Lost Spells of the Last War

During the one hundred and two years of the Last War, many powerful wizards lived and died. Few were mightier than Kimber, a brilliant Cyran evoker who died in the Mourning. In fact, some say it was the massive arcane energies tapped by mages like Kimber that caused the conflagration resulting in the Mournland.

Kimber was exemplary of many prominent wizards during the Last War: he focused his energy on the development and implementation of new  offensive spells with powerful destructive capability. His spells helped turn the tide of several battles, and Kimber was responsible for slaying the great Karrnathi necromancer, Balkoth ir'Karrlok, during a battle in northern Cyre.

The following spells represent pages from Kimber's spellbook, including several he took from his fallen rival. Copies of some of the simpler spells may be scattered across Khorvaire, but the most powerful are buried with Kimber himself, in a vast ruin somewhere north of the Glowing Chasm.

Common Knowledge
Divination
Level: Brd 0, Sor/Wiz 0
Components: S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No

This cantrip gives the caster a glimpse into information that is known by members of the surrounding populace. You gain a +2 insight bonus to your next Gather Information check.
Focus: A page from a news chronicle.

Planar Intuition
Divination
Level: Brd 0, Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No

This cantrip grants a flash of insight into planar cosmology. You gain a +2 insight bonus to your next Knowledge (the planes) check.

Summon Mug
Conjuration (Calling)
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One mug
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

This spell brings a mug to you. The mug must be visible to you and within the range of the spell. The mug appears in your hands or on a surface within five feet of you (your choice). If the mug contains a liquid, that liquid is not spilled.

Sweet Talk
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No

This cantrip sculpts the sound of your speech into calming, charming words. You gain a +2 competence bonus to your next Diplomacy check.
Focus: A blank scroll.

Zap
Evocation [Fire, Electricity]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25-ft. +5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You release a small, thin, orange-colored beam. You must make a ranged touch attack to strike a target. On a successful hit, this spell deals 1 point of electricity and 1 point of fire damage to the target.

Sickening Ray
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

A gray ray projects from your pointing finger. You must succeed a ranged touch attack with the ray to strike a target. The target becomes sickened on a failed Fortitude save. (The creature takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.) This spell has no effect on any creature without a Constitution score.

Vampiric Touch, Lesser
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/1 hour; see text
Saving Throw: None
Spell Resistance: Yes

You must succeed on a melee touch attack to strike a target. Your touch deals 1d6 points of damage per caster level (maximum 5d6). You gain temporary hit points equal to the damage you deal. However, you cannot gain more than the maximum required to kill the subject (its current hit points +10). The temporary hit points disappear after one hour.

Sphere of Force
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Saving Throw: Reflex half
Spell Resistance: Yes

This spell functions as fireball, except as noted. It deals 1d4 points of force damage per caster level (maximum 10d4).

Hand of Fate
Transmutation
Level: Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Duration: 1 min./level
Target: Creature touched
Saving Throw: Will negates
Spell Resistance: Yes

The subject becomes more or less favored by the forces of chance. The spell grants a luck bonus or penalty to one ability rolled at random (1d6; 1 = Strength, 2 = Dexterity, 3 = Constitution, 4 = Intelligence, 5 = Wisdom, 6 = Charisma). A second 1d6 roll determines whether or not the effect is a bonus or penalty (1d6; 1-3 = penalty, 4-6 = bonus). The penalty or bonus is equal to 2d4+2.

Lightning Dart
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One Creature
Duration: Instantaneous
Saving throw: None
Spell Resistance: Yes

A dart of lightning shoots from your palm. You must succeed at a ranged touch attack to hit your target. The dart deals a total of 1d6 points of electricity damage per caster level (maximum 10d6). Creatures with the Aquatic or Water subtype take 1d10 points of electricity damage per caster level (maximum 10d10).
Focus: A copper ring worth 6 gp.

