Blackthorn the Elven mage came into possesion of the Tome of the Black Heart about a thousand years ago, and used the tome to store some of his more useful spells. Blackthorn (aka Morereg) has travelled extensively on Toril and other worlds. He currently lives in Evereska, And is the head professor of abjuration magic at the Evereska College of Magic and Arms.
Almost five hundred years ago he lost the book on an adventure in Myth Drannor. And in those five hundred years it has turned up in several places over the years, it turned up in an adventuring group called Company of the Sword in Balder's gate that sold it to an unknown mage for tutelage. Seven years later the evil wizard Torromas found the book in a deserted dungeon complex.
Torromas then proceeded to make the dungeon his new lair and began a new reign of terror in the area. Some years he was forced to flee by the combined might of the good churches in the area, disappearing with the book and the whole dungeon without a trace.
Class/Level: | Wizard / 2 |
School: | Invocation |
Range: | 20'+2'/ level |
Components: | v,s |
Duration: | Instant |
Casting Time: | 2 |
Area of Effect: | One creature |
Saving Throw: | 1/2 |
Description:
This spell allows the caster to cast a lance of purple and crimson energy to shoot out from his hand impaling one. This spell does 1d3+1 hit points of damage per level of the caster (to a maximum of 10d3+10). The caster can control which creature/object is hit and how much damage it takes up to the damage point maximum.Class/Level: | Wizard / 2 |
School: | Alteration, abjuration |
Range: | Touch |
Components: | v,s |
Duration: | Permanent |
Casting Time: | 1 round |
Area of Effect: | 1 cubic foot/ level |
Saving Throw: | None |
Description:
This spell will allow the caster to make any metal object immune to the effects of rust. With this spell any metal object will not show any signs of corrosion, rust or tarnish.Class/Level: | Wizard / 3 |
School: | Abjuration |
Range: | Touch |
Components: | V,s,m |
Duration: | Special |
Casting Time: | 1 round |
Area of Effect: | 3' sq./ level |
Saving Throw: | None |
Description:
This spell confers complete invulnerability to normal fire and to exposure to magical fire such as demon fire, fiery dragon breath, fireball, ect. until an acclamation of 12 hit points of potential damage per level of the caster at which time the spell is negated. Only items can be affected by this spell, NO creature can be affected by this spell under any circumstances. The material component for this spell is powered ruby equal to 10g.p. per point to be protected.Class/Level: | Wizard / 3 |
School: | Invoc/evoc |
Range: | 10'/ level |
Components: | V,s |
Duration: | 1 hour/level |
Casting Time: | 1 turn |
Area of Effect: | Special |
Saving Throw: | 1/2 |
Description:
This spell creates a jet of flame that assumes the form of narrow cone 6' feet in diameter at its end. The damage from this spell is 3 hit points per every two levels of the caster. The spell will have as many charges as the caster has levels. The jet of flame can hit up to two people at one time, but only if they are standing very close together. The flames will ignite combustible materials (even solid planks). Also on the following round the victim will take damage from being on fire if the save is not made. This spell ends when all the shots are used up and another spell cannot be cast until then. The caster can cast and/or memorise other spells.Class/Level: | Wizard / 3 |
School: | alteration |
Range: | 20' |
Components: | v,s |
Duration: | 2 turns/ level |
Casting Time: | 1 round |
Area of Effect: | one object (up to 4 cubic feet) |
Saving Throw: | none |
Description:
This spell causes an object to heat up very quickly and stay that way for long periods of time. The caster can heat an object up by 250*F (or -25*F) per level of the caster. It does not necessarily produce fire, although most things will burn if heated enough. It is very useful for cooking as the caster can control the temp. Note the heat that is produced will be radiated away normally. The temperature can be changed in as little as one segment to the casters maximum. Any mage planing to make extensive use of this spell should probably arm themselves with a list of the melting points of various materials. Note also this spell can have its drawbacks, if you were in jail you might be able to melt your way through the bars--- but the radiated heat would broil first.Class/Level: | Wizard / 3 |
