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Return to Spells of the Gadrwyn Waeth

The list of spells below is in alphabetical order.

Abomination

Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: Fetus of creature touched
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

The spell for which the Vivimancers are infamous, abomination will allow the caster to experiment upon the form of a child within a womb. Much like the polymorph other spell, the caster can make any permanent alteration to the form of the fetus. However he can not change its overall dimensions, or its fundamental composition. A successful Fortitude saving throw by the mother will resist these alterations.

These alterations are usually simple changes, such as an extra arm, stubby legs, asymmetrical face, removal of an extra digit, straightening a mishapen bone, and so forth. Should the fetus survive in its altered form, it will retain these features after birth. Note that while this spell can be used to cause birth defects, it can also be used to repair the same - a fact that is rarely brought up by lay persons. Both actions are caused by transmuting specific features of the child into the desired form, and the total mass of the child can not be altered. Note that the being will retain its altered features even after it has died.

Material Component: A live animal egg.

Algae Bloom

Conjuration (Summoning)
Level: Clr 2, Drd 2, Rgr 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 30-ft.-radius
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell will cause a dense bloom of algae to instantaneously appear within a volume of water. This bloom will reduce the range of all forms of sight to a few inches, although sound-based senses will readily penetrate the bloom. The bloom will remain where it appeared until currents disperse it, and may even spread if conditions are right. If cast in saltwater this spell will still create a bloom, but the algae will soon die leaving a dense cloud of brown organic matter that will slowly sink to the bottom over the course of several hours.

Material Component: A stalk of cattail.

Ambush

Illusion (Glamer)
Level: Clr 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Target: One creature per level in a 30-ft. radius.
Duration: See text
Saving Throw: None
Spell Resistance: No

This spell will allow a group of creatures to blend into the surrounding terrain, improving the odds of a successful ambush. Up to once creature per level within a 30-ft. radius of the target location can be concealed with this spell. All effected creatures gain a +10 bonus to their Hide skill.

To remain concealed the effected creatures must lay on the ground or curl up in a hole or niche and remain nearly motionless. The creatures must lay close the ground and can not crawl more than 5 ft. per round. While doing so, they remain all but undetectable to the senses of sight and smell. Once a creature breaks cover from this spell he remains visible thereafter. If the caster moves out of range of this spell then it is instantly negated.

Ancestral Form

Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Target: 1 creature
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

An interesting effect that has been the subject of much experimentation in the living laboratories of the Vivimancer, this spell will cause the ancestral traits of the subjects to express themselves. The target will quickly revert to a more primitive life form selected by the caster at some point along the chain of evolution. For example, a human could be reverted to an ape, a tree shrew, or a simple amphibian. The target will assume all the physical and mental properties of the primitive life form, but will retain whatever skills and feats such a being is capable of acquiring. All equipment worn by the subject will retain its original shape. Ancestral form is also known as the devolution spell.

Material Component: A live egg or larvae.

Anchor

Transmutation
Level: Clr 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target of this spell is able to safely hold on to any surface, regardless of how slick the material may be. This spell negates the effect of a grease spell or oil of slipperiness. It also allows the target to scale a vertical surface as if by means of a spider climb spell, although it doesn't allow clinging to a ceiling. Finally it allows wet or frozen surfaces to be traversed at a normal movement rate without slipping.

While underwater the target of this spell can walk across a firm surface at half the normal land movement rate. It also allows the target to cling to the slick sides of a moving vessel or aquatic life form while submerged.

Angelle's Animator

Transmutation
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: 1 minute
Range: Touch
Targets: Object, 1 cu. ft./level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell is an arcane version of the Animate Objects spell with some very definite limitations. The object to be animated must be a masterwork that has been crafted into the desired shape by an artisan. It can only consist of solid, non-magical materials of the highest quality. The animated object then behaves as you command. The statistics for animated objects are listed in the Monster Manual.

Material Component: Strings from a marionette puppet.

Focus: An elaborate spring-wound mechanism worth at least 100gp.

Arynn's Cage of Fire

Evocation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 10 minutes/level
Effect: 10 ft. radius hemisphere
Saving Throw: Reflex half
Spell Resistance: Yes

At the completion of this spell a hemispherical cage of fiery bars appears centered on the target location and capturing anybody therein with the heat. The bars are made purely from raging fire and emit an intense heat. These bars are separated from each other by a maximum spacing of 1 ft., allowing projectiles such as arrows or bolts or diminutive-sized creatures to pass between the bars. Any creatures within the cage receive the equivalent of one-quarter cover from ranged attacks between the bars.

