Spellbook
Below you'll find spells that Tristol has written or come up with, and perhaps commentary or game-specific changes we made to already existing spells. If you want to add something to this list, or have a suggestion/comment on a particular spell, please don't hesitate to let me know.
Tristol’s Blackboard
School: Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S, M, F
Casting Time: 1 action
Range: Within Sigil
Target: Order blackboard in Portal Jammer
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
By focusing on a paper copy of the menu from the Portal Jammer, you get a mental picture of a blackboard with writing scrawled upon it in common. In the upper left are the current specials of the day and a rather large blank space upon which words can be written. Written across the top of the board are the words ‘Leave name, order, and time for preparation below.’ Sometimes, in the large blank space, are orders left by other patrons of the bar that have used this spell.
By concentrating and consuming some chalk as a material component, you are able to leave a short message on the board for the staff of the bar.
Material Component: Some chalk (if you leave a message)
Focus: A paper menu from the Portal Jammer
Tristol's Spell Storm
School: Evocation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Target: 30ft Radius
Duration: 1d6+1 rounds
Saving Throw: Reflex 1/2 each round
Spell Resistance: Yes
When cast, a large sparkling black cloud forms above the affected area blocking all non-magical light. The cloud crackles with various magical energies and can rain down these energies on all creatures and objects in the effected area during the caster's initiative. For each round in the duration of the spell, the caster may, at will, move the cloud 30 feet in any direction and may change the type of damage dealt that round to one of four elements: fire, acid, ice, and electricity. During that round all creatures and objects take 1d6 damage / caster level (max of 15d6) and may make a reflex saving throw for half damage. Those creatures and objects under the protection of an anti-magic spell take no damage. The darkness of the spell can be countered by low-light vision or a light spell (but only within the natural radius of the ability or spell). This spell can be countered by an incendiary cloud and the cloud can be moved by a wind spell or force effect (although it can be moved back by the caster).
Tristol's Whip of Denial
Evocation
Level: Sor/Wiz 9 [Chosen of Mystra]
Components: V,S
Casting Time: 1 Round
Range: 60 ft.
Duration: 1 round/4 levels
Saving Throw: Reflex Half (See Text)
Spell Resistance: No
You create a single whip made of force 60 feet in length that hovers just beside you. Beginning on the round the spell is cast, the whip can attempt to attack any one target within range. The whip deals 1d6 per level (maximum of 20d6) points of force damage, but the target can attempt a reflex saving throw to half this damage. In addition, any arcane spell caster struck by the whip looses the next 1d4+1 spells cast. Instead of actually loosing the spell slots, the spell is completed, consuming any components, but acts as though the spell was successfully counterspelled. If the target successfully made the reflex save, then the number of spells consumed is halved as well. When the same creature is struck by the whip multiple times, the effects are cumulative (Affects Spells and SLAs, but not Supernatural or Psionics).
Starweather Speech
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Round
Targets: 1 person/level
Duration: 10 minutes/level
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell is the joint effort at spell creation between Tristol and Nisha Starweather. Once the spell is cast, the speech of the targets is altered drastically so that it becomes indecipherable except by those under the influence of the spell. The effect is similar to scramble speak, except that it doesn't use any existing words from any language. Anyone listening in on the conversation, either physically or through magical means such as scrying or clairaudience, can hear nothing but various incomprehensible noises. Because the spell is not an actual language, or a method of communication, attempts to understand it using spells such as comprehend languages, or special abilities such as speak with all creatures fail. However, the method of speech is all that is changed by this spell. The people participating in this spell must still understand the underlying language to comprehend the words. If anyone were to be magically monitoring the thoughts of any recipient, they would achieve the same understanding as the person's thoughts they were reading. The material component for this spell is a piece of paper with the arcane symbols of Nisha and Tristol Starweather.
Dispell Illusion
Abjuration
Level: Sor/Wiz 4
Touch
Target: One affected creature/object
As dispell magic, except uses a +20 cast level modifier. This spell is only good against illusion effects and does not affect spells of any other school.
Confuse Caster
Abjuration
Level: Sor/Wiz 3
Ranged Touch
Duration: 1d4+1 Rounds
Target: One Creature
This spell summons forth magical energy that represents random spells from the casting wizard's spellbook. The energy has no effect except to make the opposing caster lose concetration and fail a spell. The opposing caster must make a DC 10 + Your Level + Attempted Spell Level concentration check in order to succeed at the casting. For example, if you are 10th level, and the other caster is attempting to cast a 5th level spell, the opposing caster must succeed at a DC 25 concentration check to succeed (D20 + Concentration Skill). The spell remains in effect for 1d4+1 rounds and moves with the target. There is no effect for the spell unless the target is casting a spell within the 1d4+1 rounds.
