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S - Z


Return to Spells of the Gadrwyn Waeth

The list of spells below is in alphabetical order.

Salwin's Journey of the Torch

Transmutation [Teleport]
Level: Sor/Wiz 5
Components: V, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous

This spell allows the caster to step into an ordinary fire and emerge from a similar fire some distance away. The range of this spell is unlimited, but both fires must be burning at the time the spell is cast, and they must lie on the same dimensional plane. The caster must be familiar with the destination location or the spell will automatically fail.

If the intended target fire has been extinguished, the caster will instead emerge from a different fire. This fire will be the closest sufficiently large flame to the target location. If this is the starting fire then he will remain in the original location. The caster has no control over this alternate destination and may end up inside a common fireplace or at the heart of a forest fire. However, under no circumstances will he emerge into solid material.

This spell will provide complete protection from fire and heat for a single round. This allows the caster to quickly step into the fire and become enshrouded in the flames, then step out of the destination fire at the end of the journey. He can transport his own weight plus the maximum amount he can physically carry and still move, as limited by his strength.

Material Component: A fire, which must be at least 2' in diameter for a medium-sized creature. The fire must be increased in proportion to the size of the caster.

Scholarly Perusal

Divination
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)

Upon completing this spell the caster is able to rapidly absorb written information from a book or other written documents. He can read both sides of five full sheets of parchment per round. The information will remain vividly in his memory for a full week, and can be reviewed at will. Thereafter the memory of the written information will gradually fade in the normal manner.

If more than one scholarly perusal spell is cast in the course of a week the caster must make a Wisdom check against DC 15 or be stunned for 2d6 minutes. If the check is failed he will also immediately lose all memory of the written information he has absorbed during the previous casting of this spell.

Arcane Material Component: An oak leaf.

Scribe of Ages

Universal
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M, DF
Casting Time: 1 action
Range: Touch
Effect: Single sheet of parchment
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

When this spell is complete the caster can transfer his vocalizations into text on a single clean sheet of parchment. The text is written in an elegant calligraphic style and is completely free of errors of either spelling or punctuation. While the spell is in effect the writing can be re-arranged at the will of the caster. Once the spell duration has expired, however, the writing becomes permanent.

It is not uncommon for important documents created by this spell to be embellished later with ornate borders and illustrations. Priests will often leave blank areas on the parchment for this purpose.

The writing marks left by the scribe of ages spell are completely immune to the arcane erase spell. Nor can they be physically wiped away or spoiled by water or other solvents. They will not fade if exposed to sunlight or other sources of ultraviolet radiation.

Arcane Material Component: A quill from a pelican and a bottle of rare ink worth 10gp.

Sea Fins

Transmutation
Level: Rgr 1, Sor/Wiz 1
Components: V, S, M, DF
Casting Time: 1 action
Range: Touch
Effect: Six finned missiles
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

The caster can use this spell to magically transform a number of finned projectiles so they can be fired unhindered through water. When the spell is complete the fins of the projectiles grow in size, becoming slick and rubbery like the tail of a fish. When the missiles are launched, the fins wiggle rapidly back and forth, pushing the projectile swiftly toward the target. As a result these missiles can strike underwater targets with a range multiple half that on land.

Up to six small finned missiles can be effected by this spell with each casting - the number that can readily be held in one hand. The spell lasts for a maximum of one hour/level, and during that time the missiles are completely protected from the effects of being soaked in water. The types of missiles that can be effected by this spell include arrows, bolts, and darts.

Material Component: A drop of fish oil.

Secret Confidence

Abjuration
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Effect: Creature touched
Duration: See text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell will protect the target against involuntarily or unknowingly revealing a specific piece of information. However he is not prevented from revealing this information should he voluntarily choose to do so. This protected information must have been revealed to the target prior to the casting of this spell.

The information is warded against all attempts to extract it by mind reading abilities. In addition the knowledge can not be accidentally revealed through drunkenness, fever, or other conditions. The target is forewarned about any attempts to determine the information through trickery. His will to retain the knowledge can not be broken through torment or threats.

This spell expires when the target shares the information with another individual. The spell can also be negated when the caster speaks a trigger phrase specified when the spell was cast.

