2017/03/21

OSR: 100 Orthodox Spells



Orthodox Wizards have a major advantage over other, more esoteric schools. The spell list given in their class template is fairly meager, but Orthodox Wizards invent/breed new spells with alarming regularity. Ancient Orthodox Wizards sometimes give up spellcasting entirely and devote their time to manufacturing true-breeding copies of useful spells. Archmage Karl Gustovaphanopolos III claimed he could scribe one magic missile spell every hour, on the hour, without tiring or suffering a fatal brain hemorrhage.

When you create an Orthodox Wizard, you may replace any spells on your School Spell list from 1 to 9 with a random spell from the list below. For example, you could roll to replace 2. knock and 5. levitate. You can only replace these spells at character creation.

These spells are not carefully balanced, but since you don't get to choose your spells, I don't think it's a big deal. The spells use the Goblin Punch spell format. You can convert these spells to other systems by replacing [dice] and [sum] with integers of your choice.

This list includes my comments on these spells, explaining what I think of them, why I wrote them, or some potential uses. You can find a comment-free version here, along with a list of just the names, if you want to write your own rules.

 

d100 Orthodox Spells




1. Bartholomew's Pit
R: 50' T: creature D: 0
Target creature has the illusion of falling into bottomless pit filled with accusatory voices. Save negates. If they fail, the creature is stricken with a deep depression (if sentient) or lethargy (if mindless), and takes [sum] Charisma damage. If they are of [dice] HD or less, the effect lasts [sum] days, and if [sum] is greater than 12, the effect is permanent. If the target has more than [dice] HD, the effect lasts [sum] rounds.
This is an odd little spell that scales quite well with level. Charisma damage is nasty. 4d6 permanent charisma damage should be enough to render most creatures catatonic.
2. The Razor Spiral
R: Self T: [dice]x10' radius D: concentration
Blades of invisible force fly around the caster. All creatures in area take 1d4 damage each round the spell is maintained. Roll damage for each creature individually, starting with those closest to the caster. The spell ends automatically when [sum]+3 damage has been dealt. The blades will also cut or damage fragile objects in the area.
The guaranteed damage from this spell is nice, but it hits allies and enemies alike. Still, for cutting spiderwebs or slicing swarms of venomous insects, it's a fairly handy spell.
3. Oxhold's Lament
R: 120' T: creature D: 0
Target creature of [dice] HD or less must Save vs Fear or take a Morale check, or believe that someone close to them has suddenly and tragically died. They will not associate the caster with this death, but intelligent creatures may believe the caster is only informing them to cause them grief.
A fear-like effect, but with a slight twist. It's less useful than fear in combat but it could be very powerful in social situations. 
4. Negasonic Ray
R: [dice]x20‘ cone T: area D: concentration
Rippling rings of purple light pour from the caster's forehead. All sounds are cancelled within the area of this spell. Creatures are deafened until the spell ends or they leave the spell's area. 
Surprisingly powerful against other casters (unless they can cast silently), and handy for sneaking past blind creatures. Pedantic wizards often point out that this spell is technically not a ray. 
5. Summon Candles
R: touch T: object D: 5 minutes / 3hrs
[sum] dribbly candles appear on objects you touch. You can walk around placing candles as required, for up to 5 minutes. The candles are lit and burn for 3 hours. They can be detached, but will fade from existence within 5 minutes. If any spells are cast within an area illuminated by a summoned candle, the candle's flame will turn blue and point to the caster.
Compared to light, this spell isn't worth much, but I'm sure clever players can find uses for a horde of candles. 
6. Perilous Bridge
R: [dice]x100' T: object D: 1hr
A shimmering bridge of force appears from an object the caster touches, and extends, perfectly level, in a single direction. Both ends of the bridge must touch solid objects. The bridge is 1' wide and thin as a sheet of paper. Slowly walking across it does not require a Save vs Dexterity, but running or a slight breeze will require one. The bridge shatters if it is dealt any damage.
Could the players use this to deal damage to a dragon flying down a canyon? Sure. The main advantage is horizontal mobility across bogs, chasms, lava fields, and other unpleasant environments.
7. Wending Bolt
R: 200' T: creature D: 0
Target takes [sum] damage. You do not need to see the target, but you do need to know their approximate location (within 10'), and there must be a clear path a bolt could trace to reach them. The path can be as convoluted as required. The bolt can pass through gaps as small as a fist.
 Slightly worse but heat-seeking magic missile. A favorite of battlefield mages.
8. Thunderclap
R: 200' T: creature D: 0
Target takes 1d6 damage. All creatures within [dice]x10' of the target are deafened for [sum] rounds. If [sum] is greater than 12, the effect is permanent.
For those times when lightning bolt seems excessive.
9. Compartmentalize Mixture
R: touch T: object D: 1hr
Command a mixture of items (a soup, a pile of coins) that weigh no more than [dice]x100lbs to separate into [sum]+1 categories. The separation is slow, and hindered by even the slightest effort. The categories must be clearly defined and identifiable by inspection. For example, you could split a soup into "vegetables" "broth" and "poison", or a pile of coins into "minted during the last century" and "older". You could not, however, split a pile of coins into "handled by Xerphion the Tyrant" and "not handled by Xerphion the Tyrant", as there's no way to tell just by inspecting them. You could not separate "a locked chest" and "its contents", because the items could not flow freely into separate piles.
This is quite the utility spell, even if the GM will probably need to arbitrate every single use.
10. Master Ludwig's Guiding Lights
R: [dice]x1 miles T: self D: [sum] hours
Small glowing lights flow from your fingertips. They are as bright as a match, but you can always see them, even in bright sunlight or pitch darkness, at any distance up to 1 mile. The lights guide the caster to an object, person, or location that they believe will result in the emotional state named when the spell is cast. If the caster names "love", they will lead to the nearest sexually compatible person of similar age. If the caster names "joy" they might lead to a well of nitrous oxide, or to a pile of treasure, or to a crude goblin joke scrawled on a wall. The lights are not malicious, but they are not very clever.
I like this better than most scrying spells, because it seems like it will inevitably lead to adventures. The emotional component adds an interesting twist.
11. Roaring Flames
R: 30' cone T: area D: 0
A wide cone of crackling fire races across the ground. Creatures in the area take [sum] damage, Save vs Dex for half. The flames are particularly damaging to inanimate objects, which take [sum]x2 damage. Creatures and objects are not set on fire by this spell.
 It's a wave of very hot, very short lived fire. It's a great way to blast furniture out of the way or ruin a library.
12. The Astrologer's Helper
R: 10' T: self D: [sum] minutes
Outlines of the planets, major stars, sun, and moon appear around you. You can use them to determine the time of day, true north, and your approximate position on the globe. You can also spend 5 minutes to read the horoscope of [dice] sentient creatures per casting. Roll 1d10. 1-8. No effect aside from the usual platitudes. 9. Doom. Creature must reroll their next Save and take the worse result. 10. Triumph. Creature automatically passes their next Save.
It's a buff, with mapping. I hope a player casting this spell takes the time to make up little horoscopes for the other PCs. I'm sure there are horoscope or omen generators online as well.
13. Heroic Leap
R: touch T: creature D: [dice] minutes
Target can leap up to [sum]x5' high and/or [sum]x5' forward in a straight line. They take no damage on landing, provided they land on or above the level they started from. For example, you could leap from the ground to top of a steeple, or you could leap over the steeple to land on the ground, but you couldn't leap from the top of a steeple to the ground. On landing, the target may Save vs Dex with a +[dice] bonus to change direction and repeat the leap. You cannot cast spells or attack while leaping.
This spell might be unbalanced, but it's too hilarious not to include. Orthodox wizards, robes flapping in the wind, bouncing across the landscape like kangaroos...
