Council Library Version 2.0 [Archive] - Wizards Community

Post/Author/DateTimePost
kedi

07-02-04, 12:55 PM
I would ask for people not to post in this thread, but instead, post in the current Council of Archmages thread or on the Conforums, or simply PM me their creations. I want to keep this tidy.

Welcome to the Council Library Version 2.0. This thread is simply the compilation of what the "Council of Archmages" had done in year(s).

If you have a question about the Council, please check <<here>> (http://boards1.wizards.com/showthread.php?s=&threadid=226368). If you like to join council, check <<here>> (http://boards1.wizards.com/showthread.php?threadid=226369)

All the creations below can be found in the threads below.

The Council of Archmages Past threads
(Still searching for the first thread...)
Second thread (http://boards1.wizards.com/showthread.php?s=&threadid=45530&perpage=30&pagenumber=1)
Third thread (http://boards1.wizards.com/showthread.php?threadid=117696)
Fourth thread (http://boards1.wizards.com/showthread.php?s=&threadid=140665&perpage=30&pagenumber=1)
Fifth thread (http://boards1.wizards.com/showthread.php?s=&threadid=191622)
Current Thread (http://boards1.wizards.com/showthread.php?threadid=226369)

Library Map:
1st Post: Introduction
2nd Post: Creations Compiled (by authors)
3rd Post: Creations Compiled (by types)
REst: Creations one-by-one

Council Library Author: kedi
kedi

07-02-04, 01:00 PM
<<under construction>>
kedi

07-02-04, 01:01 PM
<<under construction>>>
kedi

07-02-04, 01:03 PM
AUST’S ACID WAVE
Evocation [Acid]
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-wide path to close range (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A wave of rolling acid bursts forth from your outstretched hand and rolls through the air, burning any creature in a 5-foot-wide path to the edge of the spell’s range. Aust’s Acid Wave deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage.

Focus: A black dragon’s scale.
kedi

07-02-04, 01:06 PM
AUST’S ACRID WEB
Conjuration [Acid]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Bolt of acid that turns into a deadly net
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: Yes

A glob of acid shoots forth from your outstretched hand and speeds toward your target. You must succeed at a ranged touch attack to hit your target. While in flight, the glob expands into a sticky green net that ensnares its victim with a deadly web of acidic filaments. If it hits, the target takes 1d6 acid damage per caster level (maximum 15d6) and is entangled in the net if he is size huge or smaller (if bigger, he does not become entangled). An entangled creature suffers a –2 penalty to attack rolls, suffers a –4 penalty to effective Dexterity, and can’t move. An entangled target that attempts to cast a spell must make a concentration check (DC 15) or lose the spell. The target can break free by using a full round action to make a Strength check (DC 20) or an Escape Artist check (also DC 20) to escape the netting. The damage is instantaneous, but the net lasts as long as it takes for the target to break out, in which case the net melts into a pile of harmless green slime.
Material Component: A spider’s web.
kedi

07-02-04, 01:10 PM
Bone Rip
Necromancy [Death, Evil]
Spellcraft DC: 41
Components: V, S, XP
Casting Time: 1 standard action
Range: 300 ft.
Target: 1 living creature (see text)
Duration: Instantaneous (see text)
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
To Develop: 369,000gp; 7 days; 14,760 XP. Seed: slay (DC 25), animate dead (DC 23). Factors: 1-action casting time (+20 DC), animate dead (skeleton) (-12 DC), within specialist school (necromancy) (-5 DC), limited target type (ad hoc -5 DC). Mitigating Factor: Burn 500 XP (-5 DC)

This spell kills the subject by animating the skeleton inside their body, which then tries to tear its way out of the subject. On a failed save, the subject’s skeleton tears its way out of its former body instantly killing the subject. The skeleton is then under your direct control as if you had animated it using the Animate Dead spell. On a successful save the subject successfully regains control over their skeleton, but still suffer 3d6+20 points of damage in the struggle, which may still kill it. If the subject is killed from the damage alone, you gain control over its skeleton despite the result of the saving throw. If the subject has more than 20 hit dice, the skeleton still tears its way out of the subject (killing it), but you don’t gain control of the skeleton nor is it animated. Spell resistance negates all affects including the damage. This spell does not work on creatures without skeletons such as constructs, oozes, purple worms, etc., nor does it work against undead or any creature with more than 80 hit dice.
XP Cost: 500
kedi