Sense Fate

Divination
Level: Clr 2
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

Upon casting this spell the caster is able to subconsciously discern the flow of fate in the surrounding vicinity. This allows him to instinctively adjust his actions slightly to match the changing circumstances. As a result, his initiative is improved by +3 and any Reflex saving throws receive a +2 bonus.

Serpent Garden

Conjuration (Summoning)
Level: Clr 7, Drd 7
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Area: 15-ft. radius circle
Duration: 30 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell allows the caster to summon several large-size viper snakes to restlessly patrol just outside the perimeter of a 15-ft. radius circle. One snake is summoned for every two levels of experience of the caster. These snakes will attack any intruder they can perceive that approach within 10 ft. of the exterior of the perimeter, with the exception of the caster. If a snake is slain then it will immediately vanish.

Shade Eyes

Abjuration
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Touch
Duration: 10 minutes/level
Area: Creature touched
Saving Throw: None
Spell Resistance: No

When this spell is cast a band of silken darkness forms across the eyes of the target, protecting him from the dazzling effects of bright light. His vision will otherwise be unaffected, although the glare from reflecting surfaces will be reduced to a much more comfortable level.

This spell provides complete protection against the dazzling effects of any light-based spells. It also eliminates any penalties due to fighting in bright lighting.

Shadow Spy

Divination
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One shadow
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The caster can employ any shadow that is visible and within range of this spell to serve as a spy for the caster. Once the spell is complete, the caster can both see and hear anything witnessed by that shadow, even if the shadow belongs to a moving creature or target. When no light source is present to cast the shadow, such as after dusk, this spell will cease to function. The spell is also negated if an additional light source lines up to completely eliminate the shadow.

Material Component: Powdered charcoal.

Shape Waves

Transmutation
Level: Clr 4, Drd 4, Rgr 4
Components: V, S, DF
Casting Time: 1 full round
Range: 10 yards/level
Area: 10-ft.-radius circle/level
Duration: See text (D)
Saving Throw: None
Spell Resistance: No

Upon completing this spell the caster is able to form water into simple shapes within the spell area. This shape can be maintained for as long as the caster concentrates, plus one round per level thereafter. Once concentration is lost it can be re-established as long as the spell is still in effect.

There must be at least ten times as much water present in the spell area as is needed to form the water shape. The shaped water can attain a maximum height of two feet for every ten feet across. The water will constantly churn in an effort to maintain the shape and it will immediately collapse when the spell duration elapses. This churning of the water will slow ships or swimming creatures in the spell area.

The amount of reduction is proportional to the maximum ship or creature dimension versus the radius of the spell. Thus a 50-ft. ship in a 100-ft. radius circle of churning water will move at half the normal rate. The master of a ship must also make a Profession (seamanship) skill roll, or his ship will founder and make no progress at all.

If targeted upon a creature from the elemental plane of water, the shape waves spell will function identically to a hold monster spell. A successful Willpower saving throw will negate the effect of this hold.

Shield Bubbles

Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell will create several shimmering bubbles of magical force that float about under the command of the caster. One bubble can be created for each level of the caster. For each such bubble, the caster must designate a single target. That bubble will then maneuver to remain between the target and the caster, quickly countering every action the target makes.

Each such bubble will completely and unfailingly absorb any single ranged attack between the caster and the target, including spells that require a ranged touch attack. Once the attack has been absorbed, the bubble will then pop out of existence, dropping the missile to the ground. Absorbed spell energy is merely negated.

At the start of each round the caster can designate new targets for the remaining bubbles, and they will maneuver to block this new opponent. More than one bubble can be directed against a single opponent, making a series of obstacles that will block repeated ranged attacks.

The bubbles will otherwise have no effect, and will not block movement or pose an obstacle of any sort. (Although an unknowledgeable foe may approach such bubbles warily.) Any melee attacks directed against these bubbles will merely pass through the surface.

Material Component: A drop of bathing oil.

Silvery Lance

Evocation
Level: Pal 3
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 3 rounds/level
Saving Throw: None
Spell Resistance: No

When this spell is complete the caster calls into being a lance of silvery light. This lance can take the form of a light or heavy lance, but the type must be chosen when the spell is cast. The silver lance functions in all respects as a normal weapon, and gains a +1 bonus to the attack roll. If the target of an attack by this weapon is opposite the caster in at least one alignment aspect, then the lance gains a +3hp damage bonus. Thus if the wielder is good in alignment and the target is evil, the weapon will inflict an additional 3hp of damage.

