5th Level


Animate Shadow Invented by Johnny Bremer
(Alteration)
Level		: 5th (Wizard)
Range		: 1 yard/level
Components	: V, M
Duration	: 1 round + 1 round/level
Casting Time	: 5
Area of Effect	: One shadow
Saving Throw	: None
By means of this spell the caster is able to animate any non-living shadow within range. The caster mentally decides how and where the shadow is to move.
The caster can end this spell at any given time.
The material component of this spell is a small piece of charcoal.


Ball Lightning Invented by Hogan
(Invocation/Evocation)
Level		: 5th (Wizard)
Range		: 50 yards
Component	: V, S, M
Duration	: Instant
Casting Time	: 5
Area of Effect	: Special
Saving Throw	: 
The Ball Lightning creates an effect not unlike that of a real Ball Lightning, and at some points, the more powerful Chain Lightning.
At the conclusion of the spell, a small sphere, about 1 foot in diameter, comes into being, hovering in front of the caster. With a word of power, the caster can send it hurtling against an enemy, striking him without any chance of error. Immediately afterwards, the Ball Lightning will jump straight to the next person, also striking and damaging him but demising a little in size. The ball can continue along this part, jumping from target to target, each time dealing damage and demising in size, until it has hit as many targets as the caster has levels, then it fizzles and becomes extinguished.
The Ball can maximum jump 10 yards, if no living target is nearby for it to jump to, it goes out. Each time the Ball Lightning jumps to another target, the caster of the spell has a 5% pr. level achieved, to decide which one it shall be. If he cannot control it, the jump goes to a random creature within range. Those wearing much metal are more likely to be hit than others who don't.
The initial damage of the Ball Lightning is 1d4 pr. level of the caster (saving throw for half damage) with no set maximum. For each person it hits after the first, the damage is reduced with 1d4 until it has struck its maximum number of targets.
The Ball Lightning normally only hits living targets, but it is drawn to large natural iron deposits, so when cast near such, there is a 50% change for each jump, that it is drawn to them and disappears in the ground. The same person can be hit many times by the same Ball. If only two living beings are within the 10 yards range, the Ball will keep jumping between these two, until either one of them falls, or the Ball has made is maximum number of hits.
The material component for the spell is a small metal sphere and a piece of cloth. Both are consumed in the casting.


Bone Bomb Invented by Hogan
(Necromancy)
Level		: 5th (Wizard)
Range		: 10 yards/level
Components	: V, S, M
Duration	: Instant
Casting Time	: 7
Area of Effect	: 15 feet radius
Saving Throw	: Neg.
The spell of Bone Bomb causes a number of skeletal creatures to explode in a shower of lethal bony shards. Up to 1 HD of undead per level of the caster can be affected, with a saving throw only allowed to intelligent undead like Dracoliches, Greater Skeletons and their like. The shards created by the spell will strike all living fleshy creatures within 8 yards, doing 1d4+1/level (e.g. 10d4+10 at 10th level) in damage with a saving throw for half damage.
The affected undead must all be within a 30 feet radius of the spells center. The caster is not able to choose which undead to affect, as they are affected from the center and out until the maximum number of hit-dice is reached.
The spell is only useable on undead skeletal creatures, as it works by overloading the magical necromantic energies that keeps it together, causing it to expand and the bones of the creature to explode from the inside. The creatures must be fully categorized as skeletons and cannot be zombies and their like.
Evil Necromancer's are known to push their skeletal armies into the front line of the fray, and then sacrifice them to in order to strike a lethal and devastating blow against the living forces in the enemy lines.
The material component of the spell is a reuseable tooth from a Dracolich and some bones from a creature killed by fire within the last month. The latter is absorbed in the spell.