14. The Magnificent Sponge
R: touch T: point D: [dice] hours
You summon a yellow sponge the size of your head. The sponge can instantly absorb up to [sum]x100L of liquid without growing heavier. You can squeeze the liquid free, but only at the rate of a normal sponge (10L/minute). The sponge can be reused if it is wrung out completely. If you cast this spell with 4 [dice], the sponge lasts for a year and a day, but the spell does not return to your spellbook until the sponge duration expires or the sponge is dispelled. The sponge is impervious to harm caused by the liquids it absorbs.
Time to get some acid-proof gloves. Or lava-proof gloves. Or invest in an olive press and some good strong labourers and make a fortune transporting wine.
15. Ice-Bridge Step
R: touch T: [dice] creatures D: [sum] minutes
You can run over water as if it were land. Ice forms beneath your feet with each step. If you slow down, you'll sink. Very wavy seas may require you to Save vs Dex.
 More mobility. Like heroic leap or levitate, it has some very specific uses.
16. Embroider Deed
R. Touch T: object (cloth) D: permanent
By dictating descriptions of your heroic deeds, you can cause a tapestry to sew itself into cloth you provide. The cloth can be as small as a handkerchief or as large as a house's wall. The deeds must focus on you and your actions, but other characters can be added in, as required by the story. The tapestry is worth [sum]x10gp. It takes [dice] hours of work to dictate the tale, and if you are interrupted, you must Save or the spell fails.
I'm not sure if the final gp value for this spell is too high or too low. At 1 [die], it's at most 60gp ($6,000). At 4 [dice], you could get 240gp ($24,000). That's not too much, considering the cost of land and castle materials, but in game I'm running you only need 200gp to reach level 2. This obviously wouldn't count for XP purposes, but it's still a valid comparison.
17. Multielemental Spray
R. 15' cone T: area D: varies
If [sum] is equal to or greater a creature in the area's HD, they take 1d4 fire damage. If [sum] is twice the creature's HD or more, they also take 1d4 cold
damage. If [sum] is three times the creature's HD or more, they take 1d4 lightning damage. If [sum] is four times the creature's HD or more, they also take 1d4 acid damage and are knocked prone.
The Elementalist answer to the Illusionist's colour spray, but stolen and modified by the Orthodox Wizards.
18. Miniature Sandstorm
R: 30’ radius T: self D: [dice] hours
You cough up a swirling spiral of sand. Everything up to 30' away from you is obscured. The sand deals no damage, but creatures move at half speed within the sandstorm's effect.
A reflavoured fog. Expect to find sand in every crevice and pocket for days.
19. Embed Memory
R. touch T: creature D: varies
You pull a single memory out of your head and transfer it to another creature. Unwilling creatures may Save to negate. The memory must be short, and it must be distinct. The memory is perfectly vivid for [sum] days but begins to fade after that. If [sum] is greater than 12, the memory will never fade, even if the target loses all other memories. 
 I'm not sure what this could be used for, but it seems like something an Orthodox Wizard would do.
20. Moon Lust
R: 50' T: creature D: varies
Target creature loves the moon. They want to stare at it, jump up and hold it, or write poems about it. If [sum] is equal to or greater than the target's HD, they are stunned for 1d6 rounds. If [sum] is greater than 12, the target is stunned for 2d6 rounds and becomes permanently obsessed with the moon.
It's a stun spell, but with a weird and unusual twist. Stun the ancient dragon? It loves the moon now, and it's in a position to do something about it.
21. Orbiting Spikes
R: 30' T: self D: [sum] rounds
You summon [dice] daggers of force that orbit your head like a very angry halo. With a thought, even if you are doing something else, you can throw a spike at a target. Treat this as a thrown dagger, but with a maximum range of 30'. You can throw one spike per round.
It's no magic missile, but it does leave the caster free to do other things.
22. Resonating Command
R: 50' T: creature that can hear and understand you D: 3 rounds
You shout a single-word command to your target, who must Save or obey. For two rounds after you cast this spell, it resonates. Targets who previously passed their Save must Save again at the beginning of the next 2 rounds, with a +4 bonus the first round and a +8 bonus the second. The command cannot directly cause the target harm, or force them to commit a directly harmful action. You could cause them to run into a trap they didn't know was there, or into a tactically disadvantageous position, but not off a cliff. For each [dice] you add past the first, you can affect 2 additional creatures, or add an additional word to your command.
 A weaker, but slightly more reliable command. It might lead to goblins running back and forth in panic.
23. Flip Person
R: 50' T: [dice] creatures D: 0
Target creatures with total HD of [sum] or less are flipped head-over-heels, to land on their feet unharmed and in the same position. Loose items, coins, etc. may be shaken free. Targets must Save or be stunned for 1 round.
A very minor stun effect, but think of the utility and the party tricks.
24. Sword of Infamy
R: touch T: sword D: [sum] rounds
Creatures killed by a sword you target reveal their souls briefly before death. For most creatures, the soul appears as a small, vaporous homunculus which vanishes after a few moments. This effect may cause a Save vs Fear or a Morale check.
What can you learn from a creature's soul, I wonder?
25. Hammon's Arrow-Directing Lens
R: 200' T: creature D: [sum] rounds
A lens of force appears 5' over the target. Any arrows that pass within [dice]x10' of the lens are directed to the target. Make a new attack roll if the arrows would have ordinarily missed the target. This only affects arrows, not stones, spears, or crossbow bolts.
Another favorite of battlefield mages, although one any chivalrous knight would consider dishonorable.
26. Pergaman's Synesthesia
R: touch T: creature of [dice]x2 HD or less D: [sum] rounds
The target's senses are confused and mixed. Colours also evoke sounds. Tastes evoke flashes of light. Different textures cause different flavours. The target is befuddled for the spell's duration. If [sum] is greater than 12 the effect is permanent, but the target will become used to their new senses and no longer befuddled in 20-Int days.
Another stun effect, but this time you can bump it up to permanent. Want to make friends with a decadent cult? Impress a bored princeling? Give someone with a migraine a really, really bad day?
27. Lengthen Limbs
R: touch T: willing creature D: [sum] minutes
Up to [dice]x2 of the target's limbs double in length. If all a creature's walking limbs are affected, the creature's move speed is also doubled for the duration of the spell. Weapons wielded in a lengthened limb can reach farther than normal. This effect does not change the structure or form of the limbs. It merely affects one of the many dimensions surrounding them, which also causes the limbs to appear farther away than usual. If you invest 3 or more [dice] the spell's duration becomes [sum] hours.
More movement utility. This spell might be slightly underpowered.
28. Alter Local Gravity
R: 50' T: [sum]x5' squares D: [sum] rounds
You must cast this spell indoors, in an area with a solid roof no more than 50' high. An areas that you specify has its gravity altered a) an angle that you specify (90 degrees left, 180 degrees up), or b) to a lower strength that you specify (50%, 0%) for the duration of the spell. The spell's effect takes place gradually, giving creatures a chance to Save vs Dex to hang on to something. Creatures take fall damage as normal. In lower gravity, you can jump proportionately higher and farther, but virtually any action requires a Save vs Dex. If you invest 3 or more [dice] the spell's duration becomes a year and a day.
I've left the description of the effects of low gravity deliberately vague. This spell is quite powerful at low levels (fall damage usually is), and the sheer utility is entertaining. For instance, you could alter local gravity in a room to propel yourself at full speed through a door and then over a chasm.  
29. Thicken Air
R: 50' T: [sum]x5' squares, 50' high D: [sum] rounds
Air in an area you select becomes as dense as water. You can still breathe it, but you can also swim in it. Projectiles passing through the area count as moving twice as far for range penalties. Flying creatures entering the area must Save or be stunned for one round. If you invest 3 or more [dice] the spell's duration becomes a year and a day.
