The list of spells below is in alphabetical order.
Enchantment (Compulsion)
Level: Drd 1
Components: V, S, M, DF
Casting Time: 1 full round
Range: See text
Effect: See text
Duration: 1 minute/level
Saving Throw: Special
Spell Resistance: Yes
Upon casting this spell, each step the caster takes will cause a bounty of wildflowers to gently grow out of the earth around his feet. These flowers will emit an intoxicating aroma that will compel all that can smell them to follow the path.
Creatures that move within 5 ft. of the path must make a Will saving throw against DC 15 or be compelled to follow the trail at their normal movement rate. However they can take any other actions allowed during movement and will not advance onto obviously hazardous ground.
Those who successfully make their saving throw are unaffected by this compulsion, although they will still sense the need to follow the trail of flowers.
If a creature follows the path for a full round, it must make a Fortitude saving throw against DC 10 or enter a deep trance and follow the flowers as if it was sleep walking. These beings are completely defenseless and can take no action other than to advance along the path.
This spell has no effect on undead, plants, fungi, or creatures without a sense of smell. It also has no effect on creatures that do not need to sleep, such as Elves. Any being struck for damage will automatically break free from the effects of the spell.
The trial will cease once the caster steps on ground where no plants can grow. This includes bare rock, ice, snow, and sandy desert. After the spell expires the plants will revert to harmless wildflowers and will flourish or wilt over time according to the local conditions.
Divine Material Component: A handful of wild flower seeds.
Abjuration
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: 5 ft. square/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell creates a sparkling, transparent barrier that will block the passage of all types of gas and vapors in both directions. However, denser objects, including fluids and dust, can freely cross, as can containers and non-gaseous beings. Gaseous creatures can seep through the barrier, but it requires a full round for them to do so and they are effectively helpless while doing so.
This spell is useful, for example, to seal a passage from a harmful gas, or to prevent air from leaking off into a vacuum. To be completely effective, however, the spell should be cast in a location where it can form an airtight seal on all sides. The spell will block the flow of a cloudkill or fog cloud spell, but will not seal out a smoke cloud from a pyrotechnics spell.
Transmutation
Level: Brd 1, Clr 2, Rgr 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 30-ft. cube
Duration: 2d6 rounds + 2 rounds/level
Saving Throw: None
Spell Resistance: No
In the location where this spell is completed, the air around the caster begins to change form and distort visibility, making the area appear glassy. This distortion increases the difficulty of making ranged attacks at targets inside or beyond the region of the glass air.
When calculating the range to a target for the purpose of aiming, the glass air effectively doubles the distance within its boundary. Thus, if the range to a target is 50 ft., and 30 ft. is within the glass air, then the effective range is 80 ft. for the purpose of aiming. For ranged weapons this may change the range multiple, or even put the target out of reach.
Arcane Material Component: A small, hollow glass or crystal sphere filled with clear oil.
Enchantment (Compulsion)
Level: Clr 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 15-ft. radius circle
Duration: 3 rounds + 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Upon casting this spell, any creatures within the spell area must make a Willpower saving throw or suffer a gnawing pain that slowly spreads throughout their body.
During the first round the victims will feel a dull pain that causes a cold sweat. Casting any spells during this round requires a concentration skill roll. On the second round this pain becomes a sharp agony and the target is effectively shaken. By the third round the searing pain has reached its maximum intensity and the victim is nauseated. Each round thereafter the victims must make a Fortitude saving throw or become wracked with convulsions. They are now completely incapacitated and helpless to defend themselves.
The effects of this spell linger in the mind of the victims even after the duration has expired. The targets will feel unnerved for 1d6+1 hours, resulting in a -1 penalty to any Willpower rolls. They will suffer disturbing nightmares during the following 1d4 weeks, making sleeping difficult and reducing the rate of natural healing by one half.
Material Component: A branch of nettles with which the caster swats his bared arms or legs.
Transmutation
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 hour
Range: Touch
Target: One donor and one recipient creature
Duration: 1 minute
Saving Throw: See text
Spell Resistance: Yes
The caster can use this spell to extract an area of flesh and tissue from the donor being and attach it to the recipient. In order for this transfer to be successful, both the donor and recipient must fail a Fortitude saving throw.
