Ragavin Coridon's D&D Virtual Tome

 






















  

 

 

Arcane Spells
Cantrips
 
Level 1
 
 
Level 2
 
Level 3
 
Level 4
 
Level 5
 
Level 6
 
Level 7
 
Level 8
 
Level 9

 

Divine Spells
Orisons
 
Level 1
 
Level 2
 
Level 3
 
Level 4
 
Level 5
 
Level 6
 
Level 7
 
Level 8
 
Level 9

 

 

 

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Underhill's Arcane Popcorn
Universal
Level: Sor/Wiz 0, Brd 0
Components:
V, S
Casting Time:
1 Action
Range:
-
Target:
One creatures wrist
Duration:
1 Hour
Saving Throw:
none
Spell Resistance:
no
(Harmless)

When this spell is cast you must decide whether to use the watch mode, or stopwatch mode.
Watch Mode: This creates an ethereal watch on your wrist that displays the correct time for your time zone.
Stopwatch mode: This creates an ethereal watch on a cord around your neck that can be used as a stopwatch could, for counting down, or up.

 

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Magic Marker
Conjuration
Level: Sor/Wiz 0, Brd 0
Components:
V, S
Casting Time:
1 Action
Range:
Touch
Target:
You
Duration:
1 Hour or until our of 'ink'
Saving Throw:
none
Spell Resistance:
no

With this the casting of this spell a translucent sharpie pen appears,a pen of force, literally a magic marker. (specify black, blue, or red up on casting). The sharpie may not leave your hand or it disappears. It remains otherwise for one hour, or until out of 'ink'
A single pen holds enough ink to pen 10 pages worth of average size writing.

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Underhill's Arcane Key
Enchantment
Level: Sor/Wiz 0, Brd 0
Components:
V, S,
Casting Time:
Full Round Action
Range:
Personal
Target:
You
Duration:
1 day/level
Saving Throw:
none
Spell Resistance:
No (Harmless)

This is the counter to Underhill's Antitheft Arm. With this spell cast upon yourself, you can take things from someone enchanted with the antitheft arm without fear of the antitheft arm.

 

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BANG!
Transmutation
Level: Sor/Wiz 1, Brd 1
Components:
V, S
Casting Time:
1 Action
Range:
Close (25' + 5'/2 levels)
Target:
1 objects/creature
Duration:
Instant
Saving Throw:
Fort (DC -4) negates
Spell Resistance:
no

The BANG! spell was created by the Necromancer known as "UnderHill" It is designed to ward off a charging enemy. The spell components are to make a gun shape with your hand and to shout "BANG!"
With a succesful ranged attack a target of medium size flies back 1d12 yards. For each size smaller the creature goes further. So a Small creature foes 1d4 x 2 yards, Small travel 1d4 x 3, tin go 1d4 x 4, etc. This also works in reverse. Large creatures travel 1d4 / 2, Huge creatures go 1d4 / 3 yards, etc.

 

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Detect Action
Divination
Level: Sor/Wiz 1, Brd 1
Components:
V, S
Casting Time:
1 Action
Range:
Personal
Target:
100' + 20'/2 level radius
Duration:
Instant
Saving Throw:
no
Spell Resistance:
no

This spell detects any combat, or action sequence in the given range. If a fight, gymastics tournament, etc. is within the range you will know the general direction with this spell.

 

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Nystul's Crappy Aura
Illusion (Glamer)

Level: Sor/Wiz 1
Components:
V, S, F
Casting Time:
1 Action
Range:
Touch
Target:
1 object up to 5lbs./level
Duration:
1 day/level
Saving Throw:
none
Spell Resistance:
no

This spell is almost identical to 'Nystul's Magic Aura' except that either way the person trying to identify it, finds that is a false aura. This spell is intended to be cast on already magical items. Anybody observing the book with a 'Detect Magic' spell sees that it is very obviously a false aura, and the item must be mundane and not worth their time. If they cast identify on the object and pass the will save they see that the magic aura is a false magic aura on top of a magical aura, thus confusing the heck out of whoever tries for it.

