Celegian Grimoire

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Celegian Grimoire Need to review all spells for material component versus material focus distinctions.

1st Level Sorceror/Wizard Spells

  • Brainspike - Spikes a psionic creatures brain, draining power points and possibly doing physical damage as well.
  • Circle - Permamently links spell casters together to enhance magical effects
  • Flashlight - Bright flash of light temporarily blinds those around the caster. (1 round/5 levels; 4 rounds max)
  • Frost Fingers - Imbues each hand with an unearthly chill that can be discharged by touch. (1d4 + 2/lvl cold damage; max of 1d4 + 10)
  • Gather - Gathers non-metallic objects to the caster.
  • Stannodendros - Temporarily alters dead wood into a soft metallic substance that can be shaped then reverts to dead wood.
  • Yngvars Flying Fingernails - The casters fingernails to rip themselves from the tips of his or her fingers and become deadly missiles.

2nd Level Sorceror/Wizard Spells

  • Lesser Sumptum Calorum - This spell allows the caster to channel varying amounts of the element of fire, either to concentrate it into a small space or to remove it and spread it into the surrounding environment. (1d4 of fire damage per level; max of 5d4)
  • Bells - Either creates a distracting tinkling bell sound at range or to serve as an alarm if a creature enters a designated area.
  • Caloric Shield - Fire or cold based damage shield that protects against up to 3 attacks. (1d4 + 1/lvl of fire or cold damage; Max of 1d4 + 10)
  • Minor Dweomercraft - This spell is used to create very minor magical items, usually charged, and definitely of only limited lifespan.
  • Firehair - Caster's hair is tranformed into flame. Provides torch light and one cone attack of flame (1d4/lvl of fire damage; Max: 5d4)
  • Lithodendros - This spell permamently converts the tensile strength and hardness of affected wood to the equivalent of a hard, dense stone such as basalt, while leaving the weight and appearance unaffected.
  • Fireneedle - This spell shoots forth a tiny needle of damaging flame, attacking a designated square.
  • Static Burst - This spell charges the caster with a huge amount of static electricity that is discharged when attacked. (1d6/lvl of electrical damage; Max 5d6)

3rd Level Sorceror/Wizard Spells

  • Death Screen - Creates a wall of negative energy that the caster can move with concentration. (1d4/lvl of negative energy damage; Max: 5d4)
  • Farspeak - Allows the caster to mentally speak over long distances with someone else.
  • Ferrodendros - This tremendously useful spell is widely used, in construction and for making tools. Upon casting, the spell strengthens and hardens wood touched by the caster to the same strength as the finest non-magical steel.
  • Icelance - Creates a protective lance that can be used in melee, set against a charge, or hurled at an enemy. (1d6; or 1d6/lvl - Max: 10d6)
  • Lesser Spatial Endowment - Allows the spell recipient or casterto alterhis own orother recipents sizes at will.
  • Mindburn - Creates a burst of magical ethereal energy that causes damage to the psionically empowered. (1d6 damage/lvl; Max: 10d6)
  • Minimax - Humanoid creature increases in size.
  • Impulsive Burst - An improvement for Expeditious Retreat

4th Level Sorceror/Wizard Spells

  • Ball Lightning - This spell creates a small, brilliant blue-white sphere above the caster, which crackles and hums with electrical potential. (1d6/lvl electrical damage; max 15d6)
  • Deadly Images - An improved Mirror Images spell where a melee attack takes 1 point of fire damage/lvl when destroying an false image.
  • Flaming Mane - The casters hair roars into flame, and grants light and attacks.
  • Iceneedle - This spell sends for a tiny needle of ice, damaging and slowing the target
  • Inferno Sphere - Improved flaming sphere. (4d6 of fire damage to targets; 2d4 of fire damage in 10 ft. radius)
  • Lightning Veil - Creates a wall of electricity that causes damage to those that try to pass it.
  • Hammerblow - Using this spell, the caster directs a sudden blast of force at an object or creature.

5th Level Sorceror/Wizard Spells

  • Expeditious Flight - Allows faster, but barely controllable flight for caster.
  • Mana Sight - This powerful divination grants the caster the ability to see both magical emanations and the surface thoughts of creatures in the area of effect, as long as they can be seen by him.
  • Mountainheart - Absorbs 6 points/lvl of physical damage while under ground and touching stone.
  • Oculus Electricum - Transforms the creature's eyes into electrically charged spheres which can be discharged as lightning bolts one at a time (maximum 2 charges) (1d6/lvl of electrical damage, maximum of 15d6)
  • Greater Sumptum Calorum - This spell allows the caster to channel varying amounts of the element of fire, either to concentrate it into a small space or to remove it and spread it into the surrounding environment. (1d6 of fire damage per level; max of 15d6)
  • Spatial Endowment A potent spell that allows targets to grow to huge size.
  • Treacle Sphere - Creates a sphere of Treacle that is hard to move in.
  • Wolfrodendros - This spell converts the tensile strength and hardness of the affected wood into the equivalent of a strong magical metal similar to Mithril.
  • Yngvars Inflated Body - Inflates the targets body resuling in a number of useful abilities.
  • Sudden Alacrity - Improves all forms of the caster's movement.