The transferred flesh can be used, for example, to heal a deep gash or a burn scar. Naturally, the subject providing this patch will also suffer an equally deep wound when its flesh is removed, so this spell is primarily used for healing an ally at the expense of a foe. Up to 1d8hp + 1hp per level can be transferred from one creature to another in this manner, although the repair can never exceed the maximum hit point total of the recipient.
This spell can also be used to graft the limb from one creature onto another. This limb can be from any living organism that is the same size as the recipient creature. Thus the limb of a giant squid could not be grafted onto a squirrel, but it could be attached to a great white shark. The recipient of the graft will still require some time to learn how to use the new limb.
Finally the caster can transfer a live sensory organ to the target creature. The subject must already possess the sense in order to use the new organ. This ability is usually used to restore a lost eye.
Focus: A healer's kit and a chiurgeon's knife.
Divination
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell provides the target with an unobstructed overhead view from a great height of the land within a day's travel. He can use this view to find a suitable place to hide; see an escape route; locate large buildings or landmarks; or determine the best places to hunt or forage, etc. While the spell is active the target has his normal sight completely obscured by the magical view. This spell will only function outdoors with the sky visible. Low clouds or fog can obstruct some or all of the view.
Material Component: Feather of an eagle.
Transmutation
Level: Clr 3, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 10 minutes/level
Effect: 20 ft. cube/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
When this spell is cast upon a surface of stone, it makes the material as tough as the finest steel. Mud will harden into rock, and sand will solidify into a block. This is useful, for example, to harden the walls of a fortress against bombardment.
Effected surfaces receive a +4 bonus to their hardness rating and have their break DC tripled. Stone-based monsters within the area, such as a stone golem, have their natural armor improved by +6.
Arcane Material Component: A piece of metal-rich ore.
Necromancy
Level: Drd 3, Sor/Wiz 3
Components: V, S, M, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse or 1 cu. ft./level object
Duration: Instantaneous
Saving Throw: Fort resists
Spell Resistance: No
This spell will create a yellow-green ray that accelerates the rotting of dead flesh or organic matter. Tiny scavenger organisms in the target area have their life force greatly sped up. As a result, any dead matter within the beam will rapidly decay into fine dust unless a saving throw is made.
This spell will operate on any dead animal or plant matter, including wood, bone, or leather. However it will not further decay already rotted matter such as dirt. The spell has absolutely no effect on living matter, including freshly cut wood and seriously ill but still living creatures. It will also fail to operate in a sterile environment, such as a pure vacuum.
If an undead entity with a corporeal body is the spell target, it must make a saving throw versus spells or suffer 2d6 hit points of damage plus 1 point per level of the caster. If the saving throw is successful, then the damage is halved.
Material Component: A handful of mulch.
Transmutation
Level: Clr 7
Components: V, S, M, DF
Casting Time: 1 hour
Range: Touch
Area: 100-ft. radius centered on the caster.
Duration: Permanent
Saving Throw: See text
Spell Resistance: No
This dark ritual turns an area of normal woods into a haunted forest. The trees bend and twist into gnarled, sinister forms, and the area radiates a constant, sickening aura of fear. Treants and other animated trees avoid this fate if they make a successful Fortitude saving throw.
Upon casting this spell the caster must make a Fortitude saving throw or be permanently transformed into a twisted black tree covered in sharp barbs. The only means to reverse the transformation is to obtain the forgiveness of a wood nymph, an unlikely occurrence.
Only a short time after the spell is cast, many of the forest animals will have fled, save for the most feisty creatures, such as boars and wolves. Every time a living being not of evil alignment enters these woods they must make a Willpower saving throw or be panicked. They remain in this state until they leave the woods, plus 1d6 rounds.
Material Component: A nut from a deciduous tree that was struck by lightning.
Necromancy
Level: Clr 2, Rgr 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: See text
Target: One serpent
Saving Throw: None
Spell Resistance: No
Upon casting this spell upon a poisonous serpent, the toxic bite of the creature is turned into a beneficial potion that restores life rather than taking it away. The bite of this snake heals 1d6hp initially and 2d6hp + 1hp/level on the following round. Once the snake has injected the healing potion, its poisonous bite ability is fully restored.
Transmutation
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 minute/level
Saving Throw: Fortitude half
Spell Resistance: Yes
Upon completing this spell, the caster can target a single creature within range and inflict bleeding wounds deep inside the body. These wounds continue to bleed unchecked for the duration of the spell, and may ultimately render the victim unconscious or worse.
