The list of spells below is in alphabetical order.
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Flat, shimmering curtain of dire spirits, up to 5-ft.
square/level.
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: Yes
A shimmering curtain is created that contains what appears to be multiple silvery, insubstantial spirits flying in a complex dance. These spirits have a nebulous body, but their ghastly, necrotic faces are clearly visible and they watch all that approach the barrier. Chill mist pours down the face of the curtain to pool upon the floor and spread outward before it dissipates.
Living creatures attempting to touch or pass through the barrier will attract the attention of one or more of the spirits, and attempts to draw the life force from the body. Each creature affected by the curtain gain 1d4 negative levels and must make a Fortitude saving throw or take 1d3 points of temporary Constitution damage.
Each round the curtain can affect five HD worth of creatures per caster level. Once the maximum number of living creatures has been affected, the curtain has no effect on any further creatures touching or passing through the surface during that round.
Material Component: A forefinger of a murder victim that was not properly buried or given last rites. The finger must be pickled in vinegar.
Enchantment (Compulsion)
Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes the target to be the object of everybodys attention, whether wanted or not. The target is immediately noticed wherever he goes and everybody will remember his appearance and actions in great detail. Any spot skill attempts against the target will receive a +4 bonus. If the character is working to be the center of attention, however, then the only effect of this spell is to make the performance much more memorable. A failed performance will leave a bad impression, increasing the DC by 5 for future performances to the same audience.
Material Component: A handful of powdered chalk.
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will resists
Spell Resistance: Yes
This spell will allow the caster to completely numb the flesh of the target. This numbness will mask any pain, but will also neutralize the sense of touch. This will result in a -2 penalty to any attacks or dexterity-based skills. Reflex saving throws are also penalized by -1.
Material Component: A vial of rubbing alcohol.
Enjantment (Compulsion)
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Area: 15 ft. radius sphere
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
This subtle, but effective spell creates a thick, inky cloud that is so utterly dark and disturbing that it saps the will to move. The cloud is 30 ft. in diameter and is utterly impenetrable to all forms of sight. In this regard the darkness is much like that created formed the sphere of darkness spell.
The pattern of disturbing darkness created by this spell can leave weak-willed creatures unable to summon the desire to escape. Only the strong willed; creatures from the demi-plane of shadow; Undead or Constructs; or those who lack any means of sight are able to flee from this trap while the spell remains active. This numbing darkness will penetrate even tightly closed eyes.
Any seeing creature that begins a round within the cloud must make a Will saving throw or be unable to find the will to do anything other than to stand in place and peer into the darkness. For each consecutive round a creature spends within the cloud, its saving throw is adjusted by a cumulative -1 penalty.
Physically the dark cloud behaves much like a fog cloud spell and can be moved or dispersed by sufficiently strong winds.
Material Component: A one-foot glass rod with a bulb at one end. The long end of the rod must be completely covered in soot from an oil lamp flame. Any bare spots must be touched up before it can be used to cast this spell.
Divination
Level: Brd 5, Clr 5, Sor/Wiz 5
Components: V, S, M, DF
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 round/level (D)
Upon casting this spell the caster has a chance to observe in great detail events from a time in the past. The scene is observed from the current point of view of the caster, so he is able to move about and watch events closely. The scene can be viewed with any two of the caster's unmodified senses, which must be selected at the time the spell is cast.
The scene from the past is observed at the normal rate of time passage, so the maximum length of time that can be observed is limited by the duration of the spell. However once per round the caster can choose to advance the time observed forward by any fraction of the remaining total.
While this spell is in effect, the two effected senses are completely disabled. Thus if the caster chooses to see and hear the events of the past, he will be completely blind and deaf for the duration of the spell.
To successfully observe the past, the caster must make an Observe History check. The Observe History check is 1d20 + caster level against a DC determined from the table below. If the roll fails, then this spell is immediately negated.
| Time Passed | DC |
|---|---|
| One hour or less | 10 |
| Up to one day | 11 |
| Week | 13 |
| Month | 15 |
| Season | 17 |
| Year | 19 |
| Decade | 22 |
| Century | 25 |
| Millenium | 30 |
The DC is increased by +5 for each additional millenium that has passed. The caster can not observe events that occurred before the creation of the world.