6th Level Sorceror/Wizard Spells

  • Blazing Braid - This spell ignites the casters hair, providing light and powerful attacks.
  • Fulgere - Allows the caster to cast flaming cones of damage from their hands for the duration of the spell. (1d4/lvl of fire damage, maximum of 15d4)
  • Lightning Crown - This spell crowns the caster with lightning, making him stand out but granting him many powerful attacks.
  • Stoneblizzard - This powerful spell causes a tremendous hail of stones to fall in the area of effect designated by the caster causing damage every round in a designated area. (2d6/round if ceiling is 20ft or less, 2d8/round otherwise)
  • Painneedle - This spell sends forth a needle of shadow, inflicting incredible pain upon the target.
  • Translocation - Teleports the caster to a location within long range. The location needs to be thought of in only general terms.

7th Level Sorceror/Wizard Spells

  • Greater Flight - A faster, controlled version of flight.
  • Yngvars Body Golem - The caster turns his body into an eldritch construct which is invulnerable to most harm and can be manipulated to perform feats impossible by any normal standard.
  • Aurasight - This powerful divination sees the magical emanations, psionic powers, and the surface thoughts of creatures in the area of effect.
  • Conjure Fundamental - This spell is similar to the 8th level Summon Monster except that instead of a Monster it summons an Intangible Fundamental.
  • Fleshblight - This creates sphere of flesh destroying negative energy. (1d10 negative energy/2 levels, maximum 10d10)
  • Greater Mountainheart - Absorbs 12 points/lvl of physical damage while touching stone.
  • Greater Spatial Endowment - Allows the target to changesize up to three levels, up to Gargantuan.
  • Plumbumgaol - This spell ensnares and immobilizes from one to six creatures, as long as they have a corporeal form.
  • Psychesturm Creates a storm of magical ethereal energy that causes severed damage to the psionically empowered caught in it's grasp.
  • Stonewind - This spell creates a powerful blast of wind similar to a Gust of Wind spell, but much more powerful.
  • Volcano Sphere - Superior flaming sphere. (8d8 of fire damage to targets; 4d6 of fire damage in 10 ft. radius)
  • Furnace Bones - Converts the bones of the creature touched into pure elemental fire granting them special abilities.
  • Enduring Alacrity - Improves all forms of the caster's movement for a day.

8th Level Sorceror/Wizard Spells

  • Conjure Tangible Fundamental - This spell is similar to the 9th level Summon Monster except that instead of a Monster it summons Tangible Fundamental.
  • Consumptum Feurium Magnifica - This spell calls forth a tremendous blast of magical fire which is powered by life force.
  • Deathneedle - This spell sends forth a potent needle of shadow, injuring and possibly slaying the target with incredible power.
  • Glassteel - This spell turns normal, nonmagical crystal or glass into a transparent substance that has the tensile strength and unbreakability of actual steel but retains the color, transparency, and weight of the starting object.
  • Major Globe of Invulnerability - As lesser globe of invulnerability, plus 4th and 5th level spell effects.
  • Greater Translocation - Teleports the caster to a location on the current plane. The location needs to be thought of in only general terms.
  • Thundermane - This spell crowns the caster with a huge mane of lightning, granting many powerful attacks.

9th Level Sorceror/Wizard Spells

  • Superior Flight - Allows caster to fly very fast, with perfect maneuverability.
  • Bruxism - This spell immobilizes from one to four creatures of any type in the spell area that the caster can see.
  • Conjure Force Fundamental - This spell is similar to the 9th level Summon Monster except that instead of a Monster it summons a Force Fundamental.
  • Skyshard - This spell calls down shattered fragments of the sky, which rain down into the area of effect.
  • Ghosthowl - This spell causes a vast and terrble howling upon the etherial plane, which is extremely dire for etherial, incorporeal, and psionic creatures.
  • Grand Transposition - A very powerful transposition spell that grants multiple teleports over it's duration and allows other targets to be transported with the caster.
  • Perfect Spatial Endowment - The most powerful of the size changing spells. Allows up to four size levels change.
  • Wrack - Every rigid, breakable unattended object in the area of effect is broken. Living creatures with bones, teeth, chitin take 1d4/lvl of force damage (maximum 20d4)
  • Gift of the Rider - bestows an arcane movement bonus on target.


Celegian Grimoire

1st Level Spells

Brainspike

Necromantic/Transmutation

Level: Sor/Wiz 1

Components: V, S

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./lvl)

Targets: One creature

Duration: Instantaneous

Saving Throw: Special

Spell Resistance: None

This spell in another of the savage anti-psionic spells developed in the ancient Psyche Wars that has survived to the present day. This spell is less lethal than most such dweomers, and is often used to attempt to capture a psionic alive.

You target a creature and spike its brain. This spell only works on creatures that possess psionic power points. If it is cast upon a creature with no power points, there is no effect.

A Brainspike does 1d6 of effect per two levels of the caster, to a maximum of 5d6. The target creature is allowed to make a Will save. If the save is made, the target loses a number of psionic power points equal to the effect roll. If the save is failed, the targeted creature loses psionic power points, any psionic focus they may have, and takes a number of hit points of damage equal to the number of psionic power points they lost. Note that if the target had fewer power points than the effect die roll, they only take damage on a failed save equal to the power points lost, not the total effect roll.

The caster must have line of effect to the target, but not line of sight.

