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296. Reflecting field-The spell conjures a glowing field of energy around the caster. This field deflects all projectile weapons (including boulders thrown by giants and other unusual projectiles) as well as targeted ranged spells away from the caster for one round per CL. In addition up to 3 such attacks each round rebound on the attacker and strike the attacker at the same bonus the attacker originally used.

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297. Spell conduit-Requires 4 to 8 other casters of any full casting class. All other casters involved expend a spell slot of a given level as a standard action. All spell slots expended must be of the same level. The caster who cast spell conduit then channels the spell energy as a destructive blast of power dealing 1d6xthe number of other casters involved damage per level of the expended spell slots, plus additional points of damage equal to the CL of the caster of spell conduit. As an example, if a 10th level caster had assistance from 4 other 10th level casters and each other caster expended a 5th level spell slot the spell would do 4x5x1d6+10=20d6+10 damage to a target.

LuZeke |

298. Baleful Insomnia
Target: 1 person
Range: Touch
Save: Will
Duration: 1 day/level
Target is unable to sleep and becomes immune to sleep effects while under the influence of the spell.
299. Greater Baleful Insomnia
Target: 1 person
Range: Touch
Save: Will
Duration: Forever
Target can never again fall asleep and becomes permanently immune to sleep effects.
300. 300
Duration: 1 min/level
The caster summons 300 spartan warriors to fight on his behest.