Material Component: 100gp worth of precious stones that have sat undisturbed in a ruined structure for at least a century. The gems are crushed to powder when this spell is cast.
Universal
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 minute
Range: touch
Target: One object touched of up to 10 lb./level
Duration: 1 day/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Perhaps once crafted by an evil wizard for the purpose of concealing certain aspects of his magical constructs, this spell will inhibit the identification of selected features of an object. One such feature can be concealed for every three levels of the caster, but not all of these need be used on the object. If an item is effected by this spell, further such castings will have no effect until the original obstruct identification spell has expired.
Each feature obscured by this spell receives a +10 level adjustment for the purpose of identification. Thus if an analyze dweomer spell is cast upon an object, the caster must be at least equal to the spell's or power's caster level plus ten. Likewise an identify spell has only a 50% chance to reveal the basic function if it is concealed by this spell. Use of the Detect Magic spell to determine the schools of magic involved in the concealed magic require a Spellcraft check against DC 25, rather than DC 15.
Due to the manner in which this spell was constructed, it can readily be included when an enchanted item is built. However the cost of the magic item is increased by 200gp per aspect concealed by this dweomer.
Material Component: A vial of octopus or squid ink.
Transmutation
Level: Drd 2, Rgr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 minute
Range: Touch
Target: One living creature/level
Duration: See text
Saving Throw: None
Spell Resistance: No
This spell removes any odor from the body of the beings touched and makes them undetectable by a creature that has the scent feat. Since many animals hunt by scent, this spell will allow the targets to safely pass by the lair of many a wild beast.
Note that this spell will not prevent the targets from acquiring new odors by disturbing a suitable source as they pass. They may, for example, brush against some flowers and release a floral odor or they may step in a pile of horse dung.
The spell will remain in effect until it is washed off by immersion in water, or rainfall. Changing garb will only add the odors of the new clothing.
Arcane Material Component: A small piece of charcoal, which must be brushed all over the subject creature.
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures in a 20-ft. radius
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Upon casting this spell, an eerie blue glow surrounds the target creatures for the duration of the spell. These beings have their individual saving throws against all spells penalized by 1d8. Further, they also have their AC reduced by -4 for the purpose of targeting spells.
Up to 2 HD of creatures per level of the caster can be effected by this spell, but the lowest HD creatures in the spell area must be targeted first. Once the creatures are effected by this spell, they continue to be effected until the spell expires even if they move outside the initial spell area. Any creatures entering the spell area following the cast are unaffected by the spell.
Material Components: A piece of lodestone and some bread crumbs.
Enchantment (Charm)
Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 full round
Range: Touch
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell will cause the target to become seemingly innocuous and readily ignored. He will become effectively invisible to all that look his way. Even those who accidentally bump into the target will merely mumble and move on.
Those who are specifically looking for the target must make a Willpower saving in order to spot the object of their interest. Vigilant guards can also make a Willpower saving throw to attempt to spot the target. Even then, however, any spot skill attempts against the spell target receive a -2 penalty.
The overlook spell is negated versus anybody that observes the target attacks a creature, including the subject of the attack. The spell is immediately negated if the target fails a pick pocket attempt. Note that this spell can not be negated with an invisibility purge, since it is not actually an invisibility spell.
Material Component: A handful of dirt.
Conjuration (Healing)
Level: Clr 5, Drd 5
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 minute/level
Saving Throw: Will resists (harmless)
Spell Resistance: Yes (harmless)
This spell will provide a limited form of regeneration for the target, causing wounds to close and hastening the process of healing. Each time the target suffers a wound the healing effect of this spell is triggered. The regeneration will heal at a maximum rate of 1hp per round to the last wound that was suffered while this spell is active. It will continue for a number of rounds equal to either the damage from the wound or the level of the caster, whichever is lowest. If more damage is suffered then the healing cycle is immediately reset and the regeneration is based on this new wound. Once the duration expires then all further healing from this spell ceases.