Sizzling Web

Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Same as a net
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: No

Like a circular fishing net made with strands of fire, this spell entangles the target and continues to burn until he escapes or is released. Upon releasing this spell, the caster hurls a tangle of brightly burning threads toward the target. On a successful ranged attack using the net exotic weapon proficiency, this tangle unfurls and expands to envelop the target.

The web will completely immobilize the target, and begin inflicting 2d6hp of fire damage per round. Breaking free of the web requires a successful Strength check roll against DC 11 + the caster's level. Anybody grasping the web in an attempt to unwrap the victim suffers 1d6hp of fire damage per round. The flames have no effect on the caster.

Material Component: A length of hemp that has been soaked in lamp oil then carefully wound into a small, tight ball.

Smoky Fireball

Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 25-foot-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This elvish variant of the fireball spell will create an explosion of hot gas and smoke that singes anybody caught in the spell area. It also creates a dense cloud of choking smoke that obstructs vision and inhibits combat. The smoky explosion causes 2d6hp of damage for every three levels of the caster, up to a maximum of 8d6hp.

Creatures caught within the spell area that make a Reflex saving throw will suffer only half the normal damage. Those that fail their saving throw take full damage and must make an additional Fortitude saving throw or be nauseated by the choking smoke for 1d3 rounds.

Since the spell was created to reduce the incendiary effects of the flames, any items receive a +2 bonus their saving throw. Items that would normally burst into flames when exposed to fire will not be ignited by this spell if they successfully save.

The volume of dense smoke created by this spell limits visibility to less than a foot. This smoke will rise and dissipate within a round unless it is inside a sealed area.

Material Component: A piece of wet firewood.

Smooth Scars

Transmutation
Level: Clr 4
Components: V, S, F, DF
Casting Time: 1 minute
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell will remove any scars from the flesh, restoring the skin to its natural healthy tone. In the process this spell will heal 1d3hp of superficial damage and remove any charisma modification resulting from a prior wound. This spell will also clear away small growths, pock marks, port-stain marks, and weathered skin.

Focus: An untarnished silvered hand mirror.

Solar Intensity

Evocation [Light, Heat]
Level: Clr 4, Drd 4
Components: V, S, DF
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Area: 20' ft. square/level
Duration: 1 hour/level
Saving Throw: Reflex half
Spell Resistance: Yes

When cast in full daylight, this spell will cause the heat of the sun to focus intensely upon specific targets within the spell area. Any targeted beings in the spell area will be the focus of a significant portion of the cumulative light and heat. These targets are automatically dazzled by the focused light, suffering a -1 penalty to any attack rolls. They will also start to feel uncomfortably hot.

A maximum of one creature per level of the caster can be effected by this spell with targets selected at will by the caster once each round. On the first round a creature is targeted, it will begin to suffer from the increasingly intense heat. This heat will cause 1hp of damage on the second round a creature is targeted, 2hp on the third round, 3hp on the fourth, and up to a maximum of 4hp per round thereafter. Targeted creatures that make a Reflex saving throw will only suffer half damage from the heat.

Due to the focusing of all the sunlight on a few targets, the remainder of the spell area will appear gloomy and shadowed, as if a dark cloud had covered the sun. The air temperature in the spell area will become somewhat chilly, but not uncomfortably so.

Spider Web

Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effects: Webs in a 20-ft.-radius spread
Duration: 5 minutes/level
Saving Throw: Reflex negates
Spell Resistance: Yes

This improved version of the web spell covers the strands of the web with many hundreds of small spiders of various sizes and types. Any strenuous movements within the web will immediately attract the attention of these spiders and they will swarm all over the target, biting and stinging repeatedly.

For every round of normal movement through the web, each creature suffers 1hp of bite damage and the effects of the spider venom. The spider toxin deals 1d2hp per round of temporary Strength damage immediately and another 1d3 of temporary Strength damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + one-half caster level.)

Material Component: A spider web cocoon containing live spider eggs.

Strife

Enchantment (Compulsion)
Level: Clr 5
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: See text
Duration: 1 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell can be used to spread strife and discord among your enemies. The target is a single creature that must make a Willpower saving throw or it begins to act in a hostile and aggressive manner toward his nearest ally. This ally in turn must make a Willpower saving throw with a +1 bonus or he in turn must make a reaction roll with the same modifiers versus his nearest unaffected ally. The strife propagates in this manner, with each additional target receiving a cumulative +1 bonus to their Willpower saving throw. A successful saving throw will prevent the further spread of the strife, as will a lack of additional targets.

