New Bladesinger Spells:
 


LEVEL 1:

Electric Blade
Range: Touch Components: V, S
Duration: Special Casting Time: 1
Area of Effect: Creature touched Saving Throw: None


Similar to the powers used for shocking grasp spell, this bladesinger
spell causes the touched or carried weapon to become charged with electrical
energy. Successful hits with the blade do normal damage + 1d4 +1pt per every
2 levels of caster( 4 lvl does 1d4 +2, 10th lvl does 1d4+5 and so on).

(level 1)
Disarm
(Alteration)
Range:100 yards Components: V, S
Duration: Instantaneous Casting Time: 1
Area of Effect: 1 creature. Saving Throw: negates

Upon casting this spell the target is automatically disarmed. A save versus
spell, modified by the CASTERS Dexterity is allowed. An aditional -2 on save
is aplied if the target is not a single classed fighter.


Flare (evocation)
Range: 20 yards Components: V, S
Duration: 3rd+1 per 4 lvl Casting Time: 1
Area of Effect: 5x20x20 Saving Throw: Special

This spell emits a blinding flare of light from the blade which
temporaily blinds any target not making its saving throw vs spell.


LEVEL 2:

Hypnotising Blade:
Range: Sight Components: V, S
Duration: 1 rd. + 1 rd./level Casting Time: 2
Area of Effect: Special Saving Throw: Neg.

With this Spell the bladesinger performs a blinding display of swordplay as
he caste the spell. The sight of the spinning blades
causes all that look upon then to make a saving throw vs Paralyzation
or be hypnotized into inaction for 1d4 rounds.
If attacked the targets suffer same penalties as held individuals, but
regain senses at being hit..

***
Mysterious Disarm: (Alteration)
Range :Special Components: V, S
Duration: Special Casting Time :2
Area of effect: 1 creature Saving Throw :Special

With this spell the bladesinger causes a shocking jolt to affect the user of
a metalic weapon..when their attack is parried. The Jolt does 2d4+1 per 4
levels electrical damage, plus the target must save vs paralyzation of drop
their weapon..


First strike
(alteration)
Range: 0 Components: V, S
Duration: 1D4 +1 round/level Casting Time: 2
Area of Effect: 1 creature Saving Throw: 1/2

Recipent of this spell always strikes first as if wearing Scimitar of speed.
Spell can be cast only ones per day on a single creature.


LEVEL 3:

Acid Blade (conjuration)
Range: Touch Components: V, S, M
Duration: Special Casting Time: 2
Area of Effect: 1 target Saving Throw: Special

This spell enchants a blade to become coated in an acid substance, but
itself be unharmed. The blade does normal damage plus 2d4 of acid damage..
For every three levels that the caster has achieved, the acid, unless
somehow neutralized, lasts for another round, inflicting another 1d4 points
of damage each round. So at 3rd-5th level, the acid lasts two rounds; at
6th-8th level, the acid lasts for three rounds, etc.
The material components of the spell are a powdered rhubarb leaf and an
adder's stomach



Lance of Disruption
(Invocation/Evocation, Elemental Air, Force)
Range: 0 Components: V, S
Duration: Instantaneous Casting Time: 3
Area of Effect: 5 ft. x 60 ft. Saving Throw: 1/2

This spell creates a beam of concussive, disrupting force that lashes
out
from the wizard's hand in a path 5 feet wide and 60 feet long. Any creatures
caught in the beam's path suffer 5d4 points of damage, plus 2 points of
damage per caster level (maximum damage is 5d4+30); for example, a 6th-level
wizard would inflict 5d4+12 damage with the lance of disruption. Victims are
allowed a saving throw vs. spell for half damage. The lance's energy
delivers
a powerful blow against inanimate objects and can easily blast light
furniture, thin wooden walls, or fragile stonework to flinders. Barred
wooden
doors can be blasted of their hinges and even sturdy iron-bound doors or
heavy stonework can be seriously damaged by the lance of disruption.
Creatures with amorphous or nonsolid bodies, such as fire or air
elementals and some oozes and slimes, are resistant to the lance's effects
and only sustain half damage, or one-quarter damage with a successful save.


Tensers deadly strikes
(Invocation/Evocation, Elemental Air, Force)
Range: 0 Components: V, S
Duration: Instantaneous Casting Time: 3
Area of Effect: 1 creature. Saving Throw: None

All attacks are at normal cahnge to hit but all successfull attacks inflict
maximum damage.