For example if the target suffers 9hp of damage, then the regeneration will begin at the rate of 1hp per round. This will continue for 1d6 round. Should the target suffer a 1hp wound two rounds later then the regeneration is immediately reset. The healing will last for another 1d6 rounds. Since the wound was only 1hp, however, the regeneration will only be active for one round. If another wound is suffered before the expiration of the spell, then the process will begin again.
If the target of this spell goes to negative hit points and receives at least one round of regeneration, then he is considered stabilized.
Transmutation
Level: Drd 6, Clr 6
Components: V, S, M, DF
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
When this spell is cast, the caster and all his possessions are wrapped in a silvery light and instantly transported forward in time to the start of the next new moon. This moon can be any visible planetary body orbiting this world, but must be selected at the time the spell is cast. No time passes for the caster and he arrives in the same condition in which he departed. To anybody watching the caster it appears as if he vanished without a trace.
If a solid object weighing more than 50# occupies the location of the time traveling spell caster, he will be trapped on the astral plane and must remain there until he finds a means to escape.
Material Component: A handful of silver dust worth 20gp. This spell will only function in moonlight.
Transmutation
Level: Clr 2, Pal 2
Components: V, DF
Casting Time: 1 full round
Range: Touch
Target: One weapon
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
To complete this spell the caster must be wielding a melee weapon in the normal manner. When the invocation is complete, the weapon is wrapped in a faintly shimmering field that cushions it against any impacts. This field will only allow the effected weapon to deal subdual damage, and any strength bonuses are halved. This field also negates damage the weapon would normally deliver due to magical energies.
A word and a touch from the caster can instantly undo the peace knot. Another being can also be empowered to negate this spell in this manner, but this individual must be present when the spell is first cast.
Necromancy
Level: Clr 1, Sor/Wiz 1
Components: V, S, M, DF
Casting Time: 1 action
Range: Personal (see text)
Target: You
Duration: 1 hour/level
This dread spell allows the caster to peel the face and scalp from a fresh corpse, then attach the resulting mask tightly to his head. The resulting visage will give an effective Disguise skill rank bonus of +20 to match the face of the victim. The mask will have some minor imperfections that might make it possible to see through the disguise, but only after a close examination by a person familiar with the victim. This spell will not otherwise alter the physical appearance of the caster. Once this spell has ended, the flesh of the corpse will be ruined and a new dead body will be needed for another disguise.
Material Component: Face and scalp from a fresh corpse. The corpse must be less than one hour old, or have been preserved by a gentle repose spell.
Enchantment (Compulsion)
Level: Brd 3, Clr 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Target: One creature.
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes
This spell will implant a powerful fear deep within the psyche of the victim, causing a state of intense dread whenever a specific set of circumstances occurs. The particular phobia is usually selected according to the taste of the caster and the personality of the victim. Thus, he may choose to give a warrior an intense fear of blood, while a bard may be cursed with stage fright. The object of the fear must be specified by a single word spoken at the time the spell is cast.
Whenever the circumstances occur, the victim must make a Willpower saving throw or be in a frightened condition for a full minute. He will flee as best he can, using whatever spells or special abilities are required for this purpose. If he is unable to flee, then he suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws.
If the saving throw is successful, the target is instead shaken for 1d4 rounds and the phobia spell is successfully negated. He can stand and fight, but suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws.
Arcane Material Components: A live spider.
Enchantment
Level: Brd 2, Clr 2
Components: V, S, F/DF
Casting Time: 1 action
Range: Touch
Duration: 2 hours + 1 hour/level
Target: Single object
Saving Throw: Will negates
Spell Resistance: Yes
This spell will cause a specific item to become oddly enticing. If a would-be thief fails a Willpower saving throw, he will forego stealing any other items within 5 ft. in favor of the effected object. Typically this item will be a conveniently dangling purse filled with pebbles or some nasty surprise for the pickpocket.