Summon Guide

Conjuration (Summoning)
Level: Clr 4, Drd 4, Pal 4, Rgr 4
Components: V, S, M, DF
Casting Time: 1 action
Range: 10 yards
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

This spell will summon an intelligent entity that is familiar with the local region and general properties of the current plane. This being can serve as a guide for the caster and his companions. The guide is the best available local candidate that failed its Will saving throw.

To be successful this spell requires a successful summoning check. The summoning check is 1d20 + caster's level (maximum +12) against the DC for the region. In a sparsely populated area the DC is 15. This drops to a DC of 10 in a rural settled area and 5 within a day's march of a town or city. The DC will be increased by +5 each time this spell is cast during the same week-long period by the caster.

The guide will initially be favorably disposed to perform this function, at least if his risk appears minimal. He can only understand the native languages of the region, and it is up to the caster and his companions to establish a means of communication. A suitable inducement will also be required to gain the faithful services of this individual. Depending on the local conditions, the required inducement may take the form of a payment, an exchange of services, or even a threat of bodily harm.

It is not uncommon for the same guide to be summoned with repeated castings of this spell at the same region of the plane. However, a guide that has been ill treated or bargained with in bad faith will not appear on future castings of this spell.

The guide can be dismissed by a word from the caster, but will otherwise remain with the party for the duration of the spell unless he becomes inclined to depart. If the guide is slain his corpse will remain at the location it fell until the spell duration expires. Note that if the deceased guide had any friends or relatives they may be inclined to extract revenge should they discover the reason for the fatality.

Material Component: A string of beads and a good quality knife.

Sun Lights

Evocation
Level: Clr 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature/level
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

Upon casting this spell a cluster of intensely glowing balls of sunlight fly from the fingertips of the caster to wash over the targets. Each target that fails a Reflex saving throw will be dazzled for 1d4 rounds. The visual acuity of a dazzled victim is greatly diminished and he is only able to perceive vague areas of light and shadow.

If this spell is cast against any targets vulnerable to sunlight, they will suffer the same effect as if they were exposed to the sun for a full round. The spell must be prayed for in daylight.

Syrupy Liquid

Transmutation
Level: Clr 3, Drd 3, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-foot-radius spread
Duration: 2 rounds/level
Saving Throw: None

With this spell, the caster is able to greatly increase the viscosity of a body of liquid, slowing the movement of any objects through the fluid. The thick liquid has no effect upon the caster, but all others swim and move at half their normal rate. If there are strong currents in the spell area, these will disperse the spell within 2d4 rounds.

Arcane Material Component: A drop of tree sap.

Tale of the Flame

Divination
Level: Clr 1, Drd 1, Rgr 1
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

Upon completing this spell, the caster is able to gain certain information from a fire or its remains. This knowledge includes how and when it was started, for how long it burned, the types of wood and other material used for fuel, whether anything was heated in the fire, and the frequency of fuel additions.

At least a handful of the ashes must be available in order to get sufficient information about the fire. No information will be received about who started or maintained the fire, other that what can be deduced from the information above.

Talos' Bounding Box

Abjuration
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One 10-ft. cube/level (S) in a box shape
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: No

The caster designates a box-shaped volume as the target of this spell. Upon completion of the spell, the sides of the box will glow with a transparent, coruscating pattern of violet and pink magical energies occasionally gleaming with bright blue sparks. The interior surfaces of this box will powerfully constrain newly manifested magical effects. As a result the magic will only take effect where it intersects with the box volume.

For each spell that is targeted inside the box, a bounding check is made to determine if the spell area is constrained to the bounding box volume. A bounding check is 1d20 +1 per caster level (maximum +10) against a DC of 6 + the spells caster level. If the check is successful, then the spell can not expand beyond the sides of the box.

If a spell has an effect instead of a target location, then it is constrained only if it initially intersects some portion of the bounding box. In certain cases this may result in the spell being ineffective or negated, in which case a dispel magic check must also be made as per the dispel magic spell. Spells that manifest outside the box and then advance through the volume, such as a cloudkill spell, are unaffected by the Talos bounding box spell.