Circle

Transmutation

Level: Sorcerer/Wizard 1

Components: V, S, M

Casting Time: 1 week

Range: No two targets can be more than 30 feet from all other targets

Duration: Permanent

Area: 1 circle of magical auras

Saving Throw: None

Spell Resistance: Yes

This spell is a uniquely Celegian dweomer developed during the Nightmare Wars by the Northern Sorcerers Guild. It is well known that all living creatures, magical items, and magical effects have an aura, and that the aura affects the way magic functions. This spell serves to safely link together the auras of spellcasters, granting them many benefits as long as they allow their auras to mesh. Due to the restrictions of the magic and the inherent properties of auras, only three or nine mages can link their auras together. Attempting any other combination causes the spell to automatically fail. The process of casting the spell is a week long ritual, during which time the mages attempting to form a circle must spend literally all of their time together, never moving more than thirty feet away from one another. NO other activity may be attempted or the spell fails immediately. At least one of the mages participating must stay awake at all times. Any type of mage may link with any other type. At the end of the uninterrupted week, all of the mages casting the spell must make a success check. This check is based upon the number of mages attempting to form the Circle. If it is a circle of three, then each mage rolls one d10. If any of the rolls is a 1, then the spell fails for all of them and the Circle is not formed. If there are nine mages attempting to form the circle, then all nine roll d10's. If any of the dice rolls 1, 2, or 3, then the spell fails for all of them and the circle is not formed. Obviously, circles of three are much more common than circles of nine.

If a circle is successfully formed, it lasts for as long as the mages are alive. The spell inflicts a non-magical change in the aura of those affected, which is as much a part of them as a scar or a finger. Thus, it cannot be dispelled, changed by planar travel, affected by anti-magic, etc. If one of the members of a circle is killed, the circle is broken unless the missing member is restored somehow. If a circle is broken and the lost member cannot be reclaimed, or, if a circle is attempted and failed, a full year and a day must pass before any of the mages involved may attempt to join another circle. A circle may be voluntarily severed, but only through the efforts of all those involved. The process involves all involved members staying apart, more than thirty feet, for a full year and a day. At the end of that time, the circle will be broken.

The members of a circle gain many benefits, but only if they follow certain restrictions. All members of a Circle must stay on the same Plane and within thirty feet of one another. As long as that restriction is observed, the following benefits accrue. If they are further apart than thirty feet, they are still in the Circle, but their auras cannot resonate with one another.

While in their circle mages are better able to handle the flows of mana, supported by their fellows. Thus all spells cast in a circle have their effects calculated as if the caster was one level higher as regards to duration, range, damage, etc. No additional spells are granted, of course. Any mind effecting magic or effect must affect all of the mages in the circle, or none of them suffer any ill effects. Thus, illusions, charms, etc. are much less effective, since unless all three or nine mages fail their saves they will effect none of them.

The additive support of the linked auras makes it much easier for mages to memorize spells if it is done in concert. If a circle of three memorizes spells together, it only takes one third the normal amount of time. If a circle of nine studies in concert, it only takes one-ninth the normal amount of time.

Finally, the additive nature of the linked auras makes it much easier to bind dweomers into items. If a circle of three linked mages work in concert on an item from beginning to end, the amount of time required is only one tenth the time normally needed and the chance of success is raised by 15% from the highest member. If a circle of nine work in concert on an item, the time required is only one hundredth the normal, and the chance of success is raised by 75% from the highest member.

Arcane Material Component: An elaborate magic circle drawn over the period of a week, using materials worth at least one thousand gold pieces.

Flashlight

Invocation

Level: Sorcerer/Wizard 1

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Duration: Instantaneous

Area: 30 foot radius

Saving Throw: Reflex negates

Spell Resistance: Yes

This spell causes a tremendous flash of bright light. This light is not damaging in any way, and this spell is ineffective if it is cast anywhere there is bright light, such as in daylight or in a continual light spell. If cast where there is dim light all creatures in the area of effect may make their Reflex save with circumstance bonus of 4 to avoid the area of effect. If cast in complete darkness, then all creatures affected must make a Reflex save with a penalty of 2. Creatures which make their saves are unaffected, while those that fail are blinded for one round per five levels of the caster (Maximum: 4 rounds)

Arcane Material Component: A bit of glass or crystal that has been exposed to sunlight for several hours and then stored.

Frost Fingers

Alteration

Level: Sorcerer/Wizard 1

Components: V, S, M

Casting Time: 1 standard action

Range: Touch

Duration: Special

Area: Creature touched

Saving Throw: Fortitude half

Spell Resistance: Yes

This spell causes the casters hands to exude an unearthly chill. They will become pale white and be rimed with frost almost instantly, as well as emitting bitterly cold vapors.

This spell is often used in alchemical formulations and by smiths, as the cold renders the recipient's hands immune to non-magical fire, and can chill small amounts of liquid without discharging the spell. Thus, the spell can be used to handle red-hot metal without tongs or gloves, or can chill alchemical ingredients for perfect usage. This lends +2 on skill checks where the spell is available.

The frigidity of the hands in no way harms the caster, but may be used by him to harm others. The caster may touch other creatures up to two times, once per hand. Only one touch is permitted per round. Each touch inflicts 1d4 of points of cold damage, plus 2 points per level (Max: +10). No Spell casting is allowed in a round a touch is attempted.

