higher level wizard that the caster within 10 miles of the flame. Hardstaff (Alteration) Level: 1 School: Alteration Range: 0 Duration: Permanent Area of Effect: 1 wooden staff Saving Throw: None Components: S, M, V Casting Time: 1 day This spell makes a normal wooden staff permanently impervious to all types of fire and acid. Material components of this spell are a drop of acid and a specially prepared powder which costs no less than 500 gp. Soulburn (Necromancy, Invocation/Evocation) Level: 1 Schools: Necromancy, Invocation/Evocation Range: 60 yards + 10 yards/level Duration: Instantaneous Area of Effect: Target creatures Saving Throw: None Components: S, M, V Casting Time: 1 This spell works only on Intelligent undead; it functions as a magic missile. Summon Animal Servant (Conjuration/Summoning) Level: 1 School: Conjuration/Summoning Range: 5 mile diameter + 1 mile/level Duration: Permanent Area of Effect: 1 creature Saving Throw: None Components: S, M, V Casting Time: 1 hour Summons a 1HD or less animal to serve the caster as desired. Outline (Illusion/Phantasm) Level: 1 School: Illusion/Phantasm Range: 10 yards/level Duration: 5 rounds + 1 round/level Area of Effect: 1 creature Saving Throw: Negates Components: S, M, V Casting Time: 1 This spell is functions the same as the fairy fire spell except the caster is able to outline 1 target of his choice no matter the size. 2nd Level SpellsCharge Staff (Invocation/Evocation) Level: 2 School: Invocation/Evocation Range: Touch Duration: Until discharged Area of Effect: 1 creature or object Saving Throw: 1/2 Components: S, M, V Casting Time: 2 Allows the caster to send an electric charge through a normal wooden staff delivering 1d8+1 per level of the caster. This can be used in conjunction with Hardstaff. Summon Animal Guardian (Conjuration/Summoning) Level: 2 School: Conjuration/Summoning Range: 5 mile diameter + 1 mile/level Duration: Permanent Area of Effect: See below Saving Throw: None Components: S, M, V Casting Time: 1 hour Summons Animals to the casters aid at a rate of 2HD per level of the caster. Animal Sight (Alteration) Level: 2 School: Alteration Range: Touch Duration: 1 turn/level Area of Effect: Creature touched Saving Throw: None Components: S, M, V Casting Time: 2 Allows the creature touched to see as an animal for 1 turn per level. A piece of the animal whose sense is desired is the component for the spell. (ie. feather of a eagle to see as an eagle) Strobe (Alteration) Level: 2 School: Alteration Range: 60 yards + 5 yards/level Duration: 1d4 rounds +1 round/level Area of Effect: 120' radius Saving Throw: None Components: S, M, V Casting Time: 2 Acts as a strobe light. The caster is able to control the speed of the flashes. Empty Chest (Illusion/Phantasm, Alteration) Level: 2 Schools: Illusion/Phantasm, Alteration Range: 0 Duration: Permanent Area of Effect: 1 chest Saving Throw: None Components: S, M, V Casting Time: 1 hour This spell makes a normal chest appear that it is totally empty. This spell is permanent. Skipping (Alteration) Level: 2 School: Alteration Range: 5 yards/level Duration: Instant Area of Effect: Caster Saving Throw: None Components: V Casting Time: 2 Same as the Dimension Door spell except that the caster doesn't need a round to recover and can attack that round. If attacking a creature form the back the creature must make the appropriate checks to see if the back attack bonus is effective. Troll's Skin (Alteration, Conjuration/Summoning) Level: 2 Schools: Alteration, Conjuration/Summoning Range: 0 Duration: See below Area of Effect: Creature touched Saving Throw: None Components: S, M, V Casting Time: 2 By casting this spell the wizard makes the subjects skin as tough and resistant as the skin of a troll (AC 2). The duration of this spell is 8 pts + 2 per level of the caster. Other wise the spell is the same as the normal Armor spell. 220 (Invocation/Evocation) Level: 2 School: Invocation/Evocation Range: 0 Duration: Instant Area of Effect: Caster Saving Throw: 1/2 Components: S, M, V Casting Time: 2 When the wizard cast this spell a large arc of electricity extends from his hands in a 120 degree arc about 5 feet out from the caster. The intended victims must make a saving throw or suffer 1d8 + 2/level if he does make a successful save he only suffers half damage. Material component is a loadstone. Stone isn't consumed with spell.Nap (Enchantment/Charm, Alteration) Level: 2 Schools: Enchantment/Charm, Alteration Range: 0 Duration: 1 hour Area of Effect: 1 creature/level Saving Throw: None Components: See below Casting Time: 2 Creatures affected by this spell are put to sleep for one hour. When they wake up the creatures are as refreshed as if they had slept for eight hours. The affected persons recovers lost hit points as if they rested for a full night. Wizards can memorize spells as if real time had passed. Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use Nap more than once in a 12 hour period are ineffective. Only willing creatures can be affected by this spell. Components for this spell are a pillow feather and a scrap of blanket. Brizbane's Driftdisk (Conjuration/Summoning) Level: 2 School: Conjuration/Summoning Range: 0 Duration: 1d4 hours + 1 hour/level Area of Effect: Caster Saving Throw: None Components: S, M, V Casting Time: 2 This is a spell that wizards can find useful while on the road away from their libraries and labs. The spell creates a invisible disk that only the caster is able to ride. The disk floats approximately 3 feet off of the ground giving the caster a smooth and relaxing ride. The disk is to be attached to follow 10 feet behind any creature that the caster chooses. The wizard is completely shielded from all elements and weather. It lasts for 1d4 hours + 1 hour per caster level. Material component is a pillow which isn't consumed in the spell. Fiery Breath (Alteration, Invocation/Evocation) Level: 2 Schools: Alteration, Invocation/Evocation Range: 0 Duration: Instant Area of Effect: 20 feet x 5' wide at base Saving Throw: 1/2 Components: See below Casting Time: 2 This spell is comparable to the breath weapon of fire breathing creatures. When cast the wizard expels a cone of flame 20 feet long from himself. The damage from such an attack is 2d8 plus 1 point per caster level. Any items or creatures that are caught in the flame must make a save vs. Breath Weapon, success means 1/2 damage. The component for this spell is the fire gland of any fire-breathing creature. 3rd Level Spells Electric Web (Conjuration/Summoning, Invocation/Evocation) Level: 3 Schools: Conjuration/Summoning Range: See below Duration: See below Area of Effect: See below Saving Throw: 1/2 Components: S, M, V Casting Time: 3 This spell is similar version of the 2nd level Web spell as far as the dimensions, duration, and area of effect. The only difference of this spell is that the web gives off a shock delivering 1d4 points of damage per round. Geyser (Conjuration/Summoning) Level: 3 School: Conjuration/Summoning Range: 5 yards/level Duration: Instant Area of Effect: 1 creature Saving Throw: None Components: S, M, V Casting Time: 3 When this spell is cast the caster creates a geyser that will throw any creature size Medium or smaller into the air 5 feet per level of the caster. They must then make a saving throw vs. stun or be stunned for 1d4 rounds. The creature take falling damage as if he fell from the appropriate height. Summon Human/Humanoid Servant (Conjuration/Summoning, Enchantment/Charm) Level: 3 Schools: Conjuration/Summoning,Enchantment/Charm Range: 5 mile radius/level Duration: Permanent Area of Effect: See below Saving Throw: None Components: S, M, V Casting Time: 1 hour This spell allows the caster to summon up to (12) 0th level servants or the appropriate number of humanoid servants. They stay on as long as they are treated well and will not harm the caster in any way. Empty Room (Illusion/Phantasm, Alteration) Level: 3 Schools: Illusion/Phantasm, Alteration Range: 0 Duration: 1 day/level Area of Effect: See below Saving Throw: None Components: S, M, V Casting Time: 1 hour This is a different variation of the empty chest spell accept this spell make the entire room look empty and deserted. All inanimate objects become invisible. The area that can be effected is a 40 cubic foot room plus one 10 cubic foot area per level of the caster. The spell lasts for 1 day per level of the caster. Ball Lightning (Invocation/Evocation) Level: 3 School: Invocation/Evocation Range: 60' + 10'/level Duration: Instant Area of Effect: 10 cubic feet/level Saving Throw: 1/2 Components: S, M, V Casting Time: 3 This is a different form of the classic Fireball except that instead of fire the ball delivers 3d8 points of damage plus an additional 1d8 for every level over 5th level. Material component is a loadstone. 