Fel Magiks

## Thaumaturgy of Fel Magik

Spell cost is 6 motes of mana times spell level and the spells DC's are normal spell DC's + 6. Spells from this list bypass all but Damage Resistance/Epic. A caster must have at least a +4 talent to cast these spells. Any arcane magic class can learn the spells from a source.

These spells consumed more energy than normal, if you have no mana to spend, you burn 6 instead of 3 times the cost in hit-points. If you die from this you are unwound at a magical level and can not come back.

## **1st Level Spells**

-(***Fel Bolt***): Send out a searing bolt of fel energy as a ranged touch attack dealing 1d4 + 1 points of fel damage to a target per 2 levels. A fortitude save reduces the damage by half. Range: 50ft; Area: Single; Duration: 1 round per 2 levels.

-(***Summon Fel Protean***): Call forth wild fel proteans of the Maelstrom to serve you. This spell summons 1 protean for every 3 levels the caster possesses.

**Fel Protean Statistics** are;

Hit-Points: 5 hit points per caster level;

Attack: Each protean loses a fel bolt at a target. They attack in a group, as a single roll (Caster base attack bonus + casting modifier + talent modifier) and but each protean can target a different creature. Each fel bolt deals 1d4 points of damage for every 3 levels of the caster.

Damage Reduction: Each Protean has DR 5/Good

Armor Class: The Protean’s armor class is equal to 10 + the casters casting modifier.

Saves: The Proteans use their masters saving throws.

Movement Speed: The Proteans have a land speed of 20ft and a fly speed of 30ft.

Size: The arey small sized.

Range: Close (25ft + 5ft per level); Area: Each imp takes up 5ft as a small creature; Duration: 1 round per 2 levels

## **2nd Level Spells**

-(***Fel Empowerment***): Summon the power of the Maelstrom, granting your Fel Magik spells a bonus to damage equal to one fourth your character level. This bonus lasts for 1d4 + 1 rounds. Range: Personal; Area: Self; Duration: 1d4 + 1 rounds

- ***(Fel Corruption***): If the target of this spells touch attack fails their fortitude save, this spell infects them with the power of fel, dealing the casters level in damage every round for 1d8 + 1 rounds. Range: Touch; Area: Single Target; Duration: 1d8 + 1.

- ***(Fel Siphon***): Tear mana out from a source; 1 mote of mana to transforms to 1 mote of crystallized mana and the source loses the mana. This crystalized mana deals half the damage of normal stored mana and 5 motes are the size of an average humans fist.

## **3rd Level Spells**

-(***Fel Wings***): Summon a tomultuous pair of fel wings to soar upon. Granting you a Fly Speed of 80ft. Range: Touch, Area: Single Target; Duration: 2 minutes per level;

-(***Fel Blast***): Conjure a powerful blast of fel energy dealing 1d6 points of damage to those that fail a reflex save. Range: Medium (50ft + 10ft per 2 levels); Area: 10ft radius + 5ft per level; Duration: Instant.

-(***Fel Armor***): Surround yourself with powerful fel forces, causing your fel spells to leech 1 point of health for every 10 points of damage they deal to targets. Range: Self; Area Personal; Duration: 24 hours.

## **4th Level Spells**

-(***Spreading Corruption***): Spread one of your fel spells affecting the target to other targets within the area. They must make the same save, or be affect by the remaining duration of the original spell. Range: Medium (50ft + 10ft per 2 levels); Area: 30ft radius; Duration: Instant

-(***Fel Door***): As a swift action, the wielder can use the power of fel to rip open space and teleport to a square within sight. The wielder can take an additional amount of creatures with them equal to their casting modifier. Range: Personal; Area: Self plus creatures; Duration: Instant.

-(***Summon Fel Guard***): Call forth powerful fel guards of the Maelstrom to serve you. This spell summons 1 guard for every 4 levels the caster possesses.

**Fel Guard Statistics** are;

Hit-Points: 10 hit points per caster level;

Attack: Each guard has a single attack melee attack (Caster base attack bonus + casting modifier + talent modifier) with their axes each round, using the same attack roll, though each guard may attack a different enemy. Each melee attack deals damage to all enemies in a 10ft cone.