This spell can be used to test new spells or to create a warded training area for apprentice wizards. At 9th level a bounding box can be made permanent by means of the permanency spell at a cost of 1,500 XP. Typically this is done on the exterior of a specially built chamber whose walls will further constrain the magical outbursts.

Material Component: A hollow lead cube.

Talos' Folded Box

Transmutation
Level: Sor/Wiz 8
Components: V, S, XP
Casting Time: 1 minute
Range: Touch
Target: See text
Duration: Permanent
Saving Throw: None
Spell Resistance: No

With this spell the wizard can create a permanent extra-dimensional space to form a room. This chamber does not exist in normal space and so occupies no volume. The chamber must be box-shaped, with a maximum volume of a 10-ft. cube per level of the caster.

The box space is created by outlining the first entrance while casting the spell, and the box can have up to six different entrances with one on each face of the box. Each such entrance must be fully supported along all edges with solid material, and that entry will collapse if any of the supporting material is removed. Each entrance acts like a normal passage between two areas, so any and all physical objects and environmental effects can freely pass through the openings. The entrances can be any size or shape, limited by the size of the box size. However all entrances must lie within 20 ft./level of each other on the exterior.

For the first hour after creating a folded box, the caster can modify its properties by changing the shape and adding, moving, or removing entrances. He almost has complete control over the properties of the interior, and can vary any of its environmental properties to match that of any dimensional plane. Thus the box could match the properties of the fire elemental plane, for example. Once the hour has passed, however, the box becomes completely fixed and immutable.

Nothing short of a wish spell or the destruction of all entrances will destroy the box. If a box is completely destroyed then all of its contents are immediately deposited onto the astral plane.

XP Cost: 1,000 XP.

Talos' Private Box

Evocation [Force]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Area: 10 ft. cube
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell will place the caster within a cube-shaped box made out of magical fields of force. The sides of the box must not intersect a solid material when created or the spell will fail.

The box will have exactly one entrance of arbitrary dimensions, which glows faintly when viewed from the interior. The caster can always open the box door, as can one individual/level he has designated at the time the spell was cast. Opening the door is the only means to enter the box. If at any time the box is left completely empty of occupants, then the spell will immediately expire.

The silvery exterior of the box will reflect any light and is completely opaque. Any attempts to scry or otherwise magically or psionically observe the interior of the box will fail, giving only the appearance of a black, empty void. The only external marking is a personal sigil that the wizard can place on the door.

The box is magically anchored in space and so can not be moved. It is immune to damage of all kinds, and is totally unaffected by most spells. The box sides will prevent entry to ethereal creatures and will block access by magical spells such as teleport and dimension door. The box is only vulnerable to any effects that can destroy a wall of force.

Note that when the door is closed the box is completely sealed from the outside air. The inner walls are completely black, save for the glow about the door. Air within the box is magically purified and will allow up to one person per level of the caster to stay inside the box without turning the air stale. The temperature will also stay comfortable as long as the number of people inside does not exceed the limit. Starting a fire within the box, however, will consume a significant portion of the air and will turn the interior uncomfortably warm.

Material Component: A thin sheet of silver that is at least 3 in. by 3 in.

Tangleberry

Conjuration (Creation)
Level: Drd 2, Rgr 2
Components: V, S, M, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: Three creatures
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes

When this spell is cast, the priest can hurl 2-in. long Tangleberry seeds at up to three different targets. Each target must have a solid physical form and be at least small in size or the web will have no effect.

The seeds will rapidly grow and expand into a tangled, thorny growth. If a Reflex saving throw is failed this growth will trap the target in a web of tough and fibrous branches. The needle thorns will grow out several inches, inflicting an initial total of 1d8hp of piercing damage to the victim. Until freed the victim is helpless in this web.

Each round a victim can attempt to escape from the Tangleberry web, but doing so requires a strength check against DC 15 + the caster's level. If the entangled victim aids in this attempt to escape, he will suffer an additional 1d4hp of damage from the penetrating thorns.

Material Component: Three live Tangleberry seeds. The Tangleberries will sprout small, three-pronged leaves and clusters of unpleasant tasting dark green berries. This plant is uncommon and exists only in temperate deciduous forests.