 

 

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Twiddle
Enchantment (mind affecting)

Level: Sor/Wiz 1, Brd 1
Components:
V, S,
Casting Time:
1 Action
Range:
Close (25' +5'/2 levels)
Target:
2d6 HD worth of creatures
Duration:
Special
Saving Throw:
Will negates
Spell Resistance:
Yes

2d6 HD of creatures lose their next round, choosing instead to sit by idly and twiddle their fingers. Creatures with 5 or more HD.

 

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Ragavin's Heated Strike
Evocation
Level: Clr 1, Pal 1
Components:
V,F
Casting Time:
1 action
Range:
Touch
Target:
Your Hammer
Duration:
Instant
Saving Throw:
None
Spell Resistance:
Yes

In order to use this spell you deity's favoured weapon must be some sort of warhammer including all types of maul. You must swing your hammer immediately after this spells casting. In the downswing the head of you hammer becames wreathed in a gentle orange glow, confering an extra 1 point of fire damage per caster level (+5 max). For the spell to be successful you must hit your target as you normally would. All elemental resistances apply. The focus for this spell is a hammer that is used to strike the target, the hammer is not consumed in the casting.

 

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Ragavin's Chilled Strike
Evocation
Level: Clr 1, Pal 1
Components:
V,F
Casting Time:
1 action
Range:
Touch
Target:
Your Hammer
Duration:
Instant
Saving Throw:
None
Spell Resistance:
Yes

In order to use this spell you deity's favoured weapon must be some sort of warhammer including all types of maul. You must swing your hammer immediately after this spells casting. In the downswing the head of you hammer becames wreathed in a gentle blue glow, confering an extra 1 point of cold damage per caster level (+5 max). For the spell to be successful you must hit your target as you normally would. All elemental resistances apply. The focus for this spell is a hammer that is used to strike the target, the hammer is not consumed in the casting.

 

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Ragavin's Sparked Strike
Evocation
Level: Clr 1, Pal 1
Components:
V,F
Casting Time:
1 action
Range:
Touch
Target:
Your Hammer
Duration:
Instant
Saving Throw:
None
Spell Resistance:
Yes

In order to use this spell you deity's favoured weapon must be some sort of warhammer including all types of maul. You must swing your hammer immediately after this spells casting. In the downswing the head of you hammer becames covered with small arcs of electricity, confering an extra 1 point of fire damage per caster level (+5 max). For the spell to be successful you must hit your target as you normally would. All elemental resistances apply. The focus for this spell is a hammer that is used to strike the target, the hammer is not consumed in the casting.

 

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Underhill's Powerword, Hardshell
Conjuration
Level: Sor/Wiz 1, Brd 1
Components:
V
Casting Time:
1 Action
Range:
1'
Target:
-
Duration:
4 rounds, or until struck
Saving Throw:
none
Spell Resistance:
no
(Harmless)

This spell creates a small hemisphere of force 1'/3 caster levels that stops all attacks, and last for 4 rounds, or until it is struck once.

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Underhill's Office '99
Conjuration
Level: Sor/Wiz 1, Brd 1
Components:
V, S
Casting Time:
1 Action
Range:
2 feet
Target:
-
Duration:
1 Hour/level
Saving Throw:
none
Spell Resistance:
no
(Harmless)

.Ever in need of your own office equipment? Upon the casting of the spell paper of a magic marker and an unseen servant appears. You may dictate writings, spreadsheets, algebraic equations, etc. and it will write them for you.

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Underhill's Antitheft Arm
Enchantment
Level: Sor/Wiz 1, Brd 1
Components:
V, S,
Casting Time:
Full Round Action
Range:
Personal
Target:
Object or part of body
Duration:
1 day/level
Saving Throw:
none
Spell Resistance:
No (Harmless)

This spell is cast on an item or part of your body that is firmly ground there, then when or if someone tries to steal something from you, it shoots out a 'tractor beam' of sorts and holds it no more than 4' away from your person so that they cannot steal that. The beam can be broken with a full round srength check (DC 20)

 

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Bigby's Bitch Slap
Transmutation
Level: Wiz/Sor 2, Brd 2
Components:
V,S
Casting Time:
1 Action
Range:
Medium (100' +10/L)
Target:
1 creature/Object
Duration:
Instant
Saving Throw:
None
Spell Resistance:
None