Unless totally discharged by touches, the spell fades in 1d6 + 2 minutes times the level of the caster. Unless otherwise noted, the spell is in all other espects like other touch spells. If the bare hands are handling hot materials, it is advised to make certain to time the duration carefully!

Any creature touched may save to only suffer half damage.

Arcane Material Component: A small glass cone shaped like an icicle.

Gather

Alteration

Level: Sorcerer/Wizard 1

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Duration: 1 hour/lvl (D)

Area: Objects of a non-metallic type within 30 feet of the caster. No objects greater than 5 pounds/lvl are affected.

Saving Throw: Will negates

Spell Resistance: Yes

This eminently useful spell is in high demand and is one of the sure-fire money makers for a local wizard. This spell is used to gather objects to the recipient, which must be in the environment surrounding the caster. These objects may be of nearly any sort except metallic. All objects of the specified sort within thirty feet of the user appear at the user's fingers, which will usually be held above a container to hold the objects. The user may summon forth the desired objects as often as once per round, and is allowed to move during the spell's duration without penalty, so being able to move and gather up things in a large area before the spell expires. Metallic objects are unaffected, and similarly no object weighing more than five pounds per level of the caster will be affected. Additionally, any object which is able to resist the dweomer in any way, such as a reduced wizard, a sprite, a sentient plant, etc., is automatically unaffected. The most common uses for this spell include harvesting crops, cleansing infestations of insects, collecting mundane herbs and teas, harvesting spidersilk, neatening cluttered areas, and packing the above mentioned items for transport and storage. Most crops are harvested this way, and an entire field can be gathered and stored in a few hours using this spell, gaining the gratitude of the farmers in the process.

Arcane Material Component: A small pair of tongs and a small basket, fashioned simply out of wood.

Stannodendros

Alteration

Level: Sorcerer/Wizard 1

Range: Touch

Duration 1 rnd/lvl

Area: One cubic foot of dead wood/lvl

Casting time: 1 standard action

Saving Throw: None

Spell Resistance: Yes

This spell only works on dead wood, it will not affect living plants in any way. This spell converts the tensile strength, ductility, and hardness of the affected wood into that of a soft, malleable metal like tin or gold.(Hardness 2, hit points per inch 3) During the spell duration, the affected wood can be shaped and molded with ordinary blacksmith tools into almost any shape imaginable. Complex shapes can be formed very quickly by hammering tinwood into molds, for example. At the end of the spells duration, it reverts to normal wooden properties. Most craftsmen using the stannodendros spell form the wood so that its grain is uninterrupted, for strength. An item can be formed by the stannodendros spell, and then further enchanted by a lithodendros, ferrodendros, or wolfrodendros spell to create items with extreme shapes and tremendous strength.

Yngvars Flying Fingernails

Necromantic

Level: Sorcerer/Wizard 1

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft + 5 ft./2 lvls)

Duration: Instantaneous

Area: Up to one creature per fingernail

Saving Throw: Reflex half

Spell Resistance: Yes

This weird but powerful spell causes the casters fingernails to rip themselves from the tips of his or her fingers and become deadly missiles.

This looks grotesque and painful, but in actuality it does not harm the caster in any way and will even cause the fingernails to completely regrow in 1-6 days. One fingernail per level of the caster is made into a missile, assuming the caster has that many fingernails. No, toenails may not be used. The usual maximum number of missiles is ten, although six fingered people could get as many as twelve and spellcasters known as "Lefty" may be limited to only five. Casters with more than two hands are limited to ten missiles per cast, but might be able to cast the spell more often that every 1-6 days, as the fingernails must regrow before the spell can be recast.

The missiles may be directed at as many creatures as there are missiles, or may all be directed at only one creature, or otherwise split up as the caster desires among as many targets as he can see. Each targeted creature gets one save, and the attack is considered one attack for purposes of damage resistance, etc.

Under normal circumstances, with plain, unadorned fingernails, each missile does 1d4 of damage, with a Reflex save for half damage. If the caster prepares his or her nails beforehand with lacquers, gold foil, gem dust, and other decorations, costing at least 20 gold pieces per finger, then the missiles inflict 1d6 per missile, with a Reflex save for half damage. At the referee's discretion, if the caster has specially allowed his or her nails to grow to at least three inches in length, the missiles may inflict up to 1d8 per level of the caster if 50 gold is spent preparing each nail. Especially vain casters of this spell have been known to weep upon viewing their hands afterwards.

Arcane Material Component: The caster's fingernails.

2nd Level Spells

Lesser Sumptum Calorum

Alteration

Level: Sorcerer/Wizard 2

Components: V, S, M.