Arcane Focus: A small silver charm.
Transmutation
Level: Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Effect: Earth in a 20' radius
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: None
When this spell is cast upon an area of dirt or sandy ground, the earth down to a depth of 5 ft. immediately softens and turns into a bog. Creatures within 5 ft. of the edge when the spell is cast can make a Reflex saving throw to step away from the softening ground.
Most creatures in the spell area will immediately sink toward the bottom. Small creatures can float on top of the bog, but will have great difficulty moving about without something to grasp. Creatures that possess magical flight can escape the pool. A Strength check against DC 15 is required to move 5 ft. through the bog.
This spell has no effect on any earth-based creatures. When the spell finally expires, the ground returns to its previous state and traps any creatures caught within.
Arcane Material Component: A lump of fine, moist sand.
Conjuration (Creation)
Level: Sor/Wiz 5
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Duration: 2 rounds/level
Target: One living creature
Saving Throw: None
Spell Resistance: Yes
When this spell is unleashed, a single target creature suffers repeated sharp nerve and muscle spasms around the head as if a forceful hand was battering it.
A target with less than 50 hit points remaining will be dazed and disrupted by the spasms and any opponents will receive the equivalent of 30% concealment. Spell casting requires a concentration skill check against DC 20 + spell level.
A target with at least 50 hit points remaining will less disrupted and any opponents will receive the equivalent of 20% concealment. Spell casting requires a concentration skill check against DC 10 + spell level.
No physical damage is suffered from this spell. Creatures that lack a central nervous system are unaffected by this spell, including undead, constructs, elementals, plants, and oozes. Gaseous, ethereal, and incorporeal beings are also unaffected.
Abjuration
Level: Clr 3, Drd 3, Rgr 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Circle with a radius of 5 ft./level
Duration: 2 rounds + 1 round/level
Saving Throw: See text
Spell Resistance: Yes
This spell will call upon the elemental power of water to snuff out any flames within the area. Normal flames even up to the size of a major conflagration will slowly be snuffed out over the course of 1d4 rounds, and new fires can not be started even with magical aid.
Purely magical fires will also be effected by this spell, although not as strongly as normal fires. The caster must make an extinguish check against each ongoing magical fire. An extinguish check is 1d20 +1 per caster level (maximum +8) against a DC of 9 + the spell caster's level. If the check fails then the flames are instead weakened as if cast at four levels lower.
Saving throws versus all fire-based attacks within the spell area also receive a +2 circumstance bonus. In all other respects, however, any fire-based creatures are unaffected by this spell and are able to function and attack normally. However they will experience some discomfort and are more likely to leave the area.
Arcane Material Focus: A damp cloth.
Evocation [mind-affecting]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Personal
Effect: See text
Duration: 1 minute/level
Saving Throw: Partial
Spell Resistance: Yes
The caster can choose to activate this power as retaliation against the use of most psionic attacks or mind-affecting spell. Every use of an enchantment (compulsion) or illusion (phantasm) spell against the spell caster will also activate it. The backlash will occur for every such spell or power.
Whenever the backlash is triggered by such a mental attack, a blast of mental energy is unleashed in retaliation. If the attacker fails a Willpower saving throw, he will be stunned for a full round then shaken for the following 1d8 rounds. In addition, any psionic use or spells cast for the next minute will require a successful Concentration skill check against DC 10 + spell level. Targets who make their saving throw are merely shaken for 1d4 rounds.
Abjuration
Level: Clr 3, Pal 3
Components: V, S, DF
Casting Time: 1 full round
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
With this spell the caster can attempt to purge any physical afflictions from which the target is suffering by inflicting a severe, discomforting excretion of all the bodily humors. The target can choose to resist this spell, in which case the purgative is negated by a successful Fortitude saving throw.
This spell will leave the target stunned for a full round. It will also inflict 1d3hp of bleeding damage.