On the initial round the victim will suffer 2d4hp of damage from internal wounds. This wound is accompanied by a sharp jolt of pain and continuous internal bleeding. While the spell remains in effect the target suffers an additional 1d4hp of damage each round he performs any strenuous activity. A successful Fortitude saving throw will half all damage from this spell.
The nature of wound inflicted by this spell prohibits the bleeding from being staunched by means of the Heal skill. However, a spell or magic item healing the initial 2d4hp of damage will fully negate the hemorrhage and no further damage will be inflicted.
This spell has no effect on creatures that lack an internal structure, such as undead or slimes.
Material Component: A sharp blade that is used to make an incision in the palm of the caster. This small wound will close when the spell is cast.
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 5 minutes
Range: Touch
Effect: Single illusion
Duration: See text
Saving Throw: No
Spell Resistance: None
As this spell is being cast, the wizard spends several minutes of intense concentration, carefully regarding the details of an existing illusion. When the spell is complete the wizard will greatly improve the realism and level of detail of the target illusion. The chance to disbelieve the modified illusion is reduced by -1 for every four levels of experience of the caster. This spell remains in effect for the duration of the modified illusion.
The hone illusion spell can only be cast upon an illusion spell that the caster has previously learned how to cast. If cast upon an illusion created by another, a modification is required to determine if the illusion is altered. A modify check is 1d20 +1 per caster level (maximum +10) against a DC of 6 + the illusion caster's level.
Focus: A finely polished glass lens. Such a lens is quite rare and requires the work of a highly skilled artisan. Typically such a lens will cost at least 100gp to acquire, if it is even available.
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One mount/level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell magically enchants the iron shoes of the designated mounts, allowing the animals to gallop much faster than would normally be possible and leap across large gaps. The mounts can gallop at twice their normal rate, and provides them with the equivalent of the jump spell. While the horses are galloping, their shoes flash sparks and makes noises like thunder whenever they strike the ground.
At the expiration of the spell, the mounts will be exhausted for one full minute for every ten minutes they have been galloping. This spell has no effect on mounts that do not have shoes.
Material Component: A lava projectile thrown from a volcano.
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One horse-drawn vehicle
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
To use this spell, the caster must have a wheeled cart, small wagon, or other horse-drawn vehicle available. The spell creates the propulsion for the vehicle, providing the equivalent speed and power provided by two strong horses. The spell will only lift the harness and pull the vehicle forward or backward - any steering must be provided by mechanical means.
Material Component: Hairs from a horse's tail.
Transmutation [Fire]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: Yes
After this spell is cast the feet of the target begin to grow searing hot. The victim must hop quickly from foot to foot, or suffer painful burns that make normal movement exceedingly difficult. While hopping, any bonuses due to dexterity are halved and his attacks suffer a -1 penalty to hit. Failure to hop will inflict 1d3hp of damage per round.
This spell has no effect on creatures that have no feet, or normally move by flying or swimming. Undead, automatons, and other creatures that feel no pain are also unaffected by this spell. This spell has no effect when the feet of the target are underwater.
Material Component: An iron nail held over a small flame.
Conjuration (Summoning)
Components: V, S, DF
Level: Clr 3
Casting Time: 1 full round
Range: Touch
Target: One permanent dwelling
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
With this spell the caster can upon the spirit of a dwelling to actively protect the structure from intruders. This spell can only be cast upon a home that has been inhabited by the same family for the past year. This spirit will not attack the residents of the house, or the caster and his friends. The spirit is unable to move or attack beyond the confines of the residence.
|
House Spirit: CR 4; Small-size fey; HD 1d6+1; hp 4;
Init +4 (Dex); Spd 20 ft.; AC 15 (+1 size, +4 Dex); Atk +4 missile (1d6,
club); SQ incorporeal, natural invisibility; AL LG; Fort +1, Ref +4, Will
+2; Str 5, Dex 18, Con 12, Int 9, Wis 14, Cha 16. Skills: Craft (any one) +4, Listen +8, Move Silently +10, Search +2, Spot +4. Feats: Dodge, Rapid Shot. |
The house spirit has one hit dice, plus an additional hit dice for each decade the house has been continuously occupied. It is invisible to anybody except the caster and those able to see spirits. The spirit can attack by magically hurling objects lying within the home. It can also pass through the interior walls of the house at will.