Damage Reduction: Each Guard has DR 10/Good

Armor Class: The Guards armor class is equal to 15 + the casters casting modifier.

Saves: The Guards use their masters saving throws.

Movement Speed: The Guards have a land speed of 50ft.

Size: They are large sized.

Range: Close (25ft + 5ft per level); Area: Each guard takes up 10ft as a large creature; Duration: 1 round per 2 levels

## **5th Level Spells**

-(***Drain Life***): The caster makes forces a target to make a fortitude save. If the target fails, the caster leeches a number of hit points equal to their caster level from the target. A successful save reduces that damage to a quarter of the original damage. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant

-(***Fel Familiar***): This spell summons a miniature fel entity that fires 1 attack for every time you make one at the same targets you strike. This ranged touch attack does 1d6 per 4 levels of fel damage. It can be cast on another person. The Fel Familiar uses your casting modifier as an attack bonus. This spell can also be used to send a message as the *Message* spell. Range: Touch; Area: 4ft; Duration: 1 round per 2 levels.

-(***Chaos Bolts***): Send a lightning bolt like blast of fel energy, tearing into an enemies body. This attack engulfs a single target as a ranged touch attack, dealing 5d8 per 3 levels per round, a will save halves this damage. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target; Duration: 1 round per 4 levels.

-(***Imbue With Fel***): Imbue an item or person with fel. Items retain the powerful magic permanently unless purified by a law-aligned divine spell-caster with a caster level at-least two levels higher. A person retains it for 1d4 days. Unwilling participants must make a will save, good-aligned grants a +5 bonus to this save, and lawful-aligned grants a different +5 bonus to this save. Both bonuses stack. Items blessed this way increases its’ abilities by 125%. However there is a 1% chance that the user of the item with contract *Fel Sickness.* Persons are subjected to *Fel Sickness:* The subject gains a +2 to Strength and Dexterity and Charisma. They also can no longer cast spells with the Law descriptors. They also automatically fail will-saves to Fel Magiks that do not cause hit point damage. Range: Touch (Touch Attack); Area: One person or item; 1st-9th level – Medium Creatures, 10th-12th – Large Creatures, 13th-14th – Huge Creatures, 15th -16th – Gargantuan Creatures, 17th-20th Colossal Creatures, Items – 5lbs per level; Duration: Permanent (1d4 days)

## **6th Level Spells**

-(***Fel Storm***): This spell unleashes a storm of fel energy as a ranged touch attack; dealing 15 points of fel damage per 2 levels when cast as a standard action or 25 when cast as a full round. Fortitude halves damage. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target; Duration: Instant

-(***Summon: Fel Hound***): Call forth horrifying fel hounds of the Maelstrom to serve you. This spell summons 1 hound for every 6 levels you posses.

**Fel Hound Statistics** are;

Hit-Points: 10 hit points per caster level;

Attack: The Hounds have a single bite attack per round ((Caster base attack bonus + casting modifier + talent modifier), and all share a single attack roll compared against individual targets. This attack deals 1d12 points of damage and forces a fortitude check or risk contracting *Fel Sickness See Above*.

Damage Reduction: Each Hound has DR 10/Good

Armor Class: The Hound armor class is equal to 18 + the casters casting modifier.

Saves: The Hounds use their masters saving throws.

Movement Speed: The Hounds have a land speed of 100ft.

Size: They are large sized and can be ridden by up to two people.

Range: Close (25ft + 5ft per level); Area: Each hound takes up 10ft as a large creature; Duration: 1 round per 2 levels

-(***Fel Keep***): Open a portal to your own personal fel kingdom, the first casting determines what your core is like, every other casting opens the door way to your plane. This spell functions as *Create Demiplane, Greater* except that you must cast this spell to open the door way. This plane may be accessed from any other plane, and those who are not invited by the caster into the Plane or who fall out of favor with the caster while in the plane must make a will-save or be mind controlled by the caster until they are released. They gain a will save once a day inside the Plane, granting them freedom until they sleep again. Range: 20ft; Area: 10-20ft doorway; Duration: Permanent

-(***Chaos Armor***):The caster causes chaotic energy to empower them causing their fel spells to absorb 1 points of mana for every 20 points of damage they deal to those with mana. Range: Personal; Area: Self; Duration: 1 round per level