4th Level Spells Glyph of Lightning (Invocation/Evocation, Abjuration) Level: 4 Schools: Invocation/Evocation, Abjuration Range: 0 Duration: Till discharged Area of Effect: 1 glyph Saving Throw: None Components: S, M, V Casting Time: 1 hour/glyph This spell is helpful in protecting certain areas and can be placed anywhere. If the proper command word isn't spoken before passing it the glyph discharges delivering 2d8 points plus 1 point per level of the caster electrical damage. Deplete Spell (Abjuration, Alteration) Level: 4 Schools: Abjuration, Alteration Range: 100' per level Duration: Instant Area of Effect: 1 spell Saving Throw: None Components: S, V Casting Time: 1 This spell lowers the effects of enemy spells by 1HD for every two levels of the caster. For example a 8HD fireball depleted by a 10th level caster has the effect of a 3HD fireball. Giant Strength (Alteration) Level: 4 Schools: Alteration Range: Touch Duration: 1 Turn Area of Effect: 1 creature Saving Throw: None Components: See below Casting Time: 4 This spell is designed and used to enhance the strength of the recipient to that of a giant. The strength conferred is the strength of what evergiant the heart muscle tissue was taken from. The recipient receives total to hit and damage bonuses of that giant. He also receives the bend bars/lift gates, open doors and all of the other bonuses of a giant. He can also hurl boulders for the appropriate range and damage as a giant. One giant heart is enough to cast the spell 4 times. Missile Swarm (Illusion/Phantasm, Invocation/Evocation) Level: 4 Schools: Illusion/Phantasm, Invocation/Evocation Range: Normal missle weapon range Duration: Instant Area of Effect: 1 missile Saving Throw: Neg. Components: S, M, V Casting Time: 4 When the caster uses this spell he must touch any missile weapon of arrow size or smaller. After he touches the missile 1 missile/level of the caster will spring into being around whoever holds the missile weapon and swarm around him. The missile must be fired 1 round after it is touched or the spell dissipates. Once fired the ghostly looking arrows follow the enchanted arrow toward what ever the target is. The target must be hit within that 1 round, if not the spell ends. If the target is struck the target must make a save vs. Spells. If made the missiles pass through it without any harm. If missed the ghostly slam into the target as if they were fired for real. If a magical missile is used the Plus of the arrow is diminished by one. EX. A +3 sheaf arrow is used so the arrows that are created are considered +2. Component for this spell is a small platinum replica of the missile costing 100gp. Soul Shield (Necromancy, Abjuration) Level: 4 Schools: Necromancy, Abjuration Range: Touch Duration: 1 hour/level or until "shields" are gone Area of Effect: Creature touched Saving Throw: None Components: S, M, V Casting Time: 4 This spell is similar to the priest spell Negative Plane Protection except that the spell grants 1 "shield" for every 4 levels of the caster. If the shields aren't used up by the time the duration ends all remaining shields are lost. Summon Human/Humanoid Guardian (Conjuration/Summoning, Enchantment/Charm) Level: 4 Schools: Conjuration/Summoning, Enchantment/Charm Range: 1 mile radius/level Duration: Permanent Area of Effect: 1 creature Saving Throw: None Components: S, M, V Casting Time: 1 hour This spell summons to the casters aid a creature up to 6HD or levels to serve as his or her guardian. The guardian will remain as long as it is treated well and not abused. Soulblast (Necromancy, Invocation/Evocation) Level: 4 Schools: Necromancy, Invocation/Evocation Range: 60' + 10'/level Duration: Instant Area of Effect: 10 cubic feet/level Saving Throw: 1/2 Components: S, M, V Casting Time: 4 This spell functions only against intelligent undead and against these undead it acts as a fireball that does 1d6/level of the caster while to any other living thing it only does 1d4/level of the caster. Wall of Brambles (Conjuration/Summoning) Level: 4 School: Conjuration/Summoning Range: 60 feet Duration: 1 turn/level Area of Effect: 10' square/level Saving Throw: 1/2 Components: S, M, V Casting Time: 1 round When this spell is cast a wall made of brambles springs into being that covers one 10 foot square per caster level. Any creatures that are caught in or try to get through the wall suffer 1d4 plus 2 points per caster level and it lasts for 1 turn per caster level. 