5th Level Spells
Curse: Bloodlust
Level: 5
Range: 60 feet
Casting Time: One melee action.
Duration: Two days per level.
Saving Throw: 12 or better (does not change).
P.P.E.tm Cost: 50
This curse is similar to beast eyes, but the victim is overcome with the homicidal urge to kill and maim, but only at night. When the curse is first inflicted, the victim will feel nothing save for an unusual chill. At night, the victim will become a merciless murderer regardless of alignment.
Defense: Nature Mold
Level: 5
Range: 1000 ft
Casting Time: One minute
Duration: Two minutes per level.
Saving Throw: None
P.P.E.tm Cost: 45
This is a Biomancytm- type spell that allows the shaman to control plant life and vegetation around him. He can will a tree to strike opponents (1d6 M.D.C.tm per strike), cause vines to ensnare victims (equivalent P.S. of 30), weave plants into a living net, etc. The plants have a +3 to strike, parry, entangle, and grapple. They cannot dodge, roll with punch/impact, or pull punch. Each action by an animated plant (or a group of them) counts as one of the shaman's melee attacks.
Gastropod Mucus
Level: 5
Range: Self
Casting Time: One melee action.
Duration: 5 minutes per level of experience
P.P.E.tm Cost: 10
When this spell is active, the user is covered with a thick gelatinous mucus that is green and awful smelling. The shaman will not be used to the smell but will become accustomed to it after ten castings or so. The Mucus has two different states, depending
Bonesnap
Level: 5
Range: 30ft
Duration: Instant
Casting Time: One melee action
Damage: 1d4+2 hit points or 2d4+2 S.D.C.tm/M.D.C.tm
Saving Throw: Opponents are -2 to save.
P.P.E.tm Cost: 10
By casting this spell and snapping his fingers, a necromancer can cause immediate internal pain resulting in a broken bone. If the save throw fails, the victim ends up with a broken bone and needs medical attention (or time to regenerate if that is an option). If it succeeds the victim takes half damage and the bone is not broken, but is still somewhat wounded. Use the Optional Damage Tables in step 2 of character creation to determine the penalties for wounded limbs and broken bones. This spell only affects dead and living organic life forms, not elementals, plants, or machines. The necromancer can affect any limb or bone of choice.
Heal the Dead
Level: 5
Range: Touch or 3ft distance.
Duration: Instant
Casting Time: One melee action
Damage: None
Saving Throw: None
P.P.E.tm Cost: 8
This spell is one of the only two curative magics possessed by necromancers. It is only effective on ghouls, zombies, and mummies, animated dead, and undead. Each invocation will restore 4d6 S.D.C.tm or 2d6 M.D.C.tm to a creature of death.
Charm Weapon (ritual)
Level: 5
Range: Touch
Duration: 12 hours per level of the caster.
Casting Time: One hour
Saving Throw: Standard
P.P.E.tm Cost: 12
This spell doubles the damage a weapon does to supernatural creatures. The weapon gets a save vs. the enchantment. Add +1 if the weapon is a standard melee weapon, +3 if the weapon is a missile weapon (gun, bow, and crossbow) or an energized melee weapon (vibro-blade), and +5 if the weapon is an energy weapon (rail guns and missile launchers included). Taken from Nightbane page 133 and slightly updated.
Impact Shield
Level: 5
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: One melee action
Damage: None
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 12
An invocation that creates a form fitting barrier of cushioning energy. When this shielding is in use, the character is +4 to maintain balance against knockdown attacks (or is equivalent to a supernatural being if you're using the tables on page 13 of Conversion Book One). The character takes no damage at all from S.D.C.tm impacts (bullets, punches, hammers, etc.) and half damage from mega-damagetm blunt attacks (rail guns, punches from supernatural beings and robots, any of the above force spells, etc.) This damage reduction applies only to blunt and impact attacks - claws, swords, energy weapons, and all other attacks do normal damage. The shield extends to just beyond body armor and is fully compatible with the Armor of Ithan spell.
Midnight Wind
Level: 5
Range: 90ft radius around caster.
Duration: One melee round per level.
