Arcane Spells


Aurim’s Defense Shredder
Abjuration
Level: Sor/Wiz 5
Components: V,S
Casting Time: 1 Action
Range: Close (25 + 5’ / 2 Levels)
Target: 1 Creature
Effect: Dispel one combat protection of Level 4 or lower
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Aurim’s Defense Shredder dispels one defensive spell protecting the target of levels 4th or lower. If the target has multiple spells protecting him, the highest level spells are dispelled first. Spells affected by Aurim’s Defense Shredder are: Resistance, Protection from Evil/Good/Law/Chaos, Shield, Mage Armor, Protection from Arrows, Resist Elements, Blur, Mirror Image, Magic Circle against Evil/Good/Law/Chaos, Protection from Elements, Minor Globe of Invulnerability and Stoneskin.

Aurim’s Elemental Enhancer
Universal
Level: Sor/Wiz 7
Components: V,S,M
Casting Time: 1 Round
Range: Personal
Effect: See text
Duration: 10 Minutes or until discharged
Saving Throw: None
Spell Resistance: None
When casting you choose an element (Acid, Cold, Fire, Lightning, Sonic). The elemental aura then grants Resistance 20 to the chosen elemnt and allows to enhance 2 Spells of the chosen element per every 4 Levels that you cast. After enhancing this number of spells, the aura discharges. You may enhance 1 spell per round with one of the following enhancements:

Material Components: Eyes of a shapechanger.

Aurim’s Metamagic Sphere
Universal
Level: Sor/Wiz 9
Components: V,S,M,F
Casting Time: 2 Rounds
Range: Personal
Effect: See text
Duration: 10 Minutes or until discharged
Saving Throw: None
Spell Resistance: No
You create a sphere of pure magical energy that surrounds you. The Sphere grants SR 30, and the ability to affect 20 Spell Levels of other spellcaster’s spells with metamagic as a free action. While inside the sphere you automatically know which metamagic feats (if any) are enhancing any given spell. You may only enhance spells with metamagic feats that you have acquired and may not enhance a spell twice with the same feat. Each affected spell drains as much levels as the normally enhanced spell’s level would be. After you have affected 20 Spell Levels, the sphere is discharged. Also you must maintain your concentration or the spell discharges. You may affect a number of spells per round equal to your Int/Cha modifier.
For example, you may Enlarge another Sorceror’s Fireball (4 Levels), then maximize a Cleric’s Cure Critical Wounds (7 Levels). Next round, you may Extend the Sorceror’s Summon Monster V (6 Levels), at this point, trying to Maximize a level 1 spell would fail since it requires 4 Levels, but there are only 3 remaining.

Material Components: A Diamond worth at least 3000 GP.
Focus: A sphere of Mithryl weighting at least 2 lbs.


Aurim’s Phoenix Summoning
Conjuration (Summoning)
Level: Sor/Wiz 9
Components: V,S,M
Casting Time: 1 Round
Range: Short 25 ft + 5 ft / 2 levels
Effect: Summon 1 Phoenix
Duration: 1 round per level
Saving Throw: None
Spell Resistance: None
Similar to Summon monster IX, except that this spell may only summon a Phoenix from the Elysium.

Material Components: Ashes from a good outsider, blessed by a good priest and a ruby dust worth at least 2000 gp.

PHOENIX
Gargantuan Outsider (Fire, Good)
Hit Dice: 20d8+160 (250 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 60 ft., fly 200 ft. (clumsy)
AC: 25 (-4 size, +1 Dex, +18 natural)
Attacks: 2 claws +30 melee, bite +25 melee
Damage: 2 claws 2d6+10, bite 2d8+5
Face/Reach: 20 ft. by 40 ft./15 ft.
Special Attacks: Shriek, spell-like abilities, improved grab, snatch
Special Qualities: Damage reduction 30/+3, SR 21, magic circle against evil, plane shift, darkvision 120 ft.
Saves: Fort +20, Ref +13, Will +17
Abilities: Str 31, Dex 13, Con 27, Int 18, Wis 20, Cha 22
Skills: Concentration +31, Diplomacy +29, Knowledge (any) +27, Knowledge (arcana) +27, Knowledge (planes) +27, Listen +30, Move Silently +24, Search +27, Scry +27, Spot +30
Feats: Alertness, Cleave, Flyby Attack, Improved Initiative, Power Attack

Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral good
Advancement: 21-35 HD (Gargantuan); 36-60 HD (Colossal)
The phoenix is an extra-planar bird that represents the spirit of freedom and rebirth.
A phoenix appears as a large bird with a 40' wingspan of bright, multi-colored feathers. The plumage includes bright violet, scarlet, crimson and flaming orange. Its beak and claws are blue-violet. Its eyes are a deep, glowing ruby color.