Level 4

Tethrin Veralde's protective mist
(this spell is never shared with non elves nor cast upon a non elf!!!!!!!!!)
(Aburation)
Range: 0 Components: V, S, M
Duration: Untill ended Casting Time: 4
Area of Effect: 1 creature. Saving Throw: None

This spell weaves a circle of mist around the recipent elf concisting of as
many whisps as the caster has levels.
The mist is only vissible as it acts. Each time the elf is hit for damage by
an enemy a whisp of mist attacks the opponent for the same amount of damage.
There is no save against the whispo attack and thge whisp dispatches after
delivering its attack giving the defended a maximum number of defenses equal
to the casters level.
The material component is a piece of art made by an elf (woodcarving etc)

If the one who wounds the elf is imuun to its own attack ( a vampire
wielding
a normal sword) then the whisps have also no effect. HOWEVER if the material
component is made by the caster himself then the being must succeed a save
versus Deathmagic at -2 or suffer the effects of the spell.
If the opponent would be vunerable to his own attack there is NO savingthrow

#######

more  spells:

level 2:

Alpha's Rainbow Beam
(Evocation)
Components: V,S,M Casting Time: 2
Range: 10 feet plus 5 feet per level Duration:
Instantaneous
Affects one creature Saving throw negates

This spell draws upon the quasi-elemental plane of radiance and brings
forth a beam of pure light (for all intensive purposes a laser). The
color of the light is randomly determined by the DM on a d8. The wizard has a 5%
chance per level to choose the color


die roll result
1 red -- fire (starts flammable things burning)
2 orange -- heat (works like priest spell 'heat metal)
3 yellow -- electricity
4 green -- acid
5 blue -- ice
6 indigo -- holy water
7 violet -- force (similar to the Bigby's hand spells)
8 Multi-hued beam -- roll twice, ignore 8's

The beam does 2d6 points of damage plus one point per level of the
caster.
Any creature resistant to the type of beam takes no damage, but a
creature vulnerable to the beam type (blue vs. hell hound for example)
takes double damage. A successful save indicates the beam has missed, but the
beam can hit another target. The material component is a clear gem or prism worth
 at least 50 gp (reusable).
The Bladesinger releases beam from his sword by pointing at the target.

*******



Terms of the BLADESINGER,,



Whirling Blade -1 or 2 bladed form, involves quick twist
and spins of the blade to deflect attacks and open
strikes
Dancing Sword -single blade form, subtle style of twisting and
dancing thru a combat to avoid hits.
Blood Dance - 1 or 2 bladed form, involves striking opponents with
quick vicious hits that cause a lot of damage.

Blades of Doom -1 or 2 bladed form, very offensive and often leaving
user open to attacks, but also tends to leave most of the foes
very dead.

Dance of the Wolf -single blade form, often used in light of full moon.
involves a howling chant from the user.
Unicorns Prance -single blade form, a very regimented form that involve
quick stabs with the point of the blade.
Dragons breath- single blade form, which is usual used in conjunction with
and area effect spell..
Stork stance- A beginning stance often used to prepare a bladesinger for
entering the 'dance' . can make fast draw strike from this stance.
Twin dragon -2 bladed form, fierce slashes and stabs.
Claw of the Tiger -1 or 2 bladed form, involving slashing attacks
Wind over the Reeds - a single blade form, used to misdirect an opponents
attack and leave an opening for future strikes by the dancer.
Crane over the waters -single blade form, disceptive form that uses quick
stabs to kill an oppenent.
Panther's Caresses - single blade form- used to fool an enemy into thinking
a dancer is weaker than they truly are and then followed by a savage
attack.

Snake Strike -1 or 2 bladed form- a hypnotizing pattern of dancing that is
followed by a quick but savage strike to an opponent.
Tethrins Dance - 1 blade form. only learned by the masters.
this form is capable of disarming almost any foe.
Ballet of the Unicorn - 1 blade form, methodical defensive form used to bring
and oppenents defenses down and open for a strike.
Waltz of the tigeress - 1 blade form, defensive form used to block multiple
opponents attacks.
Dragons Talon - 1 or 2 blade form, used with powerful slashing attacks
The Cats Pounce -1 blade form ,using parry and attack form to open a foes
weaknesses for a savage strike.
Corellon's Stance- a stance used to begin some of the more defensive forms.

Moonbows Embrace- form used to break away from an opponent who you are locked in
combat with, but not leave yourself open for attack.
"The Reavers Touch" a saying used when an 'dancer' lets his rage or
emotions get in the way of his training of the dance.