07-02-04, 01:12 PM
Temporal Shield
Transmutation [Time]
Epic
Duration: Permanent
Components: V, S
Casting Time: 1 Minute
DC: 116
Range: Touch
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Cost (to develop) 1,044,000Gp, 41,760XP, 21 days. (Seed: Transport DC27. Factors: Temporal Travel +8, Contingent 3x +75, Permanent x5. Total: 525. Mitigating Factors: casting time: 100 days (-218 DC), Burn 10,000 XP, -100 DC, requires 6 extra epic spell slots, -102 DC. Total: 116 DC.)

One of the most powerful protective spells in existence; temporal shield creates a time barrier around the recipient of the spell the instant before one is struck by an enemy attack of some kind. In Game terms, this means that on contingency, whenever one is subject to some harmful effect, the entity being protected is put into temporal stasis, and taken back out as soon at the attack subsides. However, one can choose to forgo this protection and suffer the full consequences of the effect.
kedi

07-02-04, 01:15 PM
Chronoblast
Transmutation [Time]
Epic
Duration: 5 rounds/instantaneous
Components: V, S
Casting Time: 1 action
DC: 101
Range: 400 feet
Saving Throw: Will negates
Spell Resistance: Yes
To develop: 909,000 GP, 22 days, 36,360 XP (seed: transport, DC: 27. Factors: Temporal Travel +8, +46 DC +92, 1 action casting time+20, change range and target to 300ft, 20ft burst +14. Total: 161. Mitigating Factors: Burn 6000 XP -60. Total: 101)

This Spell Alters reality such that no man aside from Finwe has ever even dared to cast it. As the spell is cast, it devours part of one’s very soul. Few can even understand the insanely complex workings of the spell and of those few, all are Chronomancers. The Gods themselves abhor this spell, fearing its power. It creates a temporal distortion field so intense that all caught within it are simultaneously killed, slain, caused to die, and are torn apart completely. Even the soul does not survive. In gaming terms, this spell creates a 40ft sphere of time-flux energy within 300 feet of the caster. Anyone caught in this blast is forced to make a will save, or be sent back to the end and beginning of time at the same time, and suffer other various effects, but it is easiest to say that they will die, unless of overdeity status or greater. If the subject fails the save, he/she/it can not be restored by any means, unless by direct intervention of the entity known simply as D’M. The Save DC is equal to 56 + the caster’s relevant ability modifier.
XP cost: 6000
kedi

07-02-04, 01:17 PM
Darkstar's Daggerstorm
Conjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Short (25 ft. + 5 ft./level)
Target: One metal pin/level
Area: Cone (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Several metal pins fly from the caster's outstretched palm towards the selected targets. Shortly before impact, each grows into a standard dagger. Each target must be within the area of the spell (a cone that extends to the end of the spell's range). Each dagger requires a ranged attack to hit, and does the standard damage for a dagger sized for the caster, plus the caster's relevant ability modifier--for example, a human sorcerer's daggers do 1d4 damage plus his Charisma bonus, and a gnome wizard's daggers do 1d3 plus his Intelligence bonus. All daggers vanish after they hit.
Material Component: One metal pin for each dagger to be created.
kedi

07-02-04, 01:19 PM
DRAGOON’S SHOCKBOLT
Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Arcing bolt of electricity
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You create a miniature bolt of lightning that launches itself into the air, arcs, and then falls on a target within range as a grenade-like weapon. The lightning bolt deals 1d4 points of electricity damage to the target per caster level (maximum 5d4), and the target may make a Reflex save for half damage. Creatures within 5 feet of the target take 1 point of electricity damage.
Material Component: A 1-inch long metal rod.
kedi

07-02-04, 01:22 PM
DRAGOON’S DANCING SPARKLE by Raven Dark
Evocation [Electricity]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 3-ft.-radius sphere
Duration: 1 round/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes

A sparkling globe of electricity rolls in whichever direction you point and shocks those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. The sparkling globe rolls over barriers less than 4 feet tall such as furniture and low walls. It illuminates the same area as a torch would.