Probably not as good as alter gravity, but also less dangerous to the caster and allies.
30. Scything Disc of Nog
R: 200' T: creature D: 0
You fire a whirling disc of force and light from your fingertip. The disc screeches like a sawblade. It deals [sum] damage to its target. If it deals more than 6 damage, it bounces towards a random creature within 20', dealing [sum]-2 damage. If it deals more than 6 damage, it bounces towards another random creature within 20', dealing [sum]-4 damage. This continues, losing 2 damage with each bounce, until there are no valid targets or the spell deals 6 or less damage to a creature.
This is a very strange spell. With one dice, it's just "deal 1d6 damage". At 2 dice, there's a decent chance it's "deal 7 or more damage to one target and 5 or more damage to another target". At 3 dice or more, things can get very, very messy. The caster is a valid bounce target for this spell.
31. Delayed Noxious Odour Sphere
R: 50' T: point D: [sum] rounds/0
A marble-sized bead of grey-green ooze lands at a point you select. At any time within [sum] rounds, you can cause the sphere to detonate. Any creatures within a 20' of the sphere's detonation must Save vs Constitution or flee the area, as a failed Morale check, to wash. The area is filled with a thick green mist that lasts for [dice] hours. The spell does not affect creatures with no sense of smell, mindless creatures, or creatures who habitually live in filth (goblins, shambling mounds, etc.)
A fear-like effect, but one that will affect more targets and earn you very few friends.
32. Scuttle
R: touch T: [dice] creatures D: [sum] minutes
Your clothes and hair animate to carry you. You can move at full speed in any orientation, and you can freely rotate as you move. For instance, you could run while standing on your head, holding a torch, and turning counterclockwise. You can lie on your side and, while flipping end over end, move backwards. This effect does not allow you to climb up walls, but you can climb ladders or rope at twice your usual speed.
The most important element in any battle is the element of surprise. What could be more surprising than a screaming barbarian backflipping towards you?
33. Gelatinous Form
R: touch T: self D: [sum] minutes
Your flesh becomes gelatinous. You can squeeze through gaps as small as keyhole with a great deal of effort. You take no damage from bludgeoning weapons for the duration of the spell. Any acid damage you take heals HP instead. Your clothes and items are not affected by this spell.
So the wizard can break into the locked room... but only if he's naked. The damage reduction is also quite nice, but you'll still be carved to pieces by swords, fire, and fall damage.
34. Transfer Exhaustion
R: 20' T: self, creature D: 0
This spell can only be cast if you are exhausted. At a bare minimum, you need one sleepless or restless night. You bundle your exhaustion into a ball and toss it at a creature. The creature must Save or be stunned for [dice] rounds. You immediately heal [dice]x2 HP. The creature may take on some aspects of your personality. This spell has no effect if you have less than 0 HP.
Wealthy Orthodox Wizards sometimes hire servants solely to use them as exhaustion sinks.
35. William's Fingerbreaker
R: 100' T: creature of [dice]x2 HD or less D: 0
The target of this spell must have fingers. You snap your fingers and your target's fingers crack, break, and bend. They take [sum] damage and must immediately Save or drop whatever they are holding. You can choose to have the target take no damage, but they get +2 to their Save.
Damage-wise this spell isn't amazing but the effects are semi-permanent. This seems like a spell a callous or imperious wizard would use on friend and foe alike.
36. Geld Animal
R: 20' T: creature of [dice]x2 HD or less D: [sum] days
The target must Save or take 1 damage, and lose [dice]+1d4 Strength, to a minimum of 1, for the duration of this spell. The target is also rendered sterile for the duration. There are no visible physical effects from this spell. If [sum] is greater than 12, the target is rendered sterile permanently, but they will recover their lost Strength after [sum] days. This spell only works on living creatures capable of reproducing.
Strength damage is an unusual feature. This spell does not necessarily remove desire or performance.
37. Draw Heat
R: [dice]x100' T: 2 objects or creatures D: concentration
You must have at least two working eyes to cast this spell. You stare at one target with one eye, and another target with another. You can transfer heat between them. For example, if you stared at a torch, you could transfer the fire's heat (1d6 damage)/round) to a creature. You can do nothing else while casting this spell. You cannot amplify the heat, so a candle's flame cannot melt an iron bar, but you could transfer the icy cold of a glacier to a campfire and extinguish it.
Potentially a devastating spell. It's equivalent to dumping a bucket of fire, lava, ice, etc. onto your target each round, provided you have the materials required.
38. Thurmond's Prolonged Bombardment
R: 200' T: creature or object D: [sum] rounds
Each round, a fist-size sphere of force appears and slams into the target, dealing 1d6+[dice] damage. Save each round to negate. If the target is human-sized or smaller and takes 7 damage, it is also knocked prone.
This spell might be overpowered. It's also a great way of battering down a gate. At full 4 [dice] power, this spell does more damage than almost any other spell in the game, but much, much more slowly.
39. Visualize Madness
R: 20' T: creature D: [sum] minutes
Target must be insane. The spell create an illusory scene above the target's head that conveys their insanity. If a king believes himself to be an owl, the illusion might show a forest of trees and a grey owl crowned with gold flitting among them. If the target is paranoid, shadowy figures with long knives might surround their head, plotting and muttering. The target cannot see the illusion.
Orthodox Wizards think this spell is much more useful than it actually is. Very cruel Wizards might keep a menagerie of madmen to entertain their friends, or visit asylums to gaze at the delusions of the inmates.
40. Cuspit's Swarm of Irritating Vermin
R: 50' T: [dice] creatures or objects D: [sum] rounds
A cloud of tiny magical insects attack your target. They do 1 damage per round to living creatures and no damage to nonliving creatures or objects. Each round, a non-mindless creature must Save or take a -2 penalty to their next Attack. If the target is an object, the vermin will do minor cosmetic damage, such as chewing holes in paper, gnawing wood, chipping paint, and scratching glass.
This spell has the potential to end encounters with some creatures immediately. It's also a great way of damaging an opponent's spellbook or scrolls.
41. Cone of Dense Foam
R: [dice]x10' cone T: area D: 0
A huge cone of white foam sprays from your hand. It's as dense as porridge, but tastes like seawater. Creatures inside must Save vs Con or begin to drown unless they struggle free. Any creatures covered in foam have -2 to Attack until they can wash.
A debuff with the potential to drown some enemies, extinguish fires, or completely fill a small room.
42. Weighty Sphere
R: touch T: point D: [sum] hours
You summon a stone sphere with a radius up to [dice]x2'. The sphere is immensely heavy. 2' radius: 2.5 tons. 4' radius: 22.5 tons. 6' radius: 78 tons. 8' radius: 182 tons. It is perfectly smooth and very difficult to lift. You must summon the stone onto a stable surface. For example, you can't summon it by touching water or sand, but you could summon it on top of a flimsy wooden railing. If you invest 3 or more [dice], you can make the spell's duration permanent.
Every single sloped hallway is now a potential deathtrap. You can also use the sphere to block doors, set off traps, or seduce the local stonemason.
43. Duelist's Wings
R: touch T: [dice] creatures D: [sum] rounds
Tiny white wings sprout from your ankles and wrists. In combat, you may make a free Combat Maneuver to reposition yourself each turn. Your move speed increases by 5' and you reduce all fall damage by 2.
It's no haste, but it is a buff, and it might save you from breaking your ankles.
44. Screaming Teeth
R:50' T: creature D: [sum] varies
Target's teeth scream whenever the target opens its mouth. The screaming is very unpleasant, and causes them to lose [dice]+1d4 Charisma, to a minimum of 1, for the duration of the spell. The target may Save at the end of each duration interval to negate the effects. 1 [dice]: rounds, 2 [dice]: days, 3 [dice]: weeks, 4 [dice] months. The spell fails if the target has no teeth.
Charisma damage is fun. This is also a good way to track an enemy or fight an invisible creature.