Casting Time: Two melee actions. Damage: 3d6 S.D.C.tm
Strike Bonus: +3 to strike
Saving Throw: Dodge
P.P.E.tm Cost: 12
Taken from page 135 of the Nightbane RPG (the range is a bit clearer). This spell creates a chilling, hurricane force wind that darkens the sky in the area. The lights dim down, and the temperature drops by 15 degrees Fahrenheit. Once per melee, the caster can attack a target with a blast of icy wind with the damage and strike bonus listed above. If the damage is greater than half the P.S. of the victim, he suffers knockdown due to the impact.
Mindshade
Level: 5
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: One minute
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 15
The recipient of this spell gains a +4 bonus to save vs. psionics and mind-altering magic, plus becomes impervious to possession. The character's aura comes up as blank (nothing extraordinary), and he doesn't radiate any magic or psionic power!
Aphrodesiac
Level: 5
Range: Touch
Duration: Enchanted food or drink remains enchanted for ten minutes per level, while the effects last for 1d4+1 hours.
Casting Time: One melee
Damage: None
Saving Throw: Standard
P.P.E.tm Cost: 15
Enchanting a container of food or drink with this spell will result in its transformation into a strong aphrodisiac. The spell will affect a wineglass, a punchbowl, and a tray of oysters all the same. Persons affected by the spell will perceive all people of their sexual preference to have an M.A. and a P.B. six points higher than they really are. The afflicted will flirt mercilessly and attempt to seduce the nearest person of their sexual preference found attractive (almost anyone). A rejection isn't disheartening - they will move on to the next person in their sights.
Those who drink or eat the enchanted sustenance will also be generally giddy and forgetful, though they will still fight to defend themselves, their loved ones, and their principles. Anyone with serious sexual problems/ repression gains a +6 bonus to save vs. this spell. This spell is guaranteed to make a party interesting.
Circle of Cold
Level: 5
Range: 10ft radius, cast up to 90ft away.
Duration: Two minutes per level.
Casting Time: One melee action.
Damage: 1d4x10 S.D.C.tm
Saving Throw: None
P.P.E.tm Cost: 12
This spell creates a column of magical cold that is six feet tall and damages anyone attempting to pass through the circle. The circle has an eerie, two- dimensional flicker of pale blue energy. Water freezes at the rate of one gallon per two minutes, and frostbite will occur with 10 minutes of unprotected exposure. These effects are applicable to the Cold Wall spell and other cold- based magic.
Destroy Dead: Lesser
Level: 5
Range: 60ft
Duration: Instant
Casting Time: One melee action.
Damage: 1d4x10 damage (whether S.D.C.tm or M.D.C.tm)
Saving Throw: Standard
P.P.E.tm Cost: 12
This spell is a corrupted form of the Biomancer spell of Bio-Blast. It can damage any magically animated dead with great effect. However, it is only effective against animated dead. Vampires, mummies, zombies, and all living creatures are immune to its effects.
Kinetic Beam
Level: 5
Range: 60ft range
Duration: Instant
Casting Time: One melee action.
Damage: 1d4+1 per level (a 9th level mage can do 9d4+9).
Saving Throw: Dodge
Strike Bonus: The caster's spell strength bonus +1 more.
P.P.E.tm Cost: 7
Though the range is limited, this spell is a good way of attacking. It is cheap, quick, and able do damage many things. Magic energy is transformed into an unstable beam of kinetic energy and directed at the target via mental command. If the strike roll is a natural 18 or better, the victim of this attack suffers knockdown (depending on size, of course).
Superhuman Dexterity
Level: 5
Range: Self or others by touch.
Duration: Two melees per level.
Casting Time: One melee action.
Damage: None
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 10
The recipient of the spell gains another +3 to strike, parry, and dodge, one extra attack per melee, +1 on initiative, and +5 points to the speed attribute. Not effective on cybernetically or chemically enhanced humanoids, power armor, robots, or vehicles.
Superhuman Endurance
Level: 5
Range: Self or others by touch.
Duration: One minute per level.
Casting Time: One melee action
Damage: None
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 12
The character who receives this strengthening magic gains a P.E. of 30 (+8 vs poison/magic and +30% vs coma/death) and is also impervious to the effects of knockout and stun attacks. The recipient also gains +30 S.D.C.tm (for supernatural creatures this is M.D.C.tm) for the duration of the magic. Not effective on cybernetically or chemically enhanced humanoids.