Trace Teleport

Dvination
Level: Brd 4, Clr 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Duration: Instantaneous
Area: Close (25 ft. + 5 ft.level) radius sphere
Saving Throw: None
Spell Resistance: No

This spell will allow the caster to detect the use of a teleporting spell or magic item within the spell area during the past day. This spell can automatically detect either the starting point or the destination, if they lie within the spell area.

The spell also gives the caster a chance to determine both the source and destination of the teleporting being. The caster can find the distance and direction to the teleport site, and the direction in which the teleport occurred. Determining this information requires a check roll, consisting of 1d20 + the caster's level (maximum +10) against a DC 10 +1 per hour of time that has passed since the teleport occurred.

Material Component: A handful of finely powdered chalk that must be blown from the palm in a circle.

Transplant Organ

Transmutation
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

When the internal organs of a caster eventually begin to fail due to age, he can use the following spell to transfer fresh new organs from a suitable donor to his own body. This donor must be from a similar species as the caster or the organs will fail within a short time. If the transplant is successful, the spell will adapt the organs sufficiently so that the body of the caster does not reject it.

The organ transplant will extend the life of the caster by a further 1d4 years, although it will not alleviate any age-related deterioration of the mind. Of course, this transplant will most likely prove fatal to the donor, so a suitable sacrificial being must be obtained prior to casting this spell. If the donor does not have duplicate organs in its body, this spell will result in the ultimate death of the subject creature.

This specialized spell is considered so onerous that most guilds forbid its copying or teaching. It is an extremely rare magic ritual known only to a few isolated Vivimancers.

Focus: The blade of a chirurgeon.

Trojan Horse

Illusion (Figment)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: One minute
Range: Touch
Target: One scroll of parchment
Duration: Special
Saving Throw: Will disbelief
Spell Resistance: No

A false trigger spell is overlaid on an arcane scroll, creating a trap for the unwary reader. In order to cast this spell the scroll must have a properly inscribed arcane spell that has a range of touch or personal. Upon casting this spell you expend any one arcane spell you currently have memorized. This spell will now completely conceal the runes of the original spell with the appropriate new runes, just as if you had inscribed it on the parchment. The particular effects of the hidden spell must be specified while this spell is being cast.

When the illusory spell is read from the scroll, the hidden spell is automatically triggered in its place. The hidden spell functions exactly as specified when the trojan horse spell was cast. If conditions do not allow the hidden spell to function as specified, it is immediately dismissed. Once triggered, both the illusory runes and the hidden spell vanish.

Material Component: A scroll with an inscribed spell and a drop of lemon juice.

True Home

Transmutation [Teleportation]
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

When this spell is cast, the inner psyche of the target is deeply probed in order to determine the location of the "True Home" of the being. This "True Home" is a place that calls to the deepest desire of the creature for a residence, and may not actually coincide with his current dwelling place. When the probe is completed, the target is effected by a teleport without error spell, with the addition of interplanar travel. The target is immediately sent to the site identified, regardless of the distance, plane, or duration involved.

Once the being arrives at the "True Home" he will feel a strong, disjointed sensation with his immediate past, as if the target has merely awoken from a long, very detailed dream. Unless some experience draws the target back to reality, this sensation will grow stronger with time until the being feels like he has always lived in this place. The target will blend seamlessly into his new environment and will dismiss any casual queries about his past whereabouts. However, a chance meeting with a friend from his past or news from the outside world will snap him out of this state should he make a successful Willpower saving throw.

For most extraplanar beings, true home will merely function like the dismissal spell.

Material Components: A piece of homemade quilt and handful of ashes from a family hearth.

Ultratalk

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

This spell allows the caster to hear and converse at the ultrasonic level. This can be useful when listening for creatures using sonar, or when several spell casters need to converse in privacy. When the spell caster speaks, normal humans will hear nothing beyond a slight high-pitched whining sound. While this spell is in effect, however, the caster will be unable to hold a conversation in the normal hearing range.

Unclean One

Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

The caster can use an animated framework, such as a skeleton or golem, and graft on a living sheath that will give the being the appearance of a true life form for all intents and purposes. This covering must be provided with nutrients and water, however, or it will wither and drop from the body.

The being can no longer be detected as an undead, and can not be turned or rebuked by a cleric. The outer sheath of flesh gives a +1 natural armor bonus, but reduces Dexterity by one. The flesh will add a 1hp per caster's level of added protection to the creature, but will not increase the HD total. This flesh can be wounded and will bleed, but this will have no effect on the sheathed being. Once the flesh has absorbed its hit point rating in damage it will slough off and any further damage is applied directly to the underlying creature.