Magma Hammer
Conjuration [Earth, Fire]
Level: Drd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: One magma hammer
Duration: 1 round/level (D)

A +1 warhammer made out of solid magma appears in the caster's empty hand, sized for the caster. The caster is considered proficient with the warhammer for the duration of this spell. It deals an extra +1 point of fire damage per caster level (maximum +15). On a critical hit, the extra damage is multiplied with the standard damage. The spell does not harm the caster. If the hammer leaves the caster’s hand, the spell ends at the end of the round.

Shrapnel
Conjuration (Summoning)
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: No

A swarm of jagged metal forms around your fist and explodes outward in a cone. It deals 1d4 points of slashing damage per caster level (maximum 10d4) to all in the cone.
Focus: A small metal razor blade worth 1 sp.

Chill of the Void
Evocation [Cold]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

A purple ray springs from your hand, drawing power from the void, giving you the power to wrack one target with an unnatural chill. You must succeed at a ranged touch attack to strike the target. The target takes 1d4 points of cold damage per caster level (maximum 15d4); there is no save for this part of the spell. The target creature also takes 2 points of Constitution damage unless it makes a successful Fortitude saving throw.

False Life, Improved
Nercomancy
Level: Sor/Wiz 4

This spell functions like false life, except it grants temporary hit points equal to 2d10 +1 per caster level (maximum +15).

Mask of Light
Conjuration (Creation) [Light]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

You weave a mask of invigorating light. The target creature gains a +4 enhancement bonus to Strength and Constitution. This mask also sheds light like a torch (20 ft. of light).

Mind Ripper
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

A black ray springs from your hand. You must succeed at a ranged touch attack to strike a target. A successfully hit subject suffers an enhancement penalty to Intelligence equal to 3d8 points.
Focus: A small glass skull worth 10 gp.

Blistering Beam
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

A searing orange ray springs from your hand. You must succeed at a ranged touch attack to strike the target. The target takes 1d4 points of fire damage per caster level (maximum 15d4) there is no save for this part of the spell. The target creature also takes 2 points of Dexterity and Strength damage from debilitating burns unless it makes a successful Fortitude saving throw.

Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: 15 minutes/ level

You summon a pair of massive, translucent wings that have resemble those of a raven. With these wings, you can fly at triple your normal land speed, with perfect maneuverability. You can carry a light load; any further encumbrance negates the ability to fly.

Shower of Sparks
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: 1 round/4 levels
Saving Throw: Reflex half
Spell Resistance: Yes

This spell causes a shower of sparks to appear in a ten-foot area. For the duration of the spell, everything in the area takes 1d4 points of fire damage per caster level (maximum 10d4) each round. Creatures can leave the area to stop taking damage. Any creature that enters the area takes this damage.
Material Component: A peace of graphite covered in oil.

Addle
Enchantment
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

A black ray springs from your outstretched hand. You must succeed at a ranged touch attack to strike a target. If the target is a spellcaster, the successfully hit target loses access to its highest 1d4 spells or spells slots for the day. Treat these spells as if they have already been cast. For each spell or spell slot lost the target takes 5 points of damage.
This spell has no effect on spell-like or supernatural abilities.
Focus: A burnt spellbook.

Wild Might
Transmutation
Level: Clr 5, Drd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject becomes stronger, more agile, more coordinated, and gains improved stamina. This spell grants an enhancement bonus of +4 to Strength, Dexterity, and Constitution 4 points.
Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.

False Life, Greater
Nercomancy
Level: Sor/Wiz 6

This spell functions like false life, except it grants temporary hit points equal to 3d10 +1 per caster level (maximum +20).

Force Beam
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 standard action
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A swirling beam of force extends from your outstretched hand. You must succeed at a ranged touch attack to hit your target. This spell deals 1d4 points of force damage per caster level (maximum 20d4).

Blazing Hands
Evocation [Fire]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: Cone-shaped burst
Duration: Insantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A cone of blazing flame shoots from your fingertips. Any creatures caught in the area of the flames take 1d4 points of fire damage per caster level (maximum 20d4). This flame burns combustible materials and can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.