Once a house spirit has been destroyed a new one will not appear until a family has occupied the house continuously for another year.
Transmutation
Level: Clr 3, Drd 3, Rgr 3, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: 1 creature/2 levels
Duration: 2 turns + 1 turn/level
Saving Throw: None
Spell Resistance: No
With this spell the caster allows one or more creatures to be able to glide effortlessly across any frozen surface, leaving almost no tracks in their passing. Attempts to track the targets across snow or ice are made as if the surface were firm instead of soft. The targets can travel at their normal movement rate. However, maneuvers on a frozen surface are made as a flying creature with average maneuverability.
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
With this spell, the caster bestows a temporary immunity to the effects of sunlight. The target is surrounded by a flickering silvery darkness for the duration of the spell. Creatures that are normally susceptible to sunlight are rendered immune to the harmful effects of daylight while this spell is in effect. This spell also protects against certain spells that inflict harmful effects using sunlight, including the sunbeam and sunburst spells.
Material Component: A piece of glass blackened by soot.
Abjuration
Level: Clr 5, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Duration: 1 hour/level
Area: 20-ft. cube/level.
Saving Throw: None
Spell Resistance: No
This spell will make a section of masonry wall or any other constructed stone barrier virtually impenetrable by means of magic. The stone portion of the effected wall will be completely immune to any stone-effecting magic, including earthquake, passwall, stone to flesh, stone shape, or transmute rock to mud.
While impregnable castle remains in effect, spells such as move earth can not undermine the wall as long as at least half the effected structure is still supported. Creatures are unable to penetrate the stone in the spell area. However, the wall can still be magically passed through by means of spells such as dimension door, teleport, or wraithform.
Arcane Focus: A steel rod.
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target of this spell contracts a supernatural disease that requires several days to manifest symptoms. It has a DC 10 + caster's level to prevent infection, and an onset time of 1d6 days. The disease spreads by contact and is contagious one full day following infection. It will cause 1d3 points of damage per day to any one characteristic chosen at the time the spell is cast.
This disease is resistant to all spells, including remove disease. The Spell Resistance rating of the disease is 5 + caster's level. For a remove disease to cure the target, it must first overcome this spell resistance. Should the spell attempt fail, then only a higher level caster can remove the disease.
This spell is considered so heinous that it has been locked in a heavily warded vault by the mage guild. As it is so rare, spellcraft skill checks to recognize the spell will be made against DC 25. The diseases inflicted by this spell are extra-planar in origin, and may be successfully recognized by a knowledge (The Planes) skill check against DC 15.
Universal
Level: Brd 4, Clr 4, Pal 4, Sor/Wiz 4
Components: V, S, DF
Casting Time: 1 full round
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Upon completing this spell, the caster must make a Fortitude saving throw or be fatigued. When this spell is cast, the target is charged with magical potential. The next spell that is cast by the target will be at one experience level higher. Further, if the spell uses the total of one or more dice rolls to determine its effectiveness, each of the individual dice rolls are improved by +1. However, the sum of the modified dice can not exceed the maximum total allowed by the spell. Thus a cure serious wounds spell will add +1 to each of its 1d8 dice rolls, but the total can not exceed the maximum healing allowed.
Dvination
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Effect: One mile radius sphere
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
While active this spell allows the caster to intercept any magically delivered messages within range. This includes messages sent by the message, whispering wind, magic mouth, dream, and sending spells. It does not include divine spells that allow communication with a higher power.
To catch a message, the caster must make a successful intercept roll against the spell. An intercept roll is 1d20 + casters level against a DC 8 + message caster's level. Any messages sent while the caster is not concentrating on this spell will be missed.
This spell will intercept either the transmission or the reception of the message, but not the intermediate delivery. It will not intercept messages that are delivered by a living being, such as the creature used by the messenger spell. The spell will also fail to intercept messages that are delivered in person but require magical translation.
Material Component: Silver hearing horn that must be held to the ear in order to listen to messages.
Evocation
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Touch
Area: 10 ft. + 5 ft./level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
With this spell the caster can join two pieces of rope or cord together with a long, slender magical force. This magical force will behave exactly like a normal length of the same rope, and it can support the same weight as the weaker of the two pieces. The rope can be wielded normally using the Use Rope skill, and can be animated with the Animate Rope spell.