Fog of Fear Invented by Hogan
(Illusion/Phantasm)
Level		: 5th (Wizard)
Range		: 5 yards/level
Casting time	: 1 round
Components	: S, M
Duration	: 1 round/level
Area of Effect	: 30 square feet/level
Saving Throw	: Neg.
This spell creates a heavy rolling fog in which those caught will see their worst nightmares at play around them.
All creatures caught in the fog must make a morale-check with a -4 penalty. Those without morale, PC's for example, are required to pass a saving throw vs. spells with a -2 penalty. Those failing their saving throw/morale-check, will be struck with fear and will flee in a random direction for 1d12 rounds, only stopping to defend themselves if prevented from flight. Undead, mindless creatures like some plant-creatures as well as those with a morale of 20, is considered to be immune to the effects of the fog.
Whoever comes in contact with the fog after it is first created, are subject to a saving throw. Those who make their saves, withstands the nightmarish effects of the fog, but staying inside requires another saving throw for each round spend there. Those who leave the fog and then re-enters are required to make another saving throw.
The fog covers an area of 30 square feet per. level of experience with a height of 15 feet and moves as directed by the caster at a speed of up to 15 feet per. round. Strong winds, fresh and above, will tear the fog apart. The created fog can have any dimensions the caster can imagine, but must at all times be at least 15 feet thick.
The material component of the spell is a bundle of chicken feathers and smoking incense. Both are consumed in the casting.


Grimskull's Limited Shadowwalk Invented by Hogan
(Alteration)
Level		: 5th (Wizard)
Range		: 5 yards
Components	: S, M
Duration	: 2 rounds/level
Casting Time	: 5
Area of Effect	: Special
Saving Throw	: None
This spell is an improved version of the 3rd level spell, Grimskull's Shadowwalk. Besides from enabling the caster to move between the shadows as per. the lesser spell, it also enables the caster to send bodyparts through the shadows and retract them again. Hence he could stick his head through one shadow and out through another to take a peek, or stick a leg through the shadows to trip another person leg as he walks by another shadow. He could even backstab an enemy from afar by letting his hand appear out of the shadows behind the enemy. In this case he suffers a -4 to attack, unless he lets his head follow through the shadows. An attack of any kind can only be accomplished if the caster is able to see the shadow through which he strikes.
It is only possible for the caster to use the spell like this, though he can still carry other people through the shadows as in Grimskull's Shadowwalk (if of appropriate level) and send other people through alone.


High Ground Invented by Martigan
(Alteration)
Level		: 5th (Wizard)
Range		: 0
Components	: V, S, M
Duration	: 1 turn/level
Casting Time	: 6
Area of Effect	: 1 feet/level
Saving Throw	: None
When casting this spell, the wizard causes the ground beneath him to rise up and become a flying platform under his control. The flying ground will be coneshaped and have a surface area with a radius of 1 feet pr. level of experience the caster have achieved. The size of the platform depends on the available amount of earth. If there is not enough ground present to create a platform with a maximum surface area, the platform will be created as large as possible.
The earthen platform will be completely under the wizard's control and can be flown with a movement rate of 18, but it is required that the wizard remain in contact with the platform, keeping in the center, and that his concentration remains unbroken. Should he loose control, or a Dispel Magic is cast successfully on the high ground, the entire platform will be brought down in mid-flight. Sentient earth cannot be affected by this spell.
The material component required for the casting of this spells, is a small bag of earth blessed by a druid. The earth is absorbed in the casting, as it merges with the ground in order to rip it from the surface.


Improved Alacrity Invented by Johnny Bremer
(Alteration)
Level		: 5th (Wizard)
Range		: 0
Components	: V, S, M
Duration	: 1 turn + 1 round/level
Casting Time	: 1
Area of Effect	: The caster
Saving Throw	: None
This spell works exactly like the third level spell Alacrity except that this spell works on spell-levels 6 through 9. The material component is a hour-glass which is destroyed when the spell is cast.


Improved Sense Shifting Invented by Johnny Bremer
(Alteration)
Level		: 5th (Wizard)
Range		: 0
Components	: V, S, M
Duration	: 3 turns
Casting Time	: 5
Area of Effect	: The caster
Saving Throw	: None
This spell works exactly like the second level Sense Shifting, except that this spell works on spell levels 4 through 6 that are cast within the duration of the spell.
The material component is a twist of multi-colored ribbon with a small gold bell fastened to its end which is consumed during casting.