45. Beatific Scrying
R: 1 mile T: creature D: [sum] rounds
You gain a misty vision of the nearest sentient creature, aside from creatures you can see, who is performing a genuinely kind or selfless act. You might see a mother tucking her squabbling children into bed or a gardener freeing a wounded fox from a trap. If no targets are available, the spell fails.
Developed by a wizard tired of scrying on cruel and miserable people all the time, this spell has been used to justify burning villages or sacking cities. After all, if repeated castings fail...
46. Glamour of Servitude
R: touch T: sentient humanoid creature D: [sum] varies, see below
Target's clothes transform into livery. Other minor cosmetic effects, such as a change in hair colour, may also occur. The target appears to be a minor servant or hireling. This effect is so convincing that even people close to the target will believe the target has been demoted or promoted, and must Save to believe otherwise. The target may Save at the end of each duration interval to negate the effects. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years
 Despite the name, this is not an illusion, but a true transformation. Potentially deadly in social situations, but it can also be used to disguise a goblin seer as a squire to sneak past the town guards.
47. Ulric's Beam of Blindness
R: 100' T: creature of [dice]x2 HD or less D: varies
A brilliant white ray shoots from your forehead. Target must Save or go blind for: 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. You may chose any number of the target's eyes to blind. This spell can be reflected by mirrors
This spell also ends encounters quickly, but the HD restriction means it won't save you from dragons and other horrible monsters.
48. Saw and Plane Tree
R: touch T: 1 tree D: 0
A tree no larger than 60' tall and 25' in diameter topples over, as if neatly cut. The result depends on the dice you invest. 1 [dice]: cut and broadly de-limbed, 2 [dice]: cut, de-limbed, debarked, 3 [dice]: cut, de-limbed, debarked, cut into planks as per your specifications, stacked, 4 [dice] cut, planed, de-limbed, debarked, cut into planks, stacked, sanded, and finished. Small limbs and offcuts will be piled for kindling. Alternatively, you can reduce the tree to sawdust or wood chips in 24-[sum] minutes
At low levels, you're a bad lumberjack. At high levels, you're a valuable sawmill. Expect dryads and druids to get annoyed. Expect castle builders, lords, and villagers to love you.
49. Glorious Starburst
R: 100' T: area D: [sum] rounds
You fire a flare 100' upwards. It hovers there, providing light as bright as moonlight for 300' around you, for [sum] rounds. You can command the starburst to move horizontally, change colour, rise an additional 100' per round, or explode into sparkles. If it strikes a creature or object, it deals 1d6 fire damage and then explodes into sparkles.
It's a proper wizard firework. It doesn't scale well with level, but it's a nice showy spell that has some added utility.
50. Identify Owner
R: touch T: object D: 1 minute
Letters appear over the object you touch, spelling out the name of the object's owner or owners. If the object has no owners, the spell fails. If you invest 2 [dice] the spell will also show if the ownership is disputed. Dead people cannot dispute ownership. If you invest 3 [dice], arrows will appear pointing in the approximate direction of the owner (or a skull will appear if they are deceased). The name revealed will be name the owner used when they purchased or acquired the object. For example, if Tabitha Winklewort was using her alias "Jane Crow" when she bought her boots, the name listed would be Jane Crow. If you targeted a ring she stole and invested 2 [dice] or more, the names listed would be Jane Crow and Baron Summerland. If you invest 4 [dice], true names will be listed alongside aliases, provided the owners are mortal. This spell also works on slaves and domesticated animals.
The utility of this spell is obvious, but it might not be allowed in court. Still, if you want to find out who would pay for a handsome family crest found in a dragon's layer, this is one way to do it.
51. Become Delicious
R: touch T: creature of [dice]x2 HD or less D: [sum] varies
Target creature smells and tastes delicious for the spell's duration. The smell radiates 20' in calm air, but can spread via wind or leave a trail. Sentient creatures can usually resist the urge to eat the target without a Save, but animals and other ravenous creatures must Save or select the spell's target as their primary attack target. Insects will be attracted to the target for the spell's duration. The target may Save at the end of each duration interval to negate the effects. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. This spell can also affect dead creatures.
A "taunt"-like spell, usable on friend and foe alike. You can set a pack of dire beetles on each other, or make the fighter delicious to ensure the gnolls focus only on him.
52. Cube of Spell Splitting
R: 50' T: point D: [dice]+1 rounds
A 5' cube of grey light appears in the air at a point you specify. It can be targeted by non-magical attacks (Defense 10, 5 HP) and disappears if it takes more than 5 damage. At any point during the spell's duration, spells that enter the cube through one of it's faces will be split, and identical copies will fire out of the spell's 5 other faces. The copies are not specifically targeted, but will hit any valid targets in their path, and within the original spell's range. For example, you could fire a magic missile straight through the cube at a target 30' away from the cube. Four other magic missiles would fire from the other four sides of the cube and disappear after 30' unless they hit a target or obstacle within 30'. Touch spells and spells with a range of "self" are not affected. Other spellcasters can use your cube.
Another spell that the GM is going to arbitrate every time it's cast. The ability to fire 5 fireballs for the price of one can't be understated. An all-wizard party, where one wizard can cast this spell, is going to be terrifying.
53. Entangling Smoke
R: 50' T: [dice]x2 objects or creatures D: varies
Target creature or object is grabbed by tendrils of thick black smoke. Save vs Dex to negate, prone creatures automatically fail. Target moves at half speed and takes a -2 penalty to Attack until it can win an opposed Strength test against the smoke to end the effect. The effective Strength of the smoke depends on the dice invested. 1 [die]: 10, 2 [dice]: 14, 3 [dice]: 18, 4 [dice] 20.
There is no HD restriction on this spell, so feel free to entangle dragons. It doesn't deal damage, unlike anklecrusher, but there are fewer restrictions on its use.
54. Capture Wind
R: touch T: point D: concentration