The magical rope is normally invisible. However whenever the rope is touched by a living being it will appear as a shimmering length for up to 3 ft. in each direction, making it possible to locate the rope while climbing.
Focus: Two lengths of rope, each at least a half foot long.
Divination
Level: Clr 3, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell will allow the target to precisely judge the temperature of a kiln or oven, allowing him to carefully manage any objects placed within to bake or melt. This spell is especially useful when the target is a skilled craftsman performing such precise tasks such as forging an alloy or baking fine pottery. While this spell is in effect the target gains a +2 circumstance bonus to his armorer, blacksmithing, cooking, pottery, and weaponsmithing skills. This spell also provides a limited form of dark vision, allowing differences in heat to be sensed out to a distance of 10 ft.
Divination
Level: Clr 2, Drd 1, Sor/Wiz 1
Components: V, S/DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
While this spell is active, the caster gains information about the composition of the surrounding air, including the presence of unusual or poisonous gases, the amount of humidity, concentration of dust and pollen, and so forth. This ability gives a +2 circumstance bonus to any Search or Spot checks to detect any breathing creatures hiding nearby.
When cast underwater this spell will detect unusual chemicals or particles suspended in the fluid.
Evocation [Darkness, Light]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20 ft. radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
When this spell is cast the effected area will be filled with a boiling cloud of brilliant bursts of white light and pitch-black explosions of darkness. The constant bursts of light and darkness make attacking into the cloud exceedingly difficult, and creatures that rely on their vision will suffer a -2 penalty to their attacks.
If movement is attempted within the cloud, a Reflex saving throw is required to avoid becoming disoriented and being unable to determine the current direction of travel. Most likely the victim will wander randomly within the cloud. Visibility within the cloud is limited to a maximum of 5 ft.
The flashing lights will dazzle the eyes, and anybody within 40 ft. who gazes into the cloud will be dazzled for a full round. Since the cloud is constantly being reinvigorated, it can not be negated by spells of light or darkness.
Material Component: A mixture of magnesium and coal dust burned in a flame.
Transmutation
Level: Clr 1
Components: V, M
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 1 hour + 10 minutes/level
Upon completing this spell, the outer flesh of the caster begins to thicken and grow a hard, segmented shell. This chitinous outer mass will protect the caster from most attacks, providing +6 armor bonus.
The outer shell is very bulky and makes maneuvering more difficult. This armor will cause the same hindrances as wearing chainmail armor. Thus the maximum Dex bonus is +2 and the Armor Check Penalty is -5. The shell will also make it difficult to wear certain fitted articles of clothing, such as boots or gloves. Any armor worn over this shell must be specially designed to fit the character, and once this spell expires the modified armor will be much too large to wear.
Material Component: A live insect is required to cast this spell, and its exoskeleton will serve as a model for the shell.
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Anchored 5-ft. square/level surface
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Tiny spores of plant matter at the target location are mutated by this spell, forming a solid wall of tough living matter. The wall must be located directly on a surface of uncovered earth, and must be wider than it is tall. It can, however, be formed in any shape along its length and can include small openings.
If the wall is attacked steadily, it can be beaten down by a determined foe. Each 5-foot square of the wall has hit points equal to the casters level. However the wall is tough enough that the first 5 points of any blow are ignored. When the hits points for a 5-foot section of wall drops to zero, it is breached at that location. If a creature attempts to break through the wall with a single attack, the DC for the strength check is 18 + casters level.
This fibrous barrier can be maintained almost indefinitely, as long as proper care is taken. The wall usually requires natural daylight for at least four hours per day, and the normal amount of water for this climate. When dry the wall is combustible, burning at the rate of 1hp of damage per round.
Material Component: A handful of dirt.
Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
This specialized spell creates a very compelling illusion of invulnerability to attack. Any wounds suffered by the caster appear to rapidly close and only brief grimaces of pain are visible to any foes. The caster gives the appearance of near invincibility to damage, resulting in a daunting image for any intelligent foe. The primary spell intent is to cause a foe to give up the fight as hopeless.
This illusion uses integrated visual, auditory, olfactory, and thermal effects to subtly alter the appearance of any wounds. It will also hide the effects of disease, poisons, or any previous injuries the caster may have suffered, and he will seem to be in perfect health. No concentration is required by the caster to maintain this illusion.