COMBAT
The phoenix almost always opens combat with its shriek. It will follow up with its spell-like abilities and claw attacks.
Shriek (Su.): All creatures within 30 feet must succeed at a Will save (DC 28) or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that phoenix’s shriek for one day.
Spell-Like Abilities: At will—blindness/deafness, blink, blur, detect evil, detect magic, dismissal, dispel evil, dispel magic, invisibility, misdirection, produce flame, pyrotechnics, remove curse, and remove fear; 6/day—cure light wounds; 3/day—color spray, polymorph self, and remove disease; 1/day—find the path, fire seeds, fire storm, neutralize poison, reincarnate, veil, and wall of fire; 1/week—incendiary cloud. These abilities are as the spells cast by a 20th-level sorcerer (save DC 16 + spell level).
Magic Circle Against Evil (Su.): A phoenix has a continual magic circle against evil that affects a 20-foot radius. The aura can be dispelled, but the phoenix can create it again as a free action on its next turn.
Improved Grab (Ex.): To use this ability, the phoenix must hit with both claw attacks.
Snatch: If a phoenix gets a hold on a creature four or more sizes smaller, it automatically deals damage with both claws each round its hold is maintained.
The phoenix can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the phoenix flings it while flying, the creature suffers this amount of falling damage, whichever is greater.
Plane Shift (Su.): This ability affects only the phoenix. It is otherwise similar to the spell of the same name.

Aurim’s Phoenix Wing
Evocation [Fire]
Level: Sor/Wiz 4
Components: V,S,M
Casting Time: 1 Action
Range: Close 25 ft + 5 ft / 2 level
Area: See text
Duration: Instantaneous
Saving Throw: Ref half
Spell Resistance: Yes
Two wings of flame appear from the caster’s back. Each wing instantly sweeps a cone shaped area to the side of the caster. The wings deal 1d8 damage per level (max 10d8) to all those caught in the area of effect (Reflex save for half damage). Those of evil alignment receive an extra +1 damage per level of the caster (no save). Evil creatures immune to fire damage are not immune to the extra damage dealt by the spell.

Material Components: Two burning Roc feathers.

Azazel's Summon Undead I
Necromancy (Summoning)[see text]
Level: Sor/Wiz 1
Components: V,S,F
Casting Time: 1 full round
Range: Close (25 + 5’ / 2 Levels)
Effect: One summoned undead
Duration: 1 round/level(D)
Saving Throw: None
Spell Resistance: No
This spell summons an undead that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your oppponents to the best of its ability. If you can comunicate with the undead you can direct it not to attack, to attack particular enemies, or to perforrm other actions. Summoned undead act normally on the last round of the spell and then disapear.
Choose a 1st level monster from the Summon Undead table.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful or water creature, it is a spell of that type.

Arcane Focus: A tiny bag conaining bone powder and a small (not necesarilly lit) candle

Azazel's Summon Undead II
Necromancy (Summoning)[see text]
Level: Sor/Wiz 2
Components: V,S,F
Casting Time: 1 full round
Range: Close (25 + 5’ / 2 Levels)
Effect: One or more summoned undead, no two of which can be more than 30' appart.
Duration: 1 round/level(D)
Saving Throw: None
Spell Resistance: No
As Summon Undead I, except you can summon one undead from the 2nd level list, or 1d3 undead from the 1st level list.

Arcane Focus: A tiny bag conaining bone powder and a small (not necesarilly lit) candle

Azazel's Summon Undead III
Necromancy (Summoning)[see text]
Level: Sor/Wiz 3
Components: V,S,F
Casting Time: 1 full round
Range: Close (25 + 5’ / 2 Levels)
Effect: One or more summoned undead, no two of which can be more than 30' appart.
Duration: 1 round/level(D)
Saving Throw: None
Spell Resistance: No
As Summon Undead I, except you can summon one undead from the 3rd level list, or 1d3 undead from the 2nd level list or 1d4+1 undead from the 1st level list.