AdAstraGames |

301. Fertility. If the subject of this spell has sexual congress before the duration ends, progeny WILL result. If of different phyla, both parents roll d20+CON. On a roll of 25 or higher, their child will breed true if there's another around that also did this.
Testing of this spell created Owlbears. Politeness shall draw a veil over other results of testing.
302. Repel Insect. This spell, when cast on an area, will repel all vermin of the insect type for 1 day per caster level. Think of it as 'D&D Roundup'.
303. Mark of Destiny. A specific goal is named; the character must act in a way concordant with achieving that goal at least once per day, or lose the benefit. On ALL skill rolls that would appreciably meet the goal, the player gets to roll 3 d20s and take the one most favorable. Duration is one week per caster level. If the goal is not met before the spell ends, the character receives two negative levels.
304. Kazaran's Equine Enhancer. When cast on a horse, this doubles their hit points, gives them +4 on all saving throws, and allows them to travel 25% farther in a day with no ill effect. Lasts one hour per level.
305. Kazaran's Equine Ehhancer, Mass. As above, but can affect two horses per caster level. Lasts one hour per level.
306. Kazaran's Night Horse. When cast on a horse, the horse, rider, and all gear ignore all terrain types - they're treated as unobstructed flat ground. The horse can run 100' per round, and it and the rider have 75% cover against all attacks. However, the spell only works at night. The duration is one full night's riding.
307. Celebra's Puissant Signal Fire. When cast on a fire, the fire cannot be put out by any non-magical means while the spell's duration is running. The fire's illumination is also three what it once was, and gives the equivalent of full daylight to creatures within 15' of it. The caster may change the color, or shape the fire at will for as long as the duration runs. When cast on a fire on the hill top, the fire can be sen for *miles". Duration is 10 minutes per caster level.
308. Phantom Army. This spell can only be cast at night or dusk, and has an area of 200' radius from the casting point. It lasts until he light of dawn strikes it, or a daylight spell is cast. While it operates, it combines an illusion of an encampment of troops, and summons minor shades to power it, and keep it ever changing. This spell cannot be dispelled (other than casting a daylight spell into it), and cannot be detected by detect magic. When the spell has dissipated, the ground will be torn up as if a real encampment had been made.
309. Leak. This cantrip will cause every container holding liquid in a 5' square to spring a leak. Items get to save against it normally, though the save DC for item breakage is 2 higher than it would normally be.
310: Curdle. This cantrip will spoil milk, sour beer, cause ink to separate, and otherwise render one pint of some material foul to drink. If used on a potion, the potion will work, but the user must make a DC15 Fort save to avoid throwing up before the potion takes effect.
311. Pemberton's Phantasmal Pit. This creates a 20' deep by 10'x10' wide extradimensional space in the ground, with glass-smooth sides that are a DC 20+Caster Level Climb Check to get out of. For every level the caster has, this spell creates another 200 cubic feet of pit that must be adjacent, but can be down, or to the side. Duration is caster level in rounds. When the spell ends, the creatures trapped in it are returned to the ground unharmed. If the effect is identified with a Detect Magic spell, it will reveal itself as a Silent Image.
312. Liddy's Mark of Location. When cast on an object, the caster need only make a DC15 concentrate check to know the exact compass direction and approximate straight line distance. Unlike a standard scry spell, this one has a duration of one week per caster level, and may be concentrated on 'at whim' while it's running. Originally created by an absent minded mage who couldn't keep track of his items, it quickly ound wider use in the broader adventuring community.
313. Suppress Fire. When cast on an object, the object cannot be set o fire, and never has to save for fire damage. Regrettably, attempts to make it work on living creatures have proven to be impossible. When cast on garments that cover 90% of the body's skin or more, it does grant a +4 bonus to saving throws against fire damage. Can be made permanent, otherwise, lasts for 1 minute per caster level.
314. Ulthazor's Aura of Unbreakability. When cast on an item that weighs no more than 1 lb per caster level, the item cannot be broken short of a disintegrate spell (and it offers a +10 to the item's save versus that.) The spell lasts for 1 minute per caster level.
315. Itch. This first level spell causes the subject to itch in any place where clothing touches their skin; this gives a penalty of -1 to all skill rolls per quarter of the target's skin that's covered, to -4 for someone in full armor or cold weather gear. It gives a -1 to AC. It has no effect on characters wearing no clothing. Range: Short, Duration: 1 round per level, Fort negates.
316. Smallclothes of Persistent Chastity. A common hedge-witch spell, this spell causes a target's smallchothes (underwear to modern readers) to bond to their skin. The caster may, at the time of casting, create a passcode which will allow the smallclothes to be removed by the person speaking it. There is a Wondrous Item version of this ability, and at least two classic plays about couples who got the passwords mixed up. Duration is one hour per caster level.
317. Summon Prey Animal. This spell will summon a Small prey animal of the type specified by the caster, provided there is one within range of the spell. The prey animal will not obey the caster's commands, nor does the spell keep it from running away. It does, however, have a permanent duration. The Kobolds who researched this spell have a more direct name for it: "My Chicken!" It has a range of Medium, and cannot summon any creature of more than 1/8th of a Hit Die.
318. Restful Sleep. When cast upon an already sleeping person, that person will gain the benefit of four hour's sleep per hour they remain unconscious. During this time, they will automatically stabilize if need be...and while the spell is in effect, they cannot be awakened short of magical means. Duration of 30 minutes per caster level; 1st level spell.
319. Anderaxar's Persuasive Hospitality. This subtle variation on a Mass Charm spell i lower level, but creates a spread of tasty food. The food will last for three hours (long enough for a banquet) and creates enough food for one Medium Sized person per caster level. Anyone who consumes the food in the caster's presence must make a Fort save, or be under the influence of a Charm Person spell cast by that person. The effects of the Charm Person spell last for one day per caster level.
320. Liquid to Dust. When cast on a liquid, it removes water or alcohol from it; one casting is enough to dehydrate one standard potion, or to distill one gallon of wine to sherry. If cast on a potion, the potion cannot be drunk, but can be reconstituted by pouring water into the container.
321. Buoyancy. When cast on an object, the object becomes less dense than water. The maximum weight that an be affected is 15 lbs per level. It lasts for 10 minutes per level; this can also be added to armor as a +1 armor bonus, and will create armor that floats with the wearer, keeping them from drowning.
322. Kazaran's Secret Pasture. This spell transports the subject to the extraplanar Sea of Grass, leaving only a fresh patty of their dung behind. The plane is covered in grass with small streams, is free of predators, and has a climate suitable for horses and ungulates. Eating anything that a horse or sheep won't eat provides no nutritional value. The spell lasts one day per caster level, and the caster may break the spell early (by crushing the dung patty) to get their horses back. Creative use of this spell has staved off famines (by sending sheep to the other dimension and calling them back for slaughter.). It is also useful for bringing horses down into dungeons and getting them back out again, and has even been used as a rather cruel method of execution.
Duration one day per caster level.
323. Karazan's Secret Pasture, Mass. As above, save that it affects one animal per level.