This spell will blend perfectly with any illusionary image that the caster is employing to alter his appearance. However the spell will not hide a trail of blood on the ground. Once the caster is slain or rendered unconscious the illusionary mask drops away.
Material Components: Pieces of chalk, charcoal, and other colored materials that must be used to mark the face while the spell is being cast.
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 action
Range: See text
Targets: See text
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
By means of this spell the caster is able to create natural animal tracks in an attempt to deceive anybody attempting to track his party. There are two forms of this spell, one of which must be selected at the time the spell is cast.
The first form will allow up to one being per level of the caster within 15 ft. to be effected. These beings will then leave the tracks of the single type of animal wherever they walk, regardless of their actual size or footprint. Thus the caster can cause all eligible beings to leave the hoof prints of a horse wherever they step.
On a Wilderness Lore skill check against DC 15, a skilled tracker will be able to determine that the tracks appear suspect. (Perhaps due to the unnatural length of the stride or the lack of any scat.) But in all other respects the prints will appear to be those of the animal selected.
The second form of this spell will cause a set of tracks from a single type of animal to start appearing in the direction selected. It requires a Wilderness Lore tracking check against DC 25 to determine that these prints are false.
These tracks will continue to appear at the normal walking pace of the caster without further guidance as long as there is solid ground in front of the path. An obstacle will stop the walking tracks if it is more than one foot in height, or it will be blocked by a similar hole in the ground. A body of water will also stop these tracks.
In either form the caster can only create the tracks from a single type of animal for each casting of this spell. In addition, the caster must have previously had an opportunity to closely examine the tracks made by the selected animal.
Abjuration
Level: Clr 3
Components: V, S, DF
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius sphere
Duration: 1 hour + 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell will protect magical effects, making them more resilient against psionic suppression or a dispel magic spell. Whenever an attempt is made to weaken or eliminate magic within the spell area, half the level of the magic resiliency spell caster is added to the effective level of the magic. Thus if an arcane spell is cast at 4th level within the spell area, and the magic resiliency is cast at 5th level, then the arcane spell is treated as if it had been cast by a 6th level caster for the purpose of suppress or dispel.
The magic resiliency spell is completely immune to any attempts to suppress or dispel. It can only be dispelled by a wish or limited wish spell.
Universal
Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Single location
Duration: 2 hours + 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
This spell will cause the caster to feel a tingling sensation when a sufficiently strong magical aura is detected within a 15-ft. radius. The alarm will be sent to the caster regardless of his location, even if it is on another plane.
At the time the spell is cast the caster must specify a particular minimum spell level that will be detected. Whenever a magical aura of sufficient level enters or is created within the 15-ft. radius the alarm is activated and this spell immediately expires. Note that this spell will never activate itself, so that if another magical proximity is cast within the 15-ft. radius the alarm will not be activated.
Conjuration [Fire]
Level: Clr 3
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: Mist spreads 100 ft., 20 ft. high
Duration: Special
Saving Throw: None
Spell Resistance: No
Upon casting this spell a lump of dried blood is floated on oil in a body of water, then set alight. The fire blood spell then creates a 100-ft. radius stagnant cloud of faintly iridescent orange mist that limits all visibility to 10 ft. and dampens any sounds. The spell remains in effect as long as the blood-tainted water does not completely evaporate or become heavily diluted or drained. When the spell is negated, the cloud dispels after 1d4 rounds.
The cloud has an unpleasant, slightly acrid odor that has the effect of disabling the scent ability of any creature. The sound-dampening ability of the mist provides a +2 circumstance bonus to any Hide or Move Silently skill checks, and a -2 circumstance penalty to any Listen or Spot skill checks. Visibility within the cloud is limited to a maximum distance of 10 ft., and all sounds are muffled beyond 15 ft.
Within the mist any fires burn much brighter and stronger than normal. Fuel for a fire is consumed in half the normal time and any burning light source glows twice as brightly. For any fire-based magic, a +2 is added to the Difficulty Class for any saving throws, and a +2 bonus is added to caster level checks (1d20+caster level) to beat a creature's spell resistance.
The cloying mist seems to sap the health of anybody who is injured or dying. Any healing spells of 2nd level or lower cast within the cloud have their total restored hit points halved and rounded down. If any character falls below 0 hit points, he loses 2 hit points each round thereafter until he is stabilized.