5th Level Spells Summon Outer Planar Servant/Guardian (Conjuration/Summoning) Level: 5 School: Conjuration/Summoning Range: 1 random or known plane Duration: Permanent Area of Effect: 1 creature Saving Throw: None Components: S, M, V Casting Time: 1 hour This spell summons a creature from the outer planes to serve the caster as a servant or guardian and will remain as long as the creature isn't mistreated. Dragon Senses (Alteration) Level: 5 School: Alteration Range: 0 Duration: 1 turn/level Area of Effect: Caster Saving Throw: None Components: 1 dragon scale Casting Time: 5 This spell grants the caster complete senses of a dragon. See invisible objects 10', ect. This spell lasts for 1 turn per caster level. Animate Statue (Alteration) Level: 5 School: Alteration Range: Touch Duration: Permanent Area of Effect: 1 statue Saving Throw: None Components: S, M, V Casting Time: 1 day This spell allows the caster to animate one statue for every 5 levels of the caster. The effects are permanent or until it's destroyed. The statues are treated as GARGOYLES and follow the caster's commands without question. Warp Sword (Alteration, Conjuration/Summoning) Level: 5 Schools: Alteration, Conjuration/Summoning Range: 0 Duration: 1 round/level Area of Effect: Caster Saving Throw: None Components: S, M, V Casting Time: 5 This spell creates a long sword made out of magical energy that lasts for 1 round/level and inflicts normal long sword damage, but this sword IGNORES ALL METAL ARMOR. Brizbane's Instant Battalions (Conjuration/Summoning) Level: 5 School: Conjuration/Summoning Range: See below Duration: 5 rounds/level Area of Effect: See below Saving Throw: None Components: Rock, clay, and a drop of the casters blood. Casting Time: 1 round When cast the surrounding materials (rocks, sand, ect.) assemble into the form of humanoid figures roughly 4.5 feet tall. The caster is able to create 5 creatures per level. They attack as a creature with HD equal to half the casters level, all fractions are rounded down. They have an Armor Class of 5 and attack twice per round. They inflict 1d4 points of damage plus 1 point per caster level. Their hit points are double that of the casters max hit points. They will attack what ever the caster desires as long as it is within sight. Dragon Hide (Alteration) Level: 5 School: Alteration Range: 0 Duration: See below Area of Effect: Caster Saving Throw: None Components: Scale of a dragon whose AC is desired Casting Time: 1 round When this spell is cast the wizard gains the AC of whatever dragon scale that he uses. For example if a wizard uses a scale from a Age category 5 Black dragon he gains that AC. The spell lasts for 1 day for every 2 levels of the caster. A bad side effect of the spell is that the casters skin turns the color of the scale used and he takes on a sort of reptilian look. (His eyes become reptilian slitted and he his skin has random small scales appear.) Golem (Alteration) Level: 5 School: Alteration Range: 0 Duration: 1 round/level Area of Effect: Caster Saving Throw: None Components: Piece of desired golem Casting Time: 1 round This spell allows the caster to temporarily assume the form and some properties of the golem that the caster desires. The caster receives the THAC0, Damage per attack, Armor Class, and weight and size of the golem desired. While in this form the caster can not cast any spells. For example a caster has a piece of an Iron golem that was destroyed. He casts the spell and the piece disappears. He then changes into a 10 foot tall, 5,000 pound iron golem that attacks once per round for 4-40 points of damage and has a THAC0 of 3. A dispel magic cancels the spell but the caster must make a save vs. spells or be knocked unconscious, due to the forced change. 