Casting Time: 1 standard action

Range: 90 ft radius from caster

Duration: 1 min/lvl or Instant

Area: One cubic foot or one creature

Saving Throw: Special

Spell Resistance: Yes

This spell allows the caster to channel varying amounts of the element of fire, either to concentrate it into a small space or to remove it and spread it into the surrounding environment. For each level above second that the caster possesses he or she is able to concentrate or spread the elemental heat with progressive efficiency. To determine how hot or cold the area of effect becomes, refer to the chart below: Deg.Hotter 100° 300° 600° 1000° 1500° 2100° 2800° 3600° 4500° 5500° 6600° 7800° 9100

Deg.Cooler 10° 30° 60° 100° 150° 210° 280° 360° 450° 50° 660° 780° 910 Absolute Zero

At higher levels, truly incredible amounts of fire can be concentrated into the area of effect, causing a pronounced chill in the surrounding area (within a five foot radius per level of the caster) for the remainder of the spell. The caster always has complete control over how much fire is channeled into the area of effect and can control the temperature exactly, using less heat if desired. The area of effect reaches the maximum temperature instantly and when the spell expires cools back to its starting temperature as quickly.

Non-magical items must make a fortitude save vs. fire or are destroyed by this rude treatment. This save is made at a minus one to the roll for every full one thousand degrees it is heated, -1 at +1000, -2 at +2100, -3 at +3600, etc.

Magical items heated up to 600 degrees must make a fortitude save versus fire, while those heated beyond this level must save versus magical fire. This save is not affected by the degree of heating. If they fail they are destroyed.

Cold is not so directly destructive, although items cooled by more than 100 degrees must make a fortitude save versus Frost, while anything cooled to Absolute Zero must save at -3.

Any creature touching an extremely hot or cold item will need to make a fortitude save or have the touching extremity disabled for 1d4 turns or until it is healed.

If the spell is cast directly at a single creature then it will affect a mass of up to 100 pounds per level of the caster. Larger creatures are immune, as the spell cannot warm their mass sufficiently to do direct harm. Affected creatures are allowed a fortitude save and if it fails they suffer 1d4 of cold or fire damage per level of the caster, up to 5d4 maximum. If the save succeeds the creature takes half damage.

Arcane Material Component: Two slim glass tubes, sealed, with a drop of mercury in each.

Bells

Illusion/ Abjuration

Level: Sorcerer/Wizard 2

Components: S,M

Casting Time: 1 standard action

Range: Close (25 ft + 5 ft./lvl)

Duration: 1 min/lvl

Area: 20 foot radius

Saving Throw: None

Spell Resistance: Yes

This spell has two different functions, either of which can be useful. The first function empowers the caster to create the delicate sound of a tinkling silver bell at any point within close range of his current position. This sound can be heard within a 20 foot radius of the point chosen, and can serve handily as a distraction since invoking this sound requires no concentration and does not interfere with movement, spell-casting, or any other action of the caster.

The second function of the spell is to serve as a handy warning device. The bells spell is cast on a point and any creature larger than a rat which enters the area of effect while corporeal causes the chiming to sound at the caster, who may have moved away to the limit of spell range. It is possible to be warned of a creatures approach without alerting the creature that you have detected it.

Arcane Material Component: A small silver bell worth at least 5 gold pieces.

Caloric Shield

Evocation/ Alteration

Level: Sorcerer/Wizard 2

Components: V, S, M

Casting Time: 1 standard action

Range: Touch

Duration: 1 rnd/lvl or until expended

Area: One person

Saving Throw: Reflex half

Spell Resistance: Yes

When this spell is cast a shimmering, transparent shield of force about three feet in diameter comes into existence hovering in front of the spell recipient, who may be the caster. This shield in no way hampers or encumbers the recipient. This caloric shield will intercept up to three melee attacks made upon the spell recipient by up to three opponents, as long as the attacks come from the front.

Conversely, one attack from one opponent may be shielded if it is made from the flank. The shield will not protect to the front and the flank in the same round, and the spell recipient gets to choose at the beginning of each round whether it will be on the front or the flank. The spell will not protect to the rear. In other words, one frontal opponent attacking three times will be shielded three times, or three frontal opponents attacking once each will be shielded once each, or if two frontal attackers both attack twice, the shield will only damage one of them twice and the other one once, determined by the order of their attacks or randomly, and if one opponent attacks from the flank twice, it is only damaged once.

The incoming attacks do not need to hit the spell recipient in order for this spell to damage the attacker. The damage inflicted is 1d4 + 1/lvl (max of +10) per attack, with a reflex save being allowed to suffer only half damage. The damage inflicted is either fire damage, in which case the shield is red-orange, or cold damage, in which case the shield is blue-white.

Protections vs fire or cold will be effective against this damage. If the recipient is grappled, held, etc. the shield will damage the attacker once as they move in to hit if they attack from the front or flank, but once they are past the shield it will harm them no more. This spell has no effect on hurled or missile attacks. The spell recipient can never use this spell offensively.

Arcane Material Component: A small glass disk, colored yellow for the heat version or blue for the cold version.

Minor Dweomercraft

Enchantment/Invocation

Level: Sorcerer/Wizard 2

Components: V, S, M

Casting Time: 1 minute

Range: Touch

Duration: 1 week/lvl (Max: 20 weeks)

Area: One item

Saving Throw: None

Spell Resistance: Yes

This spell is used to create very minor magical items, usually charged, and definitely of only limited lifespan. The things which can be made with this spell are very minor effects, at best, but they can be tremendously popular little household things. One of the most common things made with minor dweomercraft is a self stirring spoon. From a rough and tumble adventurers viewpoint, this spell is practically useless, but to the mage looking to make his way in the world this little fabrication spell is a great career starter. One of the best parts of this spell is the fact that the items it makes are temporary, so there is a steady supply of repeat customers. The competition among wizards for those customers can grow pretty fierce at times, so be nice to your clientele.