Anybody attempting to reach between the bars will suffer 1d8hp of burn damage. Touching a bar will inflict 2d8hp of fire damage per round. Actually trying to pass through the cage walls will inflict an amount of damage equal to 2d8hp for every 5-ft. of face of the creature, both for width and height. Thus a 5-ft. by 5-ft. creature will suffer 4d8hp of damage, while larger creatures will suffer much greater damage. The maximum damage that can be inflicted to any one creature during a round, however, is 10d6hp. In all instances the damage from the bars is halved on a successful Reflex saving throw.

A fog cloud or obscuring mist spell will suppress the flames, as will natural vapors, resulting in half the normal damage in the spell area. Any portion of the cage completely doused in water will be snuffed out for a full round, but the flames will spring back into place immediately afterward.

Material Component: A frame made of balsa wood that has been soaked in sulphurous oil, which bursts into flame upon casting the spell.

Aura of Protection

Abjuration
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 15 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject is wrapped in a faintly glowing protective aura that continually shifts and moves with the wearer. This aura is a fairly weak field of force that provides little protection against ordinary attacks. However when an attack becomes targeted against a vulnerable area of the body, the field immediately becomes highly concentrated to protect that portion of the anatomy.

Whenever an opponent scores a threat on an attack roll, the subject receives a +8 enhancement bonus to their AC for the purpose of determining if the original hit was a critical hit. This enhancement bonus is increased by +1 for every four levels of the caster.

Arcane Material Component: A piece of a helm that has been badly damaged in combat.

Baelkar's Chronal Exclusion

Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One touched object weighing no more than 10 lb.
Duration: Permanent
Saving Throw: None
Spell Resistance: No

You draw strands of time energy from an inert object, and bind it into a state of significantly reduced aging. Drawing out these strands of time energy inflicts 1d4 of temporary Con damage to the caster. Thereafter the object decays at a much slower rate than normal, and is protected from the effects of normal fire, acid, and rot as if warded by a permanent protection from elements spells. Any material affected by this spell can not be digested, and is instead passed directly through the body without nutritional benefit. However this spell will not protect an object from any magical effects or supernatural powers.

Bed of Leaves

Conjuration (Summoning)
Level: Drd 0, Rgr 1
Components: V, S, DF
Casting Time: 1 action
Range: 60'
Area: 20 ft.
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell will summon a deep bed of leaves on the ground. The bed will occupy a total radius of 20 ft. but will only grow substantially deep within a 15-ft. radius. The pile is 7 to 8 ft. deep at the center.

This bed will serve to cushion anybody falling from above. The leaves will reduce the effective falling distance by 10-ft. for anybody dropping within 5 ft. of the center. The pile will also hinder any medium-size or smaller creatures passing through the 15-ft. inner radius by reducing the movement rate one third. Finally, if the pile of leaves is successfully set alight they will produce a smoky, smoldering fire lasting for an hour.

Bell of the Five Dragons

Evocation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One or more creatures (see text)
Duration: 5 rounds
Saving Throw: See text
Spell Resistance: Yes

On a successful ranged touch attack two halves of an opaque, dull gray globe of force snap seamlessly together to trap the subject creature inside. Any creatures that have successfully grappled with the spell target must make a Reflex saving throw in order to escape being entrapped. Once the sphere has sealed it remains in the same physical location for the duration of the spell.

The interior of the spell bars extra-dimensional movement, affecting the trapped creature as the dimensional anchor spell. Immediately upon closing a series of draconic claws erupt from the sides of the scaly interior, automatically tearing and rending the victim for 1d6 points of slashing damage per caster level (maximum 20d6) every round.

In addition to the claw damage, on the first round the interior of the sphere is filled with the fiery breath of an adult red dragon, inflicting 12d10 points of fire damage. On the second round the interior is filled with the acid breath of an adult black dragon, inflicting 12d4 points of acid damage. On the third round the interior is filled with the frosty breath of an adult white dragon, inflicting 6d6 points of cold damage. On the fourth round the inside is filled with the crackling flashes of lightning from an adult blue dragon, inflicting 12d8 points of electricity damage. On the final round, the interior is filled with a corrosive gas, inflicting 12d6 points of acid damage.

After five rounds the globe of force immediately dissipates, releasing the trapped creature or whatever remains of the victim.

Material Component: A scale from an adult dragon of each of the five types, worth a total of at least 200gp.