Spellbook Casting – Overview
Quite often wizards come into situations where they need a particular spell to complete a simple errand or function, but have used up their daily mental allotment of spells. Clearly, if a wizard were not keeping track of the spells he or she were using, it could be problematic to return to their home. It’s also known that many wizards carry spellbooks with them to refer to their spells in the evenings or mornings to study their spells for the day. With so much magic available at their fingertips, what’s to stop them from reading about a spell in a book on a temporary basis to cast a spell such as teleport or plane shift? In order to combat this obvious quandary, wizards can take a series of feats to restore spells temporarily to their memory, but only if sufficient reference were available to help reconstruct the spell. However, because of the intense nature and mental drain caused by refreshing spells in this manner, the spells studied cannot be used in a combat situation. Any attempt to use the refreshed spells to defeat an animated object, construct, or living/undead creature will cause the caster to loose concentration on the spell and it will disappear from their mind. Also, because of the volatile nature of these spells, they will only remain in memory for a short duration of time equal to the caster’s intelligence bonus in rounds. Finally, because refreshing spells requires familiarity with the spell in question, it cannot be used to restore spells that you have not learned for that day.
Spellbook Casting – Feat Series
Level 1 – The fist iteration of this feat allows the wizard caster to use a spellbook they are intimately familiar with to restore spells of third level or lower. After making a successful spellcraft check at a DC of 15 plus the spell level, one spell slot of third level or lower can be restored as if the caster had not cast that spell. Should the caster fail the spellcraft check, the spell becomes confused and a random spell determined by the DM is instead placed into the caster’s memory which masquerades as the new spell (this random spell can be from any school, including restricted schools, and possibly of a level the caster does not have access to). The spell remains in memory for the caster’s intelligence bonus rounds before disappearing. The process takes approximately the spell level’s minutes to complete and during this time the wizard must not be interrupted or the spell will be lost and the process restarted.
Level 2 – This second iteration requires the first level feat and extends it’s power to include spells of the 6th sphere and lower. The spellcraft DC, memorization time, and availability time all remain the same.
Level 3 – This third iteration requires the first and second level feats to function and extends the power of both to include spells of the 9th sphere and lower. The spellcraft DC, memorization time, and availability time all remain the same.
Spellbook Casting – Archmage Ability
For the price of one 8th level spell slot the archmage can restore cast spells of any sphere he or she has access to. The ritual involves using a spellbook that the caster is intimately familiar with for reference purposes. The process will take approximately the spell level’s minutes to complete during which time the caster cannot be interrupted or the spell will be lost and the process will need to be repeated. Upon the completion of the ritual, the caster must succeed at a DC 15 plus the spell level spellcraft check to avoid having confused the spell for another. If the check should fail, a spell randomly determined by the DM is instead placed into the caster’s memory, appearing to be the spell they just memorized (the determined spell can be from any school, even restricted schools, and spells of a level higher than the caster might have access to). Once the previously used spell is restored to the caster’s memory it will remain there for a number of rounds equal to the caster’s intelligence bonus before it will disappear again.
Chosen of Mystra
Spells Per Day: The caster gains additional spells per day as though they gained an additional level in their original spell casting class (wizard or sorcerer).
Saves and Base Attack: The caster gains additional save modifiers and base attack bonuses as though they gained an additional level in their original spell casting class (wizard or sorcerer).
Bonus Spells: The caster may select one spell from each level 0 through 9 to choose as a spell like ability once per day. Once selected, these spells can never be changed.
Spell Immunities: The caster may select one spell from each level 0 through 9 to choose as a spell to be immune to. Once selected, these spells can never be changed.
Silver Fire: Ring of warmth, ring of mind shielding, water breathing, banish external compulsions, no food or drink for 7 days, blast of flame (every 70 minutes, 5ft. wide, 70 ft. long, no SR, breaks through barriers, deals 4d12 reflex for half at DC23), cone of silver fire (every 70 minutes, cone 70 ft., restores dead magic, destroys anti magic, draining on the weave – discouraged use).
Level 1:
Two bonus spells whose combined level may not exceed 10
Two spell immunities whose combined level may not exceed 10
Immune to disease
Does not age
Does not need sleep, but must rest for spells
Detect Magic at Will (Line of Sight, 60ft)
+2 con
Level 2:
Two bonus spells whose combined level may not exceed 10
Two spell immunities whose combined level may not exceed 10
Immune to petrification
+2 con
Level 3:
Two bonus spells whose combined level may not exceed 10
Two spell immunities whose combined level may not exceed 10
Immune to disintegration
+2 con
Level 4:
Two bonus spells whose combined level may not exceed 10
Two spell immunities whose combined level may not exceed 10
Immune to poison
+2 con
Level 5:
One bonus spell
One spell immunity
Silver Fire
+2 con