Resist Magic
Level: 5
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: One melee action
Damage: None
Saving Throw: Standard if resisted.
Destabilization: +1d4%
P.P.E.tm Cost: 20
Resist Magic gives a recipient a +1 vs magic per two full levels of experience of the caster. Any mage levels one through three can give a +1 bonus, while those 4 and 5 give a +2 bonus, and so on. Casting this spell multiple times will not increase the bonus, and if two mages cast this spell on the same target the target uses the higher of the two bonuses. Lastly, this bonus is the only one that can be used (it is not added to any existing save vs magic bonuses, natural or artificial, because it overrides the existing bonuses).
Seeker
Level: 5
Range: 1000ft per level
Duration: Special
Casting Time: One melee action
Damage: None
Saving Throw: Standard
Destabilization: +2d4%
P.P.E.tm Cost: 20
The Seeker spell can carry a spell's energies to affect one target of the caster's choice. While casting the mage must visualize the intended target and, when complete, a small white sphere speeds from the caster to the target (if within range). The sphere has a speed of 66, 3 attacks, +4 to strike, 1 M.D.C.tm per level, and is -6 to be hit. If destroyed, the Seeker and its spell vanish. It will chase the target until it connects (causing the spell to have normal effects) or the target gets out of range.
Tangler Wisps (Level 5 Spell)
Range: 90 feet (27.4 m) +20 feet (6 m) per each additional level of experience.
Duration: 1 melee per level of experience.
Saving throw: Dodge or break free.
P.P.E.: 6
A writhing strand of mystical energy shoots forth from the caster's hand and bolts towards the intended target. This magical tendril can be aimed for any part of the body at +1 to strike (with an additional +1 to strike every additional 3 levels of experience). If the target does not successfully dodge this attack, the tangler wisp will wrap itself around like a bola, around the targeted area with an effective strength of 35 and 50 M.D.C. Failed attempts to break free will only constrict the coil tighter, causing 1D6 S.D.C. damage or 1 M.D. if supernatural.
This spell can be cast repeatedly, with each additional strand adding an additional strength of 5 and 35 M.D.C. to the bonds (ex: three tanglers would have an effective strength of 45!). These bonds will remain for 24 melees (6 minutes) +4 melees (1 minute) per each additional level of experience, at which time, they will mystically vanish.
Crackle
Level 5
Range: Touch
Duration: 20 minuets per level
Damage: 3D6 SDC + 2 SDC per level
Saving Throw: Standard
PPE: Fifteen
The caster can use this spell to energize a single small item, lid, or a
door. Once an item (such as a stone or dagger) is energized anyone who
touches that item will receive a violent electrical shock. A successful
save versus magic will halve the damage. This enchantment isn't cast
on the door itself but on the handle or knob of the door, the affect is
the same when someone touches the doorknob.
The enchantment can also be time controlled. A caster may set the
duration from 1 melee up to the casters max duration. Upon the
expiration of the duration the item will discharge, but only
inflicting half damage to everyone within a 5 foot radius. A save
verses magic negates all damage from the discharge.
Mystic Shield
Level: 5th
Range: Touch
Duration: 1d6 melees + 1 melee per level
Saving Throw: None
PPE: 16
This spell may be cast on any non-magical shield or object that may be
used as a shield (garbage can lid or a large serving plate for example).
The spell will enchant the shield giving it an effective AR of 18. Any
incoming attacks (hand to hand or ranged) will have to get past the
shield first. The spell last until the shields SDC is depleted or the
duration runs out.
-Ice Bolt (lvl 5)
PPE: 10
Duration: instant
Range:60m + 30m/lvl + 20m per PPE
Save: N/A
Fires a bolt of cold at the target. The bolt inflicts 4d8 MD and is +4 to strike.
Nature Blast
Range: Special
Duration: Instant
Damage: Special
Saving Throw: Special
P.P.E.: 65
This spell is designed to kill plants. When cast, the vegetation in the area of effect instantly withers and dies. Sentient plants get a standard saving throw versus magic. Those that fail suffer 1D6x10 damage, plus 1 point per caster level of experience. ( See Aliens Unlimited for a large selection of sentient plant species ).
