D&D Party Spell Library
Contents
Dungeons and Dragons
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    Campaign Overview
    Party Journal
    Party Spell Library
        Spell& Book Vol. 1
        Spell& Book Vol. 2
        Spell& Book Vol. 3
        Spell& Book Vol. 4
        Set Spell&nmsp;Book
        Researched Spells
    Party Reference
    Private Party Page
    Rule Expansions
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Gray's Web Site
    Researched Spells
The spells listed here have been researched and approved by our DM. Their efficacy is partly determined by a research roll. This means that they may be too weak or more powerful than their level implies.

Another source of new spells can be found in the Rule Expansions. Here you will find the Book of Time, which lists the spells for the elemental school of Time.

To date Meer has only had time to complete the research of one spell. More are in the pipeline...

Level One

Remove Trap (Alteration)

Name: Remove Trap
Range: 1"
Components: VS
Duration: Permanent
Casting Time: 1
Area of Effect: 1 trap
Saving Throw: Special

This spell improves the ability of the caster to remove a trap by 6% per level. This means that a 2nd level thief-mage who normally has a 25% chance of removing a trap would have a 37% of removing a trap in one segment by casting this spell.

Level Two

Concussion Bolt (Air, Evocation)

Range: 60 yards + 10 yards/level
Components: VS
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 or more creatures in a 10-foot cube
Saving Throw: No

This spell causes concussion bolts to travel through the air to their intended targets. The mage must be able to see the target(s) to hit them, but they can be in melee, or partially obscured. Each bolt does 1d4+1 points of damage.

For every two levels of experience the mage gets another bolt, which can be fired at the same, or a different, target within the area of effect.

 

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