Material Component: A one-pound lump of dried blood, a pint of lamp oil, and at least ten gallons of clean water.
Necromancy
Level: Clr 0, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 action
Range: 10 ft.
Target: 1 creature per level
Duration: 3 hours + 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell will cause the target creatures to emit a constant foul odor of decay. Almost all meat eaters will instinctively avoid creatures that emit this scent, especially if they are lying still. However, scavengers will be intensely attracted to the odor and are 20% more likely to investigate. Save for necromancers and those who deal with corpses, this odor will cause a -4 penalty to all Charisma checks.
Immersion in water or a heavy rain shower will only temporarily clear the odor from this spell for 1d4 minutes. Large quantities of perfume will suffice to completely mask the odor, and burning incense can also be used for the same effect.
Arcane Material Component: A small piece of rotting flesh.
Enchantment (Compulsion)
Level: Clr 4, Pal 4, Rgr 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 2 rounds + 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Upon casting this spell the target is able to wield his weapon(s) in a whirling blur of motion that will give pause to even the most stalwart foe. Each round the target can make a dancing performance skill check against a Reflex check by a single opponent. If the check is successful the spell target receives a +2 circumstance bonus to his melee attacks against that foe.
The spell target can instead perform a whirling dance attack in an attempt to cow an opponent. A dancing performance skill check is made against a Willpower check by a single opponent. If the check is successful the foe is shaken this round. If the target makes his saving throw, however, he will be unaffected by any further whirling dance attacks.
When the spell duration has expired, the target is fatigued for 1d4 rounds.
Illusion (Phantasm)
Level: Clr 3, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Effect: One pint/level
Duration: See text
Saving Throw: Will disbelief (if tasted)
Spell Resistance: No
This spell can be cast upon a quantity of pure liquid in an attempt to magically alter the sense of taste and smell of the first being to taste it. This change can make the liquid seem like anything previously smelled and tasted by the caster, including potions. It will even produce brief sensory symptoms associated with a particular magical potion.
Up to one pint per level of the caster can be effected by this spell. If the caster attempts to cast this spell upon a larger quantity then the effect is diluted and the spell expires after a minute.
Anyone tasting the liquid for the first time must make a saving throw versus spells or be completely fooled about the contents of this vessel or any other with an identical liquid. This false sense of taste and odor lasts for the duration of the spell. All others who drink the liquid are completely unaffected.
Arcane Material Focus: A packet of rare spices worth 10gp.
Illusion (Glamer)
Level: Sor/Wiz-3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 30-minutes/level (D)
This spell will allow the caster to assume a sequence of illusionary disguises, with each functioning identically in all respects to a form that can be created with the change self spell. This spell always allows one disguise to be created. An additional disguise can be added for every four levels of experience of the caster.
The disguises are layered on top of each other upon the caster and always appear in the same sequence to any disbelieving observers. If a disguise is successfully disbelieved then the next illusion in the sequence will manifest itself to that observer. Only if all disguises are successfully penetrated is the underlying appearance of the caster visible.
At any time the caster can strip away the current overlaying illusion and so change his appearance to the next underlying disguise. However, doing so in the presence of any witnesses will make it immediately obvious that he was wearing an illusionary guise. Once removed the overlaying disguise can not be recovered until this spell is cast again.
Note that this spell can not be layered on top of other illusionary disguises, including another masks spell.
Arcane Material Component: An onion that must be peeled while casting the spell.
Illusion (Phantasm)
Level: Brd-0, Clr-1, Sor/Wiz-1
Components: V, S, F/DF
Casting Time: 1 full round
Range: Personal
Target: You
Duration: Permanent (D)
With this spell the caster can craft a highly detailed mental scene in his or her mind, complete with realistic sensory details. The scene can either be completely static, or repeat itself endlessly within the span of a single round. The quality and compelling nature of the scene is entirely determined by a Craft (Painting) skill roll made by the caster.
The scene can use any sense the caster can employ, and can include a brief message of up to 12 words. It can incorporate a scene that is viewed by the caster at the time the spell is cast, but will only include those details that are observed by the priest.
The caster can choose either to retain this spell in his or her memory for instant recall at any time he chooses, or to pass it on to another individual who has just cast this spell through physical contact and an act of will. This target in turn can recall and examine the image at any time.