Firehair

Alteration

Level: Sorcerer/Wizard 2

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Duration: 1 min/lvl

Saving Throw: Reflex half

Spell Resistance: Yes

This spell ignites the caster's hair. If the caster has no hair, this spell is useless.

This fire in no way harms or hampers the spellcaster, although it is spectacular looking. If the caster has facial hair he or she may choose to have that burn as well, in order to complete the look. The flames are real and can be used to set things alight, burn flammables, etc. In addition they will be extinguished by immersion in water, powerful blasts of wind, or smothering. The flames provide light just like that of a torch for the spell duration.

Finally, once during the spell duration the caster may choose to hurl the flames from his head with a vigorous snap of the neck. This creates a spray of fire similar to a burning hands spell ( Cone shaped burst; 15 ft. Range ) except that it may be directed in any direction by the caster, even behind or straight up. This effect takes one swift action to perform. The damage inflicted is one 1d4 per caster level (max: 5d4), unless a reflex saving throw is made. The spell ends if the fire is hurled in this manner.

Arcane Material Component: A small candle laced with sulfur and a wick made of the casters hair.

Lithodendros

Alteration

Level: Sorcerer/Wizard 2

Range: Touch

Duration: Permanent

Area : One cubic foot/lvl

Components: V, S, M

Casting Time: 1 minute

Saving Throw: None

Spell Resistance: No

This spell converts the tensile strength and hardness of affected wood to the equivalent of a hard, dense stone such as basalt, while leaving the weight and appearance unaffected. (Hardness 8, 15 hit points per inch) This is tremendously useful in construction, as stonewood is much stronger than regular wood when used for support beams in buildings while being no heavier, and as a bonus will not burn. The spell will affect one cubic foot of wood per level of the caster, and up to one wooden object per level of the caster. The spell will not affect anything except dead wood, and if cast on a living plant automatically fails.

Arcane Material Component: A handfull of stonechips, which must be vigorously worked into the wood to be affected.

Fireneedle

Evocation

Level: Sorcerer/Wizard 2

Range: Medium (100 ft. + 10 ft./lvl)

Duration: Instantaneous

Components: V, S, M

Area: One 5 foot square

Casting Time: 1 standard action

Saving Throw: Fortitude half

Spell Resistance: Yes

A fireneedle spell creates a tiny flashing needle of flame that darts from the pointing finger of the caster and deals 1d6 points of fire damage per caster level (maximum 10d6) to the occupant(s) of the chosen target square. In most cases, this is a single target creature (who may be larger than one square) but in some rare cases with small foes, may be more than one.

The caster points a finger and determines the height and distance to the square attacked by the fireneedle. The fireneedle shoots forth and moves to that spot, leaving a glowing trail behind for a few seconds. The fireneedle may follow a curved path to avoid obstacles, but the caster must have line of sight to the target square.

If the caster attempts to send the fireneedle through a small opening or narrow passage such as a peephole in a door, an arrowslit, or under a door, the caster must successfully hit the opening with a ranged touch attack, against an AC determined by the GM.

Fireneedle ignites fires in the area, just as fireball does.

Arcane Material Focus: A candle.

Static Burst

Alteration

Level: Sorcerer/Wizard 2

Components: V, S, M

Casting Time: 25

Range: Touch

Duration: Up to 5 rounds/lvl

Area: One creature

Saving Throw: Fortitude half

Spell Resistance: Yes

This spell charges the caster with a huge amount of static electricity. While the spell lasts the caster's hair stands out from their head, making them look quite ridiculous. This persists until the spell expires or it is discharged. The caster may discharge the spell by deliberately touching someone, as a shocking grasp. The static burst, however, will also discharge if someone else touches the caster. If the touch is rough enough to cause damage, as by a punch or an axeblow, the discharge is automatic.

If the blow struck is by a missile weapon or hurled weapon, the spell discharges into the weapon, which must fortitude save at DC +2 or be destroyed. If the contact is rough but not damaging, as if the caster is being grabbed or trips into someone, the touching person saves versus paralysis to avoid a discharge. Gentle contact, as if shaking hands or a kiss, will not usually discharge the spell, but it has been known to happen. ( Five percent of the time.) Lastly, if the caster touches a large, well grounded thing, such as falling into a pool or seizing iron cage bars, the spell discharges harmlessly into the ground. If not discharged by the end of the duration, the spell is wasted harmlessly. The damage done by this spell when it discharges is one d6 of electricity per level of the caster, with a fortitude saving throw allowed for half damage.