The globe moves as long as you actively direct it (a move-equivalent action for you); otherwise, it merely stays at rest and sparkles. The sphere is completely made of electricity and so does not cause damage except by its shock. It cannot push aside unwilling creatures or batter down large obstacles. The globe winks out if it exceeds the spell’s range.

Material Component: A steel marble.
kedi

07-02-04, 01:23 PM
DRAGOON’S DISCHARGING BOLT
Conjuration (Creation) [Electricity]
Level: Sor/Wiz 2
Components: V, S, M, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One bolt of sparkling electricity
Duration: 1 round + 1 round per three levels
Saving Throw: None
Spell Resistance: Yes

A magical bolt of sparkling electricity springs forth from your hand and speeds to its target. You must succeed at a ranged touch attack to hit your target. The magical bolt sticks to the target and deals 2d4 points of electricity damage. For every three caster levels (to a maximum of 18th), the sparkling bolt lasts for another round, dealing another 2d4 points of electricity damage in that round. The bolt may be removed by anyone as a move-equivalent action, but doing so causes all of its remaining damage to shock the creature removing it. Thus, if the bolt had four rounds left and someone tried to remove it from the subject they would take 8d4 points of electricity damage (no save) and the bolt would be no more.

Material Component: Powdered iron dust.
Focus: A crossbow bolt.
kedi

07-02-04, 01:25 PM
DRAGOON'S STATIC BARRIER by Raven Dark
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal (see text)
Target: You (see text)
Duration: 1 round/level (D) (see text)
Saving Throw: None

This spell wreathes your body in static electricity giving you a modicum of defense and offense.

When casting this spell you appear to charge up with static electricity, your hair straightens and becomes spiked while electrical sparks begin to leap back and forth from the strands. You shed no heat and give light equal to only half the illumination of a normal torch (10 feet). The color of the sparks can be any color of your choosing at the time of casting.

Any creature striking you with its body or manufactured weapons deals normal damage to you, but they also takes 1d6 electricity damage +1 point per caster level (maximum +20) in the process. If a creature has spell resistance, it applies to this damage as well as to that of the electrical discharges (see below). Spell resistance only need be checked once per casting of this spell. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way unless their weapon conducts electricity (such as a metal halved weapon).

You only take half damage from electricity-based attacks. If that attack allows a Reflex save for half damage, you take no damage on a successful save.

In addition to defending yourself from attackers, this spell also allows you to set off electrical discharges to shock enemies. This requires a ranged touch attack that deals 1d4 electricity damage + 1 point per 2 caster levels (maximum 1d4+10). Electrical discharges have a maximum range of 10 feet and can be used as an attack action starting on the turn in which you cast this spell. If your opponent is wearing metal armor and/or large quantities of metal (like that of breastplate or heavier armors) no attack roll is necessary to hit your target. Fire Shield cannot be used simultaneously with this spell.

Arcane Material Component: A small electrical conductor.
kedi

07-02-04, 01:26 PM
Flamestrike by Finwe
Conjuration (Creation) [Fire]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One burst of flame
Area: 10’/20’ radius blast
Duration: instantaneous/see text
Saving Throw: see text
Spell Resistance: see text

Flamestrike creates a bolt of flame, similar in shape and proportions to that of a thunderbolt, which comes down from the heavens and creates a blast of flame which detonates with a deafening roar. This has several effects:
1. Flame envelops the area of effect, dealing 1d6 points of fire damage per two caster levels, reflex save for half. (all combustibles are ignited)
2. The shockwave of the blast is such that all within a 20’ radius must make a reflex save or be knocked prone. A successful reflex save means that the creature is not prone.
3. The blast generates such a great amount of light that all creatures who are within 20’ of the blast that can see must make a reflex save to avert their eyes or become blind.
4. The earth-shattering blast which reverberates inside the area of effect causes all who are within the 10’ blast to be forced to make a fortitude save or become deafened. The intense sound also deals sonic damage to objects and constructs equal to that of the fire damage to normal creatures. Constructs may make a fortitude save for half damage. (The fire damage is not dealt to constructs or objects)

As an optional version of the spell, the damage can be of 1d4/level and purely from a divine source, but this costs an extra 2,000 XP to accomplish.