School: | Abjuration/divination |
Range: | 1 yards |
Components: | v,s |
Duration: | 1 hour/ level |
Casting Time: | 1 rd. |
Area of Effect: | 10 yards/ level |
Saving Throw: | None |
Description:
This spell will alert the caster and up to one creature per level of the caster that some thing is headed for the camp. The spell will tell the person how many creatures and from what direction they are coming. The spell will lay out a two dimensional map of the area along with the people affected by the spell in the casters mind (other people only get a signal that there are creatures coming and the direction they are coming from). The caster can trigger the warding to wake him when a creature gets to a certain range (i.e. wake me when a creature is within 10 yards). The spell is immobile. The spell is of great advantage to people in the wilderness who are travelling alone or are in small groups. Note that spells that prevent scrying will stop this spell.Class/Level: | Wizard / 3 |
School: | Abjuration |
Range: | Touch |
Components: | v,s |
Duration: | Permanent |
Casting Time: | 1 turn |
Area of Effect: | 1 cubic foot/ level |
Saving Throw: | None |
Description:
The mage is able to envelope any item (within the size limitations) in a invisible field of force that will protect the item from getting wet. This spell is very handy for protecting scrolls, books, clothing, etc. from water damage. The spell will protect an object from 12 hit points of damage per level of the caster, from any water attack. This spell works only upon objects not creatures.Class/Level: | Wizard / 3 |
School: | Conjuration |
Range: | Touch |
Components: | v,s,m |
Duration: | 1 hour/ level |
Casting Time: | 3 |
Area of Effect: | Special |
Saving Throw: | None |
Description:
When this spell is cast the mage creates a magical sand dune that can carry one man-sized creature per two levels of the caster. The caster can travel through any sandy area, with a movement rate of 4" per level of the spell caster. The dune can only move through sandy areas. The material component for this spell is a pinch of white sand.Class/Level: | Wizard / 3 |
School: | Alteration |
Range: | 0 |
Components: | v,s |
Duration: | Next spell cast |
Casting Time: | 3 |
Area of Effect: | One other spell |
Saving Throw: | None |
Description:
This spell will add extra power to one other spell for the express purpose of punching through magic resistance. The spell can negate 20% +2%/ level in magic resistance (i.e. a 12th level mage cast this spell to enhance a magic missile spell to be cast at a creature with 75% magic resistance the creatures magic resistance for this spell would be 31%). This spell was created because Blackthorn had such trouble fighting the drow because of their high magic resistance he rarely ever had his spells work against them.Class/Level: | Wizard / 4 |
School: | Alteration |
Range: | 5 yards/ level |
Components: | v |
Duration: | 2 turns/ level |
Casting Time: | 4 |
Area of Effect: | 10' x 10'/ level |
Saving Throw: | None |
Description:
The mage transforms normal earth or stone into a pool of quicksand. Anyone stepping into it will find himself sinking at a rate of 3 feet per round. Struggling doubles the sinking rate. The area affected looks normal and is 79% undetectable outdoors, 97% undetectable in a swampy area, and 50% undetectable indoors.Class/Level:Wizard / 4 | |
School: | Conjuration/summoning |
Range: | Special |
Components: | V,s,m |
Duration: | Permanent until triggered |
Casting Time: | 1 rd. |
Area of Effect: | 10' x 10'/ level |
Saving Throw: | Special |
Description:
When this spell is cast, a magical invisible force is brought into being in the air near the caster. This force the hunting hawk will wait until scrying is attempted on anyone in the area of effect. The hunting hawk will then strike instantly, racing down the mystical line of the scrying in one segment. This will automatically shut down the scrying completely for one full day, if an item was used. In addition to ending the actual scrying. The hunting hawk will also deliver damage to the scryer when it reaches him. The scryer must save vs. spells at a -4 or take 1d4 hit points of damage per level of the caster. Success indicates that only one point of damage per level of the caster is taken. This damage will ascertain weather the scrying was done by device, spell, or psionic ability. The hunting hawk will attack the first scrying attempt within the area of effect. Any further attempts will function normally. If the spell is cast while scrying is already in progress, the hunting hawk will strike immediately. The spell only affects scrying not remote viewing via a wizards eye or a homunculus. The hunting hawk cannot be attacked physically, but it can be dispelled normally while it is waiting. The material component is a tiny crystal bead, and a feather from a bird of prey, which are consumed when the spell is cast.Class/Level: | Wizard / 4 |
School: | Necromancy |
Range: | Touch |
Components: | v,s |
Duration: | 1 turn/ level |
Casting Time: | 4 |
Area of Effect: | The caster |
Saving Throw: | None |
Description:
This spell creates a night-black sword that seems to swallow up every bit of light, seeming to suck in all of the surrounding life force into itself. The sword itself can be any kind that the caster wishes (i.e. a long sword, a two-handed sword, etc.). It can strike any creature that can be hit by a +3 weapon. The caster gains proficiency in the weapon type chosen. If the sword ever strikes an undead creature the amount of damage that would be done is instead drained from the welder and given to the undead in hit points. The damage the sword does is 1d6 per three levels of the caster and the swords initiative modifier is 0. The sword leaves only frozen cold marks on the victim as it is partially connected to the Negative Material plane.Class/Level: | Wizard / 4 |
School: | Abjuration |
Range: | 10 yards |
Components: | v,s,m |
Duration: | 1 hour/ level |
Casting Time: | 2 rd. |
Area of Effect: | 1 foot/ level |
Saving Throw: | 1/2 |
Description:
This warding spell was made so that people would have some protection from attack while they were camped. The mage draws a circle in the ground followed by 100gp worth of powered amber. The warding will protect up to a total of 5 hit points per level of the caster. To get past the ward you need to do damage equal to or greater than its hit points at which point the ward will go down. The ward will do damage to any creature that touches the ward for 1 hit point per level of the caster. The spell is immobile. It is possible to bypass the ward with a dimension door, teleport, etc. The warding is hard to see as it gives off a slight shimmering very similar to heat waves, but when touched the area around glows an amber colour and blue/white arcs of energy come from the field damaging the creature who touched the ward.Class/Level: | Wizard / 3 |
School: | Alteration |
Range: | Touch |
Components: | v,s |
Duration: | Special |
Casting Time: | 1 round |
Area of Effect: | Caster |
Saving Throw: | None |
Description:
The caster of this spell can convert one of his 1st to 3rd level spells into an innate spell. The innate spells go off with a +3 initiate modifier and cannot be disrupted. The caster must cast the Innate Enhancer and then the spell he wishes to make into an innate (using the spell's normal casting time and components), the second spell does not come into effect but is instead converted into a innate. The innate must be used within 24 hours of being made or it is lost.Class/Level: | Wizard / 4 |
School: | Alteration |
Range: | Touch |
Components: | v,s |
Duration: | Special |
Casting Time: | 1 round |
Area of Effect: | Caster |
Saving Throw: | None |
Description:
This spell works in all respects as Blackthorns Innate Enhancer I except it can make one 1st to 4th level spell into an innate.Class/Level: | Wizard / 5 |
School: | Alteration |
Range: | Touch |
Components: | v,s |
Duration: | Special |
Casting Time: | 1 round |
Area of Effect: | Caster |
Saving Throw: | None |
Description:
This spell works in all respects as Blackthorns Innate Enhancer I except it can make one 1st to 5th level spell into an innate.Class/Level: | Wizard / 6 |
School: | Alteration |
Range: | Touch |
Components: | v,s |