Arcane Material Component: A small bit of a carpet or rug, which the caster rubs vigorously. (A twist of hair, on fire)

3rd Level Spells

Death Screen

Evocation/ Necromancy

Level: Sorcerer/Wizard 3

Components: V, S, M

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./lvl)

Duration: 1 round/2 levels

Area: Wall up to 10 ft./lvl long and 10 ft. high

Saving Throw: Fortitude Half

Spell Resistance: Yes

This spell creates a darkly shimmering curtain of death magic which hovers vertically, with the lower edge a few inches above the ground. This screen is at most ten feet high, and may be up to ten feet wide per level of the caster. This screen does not hamper movement, attacks or Spell casting by other wizards in any way. When it is formed the screen must be straight and unbroken, and the caster may choose to make it as small as desired. The minimum size is a square one foot on each side. Once cast the screen does not require any concentration, unless the caster wishes to move it about. In a round when the caster concentrates on the spell the screen will move as directed by the caster in any direction (subject to the following restrictions), for up to 30 ft per round. It will always remain vertical and may not be moved past any large or fixed non-living objects. It will pass over living creatures. For example, a stone pillar will halt the screen's progress as it is unalive, but a tree will not. Most movement is in straight lines, but if a round is spent turning the spell, the caster may choose one end to remain still and rotate the screen around that end up to 90 degrees. The screen can move in only one direction each round, and the direction of movement is always perpendicular to the face of the screen.

The screen may be moved forward over a group of creatures in one round, then reversed and moved over them again going the opposite way in the next round. Creatures that have the screen swept over them by the spell caster suffer 1d4 of negative energy damage per every two levels of the caster (Max: 5d4), with a fortitude saving throw for half damage. Creatures that deliberately cross through the screen, in either direction, take the same amount of damage but are not allowed a saving throw. For example, on a battlefield a ninth level mage casts a death screen against a mob of ores led by a hill giant. On the first round, he sends it forward against the ores, but since it must cover one hundred yards it doesn't reach them. The wizard's companion, a mighty warrior, sees the giant preparing to hurl a boulder and charges forward, through the death screen. The wizard regretfully rolls 4d4 of damage and tells the warrior how much damage he received. The giant throws his rock at the warrior rather than at the wizard and the warrior enters melee with the giant, at which point the ores mob the hapless fellow. In the next round, the wizard observes the warrior going under in a sea of monsters, grits his teeth, and moves the death screen over the seething pile. All of the ores, the hill giant, and the beleaguered warrior roll saving throws, while the wizard again rolls 4d4 of damage. All the orcs fail their saves, while the giant and the warrior both succeed. All of the ores are slain outright, while the warrior and the giant are freed to continue in melee.

On the third round, the wizard sees his warrior friend looking much worse for the wear and tear, so he stops concentrating on the death screen and casts a magic missile at the giant, weakening it enough that the warrior administers the coup de grace. On the fourth round, a group of dire wolves breaks from their cover at the side of the battlefield and begin a charge toward the battered warrior, who is beginning to wonder why he got out of bed this morning. The wizard, seeing the wolves, concentrates this round and rotates the death screen toward them. On the fifth round, the wizard gets a lucky break on the initiative dice and rolls the death screen over the entire pack of dire wolves, narrowly missing the warrior, who is grateful for the respite. Once again, 4d4 of damage is rolled and saves are made, and about one fourth of the wolves go down. The remaining wolves fail their morale check and withdraw from the field, where the wizard and the warrior have a vigorous discussion about the relative merits of collateral spell damage and charging into melee.

Arcane Material Component: A fine silk funeral shroud.

Farspeak

Invocation/enchantment

Level: Sorcerer/Wizard 3

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Duration: One Round / Two levels

Saving Throw: Special

Spell Resistance: Yes

This spell projects the caster's thoughts into the mind of another, and will serve to carry their replies back to the caster. To determine if this spell is effective, the caster casts the spell and then consults the chart contained in the teleport spell. This spell will thus allow the caster to speak at tremendous ranges to someone who has only been vaguely described to him. The "never seen" line is not used, since this spell is only useful if the caster has some idea whom he wishes to speak to. The use of this spell is not without risk, however. When the percentile dice are rolled, if the result is "Too High", the caster has projected his mind into vacant space. The shock of this event stuns the caster for a number of rounds equal to the percentage points by which the roll is missed.

In addition, the caster must make a will saving throw. If this save is failed, then the caster suffers a point of ability damage to intelligence due to the shock. This loss can only be repaired by a restoration spell. If the dice result is "Too Low", the caster has contacted something else. This experience is intensely painful, and the caster automatically suffers one 1d6 of damage per percentage point by which the roll was missed. If the caster survives the damage, then a will saving throw against spell must be rolled. If it is failed, then the caster has been possessed by whatever it was he has contacted. Referees are encouraged to be unpleasant. Please note that this spell is NOT telepathy. The caster is in no way empowered to see any thoughts of the target, nor is the target granted any knowledge of the caster. The target or the caster may end the contact at any moment. No scrying or detecting spells may be used through this spell, either.

The target may make a Will saving throw to prevent the communication.

Ferrodendros

Alteration

Level: Sorcerer/Wizard 3

Components: V, S, M

Casting Time: One minute

Range: Touch

Duration: Permanent

Area: 1 cubic foot/lvl

Saving Throw: None

This tremendously useful spell is widely used, in construction and for making tools. Upon casting, the spell strengthens and hardens wood touched by the caster to the same strength as the finest non-magical steel. (Hardness10, Hitpoints 30 per inch) The weight and appearance of the wood is completely unaffected, and it still possesses the flexibility of wood, although the amount of force needed to bend it will be far greater. The magic is only effective on dead wood, and will not work on any living plant. Each casting of the spell will affect a maximum volume of wood, but the affected volume may be spread among as many discrete wooden objects as the caster has levels. For example, a fifth level caster could convert five, twelve foot long timbers two inches by twelve inches into ironwood with one casting of this spell, or could convert one eleven foot long timber eight by eight, or any other combination. Ironwood timbers are widely used in construction and carriages, and are also tremendously useful in constructing siege engines.