Koo'sacks Chain Spell I Invented by Sation
(Alteration)
Level		: 5th (Wizard)
Range		: Caster
Components	: V
Duration	: Special
Casting Time	: 5 + special
Area of Effect	: 2 spells
Saving Throw	: None
Koo'sack was a dragon that in time became one of the most powerful spellcasters in the realms. Being a very politic dragon, many of her spells are made for the prepuce of taking out any enemies she might get. The spells are extremely rare, and only Koo'sack and her friend Maithen Slenderbow (a female Elf Warrior/Mage) are know to have access to them.
Koo'sacks Chain Spell links together two spells so they can be cast as if they were one. The spells used to be chained doesn't have to be memorized, they can also be taken from Scrolls, Staffs, Wands, Rods and other magical items. They cannot be drawn from another spellcaster, and the items has to be worn and used by the caster of the Chain Spell, making it impossible to draw from conflicting items like two necklaces. The spells will be permanently drained from one-use items such as scrolls, and the corresponding number of charges will be wasted from items relying on charges. All the items has to be worn when the effect takes place, failing to do so causes the caster to take 1d8+1 in damage for each level of all the involved spells.
The total casting time for Chain Spell depends on the chosen spells, and is the sum of the casting times of the three spells (the Chain Spell + the other two). When the spell is cast, all the details for the effect of the chosen spell must be given during casting. From that point on, the caster will not be able to change anything, there is no changing target, distance or spells to be chained. Once the spell is cast, it is timed to go off on the casters command, or when the time round out (may the Gods be merciful to though who stands in the way). The time can be set to any number of turns in the future, but as long as the chain spell is in effect, the caster will be unable to cast any other spell or use any kind of magical item. If he does so will go off immediately.
Once the spell is activated, the effects will happen so fast, that it will be difficult to say which one went first (though they will happen in the order the caster made clear while casting the spell).
Koo'sack developed this spell to be used together with Create Undead and Control Undead to avoid the problem with the undead developing a will of their own. This way she was even able to enslave vampires, which she created herself. Following this, it didn't take her long to figure out that the combination Meteor Swarm centered on yourself an Teleport would come in handy.

Koo'sacks Lower Resistance Invented by Sation
(Abjuration)
Level		: 5th (Wizard)
Range		: 10 yards/level
Components	: V, S
Duration	: special
Casting Time	: 5
Area of Effect	: 1 square yard/level or 1 creature + 1 creture/5 level above the 10th
Saving Throw	: None
This spell is highly effective in reducing or maybe even negating the magical resistance of a creature or an area. The caster can choose to cast this spell in one of two ways:
One way is to reduce to the targets magic resistance with 5% for each level achieved of the caster, the same round the spell is cast. The other way is to reduce the magic resistance with only 1% for each of the casters level. But this way the effect will last for 1 rd./lv
Neither creature or area is allowed a saving throw or magic resistance roll to avoid this spell.


Linked Teleport Invented by Hogan
(Alteration)
Level		: 5th (Wizard)
Range		: 20 yards
Components	: V, S
Duration	: Instantaneous
Casting Time	: 6
Area of Effect	: 1 Teleport
Saving Throw	: None
If this spell is cast shortly after another Teleport spell (including Teleport Without Error) has been cast within the 20 yards range, the caster will be able to tab into the weaves left by that spell and follow it to its destination. The Wizard will immediately be teleported to the exact coordinates as determined by the user of the original Teleport spell. If the original spell failed and placed its caster within an object, thereby killing him, the same fate will happen to the one who has linked himself to the spell. If the original coordinates where good enough but somebody has occupied the site since then, the point of arrival will be as close as possible.
In order to be effective, the spell must be cast within 1 round after the casting and use of the original Teleport spell. An additional round can be waited for each 9 level of achievement by the wizard (1 round at 9th level, 2 at 18th etc.). This spell will only work on Teleport spells or related abilities. Spells like Gate and Dimensional Door cannot be linked.


