just a username wrote:
Michael finally woke up, "Uh what happened, oh yeah I over used my magic" he than had a look at the spellbook he obtained from the ogre-mage.
Miceal was facinated by the new spells he had found in the Ogre-Mage's spellbook. Only one of the spells in there was one he already knew (that would be 'Create Water'). The rest were all completely new to him. He patiently began the tedius process of copying the words of the new spells over to his own spellbook.
<GM's Note: OK, here's the new spells:
Animate Rope: This manipulation spell will allow the caster to mentaly controll the movement of any one length of rope or string that is within his line of sight. One end of the affected length of rope or string can be made to move in any direction the caster desires, to loop, to spin, to tie knots, to assend, and to decend. The caster may climb the rope if he wants to, and he can contiunue to command such a rope as he climbs it. Once cast, the target of this spell must be contiualy concentrared upon for the effect to be sustained. However, this is not and exclusive-action spell, so the caster may cast another non-exclusive-action spell while still sustaining this one. The fatuige resulting from the casting of this spell is minimal.
Call Lightning: This spell was originaly created by the Druidic spellcasters, but it has been adopted for Wizardly use. It is an elemental manipulation spell that involves a degree of chaos magic, and so it should be cast with care. The spell will produce a barrage of lightning of random intensity at a targeted spot. However, this spell can only be cast out of doors, under the open sky. Prevailing weather conditions do not matter, but the caster must be able to see the sky or this spell will do nothing. The intensity of the lightning barrage is unpredictable, but even the lightest barrage will likely fry whatever it hits to a crisp. This spell will burden the caster will a great deal of fatigue, so care must be taken when attempting to cast it.
Bigby's Clenched Fist: This famous illusion/manipulation spell creates an illusionary hand that can exert force upon opjects, at the caster's command. It can be used to pick up and carry heavy objects, but it can also be used to crush, batter, and throw objects as well. The spell has a limited duration of between two and three minutes each time it is cast, so it is not suitible for carrying objects over long distances. This spell will produce a moderate ammount of fatiuge in the caster.
Call Ram: This spell will randomly Summon either an Astral Ram, an Ethereal Ram, or a Solar Ram to do the bidding of the caster. These intelegent extra-dimention animals can be usefull in combat or for battering down doors or walls. There is always a slight chance that the summoning will backfire and that the ram will attack the caster instead of doing his bidding. In any case, the summoned ram will remain in this reality for a maxiumum of ten minutes, or untill it is banished or killed. This spell will produce a moderate ammount of fatigue in the casster.
Cone of Cold: This elemental manipulation spell will produce a cone of frezzing temperature and snow that blasts out from the casters fingertips and engulfs whatever it was targeted at. The cone effect is instant and cannnot be sustained. The elemental snow and cold efects of this spell can be devestating to creatures that are especialy suseptible to cold, but the cold will not sustain itself, and will disipate by the natural means. This spell will produce a mild ammount of fatigue in the caster.
Sphere of Wind: This spell will casue the air itself to form a protective barrier around the caster, sweeping away any and all objects that would try to pass through the sphere. This also has the effect of making the caster somewhat obscured from thos outside the sphere, as well as making those outside the sphere somewhat obscured from the caster. The Sphere of Wind will move with the caster, and will remain so long as he concentraes upon the sphere. This is an exclusive-action spell: No other spells may be cast by the caster so long as this spell is in effect. The only known creatures that are immune to the effect of this spell are: Air Elementals, Djinns, and Will-O-The-Wisps. This spell cannot be cast underwater, but it can be cast in places that otherwise lack air since it draws upon the Elemental Plane of Air for it's wind. This spell will produce a moderately heavy ammount of fatigue in the caster.
Modenkian's Flashing Sabre: This amazing spell will instantly Summon a floating, animated silver Sabre that will attempt to defend the caster from any and all attackers. The Sabre can be broken by normal means, but it's mysterious, silent, invisible, weilder cannot be attacked by any means save magical dispertion. Obstenively, this spell rellies on Illusion and Manipulation magic, but a close reading of the base thamutology involved reveals that Modenkian (the wizzard who created this spell) was also using an unknown kind of magic in it's creation. This unknown magical force continues to confound thamutological researchers to this day. This spell never produces fatigue in the caster when cast, but it will produce an unpredictable ammount of fatuige when the spell's effect ends. When that will be seems to depend upon when the Sabre decides that it's finished defending the Caster. Some casters of this spell have reported that ths Sabre seems to have a mind of it's own, and will decide on it's own when it will leave. This spell can always be ended by magical means, though (Anti-Magic Shell, Dispell Illusion, Planar Injunction, etc.).
Dispell Illusion: This very powerfull spell will instantly destroy any and all illusions within the sight of the caster. This applies to any spell effect that has Illusionary forces as part of it's spell type, as well as to the spell-like abilities manifested by some creatures. Illusionary effects created by Artifacts Of Power or by self-sustaining Enchanted Objects will only be temoraraly disrupted by this spell. This spell produces a very serrious ammount of fatigue in the caster, and will often result in imediate unconciousness in the unprepared. However, if the caster has access to Metamagical abilities, he can often reduce the fatiuge from this spell quite considerably.
Unsummon: This handy little spell can send Summoned creatures back to where they came from. It will work on any kind of Summoned creature, no matter who summoned them or where they were Summoned from. The only catch is that the caster of this spell must know beforehand that a particular creature is a Summoned creature, or the spell will have no effect. This simple spell does not produce a noticable ammount of fatigue in the caster.
And there you have it! New spells. Enjoy>