New Spells

Lesser Spell Immunity
Abjuration
Level: Sor/Wiz 2
Components: V, S
Casting Time: One Action
Range: Touch
Target: Creature Touched
Duration:10 minutes/level
Saving Throw: Will Negates(harmless)
Spell Resistance Yes(harmless)

A weaker version of spell immunity, this spell protects one creature from a a single first or second level spell. Spell does not protect against spell which Spell Resistance doesn't apply. It also doesn't work against supernatural or extraordinary abilities. Only one spell can be protected against at a time. Dragon 275.


Burning Weapon
Evocation
Level: Sor/Wiz 4
Components: V, S
Casting Time: One Action
Range: Touch
Target: Weapon Touched
Duration:2 minutes/level
Saving Throw: None
Spell Resistance No

The enchanted weapon deals +1d6 points of fire damage per successful hit. The weapon also sheds light for 30 feet. Critical hits apply to fire damage as well. This can be used on missile weapons, but the spell disapates after one use. Dragon 275.


Hurl
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: One Action
Range: Touch
Target: Weapon Touched
Duration:1 minutes/level
Saving Throw:Will Negates (harmless,object)
Spell Resistance Yes (harmless,object)

The hurl spell enchants one weapon so that it returns to its thrower after being thrown. The weapon returns at the beggining of the throwers next action no matter if it hits or misses. The spell can be used to enchant weapons up to large size. Dragon 275.


Nomm's Arcane Strike
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: One Action
Range: Touch
Target: Weapon Touched
Duration:1 minutes/level
Saving Throw: Will Negates (harmless, object)
Spell Resistance Yes (harmless, object)

This transmutation increases the striking power of a weapon such that it has a temporary increase of +1 to its critical multiplier. This would enable a longsword to do x3 damage on a successful critical hit. Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot. To accomplish this effect the caster infuses a small portion of his essence into the weapon. This essence causes the weapon to glow faintly. The glow will reflect the actually source of the essence, such that a 'good' caster's essence would cause a weapon to glow blue/violet. On the other hand a Lich casting this spell would cause the weapon to glow red and a neutrally aligned caster would cause a faint green glow.