Magus' Black Mist Invented by Mestoph
(Shadow Magic, Necromancy, Conjuration)
Level		: 5th (Wizard)
Range		: 5 yards/level
Components	: V, S, M
Duration	: 2 round
Casting Time	: 5
Area of Effect	: 20'x20' area, 5' high
Saving Throw	:  or Neg.
The Practitioner developed this spell to weaken his enemies before taking them on in melee.
As the spell is cast, black smoke emits from the ground under the area to be affected (the spell must be cast upon ground level, not in mid-air or the like). As the cloud of reaving shadows has formed (at the end of casting), any being captured by it must roll three saves vs. spells. Failure in the first indicates 1d4+1 points of damage per caster level, a 1d3 point loss in Strength for 1 hour per caster level at failure in the second saving throw, and Blindness (as the 2nd-level wizard spell cast by the caster) in the third. Success in the saves halves the damage and negates the two latter effects, respectively. Undead monsters are assumed to have succeeded in the saves automatically. During the second round, any being staying in or re-entering the mist suffer no more ill effects, while any being entering the mist for the first time suffers the above effects. Furthermore, the mist obscures any vision, except infravision.
The material component is a crushed Jet worth 100 gp.


Magus' Shadowworlding Invented by Mestoph
(Shadow Magic, Illusion/Phantasm)
Level		: 5th (Wizard)
Range		: 0
Components	: V, S, M
Duration	: 2 rounds/level
Casting Time	: 7
Area of Effect	: 40 feet radius
Saving Throw	: None
As the Shadowworlding is cast, the entire area of effect is filled with flickering shadows. This will cancel any Light or Darkness spells cast in the area, and for game purposes in is treated as dim lighting.
Any attack launched within or into the Shadowworlding has equal chances for hitting terrain, a shadow, thin air, an ally, or the intended target. Furthermore, the caster is protected by shadowy Mirror Images (as the spell) for the duration of the spell. Lastly, anyone has a 35% risk for each round in the shadows, of being affected by a Confusion spell, unless a save vs. spells is made. The Confusion spell has duration of rounds equal to the caster's level, even if the Shadowworlding ends before the Confusion normally would. The risk of being affected by the Confusion is reduced by 1% per point of intelligence.
The caster is unaffected by every effect of the spell, except for the Mirror Images.
The material component is a Smoky Quartz.


Sations Minor Elemental Attack Invented by Sation
(Conjuration/Summoning)
Level		: 5th (Wizard)
Range		: Special
Components	: V, S, M
Duration	: Special
Casting Time	: 1 hour
Area of Effect	: Special
Saving Throw	: None
This spell is in all aspects similar to the 4th level spell, Sations Lesser Elemental Attack, except that it allows the caster to summon one 8 HD elemental from the casters element (Fire, Earth, Eater or Air). The elemental will be under the caster's total control and will obey his orders even if it means suicide.
There is no range limits on this spell, but the elemental has to travel the distance to necessary, and that means longer concentration time for the caster.
In order to summon the elemental, the wizard needs some type of focus point (like a well for Water Elementals) and one special thing tuned to the type of elemental calling for : Water needs a vial of holy water, Air needs a bottle of swamp mist ( might be obtained form the local witch ). Earth needs a gem of at least 50 gp value and Fire needs volcanic rock. These things are consumed in the casting.


Sense Shadow Invented by Johnny Bremer
(Divination)
Level		: 5th (Wizard)
Range		: 0
Components	: V, S
Duration	: 1 round + 1 round/level
Casting Time	: 5
Area of Effect	: 10-foot sphere
Saving Throw	: None
This spell allows the caster to detect the presense of any shadow monsters within the area of effect. The caster do not gain knowledge of the whereabouts of the shadow monster, only that a shadow monster is present.