Developed by Bigby, creator of such spells as Bigbys Crushing hand, Bigby's Clenched fist, and Bigby's Ball Buster comes a spell that he created during his college years. Bigby's bitch-slap creates a lightning-fast hand of force that administers a bitch slap to anyone, or thingtargeted.
In order to hit the target you must succeed in a ranged touch attack. If successful the target takes d4/Caster level +Caster level (up to 10d4+10) when targetting a female creature the spell acts as if the caster were level higher.
Bigby's Smack Down: See description of Bigby's BigMama Bitch Slap

'All of the Sudden its a baaad thing to slap around your bitch' - Adam Carolla

 

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Ragavin's Crushing Strike
Transmutation
Level: Clr 2, Pal 2
Components:
V,F
Casting Time:
1 action
Range:
Touch
Target:
Your Hammer
Duration:
Instant
Saving Throw:
None
Spell Resistance:
None

Your Deities hands fuel your strength as you shatter your opponents armor. Upon the casting of the spell you must immediately attack your opponent at your highest attack bonus, against your opponents normal AC. If the attack is successful then their armour is damaged, reducing it's effectiveness by -1/3 caster levels (up to -3). So a 6th level Cleric or a 10th level Paladin casting this spell would reduce the effectiveness of his opponents armor by 2, thus reducing full plate to an AC bonus of +6. This spell doesn't not work on leather or padded armors. Stronger armour made of materials such as adimantite, and natural armours are unaffected by this spell. If you attempt this spell against an unarmoured opponent your strike in instantly a theat, as if you rolled a natural 20, to attain a critical hit follow the normal critical strike progession. In addition this spell grants the target the sunder and greater sunder feats for that one attack. In order to use this spell you deity's favoured weapon must be some sort of warhammer including all types of maul. The focus for this spell is a hammer that is used to strike the target, the hammer is not consumed in the casting.

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Underhill's Micro-Nuke
Evocation
Level: Sor/Wiz 2, Brd 2
Components:
V, S
Casting Time:
1 Action
Range:
Close (25' +5'/2 caster levels)
Target:
5' Radius
Duration:
Instant
Saving Throw:
Refl Halves
Spell Resistance:
Yes

This spell launches a small missile with a radiation sign on it from your hands that explodes when reaching the desires range in a mushroom cloud with a 5' radius doing d6/level up to 4d6

 

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Bigby's BigMama Bitch Slap
Transmutation
Level: Wiz/Sor 3, Brd 3
Components:
V,S
Casting Time:
1 Action
Range:
Medium (100' +10/L)
Target:
1 creature/Object
Duration:
Instant
Saving Throw:
None
Spell Resistance:
None

Develepoed in his senior year of college Bigby's BigMama Bitch Slap takes Bigby's Bitch Slap one step further. Instead of doing d4 per level this spell does d6 per caster level plus the caster level on a succesful ranged touch attatck. (Max of 10d6 + 10) Caster Level +1 against female targets.
Bigby's Smack Down: Two or more Bigby's Bitch Slap spells can be combined if two spellcasters working together cast at the same time, and on the sama mana frequency. The hit dice are added together and an extra damage die is added (For a maximum of 15d4+15) To successfully hit a ranged touch attatck must be made, the caster with the highest bonus taking the roll and adding one to hit for each spellcaster casting. This spell acts like each caster were one level higher against female creatures.
Bigby's Back Handed Bitch Slap: A Bigby's Bitch Slap, and Bigby's Big Mama Bitch Slap can be combined for a damage of d10 per total level plus total level (for a maximum of 10d10 + 10) To successfully hit a ranged touch attatck must be made, the caster with the highest bonus taking the roll and adding one to hit for each spellcaster casting. This spell acts like each caster were one level higher against female creatures.
Bigby's Back Handed BigMama Bitch Slap: If two or more Bigby's Big Mama Bitch Slap spells are combined it creates Bigby's Back Handed BigMama Bitch Slap which deals d12 per total level plus the total level (for a maximum of 12d12 + 12 ) To successfully hit a ranged touch attatck must be made, the caster with the highest bonus taking the roll and adding one to hit for each spellcaster casting. This spell acts like each caster were one level higher against female creatures

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Spirit Reborn
Enchantment (compulsion) [mind-affecting]
Level: Clr 3, Pal 3, Strength 3
Components:
V, M
Casting Time:
1 Action
Range:
20' Burst
Target:
All allies within burst radium
Duration:
1 min/Caster level
Saving Throw:
None
Spell Resistance:
yes
(harmless)

A wave of holy power erupts in all direction from the caster granting anyone currently under fear effects another chance to save with a +4 bonus, OR if the target is at 1/4 of his/her HP he/she gains a +2 to all attacks and saves as well as getting the second chance at the saving throw, but without the +4 bonus, only the +2.