Millennium Trees and Trees of Life suffer 3D6x10 damage, plus 1D6 per caster level of experience. For the effects on terrain, see the following:
Terrain Type Radius Affected per level of experience
Barren Desert 50 feet ( 15m )
Plains/Grasslands 20 feet ( 6m )
Light Woods 10 feet ( 3m )
Medium Woods 8 feet ( 2.4m )
Heavy Woods 6 feet ( 1.8m )
Jungle 3 feet ( 0.9m ) .
Holy Water (Level 5 Water Spell)
Range: Self or can be cast to appear up to 60 feet (18.1 m) away plus 10 feet (3 m) per each additional level of experience.
Duration: 30 minutes (120 melees) plus 10 minutes (40 melees) per each additional level of experience.
Saving throw: None.
P.P.E.: 25
This spell conjures up a mass of glimmering water that glows with a spiritual silver light. This water will have similar damaging affects as true holy water upon all creatures of evil and the dead/undead. It will hover above the caster's palm as an undulating circular mass or can be cast at a creature. The caster may choose to immediately use the liquid or place it in a container for later use, until the spell expires, at which time it mystically vanishes. This mystical liquid can be flung at opponents doing 1D6 M.D. to all creatures of evil and 2D6 M.D. to undead and dead creatures per 1/8 gallon exposure. Used upon creatures of good will heal for 2D6 S.D.C. or M.D.C. and will serve as an antidote to any type of infliction caused by the evil creature. Further affects will cease and full recovery will occur within 3D10 minutes. 1/8 gallon per every two levels of experience can be conjured per each level of experience.
Spell Name: Shadow Mold
Spell Level: 5
Range: Touch
Duration: special see description
P.P.E.™ Cost 12:
Saving Throw: none
Description: With the use of this spell the mage can shape shadows as if they were clay at an 88% skill proficiency. The mage can 'mold' for 5 minute per level and the shadow will retain its new shape for 2 days per level of the mage. The shadow is NOT separated from the object whose shadow it is, nor is the object (or person) changed in any way. If the shadow is to be used independently then a separate spell such as 'Shadow Steal' (see below) must be used.
Spell Name: Absolute Darkness
Spell Level: 5
Range: 120 ft radius
Duration: 2 melees per level
P.P.E.™ Cost: 10
Saving Throw: none
Description: This spell creates an area of absolute darkness. Not only will light be not visible but also no creature can see and even sensors (all kinds) go dead. Only the mage can see in this murk giving him a +2 to strike, parry, and dodge.
Spell Name: Shadow Stab
Spell Level: 5
Range: melee
Duration: 1 minute per level
P.P.E.™ Cost:12
Saving Throw: dodge
Description: By the means of this spell the caster can attack a creatures shadow (melee weapons only!) and the damage will be transferred to the creature point for point! This essentially gives the caster a plus 2 to strike and an extra attack and as well, gives the creature a -2 to parry and dodge.
Spell Name: ShadowBlade
Spell Level: 5
Range: self only
Duration: 1 minute per level
P.P.E.™ Cost: 12
Saving Throw: none
Description: This spell creates a sword of solid shadow that will do 6d6 MDC™ (x2 to creatures with weakness to cold)! The shape of the sword is determined mentally by the caster and in all ways (except damage) will function as that type of sword. The caster need not know how to use a sword but, if he is skilled then bonuses are as normal. The sword cannot be given to anyone else, if it leaves the casters hand then it will dissipate.
Spell Name: Obscure
Spell Level: 5
Range: Touch or 10 feet
Duration: 1 day per level
P.P.E.™ Cost: 20
Saving Throw: None
Description: This limited for of the Cloak spell allows the caster to make objects he/she carries to be nearly invisible to normal means of detection, (98% palm or conceal whichever applies). Even magical detections have only a 60% chance of finding the object!! Only objects less than 20 pounds can be effected.
Spell Name: Improved Shadow Bolt
Spell Level: 5
Range: 200ft per level
Duration: Instant
P.P.E.™ Cost: 18
Saving Throw: dodge
Description: This spell is identical to the Shadow bolt spell except that it does 2D6 MDC pre level of the caster.