UNIMPLEMENTED SPELLS
@2451 = ~Spacewarp~
@2575 = ~Spacewarp (Alteration)
Sphere: Numbers
Range: 50 yards
Duration: 10 rounds
Casting Time: 7
Area of Effect: 50-foot-diameter sphere
Saving Throw: None
According to one view of the universe, what we perceive as gravity is actually a localized warping of the fabric of space-time. The spacewarp spell creates a temporary but very intense warping in a limited area.
When the priest casts this spell, he selects a specific point to be the center of effect. This point may be anywhere within 50 yards of the caster, including in midair.
When the spell is completed, this center of effect gains a gravity field equal to the force felt at the surface of the earth. In other words, gravity is centered at this point; everything within 50 feet of this center that is not attached to something immovable will fall toward the selected point.
This localized gravity affects only loose objects and creatures capable of movement (i.e., not trees, whose roots are buried in the ground). It does not affect the ground itself--soil, plants, desert sand, lake water, etc. are immune to the effect.~
@6924 = ~Holy Sword~
@6925 = ~Holy Sword (Alteration)
Level: 4
Sphere: Combat
Range: Touch
Duration: 4 rounds + 1 round/level
Casting Time: 2
Area of Effect: 1 normal sword
Saving Throw: None
This spell enables the caster to create a magical sword very similar to the Holy Avenger that paladins seek after. This sword gives a +5 bonus to hit and +5 bonus to damage. Also, the sword grants the caster temporary knowledge on how to wield it properly, so the caster does not receive any penalties for using this sword.~
@10136 = ~Summon Cow~
@10137 = ~Summon Cow (Summoning)
Level: 2
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 Creature
Saving Throw: None
The spell speaks for itself baby!~
@10138 = ~Summon Cow~
@12183 = ~Wall of Fire (Evocation)
Level: 4
Range: Visual range of caster
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color - violet or reddish-blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + five feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high.
'The wall of fire must be cast so that it is vertical with respect to the caster. The wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. The wall lasts for one round per level.~
@12218 = ~Wall of Fire (Conjuration/Summoning)
Level: 4
Sphere: Elemental (Fire)
Range: Visual range of caster
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: None
The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color - yellow-green or amber. The spell creates an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + five feet for every two levels of experience of the priest, and 20 feet high.
'The wall of fire must be cast so that it is vertical with respect to the caster. The wall inflicts 4d4 points of damage, plus 1 point of damage per level of the spellcaster, to any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to directly catch moving creatures with a newly created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which~
@25605 = ~Circle of Protection~
@25606 = ~Circle of Protection (Abjuration)
Level: 1
Sphere: Protection
Range: 0
Duration: 1 turn/level
Casting Time: 1
Area of Effect: ??
Saving Throw: None~
@25868 = ~Circle of Protection (Abjuration)
Level: 1
Range: 0
Duration: 1 turn/level
Casting Time: 1
Area of Effect: ??
Saving Throw: None~
@25869 = ~Reveal Magic~
@25870 = ~Reveal Magic (Divination)
Level: 1
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: ??
Saving Throw: None~
@25928 = ~Magic Tattoo~
@25929 = ~Magic Tattoo (Invocation/Evocation)
Level: 5
Range: 0
Duration: ???
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
dont know what this does yet~
@25949 = ~Tattoos of Power~
@25950 = ~Tattoos of Power (Alteration, Evocation)
Level: 7
Range: 0
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
uncertain as of yet are effects~
@26296 = ~Spell Invulnerability (Abjuration)
Level: 9
Range: 0
Duration: 1 turn + 1 round/level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None~
@26324 = ~Sandform (Necromancy)
Level: 9
Range: 0
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None~
@34643 = ~Protection Circle (Enchantment)
Level: 1
Range: Touch
Duration: 1 turn/level
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
????????~
@35556 = ~Energy Drain (Necromancy)
Level: 7
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 7
Area of Effect: Target Creature
Saving Throw: None
TEMP -> Removed
This is the reverse of the spell restoration. The casting of this spell opens a channel between the caster's plane and the Negative Energy plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative energy plane, draining the victim of one level of experience. The target of this spell loses Hit Dice, hit points, and abilities permanently. The levels may only be regained through adventuring or through the spell restoration.~ (Looks like the priest version)
@38583 = ~Alarm~
@38585 = ~Alarm
(Abjuration, Evocation)
Range: 10 yds.'Components: V, S, M
Duration: 4 hrs. + ' hr./level'Casting Time: 1 rd.
Area of Effect: Up to 20-ft. cube'Saving Throw: None
When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat--anything larger than about 1 cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.) The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word.~
@8933 = ~Abjuration Spell Dispelled~
@8935 = ~Conjuration Spell Dispelled~
@8937 = ~Divination Spell Dispelled~
@24274 = ~Invocation Dispelled~
@27977 = ~Necromantic Spell Dispelled~
@27978 = ~Transmutation Dispelled~
@27979 = ~Generalist Spell Dispelled~
@27980 = ~Spell Protection Dispelled~
@27981 = ~Specific Protection Dispelled~
@23798 = ~Daer'Ragh's Aura Cleansing~
@23799 = ~The use of magic causes the collection of magical residue around the caster, which prevents even the most skilled of casters from casting spells in quick succession. Daer'Ragh's Aura Cleaning removes this residue as the next spell begins, allowing for a greatly increased rate of spellcasting.~
@23800 = ~Daer'Ragh's Mental Agility~
@23801 = ~This spell quickens the thought processes of the caster actually allowing him to cast spells more quickly then normally~
@23802 = ~Daer'Ragh's Physical Agility~
@23803 = ~This spell quickens the caster's reflexes, enabling faster and more effective combat.~