Abraxis Rift:
Conjuration [Summoning]
An Abraxis Rift is a tear in time and space, forever altering the flow of magical and electrical energy on a planet. This spell, however, is as lethal to the caster as it is to the planet cast upon. The caster of the spell is protected from all stages, floating above his spell circle, encased in a forcefield that increases in strength as the spell progresses. The spells' effect takes form in six stages, each 1 hour long:

Stage 1:
All metal objects worldwide begin to heat up (as the Heat Metal spell), but only slightly, causing discomfort to any who touch something metal. Small animals begin to die (birds, squirrels, etc.) and plants begin to wither and die. Minor thunderstorms quickly form, causing rain and occasional lightning.

Stage 2:
More animal life begins to die (goats, sheep, dogs+cats, etc), plants turn brown and begin to rot and fall off. The populace experiences nausea and fever. Thunderstorms grow in strength and frequency. Forcefield: Stops all non-magical attacks.

Stage 3:
Trees fall over, plant life dies almost completely. Cows, horses and other large beasts begin to die. Minor tremors begin to shake the landscape (richter 3.0-4.5). Elderly people begin to grow younger; young people grow older, both events occur at rapid speed (+/- 5 years every 15 minutes). Only magical items of protection (rings, cloaks, helms, etc...) or spells of Protective nature (bless, aid, sanctuary, neg. plane protection, etc...) can save characters from these effects. Cure disease or Remove Curse will also protect until the next stage arrives. Forcefield: Stops some magical attacks

Stage 4:
Effects on people's age increases in potency (10 years every 15 minutes) until they die of old age or revert to embryotic form (in which case they die anyway). Lightning strikes constantly. Plant and animal life dies, as well as those not magically protected (as explained above). Fiery chasms begin to open in the ground as the tremors increase (richter scale 5.0-6.0). Forcefield: Stops most magical attacks

Stage 5:
Lightning falls like rain drops, impossible to avoid. Anyone alive must hope to be sheltered or be electrocuted to death. (Protection from lightining must be emplaced every few moments from overload). Quakes begin ripping planet apart (richter 8.0-11.5), only characters who take flight can avoid death by the quakes...one major chasm appears that scores the planet from one hemisphere to the other vertically. Lava flows like rivers across the surface and into chasms, creating lavafalls. Forcefield: Stops all attacks.

Stage 6:
During the final stage, all activity stops. No lightning, earthquakes, aging effects, etc. Clouds dissipate, revealing a worldwide night sky. Lava hardens into rock; water everywhere stops flowing. Anything not magically protected is held in time as per a time stop spell. This is the final power-gathering stage for the caster. Forcefield: Unpenetrable

Armageddon stage:
Upon the final second of the 6th hour, somewhere, from nowhere (but can be heard anywhere on the planet), the sound of a bell tolls out six chimes. Upon the striking of the 6th chime, the planet bursts forth a wave of electricity than encircles the entire planet, annihilating everything on the surface in the time period of one heartbeat. Then, with a final brief quake (1\2 second at most), the planet explodes.


Unholy Aura:
one action, range 20 feet
This causes a malevolent darkness to surround the subject, protecting them from attacks, granting resistance to spells cast by good creatures, and weakening good creatures when they strike the subject.


Bane:
Enchantment (Compulsion)[Fear, Mind-Affecting]
Bane fills your enemies with fear and doubt. Also it counters and dispels bless.


Burning Hands:
Conjuration (Creation)[Fire]
A cone of searing flame shoots from your fingertips. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-post action.


Arcane Eye:
Divination (Scrying)
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 300 feet per minute.
The eye can travel in any direction as long as the spell lasts. Solid barriers do not block its passage. The eye can enter another plane of existence, even through a gate or similar magical portal. You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.


Black Tentacles:
Conjuration (Creation)
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.


Circle of Death:
Necromancy [Death]
A circle of death snuffs out the life force of living creatures, killing them slowly. Takes time to prepare, one full day. If used with Black Tentacles, the combination weakens the caster, but is very effective against unknowing opponents.


Contagion:
Necromancy [Evil]
Range: Touch
The subject contracts a disease selected from the list below, which strikes immediately (no incubation period).
Shakes (Violent Shaking)
Red Ache (Profuse Bleeding From eyes, ears, nose, mouth, penis/vagina, anal cavity, etc...)
Mindfire (Intense Burning of the eyes, and brain)
Blinding Sickness (Temporary Blindness)



Death Knell:
Necromancy [Death, Evil]
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that is severely fautigued they fall unconcious immediatly. Improving spell effects dependent on caster's abilities.


Freezing Sphere:
Evocation [Cold]
Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst. It locks the target in place, rendering them immobile for two rounds. If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) (maximum 1,500 square feet).
From this spell; several branches can be attached. Spoken spells that can alter the state of the affected individual. Because of the amount of changes that can be made, the spell must be pre-prepared before using it. Time consuming, an hour for the initial and another hour for each branch you intend to use.