A magical circle [dice]x2' in radius extends from your fingertip. As long as you maintain concentration, you can absorb any wind passing through the circle. You can then collapse the spell. At any point, as long as you devote a spell slot to maintaining the spell, you can reactivate it with the same radius (no [dice] are needed) to release the wind you absorbed. The wind flows out at the same rate it entered. If you activate this spell in a light breeze for 5 minutes, the spell will release a light breeze over 5 minutes. The wind only flows from the circle, so anyone standing behind it is not affected (unless you release hurricane-force winds indoors). You can cancel the release at any time, which expends the spell as usual. If you die while this spell is "loaded" and in your brain, it activates facing a random direction.
This is a weird spell in that you can cast it with no [dice] left, and hold onto it as long as you keep a spell slot occupied. What the wind does is more or less up to the GM. You could absolutely absorb a strong breeze and later use it to push a ship. If you want to take risks you could absorb a tornado or a storm and unleash it later.
55. Enfeebling Sigil
R: touch, 50' T: object D: [sum] rounds
A writhing arcane symbol appears on an object you touch. Any creature within 100' of the sigil who looks at it must Save or be reduced to Strength 1 for [dice] rounds. Nothing can cause their Strength to drop lower than 1 while they are under the effects of this spell. The symbol vanishes after [sum] rounds. If you invest 3 [dice] or more, you can instead set the duration of this spell to permanent, provided no one looks at the sigil. Once it is seen, the duration becomes to [sum] round as usual. 
Even a single round at Strength 1 might be very inconvenient for a heavily armoured group of bandits. At higher levels it becomes more useful as a trap. Write it at the top of a ladder or near the edge of a pit. Mail it to your enemies.
56. Redwyn's Excellent Clamp
R: 30' T: object D: [sum] varies
A clamp of red light appears over one or two objects you designate. The maximum width of the clamp is [dice]x10'. The clamp will push the objects together until they are held securely (effective strength of 20), but it will not damage either object or any living creatures. If you designated an orc's shirt and the back of a chair as targets, the clamp would firmly secure the orc to the chair. The clamp must be able to fit around the objects. You could not secure a chair to the floor or walls. Creatures can break free with an opposed Strength check, and, most of the time, can wriggle free in a few hours. The spell lasts for 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: days, 4 [dice] months, or permanent.
A lock variant, but one that also encourages creative thinking. There are all sorts of used for a Strength 20, 10' wide clamp.
57. Light's Own Scourge
R: [dice]x20' radius T: light sources in area D: 0
All light sources in the radius of this spell deal damage to the creature nearest to them. Candles and matches deal no damage. Torches and lanterns deal 1d6 damage. Bonfires deal 2d6 damage. Magical light sources with a duration of at least 1 round deal damage equal to the [dice] invested in their casting +1d6. If a light source deals 4 or more damage it is also extinguished.
The utility of this spell against a torch-bearing horde is lessened by the fact that the caster's own light sources, or those of his allies, will be affected as well.
58. Scamper's Bouncing Sphere of Destruction
R: touch T: point D: [sum] rounds
A small yellow sphere appears on your fingertip and fires off at enormous speed. Any creatures struck must Save or be stunned for 1 round. If you cast this spell outside, or in a very large room with multiple exits, you strike 1 target before the spell vanishes into the distance. If you cast this spell indoors, in a room with a limited number of exits, the sphere is trapped and begins to bounce around at high speed. The effects depend on the room size. 400 square feet or less (20'x20'): all creatures must Save or be stunned each round for the spell's duration. All objects that could be shattered or broken have a 20% chance of breaking each round. This includes potions, flimsy furniture, windows, etc. 1600 square feet or less (40'x40'): creatures have a 20% chance per round to be hit. Objects have a 10% chance of breaking each round. Any larger rooms: creatures have a 5% chance per round to be hit. Objects have a 5% chance of breaking each round. These chances may be adjusted by the GM depending on the room size and contents. If you invest 3 [dice] or more in this spell, creatures that fail their Save also take 1 damage. If you invest 4 [dice] or more, creatures that fail their Save are also knocked prone.
This spell might require a second read, but it's very, very good. It's a mass stun effect in confined spaces. It's scouting (fire it down a corridor and listen for the sound of breaking glass), trap finding (ditto), and potentially mass damage. The one major downside is that the caster and allies are also in danger. Firing the spell into a room and slamming the door is a very good plan.
59. The Creature Comforts of Tuttle Wren
R: 10' T: area D: [sum]x2 hours
In an area you designate, no larger than 15'x15' by 10'x high, a magical camp appears. The camp includes a bedroll, a sleeping platform, a small purple and gold tent, a small table and chair, a kettle, a cookpot, an iron arm to hold the kettle or cookpot over a fire, a book entitled "The Erotic Poems of Plumtarch" (less erotic than expected), and a pair of dry wool socks. Any items removed from the area vanish instantly. In the spell's area, the temperature is moderated very slightly, wind and rain are lessened, and vermin cannot enter.
At first level, this spell is unlikely to do more than give the caster a comfortable lunch. Beyond that, it will make them the envy of the party. It's also effectively a "circle of protection against vermin", or emergency terrain to hinder an enemy during a chase.
60. Package Neatly
R: 20' T: objects D: concentration / permanent
Up to [dice]x500lbs of nonliving objects, as you designate, are packed neatly. You must name the objects or their general category when you cast the spell ("those coins", "the contents of that room") If no packing materials are provided, the objects will be stacked into compact cubes, with the largest and most stable objects at the bottom. If chests, paper and twine, sacks, carts, etc. are provided, the spell will use them as you direct. The packages created will take up the minimum space possible, and will be remarkably sturdy. The spell will continue to pack objects for as long as you maintain concentration. The objects must be able to move freely. You could not use this spells to pack clothes someone was wearing. The objects will not lift more than 10' off the ground during the packing process.
The GM is going to need to arbitrate esoteric uses of this spell, but the core idea is still very useful for packing up a dragon's hoard or looting someone's house.
61. Flying Syringe
R: 100' T: object, creature D: 0