## **7th Level Spells**

-(***Consume Soul***): Lash out at a target with a stream of fel and hook their soul. The target must make a fortitude save or suffer 5 points of damage per 2 levels of the caster, they continue to suffer 1 point per level of the target every round until they die or the spell is broken. They then must make a will save each round, and each subsequent round imposes a -2 on this save, or suffer their soul being pulled out, killing the target. What happens to the soul is dependent upon the caster. If they have a gem of value equal to the effective level of the creature x 100gp, then the gem changes to a deep green emerald color with a shining fel light in the center. If they do not have an appropriate storage for the soul, it is instead consumed for mana equal to the amount four times the level of the creature. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Full-round until the spell is successful, or the connection is broken with line-of-sight or disrupting the caster; Casting Time: Full-Round Action

-(***Fel Protection***): A personal barrier that blocks anything from entering the space, including outside magic. However magic from from the caster can exit the barrier. This bubble has a 5ft diameter and hit points equal to to half the casters. Spells bounce off the barrier unless they are damaging spells, in which case they damage the bubble. The bubble can not be healed. Those that touch the bubble take 1 point of fel damage per 3 levels of the caster even if it is with a weapon, unless the weapon is a range or reach weapon. Range: Personal; Area: Self; Duration: 1 minute per level

-(***Summon Living Fel***): Bind random fel energy and a tiny chaotic soul together to form a simple minded arcane being. It can be commanded to attack a number of times per round equal to the talent modifier of the caster. Each attack is an fel bolt that uses the caster level + casting ability score modifier as a range touch attack. Only one roll is made each round and applied to every attack. The attacks damage deals 1d20 points of fel damage. Each attack can be aimed at the same target or different ones. Range: 20ft; Area: NA; Duration: 1 round per 4 levels

-(***Consume Chaotic Power***): Summon pure chaos energy into your form, becoming transformed and empowered temporarily. You gain arcane spell immunity and any fel magik spell casts as though it is 3 levels higher. Spells cost 10% more mana. You also gain wings granting, a fly speed equal to double your land movement speed. Range: Personal; Area: Self; Duration: 1 round per 2 levels.

-(***Summon Erres’Deeun***): Summon 1d3 metaphysical copies casters to assist yourself that have a quarter of your hit points. These fel copies are composed of fel magik and a tiny bit of the the casters soul and have DR 5/Law and will empower and maximize any Fel Magik spell cast in the rounds they exist. This is the only thing they can do. The images appear within 30ft of you and will remain there until the spell is dismissed or it ends. Range: Personal; Area: 30ft; Duration: 1 round per 4 levels.

## **8th Level Spells**

-(***Conversion***): Convert your hit points to mana. The caster gains an additional point of mana for every 4 caster levels to a maximum of 5 points per point of health. Range: Personal; Area: Self; Duration: Instant: Casting Time: Swift Action

-(***Health Stone***): Channel an amount of hit points into a stone equal to 50% of your total health. This is can be created from hit points gain from absorption from fel spells however the caster must determine where each hit point goes. The stone is inactive until it reaches 50% of the casters total health. The caster may consume the stone to gain back the health as a full round action. The stone lasts until consumed. A caster may only have a number of health stones tied to themselves equal to their talent modifier. Range: Personal; Area: Self; Duration: See Text; Casting Time: 5 minutes

-(***Fel Portal***): The caster can open a portal between two locations or planes. The portal remains for the duration the caster concentrates plus a number of rounds equal to their talent modifier. Only creatures designated can step through the portal, unless those undesignated make a will save. Those that fail this save suffer *Confusion* for 1d10 rounds and take 5 points of damage per level of the caster. Range: Planet or Plane; Area: 20ft by 20ft doorway; Duration: See Text

-(***Fel Barrier***): The caster summons a massive flaming emerald wall that is a single 10ft (H) by 5ft (W) per 2 levels of the caster. Creatures that step through the wall must make a fortitude save or be subject to instant disintegration. Range: Medium (50ft + 10ft per 2 levels); Area: 1 10ft by 5ft by 1ft thick section of wall per level; Duration: 1 round per 2 levels