The list is as Follows; in addition with the spoken phrase needed to perform each.
Anxi Laceravi -(Strangling Torment)
Sempiternitas Cruciare -(Eternal Crucifix)
Incendium Sertum -(Fire Wreath)
Praefocatus Carceris -(Suffocating Prison)
Liberavi -(Absolve Curse) [the only one that does not need time to prepare]



Storm of Vengeance:
Conjuration (Summoning)

This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.

2nd Round: Acid rains down in the area

3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target.

4th Round: Hailstones rain down in the area.

5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).


Sepia Snake Sigil:
Conjuration (Creation)[Force]

When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.
Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. A character can use a scrying spell to find the Snake Sigil. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If it fails, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 3 days have elapsed.
While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury.
The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. An erase spell destroys the entire page of text.


Dark Star:
Conjuration (Creation)[Summoning]

The Dark Star is the most Illustrious spell in the Lich's Arsenal. Like the ritual to ascend humanity to lichdom, the Dark Star was conceived in the same way. In a union between both the Abraxis Rift, and the Storm of Vengeance he created a Universal gateway and the power of the Gods was unleased.
It directly affects the plane it is being used upon, as well as those upon that plane. In some instances, if the Dark Star is allowed to reach the final stage, other planes of existence are affected as well. It plays a heavy toll upon the caster.

Stage 1:
The first stage is the initial appearance of the Dark Star. The moon eclipses in a purple gleam of light, all but one of the stars in the sky fade away. The one that is left brightens like a beacon, consumed by an identical purple glow eclipsing the moon. This single star is where the power derives, a gateway to unleash the spell's destructive power.

Stage 2:
The calling of the Dark Star's power. This is the accumulation of later stages of the Storm of Vengeance, and the Abraxis Rift. A shield surrounds the caster, protecting him from outside attacks. However, this does not protect the caster from the Dark Star's power. The skies above begin to rain bolts of purple energy feverantly, where they strike...the earth rots and becomes diseased. If any part of the body is hit, it too rots with disease. The flesh peeling away and chunks of muscle and skin tissue falling away, leaving only bone. The caster treats this stage as a flesh for flesh spell, where the opponent is hit, the caster too shares the same effect.

Stage 3:
Where the earth is rotting, cracks form in the earth's crust, breaking apart. Spires of purple energy erupt from these cracks. An arial view of the earth breaking up around the caster would show a symbol (Cresent moon, and single star) surrounded by two circles. The spires of energy pulsate, in rythym with the caster's heartbeat. This stage is the linking stage of the Dark Star and it's caster. In this stage, the spell no longer effects the caster, only the opponent(s) around him.

Stage 4:
The pinnacle. The earth grows silent for a moment, shrouded in that purple gleam of illumination. Suddenly, the power erupts from the caster directly in a 360 degree revolution. Like a shockwave, the energy of the Dark Star explodes outwards destroying everything in it's path. (10-square mile radius) Unlike the other spells, the accumulated power of the Dark Star draws from all magical faucets, and even rooms warded or protected from destruction will not be safe havens.
The initial casting up to Stage 3 enables the caster to use small portions of the power at his or her leisure. It can be cast like Burning Hands, (Rotting Hands) or Magic Arrow (Dark Reprieve). If the caster is clever enough, he can incoporate the dieased power into a Gloom spell, or Acid Cloud (Festering Cloud). Any spell the caster uses however must become spoken phrase, as the Dark Star will forever remain linked to him, a part of his being. Lightening spells can also be linked with the Dark star, showering bolts of purple from the sky.


Blade in the Soul:
Evocation
This spell enables the caster to compel a being to do something specific or be harmed by refusing the task. The target creature must be within range of the caster. The caster holds aloft a bladed metal weapon of any sort( a dagger is the most often used) it is consumed by the magic as the incantation is spoken. The target feels a chill in its vitals and hears the caster’s voice in its mind, whispering the deed that must be done. The deed can be simple or intricate. The target can then accept the deed thus being called a ‘bladed one’ or suffer the effects of the blade thrust into the soul. Effects are as follows: Disconnection from patron faiths as the soul is often times a conduit for clergy. Physical and mental weakness; slow at first, over time becoming more debilitating. Unexplainable pain in the vital often doubling the target over for extended periods of time. The spell ends when the task is done.


Shadow Trap:
Evocation
With a word, a gesture, and the casting of a small gem of not less than 50 GP, the gem is consumed when the spell inside the gem is released. The spellcaster affects any one target creature possessing the ability to phase, blink, dimension door, pass through stone, shadow walk, shadow leap, teleport, transport via plants, etc. This creature can no longer employ their abilities or spells to create these effects for ten minutes.