Bend Trajectory

Transmutation
Level: Brd 3, Drd 3, Rgr 3
Components: V, S, F, DF
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target of this spell is able to see from any unobstructed point of view within 10 ft. When he fires a ranged weapon directly at this point, the trajectory of the missile is then bent at the required angle before resuming its flight toward the sighted target. Thus, for example, the spell target is able to fire arrows around a corner while staying completely out of sight. The range to the target includes the distance to the turning point, and in all other respects the missile behaves normally. The point of view of the spell target can be changed at will, and can be turned in any direction.

Focus: A mirror mounted at an angle on a small metal rod.

Black Flames

Evocation [Heat]
Level: Clr 0, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 action
Range: 15 ft.
Area: 2-ft. radius
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell allows the caster to create a small fire with black flames, emitting no light but providing warmth equivalent to a campfire. The fire must still be supplied with combustible fuel or it will die out normally.

Material Component: A lump of coal.

Blazing Bolo

Evocation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round per 3 levels
Saving Throw: Fortitude half
Spell Resistance: Yes

This spell creates three globes of lightning, each of which is attached to a common center by sparkling blue strands. The entire creation is whirled about the head by the caster, then flung towards a foe. On a successful ranged touch attack the spinning globes wrap about the creature, erupting in a blaze of electricity.

Each round the spell remains active the target suffers 3d6hp of damage and is entangled. A successful Fortitude saving throw will half the damage. The maximum damage that can be inflicted by a blazing bolo spell is 9d6.

Material Component: A copper pin suspended from a string.

Bloodbath

Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20' square
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

With this spell, the effectiveness of all slashing and piercing weapons is improved within the spell area. This spell also improves the effectiveness of such natural weapons as claws, spines, horns, and fangs. Within the spell area the threat range of all slashing and piercing weapons is doubled.

Note that this spell can be a double-edged sword, so to speak, as the allies of the caster will also suffer increased damage from weapons. Thus this spell is often best employed when missile fire can be targeted into the spell area. This spell can also be especially effective when the opponents are exclusively using bludgeoning weapons.

Bloodhound

Divination
Level: Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 10 minutes/level

With this spell the caster is able to smell as efficiently as a hunting dog, allowing him to track any creature or object that emits an odor. The caster will gain the benefit of the scent feat for the duration of the spell, regardless of his current Wisdom score. This provides a +4 bonus to the Wilderness Lore checks. Note that this spell will not function underwater.

Arcane Material Component: A dried lump of animal dung, which must be rubbed between the fingers in front of the nose.

Body of Water

Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level

When this spell is cast, the body and possessions of the caster appear to melt into a pool of dark liquid. The fluid can move about the floor at the same movement rate as the caster, and can flow through very small cracks or porous materials. However the liquid caster can not effect the physical world in any way, and he is unable to cast spells. However he can still use all of his normal senses from his current perspective.

If the liquid body of the caster becomes divided, then all of the droplets flow back together at the movement rate of the caster to form a single pool. Should parts of the pool become permanently separated from one another, then the caster is contained in the largest remaining body of fluid and he suffers damage in proportion to the loss of fluid. Thus if a third of his body is permanently separated then he loses one third of his total hit points.

While in this form the spell caster is immune to the effects of normal weapons. Magical weapons will only inflict their magical bonus in damage. However, he suffers double the normal damage from either heat or cold. If he contacts a sufficient quantity of dry, moisture absorbent material, such as wool or cloth, then he is held until the spell is cancelled.

The liquid body becomes the same temperature as the underlying ground within a round and he can not be seen with infravision. If the caster enters a body of water, he is very difficult to see and is normally invisible beyond 5 ft.

Material Component: A drop of mercury.

Buoy

Transmutation
Level: Clr 1, Drd 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 15 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When this spell is cast the target is able to float effortlessly in a body of water, even if he is weighed down with armor and equipment that would normally drag him under. He can bear a weight up to a medium load, plus any additional small load he can keep afloat by swimming motions. He can swim at the normal rate, unless hindered by armor, and is not fatigued by the additional weight he is carrying.

The extra buoyancy has a drawback, however, in that any attempts to swim underwater require additional effort to stay under the surface. His movement rate while swimming underwater is half the normal amount.

Arcane Material Component: A piece of cork.

Burning Eyes

Transmutation [Fire]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: 10 ft.
Effect: Ray
Duration: 1 minute (D)
Saving Throw: None (see text)
Spell Resistance: Yes

When this spell is cast, beams of red heat begin to radiate from the eyes of the caster. Wherever these beams contact a surface within 10 ft., the material begins to heat up, igniting after a full round or turning red with forge-like heat after two full rounds. The beams can be used to ignite fires, burn ropes, and even slowly cut through metal. This spell will not inflict damage against a dodging target however, as the caster will be unable to focus the beams on one location for a sufficient duration to cause burns. Helpless targets will suffer 1d6hp plus 1hp per level of heat damage per round.