Material Components: A large pot or tank full of primordial life forms, such as pond scum, mold, or fungi. This living soup must then be gradually heated until the material is separated into its basic components.

Undead Artisan

Necromancy
Level: Clr 4, Sor/Wiz 6
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: One undead
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell will only function on any undead being animated by the animate dead spell. The target of this spell will recover some of its original memories and abilities. It receives a single craft or profession skill it had while still alive, as selected by the caster. It is also given a temporary intelligence equal to half the caster's level. Thus it can be given more complicated instructions and even be assigned simple missions. This undead also resists turn attempts as undead with double the number of hit dice.

Material Component: A tool that belonged to the undead while it was alive.

Utter Identity

Divination
Level: Clr 9
Components: V, S, M, F
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes

This spell gives the caster a reasonable chance of determining the identity of a single being beyond all reasonable doubt. Each round the caster can ask one question concerning the identity of the target. If the creature fails a Will check, the answer to that question will be correctly revealed to the caster. If the Will check is successful, then the question can not be asked again or even rephrased until the next time this spell is cast.

The types of information that can be determined with this spell include any names and aliases used by the target, identities of family members, the race or species, where and when the target was born, its alignment, and specific long-term activities it has undertaken in the past. The spell can also be used to determine if the identity of the creature has been altered by magical or other means. These alterations include reincarnations, changes in alignment, reversals in gender, alterations due to wish or limited wish spells, transformations to different species, cloning, and the erasure or revision of memories.

What the spell can not be used to determine is the true name of a beast. It is not necessary for the target to know the answers to the questions asked by the caster, as they are answered magically.

Material Components: Selected rare materials and ingredients worth a total of 400gp, burned in a blessed chalice upon an altar of the characters deity.

Focus: Blessed chalice worth 1,500gp.

Vanity Image

Illusion (Figment)
Level: Brd 2, Sor/Wiz 2
Components: V, S, F, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No

When the spell is completed, the caster draws a duplicate illusory image of any creature within range out of a mirrored surface. As long as concentration is maintained the caster can cause this image to move and act at his whims anywhere within a 100-ft. radius. Once the concentration ends, however, this image immediately winks out of existence. If the image moves beyond the line of sight of the caster, the spell is immediately broken.

Focus: Any unbroken mirror surface at least 1 square foot in area.

Wall of Garbage

Conjuration (Creation)
Level: Clr 3
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Deep pile of garbage 10 ft. thick whose area is up to 10-ft. square/level.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Trash arrives from every direction, accumulating into a huge pile of disgusting garbage. This barrier can be readily penetrated and cleared at the rate of 5 ft. per round, but passers-by are certainly not going to be impressed with your activities. The pile is flammable, but will burn with a slow, smoldering flame that emits thick clouds of smoke lasting for 2d4 hours. Cultist priests who worship the reviled god of rot are the primarily users of this spell.

Wall of Lightning

Evocation [Lightning]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: 10 yards/level
Area: 20-ft.-sq./level
Duration: 1 minute/level
Saving Throw: Reflex half
Spell Resistance: Yes

Upon casting this spell, a straight wall of sparking electrical discharges appears between the floor and the ceiling. The vertical wall is 20-foot square per level of the caster, with the width greater than the height. Two solid surfaces must exist across either the entire length or the full height of the wall. The multiple bolts of electricity constantly snap and twist between these two parallel surfaces.

The lightning will inflict 3d6hp +1hp per level of the caster upon any creature attempting to pass through it. A successful Reflex saving throw will reduce this damage to half but this throw must be made each time a target passes through the wall. (See the lightning bolt spell description for other damage effects.)

Material Component: A copper sphere, which is rubbed by a cloth.

Ward Possessions

Abjuration
Level: Clr 2, Pal 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 full round
Range: Touch
Target: One creature
Duration: 2 hours + 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

This spell covers all of the possessions worn or carried by the target with a faintly shimmering blue aura. This aura will give a +4 bonus to any item saving throws versus damage caused by weapons or energy attacks. It also renders the items completely immune to damage from acid or rust. Equipment protected by this spell will not wear or grow dull through repeated use.