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KaeYoss wrote:248 Wave of faeces: Wave of excrement buries target.CuttinCurt wrote:242 - Anti-KaeYoss ray: Minimizes the posts KaeYoss can submit to 1/day.
243 - Protection from KaeYoss 15 league radius: Assures Kayoss can not harm me in any way.
Dream on, urchin boy.
Cannot harm you? Read my next spell (in the following post because your spells don't work)
Ouch! That hurts. Luckilly I just created a spell called...
324 - Ride the wave: If caught in the area of a burst or cone shaped spell, the caster can, as an immediate action, allow himself to be pushed 5ft. outside the area of effect, in essence, riding the wave of spell energy to safety. unfortunately, if there is not a safe space for the caster to go, he can not escape, thus giving KaeYoss a chance to destroy him with a load of crap. :D

Umbral Reaver |

329. Foreboding, lesser - The target becomes distinctly aware that 'something bad' is going to happen and is minory penalised due to this paranoia. At the end of the spell's duration, the target is slapped upside the head by a force effect, causing nonlethal damage.
330. Foreboding - As foreboding, lesser, but the attack is in the form of a boot to the face, causing lethal damage.
331. Foreboding, greater - As foreboding, lesser, but instead of an attack a cow is summoned thirty feet directly above the target. The cow does not suffer falling damage.

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324 - Ride the wave: If caught in the area of a burst or cone shaped spell, the caster can, as an immediate action, allow himself to be pushed 5ft. outside the area of effect, in essence, riding the wave of spell energy to safety. unfortunately, if there is not a safe space for the caster to go, he can not escape, thus giving KaeYoss a chance to destroy him with a load of crap. :D
I like this one! It's got a very cinematic visual, the caster throwing up his hands just as the fireball detonates, to be thrown clear of the fireball, instead of burnt.

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333. Duplication-The caster sends a pulse of energy at an allied creature (note the caster cannot use this spell on himself) and this pulse causes the target to be duplicated for 2 rounds per caster level. Both the original and the duplicate have the same statistics, the same equipment and the same condition as the original at the time of the duplication. The duplicate cannot then be duplicated itself by another casting of this spell.

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CuttinCurt wrote:324 - Ride the wave: If caught in the area of a burst or cone shaped spell, the caster can, as an immediate action, allow himself to be pushed 5ft. outside the area of effect, in essence, riding the wave of spell energy to safety. unfortunately, if there is not a safe space for the caster to go, he can not escape, thus giving KaeYoss a chance to destroy him with a load of crap. :DI like this one! It's got a very cinematic visual, the caster throwing up his hands just as the fireball detonates, to be thrown clear of the fireball, instead of burnt.
Thank you. But we have to give KaeYoss partial credit. I would not have thought of it if he had not created the wave of excrement spell. Arg, now I have to thank him later...

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358. Align the Stars - Tears open the fabric of reality so that the lost city of R'lyeh can rise and lord Cthulu can devour the world.
359. Sneezing Powder - Cone causes victims to have painful sneezing fits.
400. Bring Out Your Dead - Exhumes all corpses in 100 meter radius.

KaeYoss |

Set wrote:Thank you. But we have to give KaeYoss partial credit. I would not have thought of it if he had not created the wave of excrement spell. Arg, now I have to thank him later...CuttinCurt wrote:324 - Ride the wave: If caught in the area of a burst or cone shaped spell, the caster can, as an immediate action, allow himself to be pushed 5ft. outside the area of effect, in essence, riding the wave of spell energy to safety. unfortunately, if there is not a safe space for the caster to go, he can not escape, thus giving KaeYoss a chance to destroy him with a load of crap. :DI like this one! It's got a very cinematic visual, the caster throwing up his hands just as the fireball detonates, to be thrown clear of the fireball, instead of burnt.
There is no escape. There is no escape. There is no escape.

KaeYoss |

366: Preservative: Renders target infertile and immune to disease. (I'm surprised that there aren't already 300 different spells, skills, feats, magic items, prestige classes and base classes that accomplish this. I guess this would be most appreciated by the typical "sow your seed in every field" type of adventurer who foregoes payment in lieu of "displays of gratitude" or something, and they're not the type to stay home and invent magic items or spells)
367: Midas Touch: Everything you touch turns to gold.
368: Sadim Touch: All precious metals and gems you touch grumble to dust.
372: Deja vu. Force target to re-experience past incident.