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Underhill's 'FatBoy' Nuke
Evocation
Level: Sor/Wiz 3, Brd 3
Components:
V, S
Casting Time:
1 Action
Range:
Close (25' +5'/2 caster levels)
Target:
5' Radius
Duration:
Instant
Saving Throw:
Refl Halves
Spell Resistance:
Yes

This spell launches a small missile with a radiation sign on it from your hands that explodes when reaching the desires range in a mushroom cloud with a 5' radius doing d6/level up to 2d4/level (Up to 10d4).

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Underhill's 'Neutron Bomb'
Evocation
Level: Sor/Wiz 3, Brd 3
Components:
V, S
Casting Time:
1 Action
Range:
Close (25' +5'/2 caster levels)
Target:
5' Radius
Duration:
Instant
Saving Throw:
Refl Halves
Spell Resistance:
Yes

This spell launches a small missile with a radiation sign on it from your hands that explodes when reaching the desires range in a mushroom cloud with a 5' radius doing d6/level up to 1d6/level (Up to 6d6).+ d6/level subdual (up to 4d6). This spell does not affect inanimate objects.

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GANG BANG!
Transmutation
Level: Sor/Wiz 3
Components:
V, S
Casting Time:
1 Action
Range:
Close (25' + 5'/level)
Target:
1 objects or creature/level (8 max)
Duration:
Instant
Saving Throw:
Fort (DC -4) negates
Spell Resistance:
no

The BANG! spell was created by the Necromancer known as "UnderHill" It is designed to ward off a charging enemy. This is a multi-target variation of that. The spell components are to make a gun shape with both hands and to shout "BANG!"
With a succesful ranged attack a target of medium size flies back 1d8 yards. For each size smaller the creature goes further. So a Small creature foes 1d8 x 2 yards, Small travel 1d8 x 3, tiny go 1d8 x 4, etc. This also works in reverse. Large creatures travel 1d8 / 2, Huge creatures go 1d8 / 3 yards, etc. A seperate attack roll must be made for each target.

 

 

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Dimentional Sphere
Abjuration
Level: Sor/Wiz 4, Brd 4
Components:
V, S
Casting Time:
1 Action
Range:
(100' +10/L)
Target:
20' sphere
Duration:
5 minutes/ Caster Level
Saving Throw:
none
Spell Resistance:
no

Similar to the spell Dimensional Anchor, this spell creates a glowing green sphere with a radius of 20' per caster level. Any attempts to teleport into this area automatically are re-directed to a random location on the same plane. This sphere does not, however work both ways. Someone inside the sphere may still teleport out. This spell lasts for 5 minutes per caster level. Therefore this spell would last 40 minutes, if cast by a level 8 sorcerer

 

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Soliloquy
Enchantment (Compulsion) [Mind-affecting]
Level: Sor/Wiz 4, Brd 4
Components:
V, M
Casting Time:
Full Round
Range:
20' Radius
Duration:
Concentration
Saving Throw:
Will Negates
Spell Resistance:
no

The caster breaks out in a dramatic monologue. All within a 20ft radius and can see and hear the caster must make a Wil save or be fascinated. Those that succeed are disgusted at the rotten performance

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Plunder
Transmutation

Level: Sor/Wiz 5, Brd 5
Components:
V, S, M
Casting Time:
1 Minute
Range:
Medium Radius (100' +10'/Level)
Target:
Stuff in radius
Duration:
Concentration
Saving Throw:
Special (See Below)
Spell Resistance:
No

This spell causes 100 gp x caster level to slowly float towards the caster at a speed of 10. This includes coins, gems, and anything non-magical that isn't secured. This spelled cannot be used offensivly.