Vampiric Touch, Greater
Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/1 hour; see text
Saving Throw: None
Spell Resistance: Yes

You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per caster level (maximum 20d6). You gain temporary hit points equal to the damage you deal. However, you cannot gain more than the maximum required to kill the subject (its current hit points +10). The temporary hit points disappear after one hour.

Kimber’s Icy Rays
Evocation [Cold]
Level: Sor/Wiz 8
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemies with chilling rays. You may fire one ray, plus one additional ray for every three levels beyond 3 (to a maximum of nine rays at level 27). Each ray requires a ranged touch attack to hit and deals 6d6 points of cold damage. The rays may be fired at the same or different targets, but all bolts must be fired simultaneously and aimed at targets within 60 feet of each other.

Orbiting Flames
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 ball of fire/4 levels
Duration: 1 round /2 levels or until discharged (D)
Saving Throw: None, or reflex half (see text)
Spell Resistance: Yes

This spell launches small spheres of volcanic energy toward the target or targets, inflicting massive burns and melting through flesh and bone alike. The caster must target a different creature with each ball of fire; a single creature cannot be targeted with more then one ball. Each round, starting during the round the spell is cast, the spheres strike at their targets. Make a ranged touch attack for each target. Each hit deals 4d6 points of fire damage, with no save.
If a target is killed, or if the caster wishes to change the target of one or more spheres, they may all be redirected by a standard action during the caster's turn.
If ever a sphere moves beyond the spell's range, they wink out of existence. That sphere is wasted for the rest of the duration.
Anytime during the duration, the caster may cause one or more spheres to explode, spewing magma and flame everywhere. As a standard action, any number of spheres may explode, dealing 6d6 points of fire damage to all within 10 feet of that sphere's target. A reflex save halves this damage.
The spell ends once all spheres are destroyed.

Wave of Fire
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Effect: Burst of fire extending 20 ft. from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You send a wave of fire that extends in a ring from you to the maximum area. This spell deals 1d8 points of fire damage per caster level (maximum 20d8 fire damage). This spell will ignite combustible materials.

Balkoth’s Draining Touch
Necromancy
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/1 hour; see text
Saving Throw: Will negates
Spell Resistance: Yes

You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per caster level (maximum 25d6). You gain temporary hit points equal to the damage you deal. However, you cannot gain more than the maximum required to kill the subject (its current hit points +10). The temporary hit points disappear after one hour.

Death Bolt
Necromancy [Death]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

A black bolt erupts out of your outstretched hand. All living targets in the area must make a Fortitude save or die. If they are successful, they instead sustain 4d6 points of damage +1 point per caster level (maximum +25).

Kimber’s Circle of Flame
Evocation [Fire]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Effect: Burst of fire extending 30 ft. from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You send a wave of fire that extends in a ring from you to the maximum area. This spell deals 1d8 points of fire damage per caster level (maximum 25d8 fire damage). This spell will ignite combustible materials.

Kimber’s Force Blast
Evocation [Force]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread
Saving Throw: Reflex half
Spell Resistance: Yes

This spell functions as fireball, except as noted. It does 1d4 points of force damage per caster level (maximum 25d4).

Kimber’s Icy Rain
Evocation [Cold]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Two targets/round
Duration: Concentration, up to 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

The caster calls down cold energy that forms torrents of icy rain. For each round the caster concentrates, he may target two creatures, structures, or objects with a torrent of rain that causes 1d8 points of cold damage per two caster levels (maximum 5d8); a Reflex save halves the damage. The caster can target different subjects each round or the same subjects over and over. The caster cannot target the same subject with both torrents at the same time in the same round.

Soul Nova
Necromancy
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell causes the target’s body to turn on itself from the inside out as it transmutes into a pure energy. This spell deals 1d6 points of damage per each point of the target’s Constitution score. (For example, a creature with a Constitution score of 18 suffers 18d6 points of damage.)
Material Component: A flawless white opal worth 900 gp.


These spells were created by Lawrence "law" Shipman. All associated copyrights are property of Wizards of the Coast.

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