Spell resistance only applies to effects number 1 and 4.
kedi

07-02-04, 01:28 PM
FREEZE by Raven Dark
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes

A thin, blue ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of cold damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is frozen solid, leaving behind only a dead ice sculpture that shatters at the slightest touch. A frozen creature’s equipment is unaffected.

When used against an object, the ray simply freezes and then shatters as much as one 10-foot cube of nonliving matter. Thus, the spell freezes only part of any very large object or structure targeted.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of cold damage and suffering as if under the effects of a slow spell for one minute. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely frozen and generally shatters shortly thereafter.

The resulting ice fragments from a shattered target last for one minute unless kept from melting and take up an area equal to the size of the creature’s facing and natural reach or a 10-foot by 10-foot square (such as that from a frozen object or portion there of). Anyone walking through an area with ice fragments suffers the same effects as a creature walking over caltrops.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

Material Component: A bit of snow or a drop of liquid that was once frozen.
kedi

07-02-04, 01:30 PM
FROST by Raven Dark
Transmutation [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One creature, object, or a 20-ft. radius
Duration: 1 round/level (D) or Instantaneous
Saving Throw: See text
Spell Resistance: No (see text)

A frost spell covers a solid surface with a layer of slippery wet frost. Any creature in the area when the spell is cast suffers from 1d4 cold damage per round and must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of frost at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a slippery ice coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the slippery item. A creature wearing frosted armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin, but also suffers from 1d4 points of cold damage per round in which she continues to wear said armor or clothing. This cold damage also applies to any creature wielding a similarly frosted item.

Alternatively, this spell can be targeted against a single creature directly as an instantaneous effect. Doing so deals 1d4 points of cold damage per level (maximum 10d4) to the target. Creatures targeted directly in this manner are allowed Fortitude saves for half damage and Spell Resistance if they have it.

Material Component: A bit of pork rind or butter that is or was once frozen.
kedi

07-02-04, 01:34 PM
Glacial Rail by zargonic
Conjuration (Creation) [Cold]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Long
Area: special, see text
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
Glacial Rails creates rails of ice that shoot fourth from the caster's hand and turn and twist as he desires, striking his enemies.

The ice starts in the square in front of him, and will deal damage to 3 connected 5 foot cubes per level (so a 20 level caster could have it shoot fourth and ht everything in a line 300 feet in front of him, or he could have it bend up at 150 feet and hit everything in a line 150 feet up. More complex shapes are possible, but they still must all be connected 5 foot cubes.)

The ice deals 1d6 cold damage per level (max 10d6), 1d6 bludgeoning per level (max 5d6), and 1d8 dex damamge to anything hit per five level (max 2d8) A sucessful reflex save cuts the ice damamge in half and neutralizes the dextreity damage.
kedi

07-02-04, 01:37 PM
GRAVITY WELL by Raven Dark
Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

Gravity Well creates an invisible force in the area that temporarily changes the properties of gravity. It causes gravity to bend and twist erratically. Any creatures or unattended objects caught within the area take 1d6 points of damage per caster level (maximum 10d6) as their physical mass is radically altered and then reformed. Oozes, incorporeal creatures, and swarms are immune to this spell.
Dyne

10-23-04, 11:45 PM
Sorry for having to post on this, Kedi, but it hasn't been updated in 3 1/2 months, and it was in danger of being lost in obscurity.

Welcome all Archmages (and anyone else who wants to view this material). Here lies all the material that has been created by the Council of Archmages. Once again, the Council Library is up and running.