Because targeting this spell requires focused vision and concentration, the caster is subject to opportunity attacks while attempting to ignite or melt materials. Shutting eyelids will temporarily disable the beams, and a successful blindness spell will immediately cancel the burning eyes spell.

Material Components: A clear glass marble or a lens and a piece of glassy sulfur.

Calm Air

Abjuration
Level: Brd 3, Clr 3, Drd 3, Rgr 3, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Area: 15-ft.-radius sphere centered on you
Saving Throw: None
Spell Resistance: No

This spell allows the caster to create a pocket of calm air that is all but free from disturbance by winds. Even the most extreme natural winds will become a mild breeze within the spell area. The spell will nullify the whispering wind, gust of wind, and wind wall spells within the spell area. It will also reduce any winds created by the contron winds spell by one step per four levels. Finally it will halve the rate of advance of clouds or mists, such as from a cloudkill spell. However, contact with a creature from the elemental plane of air will instantly negate the calm air spell.

Arcane Material Component: A piece of down from an eagle's nest.

Cavern Close

Transmutation
Level: Clr 2, Drd 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Any 10 ft. diameter natural stone opening
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The target of this spell is a cavern mouth or a natural stone cave or passage with a maximum dimension of 10 ft or less. Upon completing the invocation, a coruscating blue light leaves the hand of the caster and settles about the sides of the selected opening. As the caster slowly brings his palms together, the faintly glowing tunnel mouth will then pucker closed with a grating and grinding noise, leaving only a grapefruit-sized opening in the center. Placing a sufficiently large object in the opening will ensure that the hole is completely sealed. The caster must be in contact with the surrounding stone when this spell is cast or it will automatically fail.

Arcane Material Component: A small bottle of glass or clay.

Cloak of Insects

Conjuration (Summoning)
Level: Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 4 hours + 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell will summon a horde of hard-shelled insects that emerge from the clothing and cover the target in a living coat. The insects will protect the body of the subject, providing a +3 bonus to AC. The insects will also ward against insect swarms, negating the effect of a summon swarm spell on the subject. This cloak can only be worn over bare flesh or animal-based products such as silk, cloth, wool, or leather. It will not function if the target is wearing metal armor or protected by a mage armor spell.

Each time the subject is successfully damaged by a single attack for at least 4hp, some of the insects are crushed and the bonus to the AC is reduced by one. After suffering repeated blows, once the armor class bonus drops to zero the remaining insects will drop off and flee for cover. Spells can also effect the cloak, and the insects save with Fort +4, Ref +2, or Will -1. The insects will depart if the target becomes submerged in water or some other liquid.

This spell is commonly used to test the nerve of initiates to certain cults. The insects constantly shift and move about the target, producing an unnerving effect. The first time this spell is cast upon any target besides the caster, the recipient must make Wisdom check against DC 10 or immediately throw all the insects off. Doing so will immediately negate the spell. The target will repeat this behavior each time the spell is cast thereafter until a successful Wisdom check is made.

Arcane Material Component: Live Beetle.

Cloud Runes

Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 full round
Range: Anywhere directly visible to caster
Effect: 500-ft. radius sphere
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The caster of this spell can shape existing water vapors inside the effected area into simple forms. These clouds will remain in place until dispersed by winds or changes in atmospheric temperature and humidity. If cast in a location where clouds do not appear, the misty forms will dissolve when the spell expires. In dry, desert conditions no clouds whatsoever can be gathered to form into the desired shape.

When cast in an area where vaporous creatures manifest themselves, this spell can provide the caster some degree of control over such beings. If any such effected target fails a Willpower saving throw it is held as if by a hold monster spell.

This spell has no effect on magic that creates or manipulates water vapors.

Material Component: Wool from a sheep.

Communal Mood

Divination
Level: Brd 2, Clr 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Creatures in a 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No

This spell allows the caster to sense a emotion shared in common by any three or more individuals within the spell area. Thus if a group was terrified of a particular individual then the caster could be able to sense this fact. The individuals must be within 50 feet of each other, and they must all have an intelligence of 3 or better.

The target creatures are allowed a single Will saving throw to resist this spell, using the highest Will score of all creatures in the target area. If the roll is successful then the caster receives no reading at all.