 

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Ragavin's Freezing Strike
Evocation
Level: Clr 5
Components:
V,F
Casting Time:
1 action
Range:
Touch
Target:
Your Hammer
Duration:
Instant
Saving Throw:
Fort Halves freeze time
Spell Resistance:
Yes

In order to use this spell you deity's favoured weapon must be some sort of warhammer including all types of maul. You must swing your hammer immediately after this spells casting. In the downswing the head of you hammer becames wreathed in a violent blue fire. With a successful hit the blue fire envelopes the target and freezes them perfectly, allowing them to survive while frozen. They are frozen for 1d4 hours unless they are put near a heat source to thaw sooner. During this frozen time if they are struct by a bludgeoning weapon that deals 15 points of damage or more them shatter, killing them instantly. All elemental resistances apply. The focus for this spell is a hammer that is used to strike the target, the hammer is not consumed in the casting.

 

 

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AP Physics
Evocation

Level: Sor/Wiz 6
Components:
V, S, M
Casting Time:
Full Round
Range:
Medium Burst Radius (100' +10'/Level)
Target:
50 HD worth of creature with Int greater than 4 but less than 20
Duration:
Instant
Saving Throw:
Will for Headache
Spell Resistance:
No

A wave of boring AP physics knowledge erupts from the caster, confusing all in it's path up to 50HD worth to be exact, and causing their heads to explode. Those that make the will save, suffer a large headache and are disoriented for 3 days.

 

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Zephyr's Embrace
Abjuration

Level: Sor/Wiz 7, Brd 6
Components:
S, M
Casting Time:
1 Action
Range:
Personal
Target:
You
Duration:
Minute/Caster Level
Saving Throw:
None
Spell Resistance:
Yes (Harmless)

Supbject cannot be targeted by any spell sixth level or lower. Subject also gain Fly spell effects.

 

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Corrupting Touch
Necromancy

Level: Sor/Wiz 9, Clr 8
Components:
V, M
Casting Time:
1 Action
Range:
Touch
Target:
1 Creature
Duration:
Instant
Saving Throw:
Special (See Below)
Spell Resistance:
yes

Touch causes subject to turn one step in alignment towards evil. This is permanent. A successful Will save against this still causes 1d4 permanent Wis loss and one full level drain.

 

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Erasure
Necromancy

Level: Sor/Wiz 9
Components:
V, S, M
Casting Time:
1 Action
Range:
Close (25' +5'/2 levels)
Area:
Cone
Duration:
Instant
Saving Throw:
Special (See Below)
Spell Resistance:
Fort for 10d8


A cone of black oscilating enegry expands from the casters outsretched hands, seizing the souls of all caught within it and erasing it from history. No ressurection possible. Successful Fort save still causes 10d8 damage from the sheer exertion needed to shake the effects off..

 

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Master's Presence
Transmutation

Level: Sor/Wiz 9
Components:
V, S, M
Casting Time:
1 Minute
Range:
All who view/hear caster
Target:
You
Duration:
10 min/levell
Saving Throw:
Will, DC +2
Spell Resistance:
yes

Master's Presence gives you the appearance, presence, and aura of a God (eyes blaze golden, fire rings your skin, voice booms, etc.). You become a God in the eyes of any creature of Int 2 or greater that fails a Will save. Even if the subject succeeds the will save, the subject must pass another will save or be charmed. By becoming a "God," all creatures within range fall in worship, do your bidding even unto their death, gape in awe and terror, etc. To attempt to do you any harm or even to allow harm to come to you takes an additional Wil save at DC +2.

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The Bubble
Evocation [Force]

Level: Sor/Wiz 9
Components:
V, S, M
Casting Time:
1 Action
Range:
Personal
Target:
You
Duration:
1 min/level
Saving Throw:
none
Spell Resistance:
No

Creates a bubble with diameter equal to your arm length that repels all forms of attacks. Nothing gets past the bubble, including teleportation, disentigration, and everything that would normally affect a wall of force.
- "Don't touch the bubble!"

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Wrath of God
Evocation

Level: Ritual 9
Components:
V, S, M, F, Exp
Casting Time:
1 Hour
Range:
10 mile radius
Target:
Everything!!
Duration:
Instant
Saving Throw:
Special (see below)
Spell Resistance:
No

The wrath of god decends upon the unsuspecting blasphemers dealing 50d6 holy damage to all within the 10 mile radius. Those with 100% cover can make a fortidue save (DC 35) for half.