Duration: | Special |
Casting Time: | 1 round |
Area of Effect: | Caster |
Saving Throw: | None |
Description:
This spell works in all respects as Blackthorns Innate Enhancer I except it can make one 1st to 6th level spell into an innate.Class/Level: | Wizard / 4 |
School: | Abjuration |
Range: | Touch |
Components: | v,s,m |
Duration: | Special |
Casting Time: | 1 rd. |
Area of Effect: | One creature |
Saving Throw: | None |
Description:
By means of this spell the caster creates a magical field of force that will protect a creature from physical harm. If this spell is cast upon a person that has any armour greater than elfin chain mail it has no effect. The body armour does not slow or hinder movement, adds no weight or encumbrance, it also does not prevent spell casting. The spell will benefit normal armour class by two steps. The points of damage that the spell will provide total protection from are 8 hit points +2 points per level of the caster. The spell lasts until dispelled or the spell sustains damage equal to the total protection of the spell. The material component is a piece of platinum armour of at least 100gp, which has been blessed by a priest.Class/Level: | Wizard / 5 |
School: | Abjuration |
Range: | 3 yards |
Components: | v,s |
Duration: | Special |
Casting Time: | 1 round |
Area of Effect: | One creature |
Saving Throw: | None |
Description:
This spell will encase a willing or unconscious creature in a block of ice halting any further deterioration due to wounds, disease, or harmful effects. While in the ice the target does not need to eat, drink, sleep, or even breathe. The target does not age in anyway while encased in the ice. The ice is fragile having only 2 HP per level of the caster and if broken all the beneficial properties of the ice are lost. The spell will also end if the ice melts (at 100*F the ice melts at 1 HP per round, at 60*F the ice melts at 1hp per turn). This spell is generally used for the preserving of hurt companions.Class/Level: | Wizard / 5 |
School: | Evocation |
Range: | 60 yards+10/ level |
Components: | V,s |
Duration: | 1 rd./ level |
Casting Time: | 5 |
Area of Effect: | Special |
Saving Throw: | 1/2 |
Description:
The use of this spell creates several magical balls of enery which dart forth from the caster's hand and unerringly strike their target. Each ball delivers damage proportionate to the level of the caster which equals 1d6 for every two levels of the caster (round down). If the caster has multiple missile capability he can strike a single target or multiple targets as the caster desires. A 9th level caster may produce 1 ball, a 12th two, a 15th three, and an 18th four.Class/Level: | Wizard / 6 |
School: | Conjuration/summoning |
Range: | 90 yards |
Components: | v,s |
Duration: | 3 rounds/level |
Casting Time: | 6 |
Area of Effect: | One creature |
Saving Throw: | Neg. |
Description:
This spell creates a small blood red ball of light that zips from the casters outstretched hand to the target creature and disappears within. Any person that is not immune to disease will be effected by this spell. The spell can be countered with ether a dispel magic or with a cure disease spell, otherwise the spell will commence eating the insides of its host at the rate of 1d3 hit points per round. While under this form of attack no being can cast spells and all that try to fight have their attack, defence and saving throws reduced by -3 because the pain is so intense.Class/Level: | Wizard / 6 |
School: | Alteration |
Range: | Touch |
Components: | V,s,m |
Duration: | Special |
Casting Time: | 1 hr. |
Area of Effect: | 10' x 10'/ level |
Saving Throw: | As per linked spell |
Description:
This spell postpones the activation of one spell cast until a certain thing happens in the linked area of effect (which can be of any size the caster desires, up to the casters maximum). This triggering event may be as simple or as complex as the caster desires. The link may also be triggered by the activation of a spell cast or placed on or in the area. The caster must cast the linking spell immediately after casting the link spell.Caster's level | Linked spell level |
12th-14th | 4th |
15th-17th | 5th |
18th-+ | 6th |
Class/Level: | Wizard / 6 |
School: | Abjuration |