6th Level Spells Brizbane's Snapper (Conjuration/Summoning) Level: 6 School: Conjuration/Summoning Range: 10 yards/level Duration: 1 round/level Area of Effect: Special Saving Throw: 1/2 Components: See below Casting Time: 6 Brizbane's Snapper is a slight variation between Bigby's Grasping Hand and Bigby's Forceful Hand. When the spell is cast a large disembodied hand ranging from man-sized (five feet) to gargantuan-sized (21 feet) appears and can be moved as the caster desires. The hand appears with its middle finger flexed under its thumb while the other three fingers extended outward. When the command word is spoken the middle finger snaps out striking only once per round and strikes the intended victim and causing the following damage and sending the victim flying as stated below. A made Saving Throw indicates 1/2 damage but the victim is still thrown the distance stated. The hand may be used against other objects such as doors, ships, ect. in which case the hand causes 3d10 points of damage. The hand never misses but it can only strike as directed by the caster and therefore can be fooled by invisibility and similar methods of concealment. The hand has an AC of 0 and can be destroyed by sustaining damage equal to the casters hit points at full health. The material components of this spell are a snakeskin glove and a long, painted fingernail Summon Outer Planar Familiar (Conjuration/Summoning) Level: 6 School: Conjuration/Summoning Range: Another plane of existance Duration: Permanent Area of Effect: 1 creature Saving Throw: None Components: S, M, V Casting Time: 1 week This is nothing more than a stronger form of the 1st level Find Familiar spell. Except that the familiar that is summoned is from another plane of existence. Chaos Armor (Necromancy, Alteration) Level: 6 Schools: Necromancy, Alteration Range: 0 Duration: Permanent Area of Effect: 1 creature Saving Throw: None Components: S, M, V Casting Time: 1 day This spell grants the creature touched a permanent AC of 3 and grants a +2 bonus on all magical saving throws. It appears as if the caster has metal plates fused to his or her skin. The "armored" creature however suffers a -2 to his charisma due to his appearance. The material component of this spell is a full suit of +2 or better platemail which vanishes once the spell is cast. Stone Shatter (Alteration) Level: 6 School: Alteration Range: See below Duration: Instant Area of Effect: See below Saving Throw: As stated in Material Save chart Components: S, V Casting Time: 6 This spell causes 1 structural point of damage for every 3 levels of the caster. This spell only functions on normal stone. It has no effect on stone golems or the like. The range is 10 yards and then extends out an extra 1 cubic yard for every 3 levels that caster has attained. 7th Level Spells Tornado (Conjuration/Summoning) Level: 7 School: Conjuration/Summoning Range: None Duration: 4d6 rounds Area of Effect: 1 direction Saving Throw: None Components: S, V Casting Time: 1 round A tornado springs into being whenever this spell is cast, but in order for it to be cast there must be cloud cover. This is an extremely dangerous spell to use because once it is cast the caster has no control over the tornado at all. The caster can send it in only one direction. After that the tornado is on its own, it could follow the landscape back towards that caster. The damage that the twister causes is 10d10 and any creature that is caught up in it is thrown as many yards as it takes in points of damage and then takes additional falling damage. For example a fighter taking 57 points of damage is thrown 57 yards and takes damage according to the rules of falling damage. Dominate Flesh/Clay Golem (Enchantment/Charm, Conjuration/Summoning) Level: 7 Schools: Enchantment/Charm, Conjuration/Summoning Range: 60 yards Duration: Permanent Area of Effect: 1 creature Saving Throw: Neg. Components: S, M, V Casting Time: 7 This spell allows the caster to arrest control of a flesh or clay golem away from the priest that created it. The effects are permanent. 8th Level Spells Lightning Storm (Invocation/Evocation, Conjuration/Summoning) Level: 8 Schools: Invocation/Evocation, Conjuration/Summoning Range: 0 Duration: 1 hour/level Area of Effect: 1 square mile/3 levels Saving Throw: None Components: S, M, V Casting Time: 1 round This extremely powerful spell requires no cloud cover to start but once it is started it CAN'T be controlled or stopped. When cast a massive electrical storm is created covering 1 square mile for every 3 levels of the caster. The spell causes 1 strike/square mile/rnd and each strike does 7d8 points of damage. The spell lasts for 1 hour per level. Once it is started anything that is not within a 50 yard diameter around the caster will be utterly destroyed. The material component of this spell is a wand of lightning bolts.