Compel Testimony

Enchantment (Compulsion)
Level: Brd 3, Clr 3, Pal 3, Rgr 3
Components: V, S, DF
Casting Time: 1 full round
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

While this spell is in effect the target must make a Willpower saving throw. On a failed throw he is compelled to truthfully answer any questions he can understand that are put to him by the caster. However the response can only be in the form of a single word. This answer is always literally true, but may be misleading based upon the type of question being asked. If the target is utterly incapable of answering the question with a single word then he is not required to respond.

This spell does not compel the target to remain inactive, and he can flee if he chooses to do so. Each time the answer to a question would cause the target to break a vow; place him in further jeopardy; or endanger somebody or something he holds dear, then he can make another Willpower saving throw with a +4 bonus to negate this spell.

Cone of Darkness

Evocation [Darkness]
Level: Brd 3, Clr 3, Sor/Wiz 3
Components: V, S, F, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

The ring of the caster projects a cone of darkness that hides everything inside from sight, much like the 2nd level spell darkness, 15' radius. The cone moves with the caster, and can be pointed in a different direction once per round, much as a flashlight would project light.

Focus: A one-foot length glass rod that has been covered in soot from a flame. This focus is used to aim the cone of darkness.

Craftsman's Eye

Divination
Level: Clr 3, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: You or creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Upon casting this spell the priest will be able to just the distance between any two locations he can see clearly with his naked eye to a remarkable level of accuracy. At a glance he can measure distances with an accuracy of one part in a hundred. If he concentrates for a full round then the accuracy is improved to one part in a thousand.

This spell will allow the caster to construct highly accurate maps and to craft parts to exacting specifications. Any properly designed mechanisms that are constructed by a skilled artisan with the aid of this spell will function flawlessly and without need for shims.

This spell will allow the target to perform accurate missile attacks. While the spell is in effect the target gains the benefit of the precise shot and point blank shot feats. He can also precisely ascertain whether he can successfully leap across any gap, with or without the aid of a jump spell.

Arcane Material Component: A strand of hair at least one ft. in length.

Crystal Hide

Abjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target creature gains a hard, crystalline quality to their flesh, warding against physical damage. The subject gains damage reduction 5/+1. (It ignores the first 5 points of damage each time it takes damage, though a weapon with a +1 enhancement bonus or any magical attack bypasses the reduction.) The protection remains in effect until the spell has expired.

Material Components: 10 gp worth of finely ground crystals sprinkled on the target's skin.

Current

Evocation
Level: Clr 1, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Upon completing this spell the caster can cause a body of water to flow in an entirely different direction within the spell area. The rate of flow of the water is 1 knot/level relative to the underlying ground, up to a maximum of 7 knots. It can be cast on a specific location, or centered on a small vessel. This spell can never cause a body of water to overflow its banks, but it can steadily propel a small boat in the direction of the current.

This spell has no effect on water-based creatures, such as beings from the elemental plane of water.

Arcane Material Component: Pebble from the bottom of a river.

Current Sensing

Divination
Level: Clr 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 30 minutes + 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By means of this spell, the caster enables the recipient to sense movements, currents, and density fluctuations in the surrounding water. This tactile sense allows him to see, even in total darkness, the approximate types of creatures moving through the water within 40 ft.; the strength and direction of currents; and any fresh or salt-water influx. Huge creatures can be sensed to a distance of up to ten times their size. Any moving creatures within 20 ft. can be targeted by means of this spell.

Arcane Material Component: A piece of shark hide that must be rubbed on the hands while casting.

Death of a Thousand Knives

Evocation
Level: Clr 3, Sor/Wiz 3
Components: V, S, F, DF
Casting Time: 1 full round
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No

When this ritual is completed, the target begins to suffer cuts from an invisible talon that penetrates even the toughest armor. While he remains within range of the caster the victim is slowly and painfully sliced apart. Each round the spell is in effect the target must make a Reflex saving throw or suffer 1hp of slashing damage. The constant pain from these many cuts requires a concentration skill roll against DC 10 + cumulative damage in order to cast spells.

Focus: A knife or dagger.

Death Sense

Divination
Level: Clr 1, Pal 1, Sor/Wiz 2
Components: S, M/DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level

With this spell the caster is able to sense the presence of any corpses within 40 feet. The corpse can be any creature type except a construct, and can include undead. It does not sense any cadavers that are more than 50% dismembered or destroyed.

The caster can also sense the presence of lingering spirits of recently slain beings. This sense will penetrate any solid surfaces that can be passed through by ghosts, and will sense spirits in the astral and ethereal planes. The spell will not reveal the exact location of the spirits, only a vague direction.

Arcane Material Component: A live worm.