On the following round the target can then make a saving throw with a +2 circumstance bonus for each physical affliction from which he is suffering. A successful saving throw will then negate the malady. This spell can neutralize ingested toxins, cure normal illnesses, remedy alcoholic stupor, relieve a skin irritation, purify infected wounds, clear away nausea, and so forth.
Necromancy
Level: Clr 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 day/level
Saving Throw: Fort negates
Spell Resistance: Yes
With this spell the caster can cause the wounds of a target to fester - swelling painfully and filling with pus. This will leave a victim feeling tired and sickly for several days. However this spell will only effect a target that has received some form of physical damage.
If a Fortitude saving throw is failed, the strength rating of the target is temporarily reduced by 1d6 points. These points are recovered at the rate of one point per day. In addition, any healing is reduced in effectiveness by one half. Thus any spells of healing only recover half their normal amount, with fractions rounded down. The rate of natural healing requires double the normal time.
Undead, oozes, and outsider creatures are completely immune to this spell. The pyosis is immediately negated by a remove disease spell.
Arcane Material Component: A live maggot.
Conjuration (Creation)
Level: Rgr 3, Sor/Wiz 3
Components: V, S, M, DF
Casting Time: 1 action
Range: Touch
Effect: One quarrel per level
Duration: 1 full round
Saving Throw: None
Spell Resistance: No
This spell allows the caster to enchant up to one ordinary crossbow bolt per level by touching them during the round. If the quarrels are then fired as their wielder's next action, while in flight they will magically split into duplicate copies following a similar trajectory.
The caster can make a maximum of 1d3 duplicate quarrels plus one for each level of experience. A maximum of four of these enchanted duplicates can be added to any of the selected bolts. Thus, for example, a seventh level wizard casting this spell could assign three duplicates to the first quarrel, four to the second quarrel, and one to the third quarrel.
The effected quarrels attack as a +1 missile. If an enchanted quarrel successfully strikes the target, then for each additional point by which the attack roll is made a duplicate enchanted quarrel will also hit the same target. Thus if the attack roll is made by two, then a maximum of three quarrels will strike the target, including the original quarrel. However the damage for each successfully hit must be rolled separately.
Material Component: A strip of parchment folded many times and cut in a pattern. The paper must be burnt and the ashes immediately sprinkled over the selected bolts. All bolts enchanted by means of this spell are destroyed once the round is completed.
Transmutation
Level: Clr 3, Drd 3, Rgr 3
Casting Time: 1 action
Components: V, S, DF
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft./level-radius circle
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
When cast upon a field of grassy vegetation, this spell will cause the leaves to turn as hard as bone and the edges to become as sharp as a shaving knife. The leaves will cut and slice anything attempting to move through the grass.
Any solid creatures moving along the ground through the spell area risks taking slashing damage. For every 10 ft. of movement through the grass, a creature is subject to a +3 melee attack for 1d4hp of damage. Creatures engaged in melee combat within the grass also receive an additional such attack.
This spell has no effect on incorporeal, gaseous, or liquid creatures. It also has no effect on creatures effected by a pass without trace spell.
Transmutation
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One mechanism
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell will safely reload or reset any functional mechanical device to its ready state. This can be used for example to cock a heavy crossbow, reset a trap mechanism, or close a drawer or panel. If the device is heavy or difficult to position, resetting the mechanism requires a successful Strength check by the caster using his current Strength + 1/level.
Arcane Material Component: A small metal lever and a fulcrum.
Abjuration
Level: Clr 5, Drd 5
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
For the duration of this spell the target receives a +4 bonus to any Fortitude saving throw against poison. In addition, the target automatically succeeds on any Fortitude saving throw against plant or animal toxins from creatures with fewer HD than half the caster's level. Finally, any initial and secondary damage from toxins is reduced by one point for every five levels of experience of the caster.
This spell will also function against alcohol and other chemicals that negatively effect the health of the body or abilities of the mind. However it has no effect on magical potions.