-(***Fel Domination***): The caster forces a target within range to make a will save, a lawful aligned creature gains a +5 bonus. If they succeed they are frightened for 1 round per 2 levels of the caster. If they fail, they are under the effect of *Dominate Person* but with no limitations for commands and no additional will saves for 1 day per level of the caster. If the target is suffering from *Fel Sickness*See Above the effect lasts for 2 days per level of the caster and can not be removed without curing the sickness first. Range: Long (100ft + 50ft per 2 levels); Area: Single Target; Duration: Instant; Casting Time: Full-Round Action

## **9th Level Spells**

-(***Fel Annihilation***): Summon and control a devastating force of fel. Each round you concentrate on the spell allows the storm to build. Each effect occurs on all subsequent rounds. When you end your concentration the spell persists at the last effects it had for 2 more rounds before dissipating as quickly as it appeared. A fortitude save halves damage. The first round of the casting, all targets in the area take 1 point of fel damage per level of the caster. On the second round, the target damage absorbed by the caster*.* On the third round, the targets are dealt 1 point per 2 levels of damage to their mana. On the fourth round, the targets mana is absorbed by the caster. Range: Long (100ft + 25ft per 2 levels); Area: 60ft; Duration: 4 rounds, up to 10 rounds with concentration, with 2 more rounds once the spell ends; Range: Long (100ft + 25ft per 2 levels); Area: 50ft radius; Duration: See Text; Casting Time: Full Round action and concentration

-(***Consume Life***): Target any creatures in a cone, and drain the vitality from them. If the target fails their fortitude save the caster leeches 5 points of health per level from the target. Range: 25ft; Area: 25ft cone; Duration: Instant; Casting Time: Full-Round Action.

-(***Fel Meteor***): Summoning a broken piece of the Maelstrom to slam into enemies. The caster can target an area equal to 15ft + 5ft per 2 levels radius. After 1 round (the casters next turn) the meteor strikes the ground, dealing 10 points of damage per caster level and force all those in the area to make a fortitude save or be infected by *Fel SicknessSee Above*. Range: Long (100ft + 50ft per 2 levels); Area: 15ft + 5ft per 2 levels; Duration: 2 rounds, See Text.

-(***Fel Furnace***): The casters fel spells cast while under the effect of this spell are treated as empowered, maximized, and twined. Range: Personal; Area: Self; Duration: 1 round per 5 levels

-(***Maelstrom Form***): An ancient and powerful ritual that allows the user to draw upon fel energies to power your own body and mind. You gain the effects *Arcane Sight, Greater* and *True Seeing*, you do not age and can not be aged magically. You do not need to breathe, eat, or sleep. Furthermore you are immune to harmful fel spells. This spell costs 20% of the users mana. When the spell was ends, the mana is returned. Range: Personal; Area: Self; Duration: 1 day per level. Casting Time: 1 hour

-(***Summon: Fel Decontructor)*** Call down an animated meteorite down from the Maelstrom to savage your enemies. The spell calls forth a spewing fel boulders to smash your enemies dealing twice the casters level in damage, a reflex save reduces it by half. After 1 round the meteor animmates into the fel deconstructor.

**Fel Decontructor Statistics** are;

Hit-Points: 20 hit points per caster level;

Attack: The Deconstructor have a single smash attack per round (Caster base attack bonus + casting modifier + talent modifier). This attack deals 1d12 points of damage to all within 10ft and forces a fortitude check or risk contracting *Fel Sickness See Above*.

Damage Reduction: Each Decontructor has DR 20/Good

Armor Class: The Decontructor armor class is equal to 25 + the casters casting modifier.

Saves: The Deconstructor use their masters saving throws.

Movement Speed: The Deconstructor have a land speed of 20ft.

Size: They are large sized

Range: Close (25ft + 5ft per level); Area: Each Deconstructor takes up 10ft as a large creature; Duration: 1 round per 3 levels

## **Mastery Spells**

-(***Master’s Call***): When you cast this spell, it costs 100 mana, the mana is permanently gone from the casters total mana pool, tied to the spell, lasting until the proteans are all killed or the spell is ended. Permanently bind up to 30 hit dice of proteans to be able to be called from your personal Demi-Plane at anytime through a full-round action incantation. Range: Close (25ft + 5ft per 2 levels); Area: 20ft diameter; Duration: See Text. Casting Time: 1 hour per protean hit dice