Delayed Glamer

Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: See text
Area: 20' cube
Saving Throw: None
Spell Resistance: No

This spell will act like a magical scribe, allowing the caster to observe a sequence of sights and sounds, then play them back when a particular trigger event occurs. This spell could be used, for example, to allow the caster to appear to be doing one thing while he is actually doing another. It could also be used to leave an illusionary message for some individual or a member of a group.

While casting the spell, the caster specifies a specific condition that will trigger the spell. This trigger operates in a manner identical to the magic mouth spell. The caster then focuses on a set of visual and auditory images within a 20-ft. cube. Only these images are recorded by the spell and only one round per level of information can be retained.

When the spell is finally triggered, the auditory and visual illusion will occur in the same location where it was recorded, and only those images included by the caster will be retained. The image can not be modified in any manner, although illusions recorded at the time of the spell casting will be retained.

Material Component: A piece of malleable clay.

Disjunctional Web

Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: Any number of creatures
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

This Cormanthyrian spell is found written in exotic runes on a sheet of pure gold, one of the ancient Nether scrolls. Upon casting the spell, a crackling, jagged ray of pure black energy flashes out to strike the target. If a Reflex saving throw is failed, the victim is wreathed in a mass of crackling black tendrils that are limned in an eerie blue light. Next these tendrils immediately lash out at any other targets within 5 ft. of the first victim, and these too must make a Reflex saving throw or be wreathed in the black tendrils. The tendrils continue to fork and branch outward in this manner until no further targets remain. An unlimited number of targets can be affected by this spell, as long as each is within 5 ft. of a target that previously failed its saving throw. However no target needs to make more than one saving throw against this spell. Note that shadow-based and incorporeal creatures are completely unaffected by this spell.

The disjunctional energy of this spell disrupts the material composition of a target, temporarily transforming the victims into a peculiar form of shadowy matter. In this form they have the same properties as a shadow creature, and are only half as strong as normal. Thus they have half their normal hit points; do half the normal damage; have only half their AC bonuses; and only have a 50% chance for their special abilities that do not produce normal damage (in hit points) to work. However any shadow weave magic used by the targets is unaffected by this spell. Targets that have previously suffered a hit point loss have their prior damage total reduced by half for the duration of the spell. Once the spell expires and the targets return to normal, any damage they have suffered is immediately doubled.

Material Component: Fine charcoal powder suspended in a vial of clear oil.

Divine Challenge

Abjuration
Level: Clr 3, Drd 3, Pal 3, Rgr 3
Components: V, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

Upon completing this spell the caster can attempt to mentally challenge any spell or magical effect which is physically restraining or hindering him from actions. This includes magic that impedes movement, such as entangle, solid fog, web or slow spells. It also includes magical paralysis and any hold spells.

At the start of each round this spell is in effect the caster can attempt a Willpower saving throw. If this roll succeeds then he is temporarily free from the effect of all such hindering spells for the current round only. Once the round has expired then all magic that was in effect and has not yet expired is fully restored. However if the caster moves out of the spell area during the round then he is free from the restraining magic.

Double Vision

Illusion (Phantasm)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1d4 creatures + 1 creature/level
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Upon completing this spell the caster can target a number of creatures within range. If a targeted creature fails a Willpower saving throw, its vision becomes effected so that it views two images of everything.

This double vision will cause imbalance and uncertainly, reducing movement by a third and penalizing attack rolls by -1. The difficulty in targeting an opponent also means that the range multiple for all ranged attacks is increased by one.

The DC rating for any task involving the Balance, Open Lock, Pick Pocket, Search, and Tumble skills is increased by +5. Reading is also more difficult, requiring twice the normal amount of time.

This spell will effect creatures with a single eye or more than two eyes, but it has no effect on targets that do not rely on sight.

Material Component: A piece of flat, clear glass.

Drown

Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 10 minutes/level
Saving Throw: Reflex negates
Spell Resistance: Yes

When this spell is cast, a large bubble of water flies from the hand of the caster to completely envelop the respiratory system of the target. The water forms a compact bubble around the appropriate location on the target, in most cases the head. The spell automatically fails against targets that do not breathe or have no physical presence on the current plane.

If the target normally breathes water, then this spell allows him to survive in the open air for the duration of the spell. The magic that holds the water in place will constantly aerate the fluid, allowing the being to breathe even under conditions of heavy exertion. However, any toxic gases in the air will also effect the water-breathing creature.