This protection does not extend to the items or equipment worn by another being. Thus it does not protect a saddle on which the target is riding. Nor does this spell protect objects that the target is helping to carry. The items must be entirely supported by the spell target.

Arcane Material Component: A piece of amber, or a drop of oil and some powdered resin.

Water Sight

Transmutation
Level: Clr 3, Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level

By means of this spell, the caster is able to see clearly through all forms of water including snow or ice. The visibility will be as if the water did not exist, although it does not compensate for any reduction in lighting. Thus this spell is typically only effective out to a range of 500 feet in clear water, 20 feet through glacial ice, and 5 feet through snow. The water will still be visible to the caster, but will appear as a faint, ghostly material.

Material Component: A piece of clear glass.

Weaken Poison

Transmutaton
Level: Clr 3, Drd 2, Pal 3, Rgr 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By means of this spell, the caster attempts to weaken the effects of any active toxins in the body of the targets. To have any effect this spell must be cast in the minute prior to the secondary damage taking effect. The target can make an additional Fortitude saving throw against any toxin in his system. If this bonus roll is successful, the secondary damage of a poison is avoided.

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.

Wheel of Pax

Enchantment (Compulsion)
Level: Brd 4, Clr 4, Pal 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Area: See text
Duration: 10 minutes/level
Saving Throw: See negates
Spell Resistance: Yes

Upon casting this spell a large glowing white wheel of spiritual energy appears in the air above the head of the caster and slowly begins to turn. The wheel has a single spoke for every two levels of the caster and they connect to a glowing hub in the center. The wheel radiates a powerful feeling of peace and contentment within the spell area.

Any beings that come within 40 ft. of the wheel must make a Willpower saving or be incapable of performing hostile or aggressive behavior towards another. This includes spoken threats, angry gestures, violent acts, or offensive spells.

In addition, any being that attempts to physically, magically, or psionically injure or control any being within 40 ft. of the wheel will be attacked by a bolt of divine serenity. This bolt uses the ranged attack bonus of the caster and has a range increment of 40 ft. Creatures struck by a bolt must make a Willpower saving throw versus spells or be paralyzed for 2d6 rounds. The wheel can emit one such bolt for every spoke. However if the maximum number of allowed bolts is emitted during any one round, then the spell is immediately negated.

If the caster moves more than 20 ft. from the wheel, or performs a hostile or aggressive act, then the spell is immediately cancelled.

Arcane Material Component: All parts of a broken weapon or missile.

Wicked Blow

Transmutation
Level: Clr 4, Pal 4, Rgr 4
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell allows the caster to deal a particularly nasty wound to an opponent. This wound will automatically cause the critical damage for the weapon, or reduce the total hit points of the target to exactly half the current remaining amount, whichever is least harmful. A successful attack with a weapon is required to inflict this wound. Once the wound has been inflicted the spell ends.

For example a successful attack with a battle-axe will automatically inflict a x3 critical result. But if the total damage is more than half the remaining hit points, the target is instead reduced to half the current hit point total.

Wood Shape

Transmutation
Level: Clr 2, Drd 2, Rgr 2
Components: V, S, DF
Casting Time: 1 full round
Range: Touch
Effect: 1-ft. cube of wood/level
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

With this spell, the caster is able to make minor, deliberate changes to the shape of any piece of wood. Thus a stave or arrow can be straightened out, the legs of a chair or table evened out, a peephole can be made in an ordinary door, or the door can be reshaped to allow an opening.

If the spell area is sufficient, this spell can also alter the shape of a tree. The tree can be permanently shaped to form a small hut, a lower trunk free of branches, a regular or unusual shape, or even a large nest for a Roc or other large flying creature. Intelligent trees can make a Fortitude saving throw to avoid the effects of this spell.

The shaping will tend to bend along the natural grain of the wood, so any breaks across the grain will require a failed saving throw. Otherwise no openings larger than a tenth the width of the piece of wood can be created. The artistry of the changes made to the wood is determined by a carpentry skill check.

Woodland Sight

Divination
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

This spell will allow the caster to see clearly through the densest forest and scrubs. Any leaves and small branches blocking the view will become almost completely transparent to sight, and only rocks, trees, and other hard structures will block his vision. Note that an unblocked view to a target does not necessarily allow a clear shot using a ranged weapon or spell.