Approved New Campaign Spells


Arcane
Mercutio’s Mystical Vestment (aka Mercurial Vestment)
Conjuration (Creation) [Force]
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

An invisible but tangible field of force surrounds the subject of 
Mercutio’s Mystical Vestment providing a +4 armor bonus to AC. In 
addition the spell grants the subject a +2 dodge bonus to armor class 
and Reflex saves. Any condition that makes you lose your Dexterity 
bonus to AC also makes you lose your dodge bonuses. Unlike mundane 
armor, the armor bonus from Mercutio’s Mystical Vestment entails no 
armor check penalty, arcane spell failure chance, or speed reduction. 
Since the Vestment is made of force, incorporeal creatures cannot 
bypass it the way they could normal armor.

Divine

Hammer of Gravitas Morte
Evocation
Level: Cleric 3
Components: V,S,M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One Creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You create a hammer of force similar to  
spiritual weapon. The only difference is that the damage now does 1d8 + 1d6/4 caster levels + Wis modifier, so at 8th level the spell would do 1d8 + 2d6 +Wis Modifier against any undead foe. Against non-undead this spell has no effect. This acts as a spiritual weapon in all other respects.


			


Grasp of the Grave
Necromancy
Level: Clr 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will partial; see text
Spell Resistance: Yes
This spell causes the ground around the victims feet to swell up and 
encase their lower legs in earth. A ranged touch attack is required to 
hit the creature. Afterwards the creature is held in place by the earth 
and is unable to move their legs. They may defend themselves (but they 
lose their Dex bonus to AC), and may even attack, provided they do not 
move from the spot they are held in. The creature's facing cannot 
change, and if they were prone when this spell was cast on them, they will 
remain prone. A strength check (DC 18) is required to break the hold. 
After 1 round has elapsed the creature must make a Will save or be 
affected as if they were under the effects of fatigue. 

This spell was created by the church of Gravitas Morte in an attempt to 
halt tomb robbers. It was deemed this a safer spell than hold person, 
because if it was accidentally tripped, that person could be saved 
through alerting others to their location. In tombs this spell is used in 
conjunction with a closing door trap. The spell goes off and "holds" the 
person in place as they watch and flail helplessly as the door to the 
tomb closes in front of them. Defiling of the dead is not tolerated by 
the sect of Gravitas Morte and this spell is used to remind people of 
that. 

In combat situations this spell can be used as a more effective hold 
person spell as it takes a full round action to break free, which incurs 
attacks of opportunity, or they may defend themselves but they are much 
easier to deal with without their Dex bonus and might be even weaker if 
they failed their Will save. 

Defensively this spell could be used to anchor a person to the ground 
for a better hold at the end of a rope, or to counter the effects of a 
gust of wind or similar spell. 

Material component is a handful of consecrated earth, which is consumed 
in the casting.

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