You must hold a potion, vial of poison, or other liquid in one hand while you cast this spell. The spell changes the potion's container into a glass dart and fires it at an enemy within range. The enemy must Save or be struck and immediately take the effects of the potion. If you invest 2 [dice] or more, you can redirect a missed syringe, once, to a new target with a successful Save vs Int. If you invest 3 [dice] or more, you can mix [dice] potions together into the same syringe. If you invest 4 [dice] or more, the target does not get a Save.
This seems more like a biomancy spell, but it's also a party synergy spell. The Assassin can craft incredibly deadly poisons and the Orthodox Wizard can deliver them. I'm sure clever players will invent all sorts of horrible liquids to inject into their enemies and allies. 
62. Spitting Stone
R: touch T: object D: [sum] hours
You touch a stone no larger than your head, and it grows a face that resembled a gargoyle's. You can designate [dice] conditions under which the stone face will discharge water. You could say "always", "whenever any one but me walks past", "only when an orc walks past". The conditions must be obvious. The stone is not very observant. The water sprayed by the stone does not deal damage, but it has a 50% chance to extinguish torches. The water disappears once it passes more than 100' from the stone. The stone sprays water in a [dice]x5' cone. If you invest 4 [dice] or more, creatures passing through the cone must Save vs Dex or be knocked prone.
A pure utility spell. The 100' distance still means you can flood a corridor or a well. You can push an enemy off a bridge. You can set up an alarm. You can soak a dragon and the hit it with lightning bolt.
63. Shackle to the Earth
R: 100' T: [dice] creatures D: [sum] rounds
Targets must be touching the ground. For as long as the spell is active, they must keep at least one limb touching the ground at all times. They can jump or run if they make an opposed Strength check against Strength 20. If a target is knocked prone, they must Save vs Strength to rise from prone. Targets take a -2 penalty to all Saves vs Dex.
Lock down flying creatures. Slow hasty creatures. Hazards your enemies could easily escape, such as a thin layer of acid or fire, become much more dangerous. Being knocked prone is a death sentence.
64. Legulian's Potion Alloy
R: touch T: objects D: permanent
You combine up to [dice] potions in a flask or [dice] flasks that can contain them. The mixture is stable. None of the usual rolls for mixing potions are made. The new potion or potions have all the effects of the originals.
Let's say you have one potion of limb regrowth and two mangled party members. All you need now is another potion, of any type, and you can double the effects of the potion of limb regrowth.
65. Mind Labyrinth
R: 0 T: self D: [sum] hours
You create a spiraling labyrinth of thought in your mind. Anyone attempting to read your mind or cast a memory-altering spell must Save or become trapped in the labyrinth. Once per hour, they can Save vs Int to escape. Very experienced mind readers may expended a [die] to automatically escape in 1d10 minutes. While a creature is trapped in your mind, you can distantly hear it's thoughts.
I'm not sure if this is the most useful spell, but it does mean mind-probing enemies are in for a real shock. Quick, trap the evil wizard in our wizard's brain, then cut off our wizard's head. Or, even better, cut off the evil wizard's head while his mind is elsewhere.
66. Roiling Polymorph
R: 10' T: willing creature, or unwilling creature of [dice]x2 HD or less D: [sum] rounds
For the next [sum] rounds, target creature transforms through a wide variety of shapes. Save once at the start of the spell to negate. Roll on the list below at the start of each round: 1-2: no change from current form, 3: small mammal, 4: small amphibian, 5: small bird, 6: small crustacean, 7: medium mammal, 8: medium bird, 9: creature of the same size and species as the target, but of different appearance, 10: creature of the same size as the target, but different species and appearance. The creature's Stats and HP are quartered when transformed into a small creature and halved when transformed into a medium creature. When the spell's effect ends, the creature is stunned for 1d6 rounds.
Not quite the baleful polymorph of old, but still quite impressive. The GM can discuss movement modes and abilities the creatures gain.
67. Horsebane
R: 100' T: area D: [sum] rounds
A circle 20' in radius becomes sticky and soft. Creatures in the area move at half speed and take 1 damage per round. Any creature that was running or charging in the round before this spell was cast must Save vs Dex or take [sum] damage and be immobilized for 1d6 rounds. Creatures with multiple legs get -4 to their Save.
Another terrain hazard spell, but this time with an anti-cavalry twist. This is an excellent spell to keep in reserve and throw at your enemies as they charge.
68. Move Enchantment
R: touch T: objects D: permanent
You touch an enchanted object with one hand and a ritually prepared object with your other hand. Save, with a +2 bonus for each [dice] invested in this spell. If you succeed, the enchantment moves to the new object. If you fail, the enchantment vanishes forever. You take a -2 penalty to the Save for each [dice] the caster invested in the original enchantment, and a -2 penalty if the target item and the original item are significantly different. It's not easy to move the enchantment for a sword into a ring, but you could probably move an enchantment from a ring to a crown without too much trouble.
This is a very, very powerful utility spell, but it's also quite risky. I'm sure a clever player will move enchantments to all sorts of unlikely and convenient items.
69. Mangling Blows
R: 100' T: creature D: 0
Invisible hammers of force strike from every direction. Target creature takes [sum] bludgeoning damage, Save for half, and is pushed [dice]x5' in a random direction.
A nice damage-dealing spell that can also be used to push enemies into inconvenient terrain.
70. Conflicting Command
R: 50' T: creature that can hear and understand you D: 0
You shout a magic phrase to your target. To you, and to anyone else, it is incomprehensible but your target interprets it as a magical command that is impossible to fulfill. "Fall down and jump up at the same time" is a possible translation, but the conflict is more fundamental. The target takes [sum]+ their Intelligence bonus damage and is stunned for [dice] rounds. Save negates.
The addition of the Intelligence bonus modifier makes this spell unique, if not particularly versatile.
71. Paralyze Bird
R: 200' T: creature with feathered wings D: [sum] rounds
Target creature must Save or be paralyzed for the spell's duration. They may make a new Save at the start of each round.
A very simple spell with the potential to end some encounters quickly, or fetch dinner for the party, or possibly both. 
72. Liquefy Gold
R: 10' T: [dice]x500lbs of gold D: [sum] hours
Gold you target becomes liquid and flows like thick soup. It is cold to the touch. Alloyed metals are also carried with the gold, though they may appear as streaks or bubbles in the liquid. The gold reforms into its original shape when the spell ends.