An air-breathing target of this spell must hold his breath or begin to drown. (See the drowning rule in the dungeon master's guide.) The water bubble will persist despite efforts to wipe it away, being magically drawn back toward the face or other respiratory organ. However, strenuous efforts to get rid of the water will shake enough away to draw a single breath of air. In fact it will be obvious to any being that makes a successful Intelligence check against DC 5 that the water can be temporarily displaced by movement. Vigorous shaking of the head will also allow a Reflex saving throw to permanently disperse the water bubble. The effort can be repeated once a round, but no other actions can be taken by the target while doing so.

There are several other measures that the victim can use to survive the drown spell. A straw or other tube passed through the water bubble will allow the target to breathe normally. At least 10 square feet of water absorbent material, such as cloth, will suffice to draw away sufficient water to allow normal breathing. An intense source of heat could also be used to vaporize the water, although this will likely inflict burn damage to the victim. The water can also be magically frozen and then chipped away from the face.

The bubble of water will serve to hinder the senses of the effected character to some degree. Ripples in the water surface will make seeing more difficult, resulting in a -1 penalty to melee attacks and a -2 penalty for ranged attacks. The Listen, Spot, and Search skills are also penalized by -10.

Material Component: A small hollow glass sphere or a piece of soap.

Ecstasy

Enchantment (Charm)
Level: Clr 2
Components: V, S, DF
Casting Time: 1 action
Range: 10 yards/level
Target: One creature
Duration: One round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell will place the target in a state of pleasure so utterly intense that they are incapable of sensible action or thought. The target will collapse to the ground completely enraptured and effectively helpless. This state will continue for one round per level of the caster.

While enraptured the target is completely immune to any pain. Once the sensation of ecstasy has ended, the target will be dazed for the next 1d4+1 rounds and he can perform no action besides fending off attacks.

Creatures who fail their saving throw against this spell will have a lower resistance to ecstasy in the future. They suffer a -1 penalty to their saving throw whenever they attempt to resist this spell. The ecstasy spell has no effect on plants, undead, and any creatures incapable of feeling pleasure.

Enhanced Mirror Image

Illusion (Figment)
Level: Brd 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level

This spell causes four illusory duplicates to appear around you. These images duplicate your appearance and actions exactly, down to your sounds, odors, and thermal appearance. As with the mirror image spell, these images shift position at the end of each round making it difficult for a foe to know which to attack. If an image is struck it immediately vanishes. However, these vanished images regenerate at the rate of one new image per round for the duration of the spell. At the end of the spell duration, all surviving images wink out.

Focus: A small glass cube with half silvered faces. The cube is suspended from a corner by a fine chain.

Explosive Air Burst

Evocation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Upon casting this spell, a sphere of highly compressed air flies from the fingertips of the caster to the target. The air explodes in a powerful blast of winds that will instantly snuff any small flames within a 30-ft. radius. A 20-ft. radius opening will instantly appear in any cloud of mist or gas.

Anybody standing within 5 ft. of the center of the explosion will suffer 2d6hp + 1hp/level of subdual damage. This damage is reduced by 2hp for every 5 ft. from the center of the blast. Those who make their Reflex saving throw are able to avoid some of the impact and thus only suffer half damage as a result. Those that fail their roll will be knocked off their feet and stunned for a full round.

Material Component: A small, airtight bladder, which is inflated prior to casting the spell.

Extinguish Fire

Transmutation
Level: Clr 2, Sor/Wiz 2
Components: V, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 30-ft. radius sphere
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

When this spell is cast, all normal fires within the area are completely extinguished and can not be re-ignited. Magical flames are effected each round as if by a dispel magic spell. Beings from the elemental plane of fire suffer 2d4hp of snuffing damage per round while inside the spell area, but a Fortitude saving throw will reduce this by half.

This spell has no effect on the temperature of materials within the area. Once the spell has expired previously burning materials can be ignited again.

Arcane Material Component: The breath of the caster exhaled into a small flask, which is then smashed as the spell is cast.

Eye Wall

Conjuration (Summoning)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Wall whose area is up to 5-ft. square/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell will create a dark, chitinous wall that is covered on both sides with hundreds of eyes. These eyes shift and look in every direction, observing all that is occurring in the vicinity. The wall has a thickness of 1 in./level, a break DC of 25, and a hardness of 7. It has 10hp per level of the caster.

The wall constantly secretes slimy mucus that drains down the wall, giving the surface a slick, moist appearance. This slime gives the wall a climb DC of 25. It is also very unpleasant to taste, but not harmful.

While the wall remains in place the caster can concentrate to view both sides of the wall from the perspective of the many eyes. The eyes provide both normal sight and 10-ft. darkvision to the caster. This ability will function regardless of the distance from the wall. However the wall is instantly negated if the caster journeys to another plane.