Arcane Focus: A tiny bag conaining bone powder and a small (not necesarilly lit) candle

Azazel's Summon Undead IV
Necromancy (Summoning)[see text]
Level: Sor/Wiz 4
Components: V,S,F
Casting Time: 1 full round
Range: Close (25 + 5’ / 2 Levels)
Effect: One or more summoned undead, no two of which can be more than 30' appart.
Duration: 1 round/level(D)
Saving Throw: None
Spell Resistance: No
As Summon Undead I, except you can summon one undead from the 4th level list, or 1d3 undead from the 3rd level list, or 1d4+1 undead from a lower level list.

Arcane Focus: A tiny bag conaining bone powder and a small (not necesarilly lit) candle

Azazel's Summon Undead V
Necromancy (Summoning)[see text]
Level: Sor/Wiz 5
Components: V,S,F
Casting Time: 1 full round
Range: Close (25 + 5’ / 2 Levels)
Effect: One or more summoned undead, no two of which can be more than 30' appart.
Duration: 1 round/level(D)
Saving Throw: None
Spell Resistance: No
As Summon Undead I, except you can summon one undead from the 5th level list, or 1d3 undead from the 4th level list, or 1d4+1 undead from a lower level list.

Arcane Focus: A tiny bag conaining bone powder and a small (not necesarilly lit) candle

Azazel's Summon Undead VI
Necromancy (Summoning)[see text]
Level: Sor/Wiz 6
Components: V,S,F
Casting Time: 1 full round
Range: Close (25 + 5’ / 2 Levels)
Effect: One or more summoned undead, no two of which can be more than 30' appart.
Duration: 1 round/level(D)
Saving Throw: None
Spell Resistance: No
As Summon Undead I, except you can summon one undead from the 6th level list, or 1d3 undead from the 5th level list, or 1d4+1 undead from a lower level list.

Arcane Focus: A tiny bag conaining bone powder and a small (not necesarilly lit) candle

Azazel's Summon Undead VII
Necromancy (Summoning)[see text]
Level: Sor/Wiz 7
Components: V,S,F
Casting Time: 1 full round
Range: Close (25 + 5’ / 2 Levels)
Effect: One or more summoned undead, no two of which can be more than 30' appart.
Duration: 1 round/level(D)
Saving Throw: None
Spell Resistance: No
As Summon Undead I, except you can summon one undead from the 7th level list, or 1d3 undead from the 6th level list, or 1d4+1 undead from a lower level list.

Arcane Focus: A tiny bag conaining bone powder and a small (not necesarilly lit) candle

Azazel's Summon Undead VIII
Necromancy (Summoning)[see text]
Level: Sor/Wiz 8
Components: V,S,F
Casting Time: 1 full round
Range: Close (25 + 5’ / 2 Levels)
Effect: One or more summoned undead, no two of which can be more than 30' appart.
Duration: 1 round/level(D)
Saving Throw: None
Spell Resistance: No
As Summon Undead I, except you can summon one undead from the 8th level list, or 1d3 undead from the 7th level list, or 1d4+1 undead from a lower level list.

Arcane Focus: A tiny bag conaining bone powder and a small (not necesarilly lit) candle

Azazel's Summon Undead IX
Necromancy (Summoning)[see text]
Level: Sor/Wiz 9
Components: V,S,F
Casting Time: 1 full round
Range: Close (25 + 5’ / 2 Levels)
Effect: One or more summoned undead, no two of which can be more than 30' appart.
Duration: 1 round/level(D)
Saving Throw: None
Spell Resistance: No
As Summon Undead I, except you can summon one undead from the 9th level list, or 1d3 undead from the 8th level list, or 1d4+1 undead from a lower level list.

Arcane Focus: A tiny bag conaining bone powder and a small (not necesarilly lit) candle

Summon Undead List
1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level
Skeleton (Medium) Skeleton (Large) Ghoul Allip Shadow Bodak Ghost (5th Level Fighter) Mohrg Devourer
Zombie (Tiny) Zombie (Small) Lacedon (Ghoul) Ghast Skeleton (Huge) Skeleton (Gargantuan) Skeleton (Colossal) Nightshade (Nightwing) Nightshade (Nightwalker)
- - Zombie (Medium) Ghost (1st Level Fighter) Wight Vampire Spawn Spectre Vampire (5th Level Fighter) Vampire (6th Level Fighter)
- - - Mummy Zombie (Large) Wraith Zombie (Gargantuan) Zombie (Colossal) -
- - - - - Zombie (Huge) - - -


Elsin’s Elemantal Sagitta
Conjuration (Creation) [See Text]
Level: Sor/Wiz 8
Components: V,S,M
Casting Time: 1 Action
Range: Long (400’ + 40’ / Level)
Effect: 1 Arrow of the Element of your choosing
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create an arrow of the Element of your choosing (Acid, Cold, Fire, Lightning or Sonic) that strikes a target. Elsin's Elemental Sagitta becomes a spell of the chosen element. You must succeed at a ranged touch attack to hit. A successful hit deals 7d6 points of damage and the caster gets an extra arrow every 5 levels.