Range: | 0 |
Components: | v,s,m |
Duration: | 1hr./ level |
Casting Time: | 1rd. |
Area of Effect: | 10' radius +1'/ level |
Saving Throw: | None |
Description:
This spell was made to counter spells and attacks that would harm the caster and/or the creatures under the caster's protection. The ward is rainbow coloured, changing colours all the time almost like a soap bubble seemingly hardly substantial. The warding will absorb up to a total of 7 hit points of damage, per level of the caster. This warding spell will siphon off the energy of any spell and add double the spells level to its own hit points. If the spell absorbs more than its total hit points it will overload exploding for the amount of damage that the spell absorbed radiating outward from the ward. The damage in the first 10' radius is 100%, in the second 10' radius is 50%, in the third 10' radius is 25% after that no damage is taken. Spells can be cast through the ward but only spells of 4th level or lower. The Ward cannot be made mobile.Class/Level: | Wizard / 6 |
School: | Conjuration/summoning |
Range: | 9 yards +1 yards/ level |
Components: | V,S,M |
Duration: | 1 hour/ level |
Casting Time: | 1 hour |
Area of Effect: | Special |
Saving Throw: | None |
Description:
This spell creates a huge (350lb, 3 1/2 feet at the shoulder, and 6' feet long) black wolf with glowing white-eyes (60 foot infravision). It's a strong creature, lean and heavily muscled. It's skin is a strange black colour, drawn tight against its powerful body, it is hairless. Great hooked claws curl from its paws, and its snout split wide in a hideous grin revealing a mass of razor sharp teeth. The creatures hit dice are 1d8+2 per level of the caster (to a maximum of 15+30). The number of attacks is 1 per 5 levels of the caster. The damage for each attack is 2d8 +1 per level of the caster. Its armour class is a base of 5 minis 1 for every two levels of the caster. The creatures movement rate is 9" +1 per level of the caster (i.e. a 12th level caster will have a hound that has 12+24 hit dice, 2 attacks, 2d8+12 damage, -1 armour class, and 21" movement rate). The caster can have the hound guard him or another in which case the creature will stay within a 10' foot radius of the person to be protected, or the caster can send the hound to attack any creature that the caster can see. Only one hound may be summoned at one time. The material components for this spell are a 1,000gp black opal and the ash of a Hell Hound.Class/Level: | Wizard / 7 |
School: | Abjuration, evocation |
Range: | 10 yards/ level |
Components: | v,s,m |
Duration: | 1 day/ 5 levels |
Casting Time: | 1 rd. |
Area of Effect: | 5 yards/ level |
Saving Throw: | None |
Description:
When this spell is cast the result is a large globe of shimmering force that totally encloses an area. The ward itself cannot move or be moved. Nothing can pass through the sphere, inside or out, though anyone within can breath normally. Likewise blows, missiles, cold, heat, electricity, etc do not affect the ward. Spells and breath weapons cannot pass through it in either direction, although dimension door, teleport, and similar effects can bypass the barrier. The ward is not subject to damage of any sort except from a rod of cancellation, wand of negation, or a disintegrate spell. These cause it to be destroyed. The caster can end the spell on command.Class/Level: | Wizard / 9 |
School: | Abjuration |
Range: | 10 yards/level |
Components: | v,s,m |
Duration: | Permanent |
Casting Time: | 1 day |
Area of Effect: | Special |
Saving Throw: | None |
Description:
This spell protects one area or building from being transported to or from by any means of direct magical or phsyonic transportation. Buildings may be of any size, but only one structure is protected with each casting of the spell (i.e. A whole castle could not be protected as it normally contains a keep, stables and many other buildings within its walls. To protect a castle you would require one spell for each building and then an extra one for castle walls as a whole.). If used to protect an area, the area may be as big or small as the caster wishes; a single room may be protected or a whole level of a dungeon (or the whole dungeon if each level is directly below the one above).