If a sight-effecting spell such as blindness is cast on the wall while the caster is concentrating on the eyes, he can be effected by the spell. Gaze attacks directed against the wall will also effect the caster in this manner.

Material Components: An intact eye of any animal, a live beetle, and some snail or slug slime in which the caster's finger is wiped.

False Glamer

Illusion (Glamer)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Visual figment that is attached to a creature or object smaller than a 10-ft. cube.
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

This simple illusion will cause a solid object or creature to flicker and blur faintly, as if it were a flawed image. Failed attempts to disbelieve the illusion will appear to succeed, giving the object or creature the false appearance of a translucent outline.

Material Component: A handful of desert sand.

Far Sight

Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)

This spell bends and warps the light entering the eyes of the caster so that he can see great distances with considerable clarity. His sight is magnified by a factor of one + caster's level. Thus at the highest magnification allowed at second level everything appears to be at one-third its actual distance.

The caster can vary the magnification at will, ranging from 2x to the maximum allowed. Due to the distortion of his sight, however, he is effectively dazzled while the spell is active, regardless of the magnification. The spell does not enhance the accuracy of ranged attacks, although it will allow the caster to see a distant target with greater clarity and to place a spell area more effectively.

Fasting

Enhancement (Compulson)
Level: Brd 4, Clr 4, Drd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: One creature
Duration: 1 week + 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes

Upon touching the target, this spell will inflict a continual state of fasting. The victim must make a Willpower saving throw or be incapable of taking nourishment from any food he eats. Even the tastiest meal will seem very bland and the target is unable to enjoy any food he is given.

The target will slowly begin to grow weak and unhealthy from lack of nutrition. He or she will suffer the full mental and physical effects of starvation. However once the spell expires the victim can begin to slowly recuperate through rest and the consumption of food.

Focus: An empty bowl.

Fiery Eyeblast

Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 minute
Range: Unlimited
Area: 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

You create a burning globe the size of a closed fist that resembles a flaming orange eyeball. This eye functions almost identically to the magical sensor of the arcane eye spell. However it views the world solely by means of darkvision, giving the same visual ability provided by the darkvision spell. The eye can travel at 40 feet each round and can be turned to view any direction while it is moving. It is larger than the arcane eye, and can only pass through openings that a domestic cat would be able to squeeze past.

At any time prior to the expiration of the spell, you can cause the eye to erupt in a fiery explosion as a free action. This has the same effect as the blast produced by the delayed blast fireball spell. Once the eye has erupted the spell immediately expires.

Material Component: Eye of a salamander (worth 50gp).

Flying Formation

Transmutation
Level: Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: See text
Duration: 20 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell enables you or a creature you select to lead a small group of beings in flight. For each level of experience the caster can designate one additional medium size or smaller creature within range to accompany the flight leader.

Larger creatures can also be effected, but only one large creature per two levels, one huge creature per four levels, or one gargantuan creature per eight levels of the caster can be designated. (Creatures can change size after the spell is cast without adjusting the number effected.) These creatures can carry weight up to what they would consider a heavy load and still retain the ability to fly.

All designated creatures that are flying in formation under the command of the flight leader are able to fly with a speed of 120 feet. (90 feet if the flight leader is wearing medium or heavy armor.) They can climb at half this rate or descend at double the speed. The maneuver rating of the group is poor. The leader can determine the formation that is assumed by the flying creatures at will, and the beings will then automatically shift to the corresponding position regardless of how the group maneuvers.

At any time the designated beings, other than the flight leader, can exert their will and fly independently. However they are only able to fly with a speed of 90 feet at a maneuverability of good. (60 feet if the being is wearing medium or heavy armor.) Should they move beyond the maximum spell range, however, then they are no longer able to fly. Instead they are effected by a continual feather fall spell until they set down.

If the caster initially designates fewer creatures to accompany the group then the formation can fly at a faster rate. If the number of creatures selected only require up to half the caster's total levels, then the group can fly with a speed of 180 feet and have a maneuver rating of average. (120 feet if the flight leader is wearing medium or heavy armor.) Should only one other creature besides the flight leader be effected by this spell, then they can fly with a speed of 240 feet and a maneuver rating of good. (180 feet if the flight leader is wearing medium or heavy armor.)

Once the spell duration expires, all creatures in the group are effected by a feather fall spell until they set down. Unlike the restrictions on that spell, however, there is no weight limit on this effect. Thus a creature can weight more than 300 lbs./level of the caster and still be effected by the feather fall.

Arcane Material Component: A wing feather from any migrating bird.