Material Components: Part of a shapechanger's body (Lock of hair, bone, claw, etc).

Elsin’s Freeze Bolt
Conjuration (Creation)[Cold]
Level: Sor/Wiz 5
Components: V,S,M
Casting Time: 1 Action
Range: Long (400’ + 40’ / Level)
Effect: 1 Arrow of Cold
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
You create an arrow of pure ice that strikes a target of your choosing. You must succeed at a ranged touch attack to hit. A successful hit deals 5d6 points of damage. A successful hit also leaves the target frozen and numb, effectively slowing the target for 1 round / 2 caster levels. (Fort Save negates this effect)

Material Components: A pearl

Elsin’s Gravity Bolt
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V,S,M
Casting Time: 1 Action
Range: Medium (100’ + 10’ / Level)
Effect: 1 Arrow of Energy / 4 levels
Target: 1 or more creatures, no two of which may be more than 15 feet appart. Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
You create 1 arrow of dark energy per 4 caster levels. You must succeed at a ranged touch attack to strike a target with each bolt. A successful hit deals 4d4 points of damage. Additionally, unless he suceeds at a Ref save, a struck target becomes encumbered for 1d4+1 rounds as if bearing a heavy load, with all penalties asociated with such a state (Reduced Dex bonus to AC, reduced mobility, increased skill check penalties). A target hit by various bolts must make a Ref save for each bolt separately.

Material Components: A pinch of coal dust and a few grams of lead.

Elsin’s Lightning Arrow
Conjuration (Creation)[Lightning]
Level: Sor/Wiz 1
Components: V,S,M
Casting Time: 1 Action
Range: Medium (100' + 10’ / Level)
Effect: 1 Arrow of Electricity
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create an arrow of pure electricity that strikes a target of your choosing. You must succeed at a ranged touch attack to hit. A successful hit deals 1d6 points of damage. For every 2 levels the bolt deals an extra 1d6 damage (2d6 at level 3, etc) to a max of 5d6 at level 9.

Material Components: A crystal or gem worth 5 gp.

Elsin’s Piercer Arrow
Conjuration (Creation) [Force]
Level: Sor/Wiz 7
Components: V,S,M
Casting Time: 1 Action
Range: Medium (100’ + 10’ / Level)
Effect: 1 Arrow of Force
Duration: Instantaneous
Saving Throw: None
Spell Resistance: See Text
You create an arrow of pure Force that strikes a target of your choosing. You must succeed at a ranged touch attack to hit. A successful hit deals 8d8 points of damage and for every caster level above 13th, it deals an extra 1d8 damage (Max 15d8). The caster must still beat any SR that the target may have, but the Spell grants a 6+(Relevant Ability Bonus) Circumstancial bonus to Caster check to defeat that target's SR.

Material Components: Powder made from a Ruby, Emerald and Topaz.

Elsin’s Prismatic Arrow.
Conjuration (Creation)
Level: Sor/Wiz 6
Components: V,S
Casting Time: 1 Action
Range: Medium (100’ + 10’ / Level)
Effect: Up to 7 Arrows of Prismatic Energy
Target: Up to 7 creatures
Duration: Up to 7 Rounds (D)
Saving Throw: See text
Spell Resistance: Yes
You create 4 bolts of energy, plus 1 extra bolt per caster level above 11th. You may fire 1 bolt per round as a free action, including one bolt the first round the spell is cast. Each bolt has a different color and effect, and must be fired in the order shown in the table below. You must succeed at a ranged touch attack to strike a target with each bolt. Any creature struck with less than 8HD is automatically blinded for 2d4 rounds. The bolts have the following additional effects.