Evocation
Level: Clr 3, Pal 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When this spell is cast, eerie tendrils of green mist protects the target. Whenever an attacker wielding a melee weapon strikes the target the misty tendrils inflict a similar wound upon the attacker. If the attacker fails a Fortitude saving throw then the retaliatory wound will cause 1hp of damage for every two levels of experience of the caster. However the maximum retaliatory damage can not exceed that caused by the original attack.
Transmutation
Level: Sor/Wiz 9
Components: V, S, M/DF
Casting Time: Ten minutes
Range: Personal
Target: You
Duration: 1 hour/level
This rare chronomancer spell creates a minor retroactive change in the time stream, allowing a set of memorized spells to be replaced with a contingency set.
While this spell is being prepared the caster must spend almost the entire ten minutes of casting time memorizing an alternate set of spells from his spell books. One spell must be memorized at each spell level, zero through nine. These ten spells are not immediately available, however, but can be swapped out on a one-for-on basis for a set of any ten memorized spells. These alternate spells can be any known to the caster, with the exception of a retroactive bifurcation.
The act of exchanging the list of spells requires a full round of concentration on the part of the caster. No other action can be taken during the same round. Each of the retroactive bifurcation spells must replace an available spell at the same spell level. These replaced spells are lost, and can only be restored by memorization or by means of a limited wish. If no spell is available for replacement at one of the spell levels, however, then the retroactive bifurcation can not be activated. Once a set of spells has been replaced, the retroactive bifurcation spell immediately expires.
Arcane Material Component: A piece of mica that must be peeled in half.
Transmutation [Teleportation]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 1 round/level
This spell will cause a hand-held weapon to return to the wielder's hand after being thrown. Each time the weapon is thrown it will follow the full path of its trajectory until its motion has completely ceased. On the round after it ceased moving the weapon will immediately teleport back into the grasp of the caster. The weapon is then ready to be used again, and will continue to return for the duration of the spell. It will teleport back to the caster even if another has grasped the weapon. In all other respects the weapon behaves normally.
Material Component: A small metal spring.
Divination
Level: Clr 1, Drd 1, Rgr 1, Sor/Wiz 1.
Components: S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10-minutes/level (D)
Saving Throw: None
Spell Resistance: No
The caster can use this spell to detect the presence of flames nearby. All flames within the area are immediately detected if there is an unblocked approach to the fire. Any source of water or mist will block this spell. The caster can sense the approximate strength of the flames and the source of fuel. If a large fire lies in the path of a smaller flame, however, the caster will only sense the stronger source of heat. He also will not be able to sense smoldering materials or hot ashes from an extinguished fire.
Arcane Material Components: A piece of sulfur and some ashes.
Enchantment
Level: Clr 2, Pal 2, Rgr 2
Components: S, DF
Casting Time: 1 action
Range: Touch
Target: One weapon per 4 levels
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell allows the caster to strike any creature that normally requires a +1 or better magic weapon to hit. One weapon or missile for every four levels of the caster can be enchanted in this manner. The weapons gain no other benefits from this spell.
Evocation
Level: Drd 6, Sor/Wiz 6
Components: V, S, M, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 5-ft.-radius boulder
Duration: 1 round/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
The wizard can use this spell to turn a fist-sized round rock into a boulder that the caster commands to roll about, crushing everything in its path. The boulder will continue to move in a straight line unless the caster focuses on controlling its path. It moves at a maximum rate of 40 ft. per round. However each ninety-degree turn costs 10-ft. of movement. This speed will be reduced to half on very soft ground, such as a march or beach. A 5-ft. high solid barrier or a reinforced opening less than 10 ft. in width can block the boulder.
Creatures in the path of the boulder must make a Reflex saving throw or or suffer 8d6 hit points of crushing damage. For every 5 ft. of continuous forward movement, the boulder will inflict an additional 1d6 hit points of damage, up to a combined maximum of 12d6 hit points.
Material Components: A small metal lever, a triangular fulcrum, and a fist-size round rock.