Summon Burning Dog Invented by Hogan
(Conjuration/Summoning)
Level		: 5th (Wizard)
Range		: 50 yards
Components	: V, S, M
Duration	: 1 round/level
Casting Time	: 1-3 rounds
Area of Effect	: 1-3 creatures
Saving Throw	: None
This special variation of the Summoning Monster Spells, are developed and mostly used by the Zhentarim network. Though it's a highly guarded secret, some of their mages have traded it for access to higher powers, thereby making it known to mages of other societies.
A caster of the spell will send a call through the planes to the Seven Hells, effectively summoning 1d3 Burning Dogs from their fiery realm. The number of creatures that hears the summoning, are determined randomly, and the wizard must continue the chant for 1 round for each Dog captured. Any disturbance (taking damage, shaken, moving etc.) breaks the spell, and has a 10% chance calling in the summoned number of Dogs, but with no way of controlling them. The material component of the spell is piece of Obsidan broken under extreme heat. Using a shard from the carcass of a Burning Dog killed by water will instead automatically gate in a maximum of 3 of these fiery creatures, none of which will be able to work treachery during the spell's normal duration, thereby requiring no concentration until the time limit is exceeded.
When summoned, the creatures are at best content, fulfilling the wishes of their summoner, but the wizard must keep his concentration on them all the time, in order to force them to obey his wishes. At the slightest slip in the wizard's concentration, they will turn upon him, shredding him to pieces, thereafter running free on the plane. The only time they won't think of treachery is when given a mission suiting their chaotic nature, normally ripping someone to pieces or spreading chaos. But when they are done, their treacherous nature surfaces again.
The duration of the spell lasts for one round per level of the summoning wizard. The Burning Dogs can be kept beyond that time limit providing the concentration can be maintained. This will stretch the wizards powers to his limits, giving a cumultative 5% chance each round of the Dogs breaking free, possibly going straight for the wizard.


Summon Minion Invented by Johnny Bremer
(Summoning)
Level		: 5th (Wizard)
Range		: 10 yards
Components	: V, S, M
Duration	: 1 round + 1 round/level
Casting Time	: 5
Area of Effect	: 10-foot cube
Saving Throw	: None
When this spell is cast, the wizard summons one demonic minion. This minion is under the control of the spellcaster and can be made to attack his enemies on command. The minion will remain until slain or the duration expires. The material component is the heart of an infant, which is consumed during the casting of the spell.


Wall of Creeping Things Invented by Johnny Bremer
(Evocation)
Level		: 5th (Wizard)
Range		: 1 yard/level
Components	: V, S, M
Duration	: 1 round + 1 round/level
Casting Time	: 5
Area of Effect	: Special
Saving Throw	: None
By means of this spell the caster creates a wall of small crawling animals such as; maggots, cockroaches, worms, etc. The wall is 5 foot high, 3 foot wide and 5 foot long pr. experience level of the caster. The wall will slowly move in random directions. Anyone trapped within the wall will get 1d4 points of damage pr. round.
The material component of this spell is 5 different small animals which is consumed in the casting.


Wall of Dispelling Invented by Hogan
(Abjuration/Evocation)
Level		: 5th (Wizard)
Range		: 35 yards
Components	: V, S
Casting Time	: 5
Duration	: 1 round/3 levels
Area of Effect	: up to 10-feet square
Saving Throw	: Special
This spell brings into being a short-lived invisible wall with strong anti-magic properties.
The wall will stay up for the duration of 1 round for each 3 levels achieved by the caster, and can cover an area up to 10-squarefeet per level. However, the wall must be created unbroken and in a straight line with a height of at least 2 feet.
Any creature passing through the wall or coming into contact with the wall is affected as if it had been targeted by the wizardly spell of Dispel Magic, affecting all active spells and magical items with the same chances for dispelling as per the spell. Passing through the wall a second time causes the effect to be visited again, with new saving throws possibly following. Spells and spell-like effects that must pass through the wall are also affected, with a chance of being dispelled en route, no matter what side they come from, as the wall has the same properties on both sides.
Although the wall is anti-magic in nature, it can be brought down with a successful Dispel Magic or by the central eye of a beholder.