Order Color of the Bolt Effect
1 Red 20 points of Fire damage (Ref half)
2 Orange 40 points of Acid damage (Ref half)
3 Yellow 80 points of Electricity damage (Ref half)
4 Green Poison (Kills; Fort Partial, take 20 points of damage instead
5 Blue Turned to stone (Fort Negates)
6 Indigo Insane as Insanity Spell (Will Negates)
7 Violet Sent to another plane (Will Negates)


Elsin’s NightBolt
Conjuration (Creation)
Level: Sor/Wiz 9
Components: V,S
Casting Time: 1 Action
Range: Medium (100' + 10’ / Level)
Effect: 1 Arrow of Negative Energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create an arrow of Negative Energy that strikes a target of your choosing. You must succeed at a ranged touch attack to hit. A successful hit deals 15d8 points of damage to the target. You gain temporary hit points equal to the amoung of damage you inflict. However, you may not gain more than the target's current HP +10. Temporary hit points disapear after 2 hours.

Material Components: A crystal or gem worth 5 gp.

Elsin’s Thunderclap Arrow
Conjuration (Creation)[Sonic]
Level: Sor/Wiz 4
Components: V,S,M
Casting Time: 1 Action
Range: Medium (100' + 10’ / Level)
Effect: 1 Arrow of Sonic
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes
You create an arrow of pure arcane energy that strikes a target of your choosing and hits him with sonic waves. You must succeed at a ranged touch attack to hit. A successful hit deals 4d6 points of damage. The Thunderclap leaves the target Deaf for 1d4 rounds unless he succeeds at a Fort save.

Material Components: A small non-metallic mirror and a piece of glass.

Talos' Black Hole
Evocation
Level: Sor/Wiz 9
Components: V, S, M, F
Casting Time: 2 rounds
Range: Close (25' + 5' / 2 Levels)
Area: 20' Burst
Effect: See text
Duration: Instantaneus
Saving Throw: See Text
Spell Resistence: No
You create a mini black hole that draws to its center anything that's not bolted to the ground. Those caught in the area of effect must make a succesfull Fort save, but adding their Str modifier, not their Con modifier. Creatures receive a +1 bunus for each size level above medium, and a –1 penalty for each size level below medium. Flying creatures are treated as though they were one size class lower than they actually are. Failing the saves means instant death, regardless of actual HP.

Material Components: A magnetized masterwork weapon made of Adamantium.
Focus: Adult Black Dragon's Scales


Talos' Crescent Moon
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100' + 10' / Level)
Area: Cone
Effect: See text
Duration: Instantaneous
Saving Throw: Ref Half
Spell Resistence: Yes
You create an arc of force that extends thru a cone's area. All those caught in the area of the spell suffer 5d8 HP damage, plus an extra 1d8 per caster level over 9th (Max 15d8).

Material Components: Dust from a diamond.

Ulrich's Exodus
Evocation [Electricity]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round per level or until discharged
Saving Throw: None
Spell Resistence: Yes
This spell confers great mobility to the caster allowing it to fly as per the spell, and the ability to absorb all electric damage dealt to the caster to a max of 20 HP/Caster Level. During the duration of the spell, the caster may atempt to touch an opponent and discharge an incredibly strong electric current through it that deals 15d8 damage plus any amount of damage previously absorbed by the spell. If the caster decides to use the touch attack of the spell,it discharges.

Material Components: Diamond Dust.

Ulrich's Thunder Aura
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Personal / Close (25' + 5' / 2 levesl)
Area: 60' Burst
Target: Personal / 1 or 3 enemies
Duration: 3 rounds or until discharged
Saving Throw: Reflex Half
Spell Resistence: Yes
This is a two part spell.
First, when invoking Ulrich's Thunder Aura, you are surrounded by an electric field that confers Resistance 20 against electricity and electric effects. Anyone who succeeds at a melee attack against you suffers 4d6 of electric damage (No save).
Second, at the moment of casting you may choose either 1 or 3 targets; If you choose 1 target, a single bolt of lightining hits the chosen target for 8d6 HP Damage (Ref Half). You may choose a new target each round as a free action, for the duration of the spell. If you choose 3 Targets, you may hit 3 distinct targets with bolts of lightning for 4d6 HP damage each. If you choose this mode, the spell discharges.

Material Components: Fur, an amber crystal or glass rod.

Ulrich's Whirlwind
Conjuration [Air]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100' + 10' / Level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: See Text
Spell Resistence: Yes
This creates a magic tornado-like vortex of air elemental energy, that deals 6d8 points of damage. After the spell dissipates, it leaves the target Blinded (as per the spell) for 1d6 rounds (Fort Negates).

Material Components: An giant eagle's feather


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