oh sorry.. the same Planescape section on Magic from one of my earlier posts
here they are if you don't want to have to look for them
Moment of Travesty
Transmutation [Evil]
Level: Clr 9
Components: V, S; see text
Casting Time: 1 round
Range: Close (25 ft. + 5 ft. /2 levels)
Area: Creatures in a 5 ft./level radius
Duration: Instantaneous
Saving Throw: Will negates and Will halves; see text
Spell Resistance: No
One of the cruelest weapons known, moment of travesty was designed by members of the
Doomguard who recognized destruction not only as a physical force, but saw its effect in
moments in time and space where tragedy strikes and lives are shattered. This spell creates a
pocket in time where everyone in range, including the caster, is sealed off from the multiverse
and trapped in a single agonizing moment that stretches on for eternity.
The spell can only be cast within a minute of a suitable dramatic event, such as when a
beloved friend dies, an individual is stripped of all their worldly possessions, or someone is
betrayed by an intimate companion. If the pain is not suitably great, or the individuals
suffering all make successful Will saves, the spell fails. Characters that make a successful Will
save are not caught in the moment of travesty and anyone who is apathetic or actually happy
about what happened gain a +4 bonus to the save. Those that fail the save seem to disappear
and cannot act for all intents and purposes.
Though anyone who enters the area afterwards is unaffected and cannot see or interact with
those who are, a feeling of uneasiness and great sadness pervades the locale. Use of detect magic reveals the lingering aura of the spell, but like imprisonment most divinations spells
cannot locate those in the time pocket and freedom is the only method of freeing them
(though the caster does not need to know the individuals affected and everyone is released).
Even upon being freed those affected suffer 3d6 points of temporary ability damage to their
Intelligence, Wisdom, and Charisma as the agony of the moment catches up with them, though
a successful Will save halves this damage.
Obfuscate
Abjuration
Level: Clr 8, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Area: Up to 10-ft. radius/level emanating from the touched point
Duration: 1 week/level
Saving Throw: None
Spell Resistance: No
This spell shields an area and anything within it from divination effects of your choosing,
effectively granting the effects of nondetection and obscure object while also countering spells
such as find traps, find the path, and speak with dead. Furthermore, events that transpired
twenty-four hours before obfuscate was cast and for its entire duration are similarly blocked
and cannot be learned about by spells such as commune, contact other plane, or the psionic
power destiny’s trail (see below). Anyone attempting to use such spells or powers must make a
successful caster level check (1d20 + caster level) against a DC of 15 + your caster level for
them to succeed.
Obfuscate does not interfere with divination effects that predict the future, such as augury,
divination, or moment of prescience. It also does not stop someone of learning about an
obfuscated location indirectly. For instance, a caster could use contact other plane to discover
where a group of adventurers is headed even if their destination was under the effects of
obfuscate, but as soon as they were within this spell’s radius no further information could be
gained.
You may choose to exempt certain spells from this protection for convenience or in order to
avoid undue attention. Thus, you could choose to allow detect spells to function normally while
still negating scrying attempts. You may also manipulate the shape and size of the spell’s area
up to the maximum radius determined by your caster level in order to ensure certain areas are
undetected.
Discern location does not instantly bypass obfuscate, but grants a +4 bonus to the caster level
check.
Material Components: Seven incensed candles worth 50 gp each which are lit around a diagram
representing the target area drawn on the ground in dirt or with chalk or ink. The melting wax
of the candles is poured along the diagram’s outline and then the candles are blown out one by
one.
Spirit Guard
Conjuration (Summoning)
Level: Clr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: An object or area no larger than a single room
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: No
Popular among the Dustmen, though by no means limited to them, spirit guard summons the
spirit of a dead subject and binds it to a specified object or location no larger than a single
room, effectively making them a ghost with the targeted point as its haunt. The spirit is
magically charged with protecting its haunt but is otherwise free to do as it pleases, though it cannot attack the caster or anyone else the caster specifies and is incapable of traveling more
than a few feet from that which it is bound to. Initially, most conjured ghosts are both very
confused and angry, and it’s up to you to explain the situation as they see fit.
The level and capabilities of the summoned ghost depend on the body used, though spirit
guard cannot be used to bind a spirit of greater character level than the caster and if the spirit
makes a successful Will save it cannot be called at all. Upon performing the spell you decide
whether the ghost may move on to its next life after a predetermined length of duration of
time or when a condition is met. Dispel magic cannot negate the effect but break enchantment
cast upon the haunted object severs the ghost’s tie to it, freeing it to do as it pleases for a
short time before passing on. Likewise, destroying the haunt permanently forces the spirit
beyond.
Material Components: This spell must be cast over a largely intact body that has been dead no
longer than a day unless spells such as gentle repose have been used. An opal worth 20 gp per
HD of the creature is placed within its chest during the spell and then ground to dust over the
targeted object. The body falls to dust whether the spell succeeds or fails.
here are some more...
Plague-Mort Affliction
Necromancy [Evil]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: One zombie
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
You infect the rotting meat of a zombie with a special type of disease said to ravage the
carrion of the Abyss’ former gate-town. The zombie's belly swells and a sickening stench
surrounds the creature, accompanied by traces of yellow gas that can be seen dragging on the
ground behind it. Any creature that enters the zombie's threatened area must make a Fortitude
save every round against the spell's DC or contract the zombie plague disease detailed below. A
creature in a grapple with the zombie takes a -6 circumstance penalty on their saving throw.
When the zombie is destroyed an explosion of contagious gas bursts forth from its belly,
instantly covering a radius spread equal to twice the zombie's reach. Every creature within the
cloud immediately takes 1d4+1 points of Constitution damage and contracts the zombie plague
disease; a Fortitude save halves the Constitution damage and negates the infection. The plague
cloud remains in the area for 1d4+1 minutes before dispersing and provides a small area of
concealment. A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+
mph) disperses it in 1 round.
Zombie plague disease:
- Infection method: inhaled, Fort save DC is equal to that of the plague-mort spell.
- Incubation period: 1 day.
- Damage: 1d4+1 temporary Constitution damage.
Material Components: A mummy's kidney and a dose of black adder venom worth at least 120
gp.
zombies that explode disease when killed (no time limit)
True Speech
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour
Saving Throw: None
Spell Resistance: No
This spell was developed by an unknown member of the Society of Sensation decades ago and
has since gradually spread throughout the faction as the ideal form of communication when
discussing past experiences (or just about anything else). Once cast, your words carry with
them the sum of your sensual experiences about the topic, causing those who hear you to feel
and know the memory as well as you do. Talking about the expedition you made to the jungles
of the Beastlands fills the minds’ of listeners with an image of the scene, its smells and sounds,
even the humidity of the air. The sensations conveyed reflect your feelings about the subject,
not how the listener would feel in the situation, though they may certainly have their own
reactions to the experience. Thus, describing a rare and delicious fruit conveys to your
audience its smell, texture, and what it tasted like to you. Recalling a bloody battle field
brings the memory to life in their mind, perhaps as a coldly calculated act of conquest or a
moment of anguish and repulsion. The impression is so vivid that a few seconds describing the
scene is enough to familiarize the listener as if they had been there, which can be useful for
spells such as teleport.
way to get easier teleport chances