 Carry the dragon's hoard away in barrels. Melt the precious gold armour of a sorcerer-king and let it seep into the earth. Drown your enemies in their own treasure-halls, or perform a completely astonishing robbery.
73. Butterfly Hurricane
R: 30’ radius T: self D: [sum] rounds
You create a whirling, brightly coloured mass of butterflies that cloaks you completely. Any ranged attacks fired into our out of the hurricane automatically miss. Attacks that target an area (such as a dragon's fire breath or a circle of frost) are not affected. Creatures other than the caster who end their turn inside the hurricane must Save or be befuddled for 1 round.
A short-lived fog-like effect, but one that can completely protect an entire party from arrows .
74. Paper Automaton
R: touch T: paper D: [sum] hours
You enchant a piece of plant-based paper or parchment to obey your commands. The paper folds into a tiny humanoid shape and follows simple instructions. It can lift nothing heavier than a single coin, but it can write and read. It has [dice] HP and Defense 10, but takes no damage from bludgeoning weapons. The size of the automaton depends on the dice you invest in the spell. 1 [dice]: mouse 2 [dice]: dog, 3 [dice]: person, 4 [dice], elephant.
Most of the time, the 1 [dice] version of this spell will be most useful, but summoning a larger paper servant, even a very weak one, is sure to have some uses.
75. Violently Depilate
R: 50' T: [dice] creatures D: permanent
Target creature's hair flees it's body in a sudden, painful burst. The target is stunned for 1 round and takes 1d6 damage. Save negates. Creatures that prize their hair, such as Orthodox Wizards or Elves, may need to make a Save vs Fear or a Morale check. The target's hair will regrow at the normal rate. This spell has no effect on hairless creatures or creatures immune to pain.
This is a silly spell, but a surprisingly effective one against the vain or the devout. Don't use it on a medusa. 
76. Sturdy Circle in the Air
R: 100' T: point D: [sum] minutes
You draw a circle [dice]x5' in radius in the air. The circle is made of force, as solid as iron. You can draw the circle at any orientation
 This seems like a classic OSR spell. What else can I say?  
77. Trifurcate Arms
R: touch T: self D: [sum] rounds
For the duration of the spell you arms split into three identical copies, moving independently with all the dexterity and strength of your normal limbs. You gain +2 to Strength, can carry multiple weapons, and take a -2 penalty to Wisdom for the purposes of Initiative.
Not the most useful spell for a Wizard, but I'm sure players will come up with ways to abuse their extra limbs for fun and profit.
78. Wellingbert's Obsessive Expertise
R: touch T: self D: [sum] minutes
Name a Skill. Save, with a +2 bonus for each [dice] you invest past the first. If you fail, take [dice]+1d6 psychic damage. If you succeed, gain the chosen Skill with a rating of 8 for the spell's duration. You cannot learn things that would not be contained in a well-stocked library, or skills that are so rare only a few people could teach them to you.
The short duration of this spell means that skills like Armourer or Cobbler are not very useful, but Historian and Courtesan could be very interesting.
79. Mirror Item
R: touch T: object D: varies
You touch a non-magical object you could carry without assistance. The object is mirrored along one axis. Left becomes right. All details are otherwise preserved. The spell lasts for 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: days, 4 [dice] months, or permanent.
Again, a very evocative spell, but not one you could use every session.
80. Lock Joints
R: 100' T: [dice]x2 creatures or objects D: [dice] rounds
Creatures or objects you target must Save or have their joints locked at their current angle and position for [dice] rounds. This could affect the hinges of a door, the links in a chain, or the legs of a sprinting horse. Stumbling creatures usually take 1d6 damage.
The short duration of this spell slightly hinders its utility, but the ability to target a knight's horse, helmet, and glove with the same spell surely make up for it.   
81. Suspend Objects
R: touch T: [sum] objects D: concentration or 1 minute
Objects that weigh no more than [dice] lbs are suspended in the air. The slightest effort knocks them to the ground. You do not need to see the suspended objects, but you do need to maintain concentration to keep them afloat. If you break concentration, the objects fall in up to one minute.
Potions of acid. Oil flasks and candles. Gold coins as bait. The list is endless.
82. Hone
R: touch T: object D: permanent
You run your hands over a metal or wooden edge and hone it. The object becomes razor sharp. Blunt objects deal 1d6 damage. Weapons deal an extra 1d6 damage for the next [dice]x2 hits. The edge must be smaller than your outstretched arms.
You'll never need to sharpen your razor again. You could also turn a king's crown into a deadly weapon or make a deadly trap from an innocuous door.
83. Wernher's Embafflement
R: 100' T: creature of [dice]x2 HD or less D: [sum] varies
A blinking globe of light flies from your hand and sink's into the target's head. The target must Save or become befuddled for the spell's duration. The target may attempt a new save at the end of each duration interval. 1 [dice]: rounds, 2 [dice]: minutes, 3 [dice]: hours, 4 [dice] days. If you invest 3 [dice] or more, the target also loses 1d6 Intelligence, to a minimum of 1, for the duration of the spell.
This spell doesn't take off until higher levels. At low power, it's a minor targeted stun effect. At higher levels, a single target is going to have a very difficult time getting anything of value done.
84. Ultralucent Paint
R: 50' T: creature or object D: [sum] hours
You splatter the target in bright octarine paint, leaving a mark the size of an apple. The mark is visible through fog, smoke, or total darkness, at any distance up to [dice] miles. It is also visible through solid barriers, such as stone walls, up to 10' thick. The paint drips off and marks the ground below the target. Unless bandaged or swabbed, the paint will leave a faint trail behind the target.
This spell is excellent for tracking a fleeing enemy. You could also potentially try to blind an enemy, or mark a thief, or create unique but transitory artwork.
85. Lavin's Pathclearing Servant
R: [dice]x100' T: area D: 0
You send an invisible blade of force along a clearly defined path. Any light debris on the path (snow, small stones, leaves, grass) is pushed to the side. Any pressure plates or tripwires are activated. You do not have to be able to see the entire path, but you do need to know the approximate route the blade will take. The path is [dice]x10' wide. If you cast this spell with 3 [dice] or more, the range becomes [sum]x100'.
Another trapfinding spell, but the extended range means you can clear a road or cut through a blizzard with relative ease.
86. Battering Beam
R: 100' T: creature or object D: concentration.
A beam of force strikes a target you can see, pushing them backwards. Target must win an opposed Strength test against the beam or be pushed away from you 10' per round. Very large creatures only move 5' per round. The effective Strength of the beam depends on the dice invested. 1 [die]: 14, 2 [dice]: 16, 3[dice]: 18, 4 [dice] 20. If the target is an object, treat it as being struck by a blow of equivalent Strength each round. Each round you maintain concentration adds +1 to the Strength of this spell, to a maximum of 22 Strength. If the target cannot move backwards, it takes 1d6 bludgeoning damage per round. 
While the main utility of this spell is the movement and door-battering properties, it could also be used to lift a party member to a great height, clear fog effects, or set off traps.
87. Circle of Noise
R: 100' T: area D: [sum] rounds
A circle of crackling white light 20' in radius appears at a point you designate. Creatures inside the circle must Save or be deafened for [sum] rounds. If [sum] is greater than 12, they are permanently deafened. Creatures inside the circle cannot hear anything outside the circle, and creatures outside the circle cannot hear anything inside the circle.
Similar to negasonic ray, but with the chance for permanent deafness, a larger radius, but a shorter duration.
88. Ulrich's Forceful Sigil
R: touch, 50' T: object D: [sum] rounds
A writhing arcane symbol appears on an object you touch. Any creature within 100' of the sigil who looks at it must Save or be pushed back 5' and knocked prone. The symbol vanishes after [sum] rounds. If you invest 3 [dice] or more, you can instead set the duration of this spell to permanent, provided no one looks at the sigil. Once it is seen, the duration becomes to [sum] round as usual.
Similar to the enfeebling sigil, but with a slightly different effect. You could use this to bring a horde to its knees or set a very interesting trap on a bridge or above a spiked pit.