The scene will remain in memory for as long as the person wills it, and requires a conscious act of will to purge. The only other way the scene can be removed is through dispel magic, a limited wish, or any spell or power that can modify memories.
Arcane Focus: A paint brush.
Transmutation
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Fort negates
Spell Resistance: Yes
This powerful spell will allow the caster to perform a type of chiurgy on the subject with the intent of improving its mental capacity. This chiurgy is quite risky for the target, however, and may not have the desired effect. Indeed it could leave the subject much reduced in mental capacity or possibly even traumatized or completely incapacitated. The target must have a minimum intelligence of 11 or more for this spell to be successfully cast.
To determine the effect of this spell, roll percentile dice and consult the following table:
| 1d100 Roll | Effect on Target |
|---|---|
| 01 | Int permanently set to 1d3-1 |
| 02 | Target suffers from continuous confusion effect |
| 03-04 | Int permanently set to 2d6 |
| 05-07 | Loss of two HD or levels from all classes |
| 08-10 | Loss of one HD or level from all classes |
| 11-15 | Int reduced to 3d6, if lower than current value |
| 16-20 | Int set to a roll of 3d6 |
| 21-25 | Add +1 to all non-weapon skills based on Int |
| 26-35 | Set Int to highest three dice of 4d6 |
| 36-50 | Set Int to highest three dice of 5d6 |
| 51-65 | Set Int to highest three dice of 6d6 |
| 66-75 | Set Int to highest three dice of 7d6 |
| 76-80 | Add 1d2 to Int to a maximum of 16 |
| 81-85 | Add 1d3 to Int to a maximum of 17 |
| 85-90 | Add 1d4 to Int to a maximum of 18 |
| 90-93 | Add +2 to Int to a maximum of 18 |
| 94-96 | Add +3 to Int to a maximum of 19 |
| 97-98 | Int set to 18 and 10% chance to gain wild psionic talents |
| 99 | Int set to 19 and 20% chance to gain wild psionic talents |
| 00 | Int set to 20 and 50% chance to gain wild psionic talents |
XP Cost: 1,000 XP.
Transmutation
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 10 minutes/level
This spell will focus and narrow the vision of the caster to such an extent that he can readily view organisms that are much too small to see with normal sight. Once so focused, the caster can use his magical abilities to modify the form of any microbes he can view. While useful for experimenting on benign organisms, however, the caster will need to take care that he does not produce a toxic life form. The maximum magnification allowed is 2x per caster's level.
Focus: A clear, symmetrical crystal that is used to focus the vision of the caster.
Abjuration
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Personal
Effect: 10-ft.-radius globe
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Upon completing this spell, the caster is wrapped in a polished mirror globe that block all sight into the interior. Those within the sphere can see clearly through the barrier, but the light is somewhat dimmed. The sphere provides a +2 bonus to any saving throws against both gaze attacks and any light-based magic coming from the exterior, including color spray, flare, prismatic spray, and sunray spells.
Material Component: Jeweler's rouge rubbed on the fingertips.
Illusion (Phantasm) [Electricity, Mind-Effecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/level
Duration: 1 round/level
Saving Throw: Will disbelief
Spell Resistance: Yes
On the round this spell is completed, the caster and his possessions become completely invisible to sight for one target creature per level. The targets must be selected at the time this spell is cast. This form of invisibility functions like the improved invisibility spell with respect to the target creatures.
Each round thereafter the caster can launch a glowing spark of electricity that will unerringly strike a creature selected from among the targets. The spark can be made to launch from any location within the spell range, giving the impression that the caster is now standing at that location. Each such spark does 1d6hp + 1hp per caster level, but a successful Reflex saving throw will half the damage.
When used with cunning, this spell can cause an opponent to waste valuable energy launching useless attacks at empty air, while continually inflicting damage with small but steady jabs.
Material Component: A copper mirror.
Divination
Level: Clr 1
Components: V, S, DF
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
This spell has several beneficial effects for the caster. First, it allows the caster to know the direction and current phase of the moon. With this information the caster can orient himself and determine the approximate date and time. In addition, the caster can see in any level of moonlight as if he had the low-light vision of an elf.
This spell can only be used on the astral or prime material plane on a world with a moon. It will fail to function during the three days of the new moon.