89. The Automatic Marching Mule
R: touch T: point D: [sum] hours
You create a mule-like creature out of pure force. The creature has two bucket-like saddlebags on each side. It walks forward at a brisk trot. It will stop and turn at your verbal command, but you cannot make it reverse or slow down. You can only give it the commands "go", "stop", "turn left", and "turn right". The mule can carry twice as much as an ox. It has [dice]x2 HP, and any attacks automatically hit it. It is completely mindless and extremely literal. The mule will obey your last command until the spell's duration expires.
 A bit of a tedious way to transport things, but you can bring it deeper into the dungeon than a normal mule. It's a perfectly valid way to transport bait or bombs.
90. Shrikeblast
R: [dice]x10' cone T: area D: 0
Howling shards of raw magical power fly from your body. The shards lacerate anything in their path, dealing [sum] piercing damage, Save for half. If a creature is killed by this spell, it will be suspended in the position it was killed for [sum] rounds by several embedded shards. A suspended creature is capable of bearing up to its own body weight in additional pressure before falling.
Turn your enemies into a terrain hazard. Use them as anchor points for a rope-and-pulley system. Or just kill them - this is a pretty decent damage-dealing spell.
91. Sympathetic Resonance
R: touch T: two creatures or objects D: [sum] minutes
You touch one creature or object and then touch another creature or object. For the duration of this spell, any spells that affect one target will have their effects applied to the other target as well. Both targets must be valid, but range and line of sight between the targets is not considered. For example, you might touch a goblin and a dragon. If you strike the goblin with a magic missile, the dragon would be hit as well, for the same damage, even if the dragon was several hundred feet away and inside a cave.
The touch- and buff-spell version of cube of spell splitting. Just watch out. If you cast invisibility on yourself and an ally, your opponent's death beam could hit your ally and also affect you.
92. Cacophony
R: 100' T: point D: [sum] hours
You send a small orb of force to a point you designate. The spell creates an incredibly loud clattering, wailing, and whistling when it detonates. Creatures within [sum]x5' must Save or be stunned for one round. It is audible in clear air up to a mile away. You can designate [dice] conditions under which the orb will detonate. You could say "now", "if anyone steps on it" or "if water touches it". The conditions must be obvious and must occur within 5' of the orb. When the spell's duration expires, you can choose to have the orb detonate or vanish silently. The orb is solid, and can be moved or thrown.
Another excellent alarm spell, with some stun, and the ability to move it around after casting it.
93. Alberecht's Unreliable Disintegrator
R: 100' T: object creature of [dice]x2 HD or less D: 0
Target creature, or an object weighing less than [dice]x200lbs, disintegrates into nothingness. Save +4 negates. Magical objects gain an additional +2 to their save. You can disintegrate a section of an object or creature but not very precisely.
The bonuses to Save are significant enough that this spell is, on the whole, less useful than most damage-dealing spells. It is a Save or Die effect though. Those get people's attention.
94. Squelch
R: [dice]x10' T: spell D: 0
You can cast this spell as a reaction. You halve the duration, effects, and/or damage of a spell that would affect you or anything within [dice]x10' of you. You cannot affect the spell's range or area. If the spell requires a Save, you may instead have any affected targets gain +4 to their Save. The [sum] of this spell must equal or beat the [dice]x2 invested in the spell you are attempting to squelch.
 It's not quite a counterspell, and the GM will have to arbitrate what "half" of some effects are, but this spell only needs to save the party from one fireball to become a classic.
95. Everland's Perfectly Reproduceable Test
R: touch T: two creatures or objects D: [sum] minutes
You designate two targets. One target acts as the test subject. Any effects applied to the test subject will be, if conditions are identical, applied to the other target. For example, if you give a potion to one target creature, an identical potion given to the other target creature will have precisely identical effects. The two targets must be reasonably similar. You could not compare a stone to a mouse, but you could compare a mouse to a man. If you invest 2 [dice], the effect lasts for [sum] days. If you invest 3 [dice] or more, the effect is permanent. If you invest 4 [dice] or more, you may test more esoteric effects, such as philosophical arguments, love, or fear.
This one is a nightmare to arbitrate, but it's fairly simple in theory. Take a guinea pig and your friend. Put the magic ring on the guinea pig. See what happens.
96. Sonorous Seeker
R: [dice]x1 mile T: object D: [sum] hours
You create a fluttering star of light that twitters like a bird. Name a unique object you have clearly seen before, and, if the object is within the spell's range, the seeker will fly to it at the speed of an arrow and hover near it, chiming as loud as a bell. The seeker has 1 HP and a Defense of 16. If the object is not within the spell's range, the spell has a 50% chance of seeking out a similar object. Otherwise, it fails.
A scry spell but with a noisy and inconvenient component. Annoy the local priest. Find a lost item or a lost companion.
97. Dredge
R: 100' T: area D: 0
Buried or covered objects rise to the surface in area you designate, [dice]x10' in radius. If you cast this spell on the ground, coins, stones, and root will be pulled to the surface. If you cast it on water, sunken objects will rise to the surface and remain there as long as you maintain concentration. The total weight of dredged objects cannot exceed [dice]x100lbs. If you cast this spell targeting creatures in the area instead, the creatures must Save or be stunned for 1 round. If [sum] is greater than 12, they also take 1d6 damage and are knocked prone. Instead of targeting area, you can instead target a single sentient creature. The creature must Save (if unwilling) or recall a memory in perfect detail. You designate the memory ("the first time you met your wife", "where you buried the treasure"). The creature will be lost in a reverie for [sum] rounds. This reverie ends if the creature is attacked, threatened, or has to perform any action. This memory may induce a Fear or Morale test. It must be specific. "The scariest thing you have ever seen" would not work, but "the night your village burned" would.
The first 2 effects really only exist to give this spell added utility. The third memory-based effect is the core of the spell.
98. Rolling Spark
R: 10' T: area D: [sum] rounds
A spark of lightning appears within 10' of you. Each round, it moves 5' straight ahead (you designate the original direction). Creatures or objects in a 10' radius of the spark (so a 3x3 grid of 5' squares) take 2d6 lightning damage. Save negates. If the spark strikes a creature or object directly, or it is struck (Defense 12), the spark will bounce in a random direction. It may gain speed if struck with significant force. The spark floats 5' off the ground.
A fireball-like effect that can continue doing damage? Sounds excellent... until the spark rolls back towards you and your allies.
99. Pyre
R: 100' T: [sum] creatures or objects D: 0
Targets must Save vs Dex or catch on fire. Targets that are completely inflammable (soaked creatures, metal, etc.) do not need to Save. Targets that are very flammable (soaked in oil, dry wood) may not get a Save. You can target this spell precisely enough to light the wick of a single candle in a bundle, provided you can see the wick.
 It's not the most useful spell, but it's quicker than flaming arrows.
100. Cascade of Power
R: touch T: creature D: [dice]+1 rounds
During this spell's duration, any [dice] your target expends on other spells return to their pool on a 1-5, rather than a 1-3. When this spell's duration ends, you must Save or suffer a Mishap.
Most Mishaps aren't deadly, and the potential for this spell to boost your next few spells is fairly important. This spell synergizes with multiple wizards in the same party. It's also a good reason to train apprentices.
 
 
  
 




3 comments:

  1. Good god. How much time do you have on your hands?

    ReplyDelete
    Replies
    1. Never enough. But when I'm on a roll, I typically write 2000-3000 words per day.

      This one was surprisingly easy, to be honest, once I had the names all sorted out.

      Delete
  2. AWESOME. Simply awesome stuff. Thanks VERY much indeed.

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