Arcane Material Component: A handful of iron shavings which must be vigorously rubbed into the wood to be affected.

Icelance

Evocation

Level: Sorcerer/Wizard 3

Range: Medium (100 ft. + 10 ft./lvl)

Duration: Up to 3 rounds/lvl

Components: V, S, M

Casting Time: 1 standard action

Saving Throw: Special

Spell Resistance: Yes

This spell creates an icy cold shard of ice, which the caster may carry comfortably but is painfully cold to anyone else. This shard is about five feet long and resembles a large icicle, pointed on both ends. This icelance will last 3 rounds/lvl of the caster before it melts and becomes useless. This lance may be used one of three ways. If the spell caster is drawn into melee it may be used to strike a foe for 1d6 + Int mod of damage each round, automatically striking his foe. if used as a weapon this way, the caster may strike his opponent a number of times per round as permitted by his BAB, even though no to-hit roll is required. If the caster is charged in melee, the icelance may be set to receive the charge, in which case it automatically inflicts 1d6 per level of the caster up to a maximum of 10d6, with no saving throw. Otherwise the caster can cause the icelance to spring from his hand at any target visible within spell range. This lance never fails to hit, although the victim is allowed a reflex saving throw in order to only take half damage. The damage in this case is one d6 per level of the caster to a maximum of 10d6. Projecting forth the icelance in this way destroys it and ends the spell immediately.

Arcane Material Component: A piece of perfect quartz crystal worth at least 50 gold pieces.

Lesser Spatial Endowment

Transmutation

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: 5 min/lvl (D)

Area: 1 medium humanoid creature

Saving Throw: Will Negates

Spell Resistance: Yes

This spell is similar to the first level spell Enlarge Person except as detailed above and as follows. The amount by which the spell changes the size of an affected object or creature is the same as Enlarge Person. A Medium humanoid creature may be made into a Large one. The shape of the creature is wholly unchanged.

This spell does not stack with any other spell to change size. As Enlarge, all gear changes size and may do more damage, etc. This spell fails if there is not enough room for the affected creature to reach the desired size during any round in which a size change is attempted. This spell can never be used to harm the target except by using up actions, as noted below.

The benefits and penalties for Lesser Spatial Endowment are not the same as for the Enlarge Person spell, except as noted. See chart below. This chart is intended for ease of use for humanoid targets. More powerful versions of this spell used on non-humanoids will need to modify the net AC, size AC penalty, added facing, and added reach columns at the GM's discretion.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. Unlike Enlarge Person, Lesser Spatial Endowment increases the speed of the target, adding 10 feet to their base movement rate.

Also, the caster may endow the target creature (which may be herself) with conscious control of their own size, or may retain that control, or may gift that control to another recipient of a Spatial Endowment. (This is useful to allow a Large Cavalier to control the size of their Large mount, as well as their own size.) Whomever has control of the size of the target can change the size of an affected creature as often as desired during the duration of the spell, with each change after the first taking a full action to take place.

As noted, if the spell is cast upon a creature who is willing, the caster may give them control of their size or retain it for herself, or give it to another current recipient of one of her spatial endowments within spell range, at her discretion. If cast upon an unwilling creature who has failed their saving throw, each change in size allows them another saving throw attempt if they wish to take it. If they fail this save, then they lose all their actions for that round as their size changes. It is possible via this spell to keep a target helpless as you run their size up and down, if they continually fail their saves.

The exact benefits of this spell when cast upon a Medium humanoid are as follows: Size Strength Bonus Dex Penalty Con Bonus Net AC Natural AC Bonus Size AC Penalty Bonus to Hit Added Facing Added Reach Added Move Large +4 -2 +2 +1 +2 -1 +1 +5 +5 +10

Lesser Spatial Endowment cannot be made permanent.

Mindburn

Divination/Invocation

Level: Sorcerer/Wizard 3

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft + 5 ft/2 levels)

Duration: Instant

Area: 20 foot radius sphere

Saving Throw: None

Spell Resistance: No

This spell is a relic of the ancient Psyche Wars, fought between the Wizard Kings and the Guild of Cerebrates thousands of years ago. The Cerebrates had horrifying powers of the mind, and could manipulate other peoples minds and the fundaments directly with their thoughts, without using magic. The Wizard Kings and the Guild waged bitter war for centuries, and the Wizards developed an incredible array of spells to battle their foes. This spell is one of those which has survived to this day. Upon casting the spell, the caster produces a burst of ethereal magical energy in a spherical area, anywhere in spell range that he can see. This powerful blast of energy is completely harmless to most beings, and penetrates stone walls, wood, and metal easily. It will be stopped by a wall of living matter or by walls of force. Any being with mental powers that is caught in the blast will suffer the full effects of the spell without save, as the ethereal energies ground out through their psionic powers. This inflicts 1d6 of damage per level of the caster to all available victims, with a maximum damage of 10d6. This spell is tremendously useful in fighting psionics, since it can be cast into a crowd safely and will only affect the proper targets. Of course, it is completely useless against beings without mental powers.

Arcane Material Component: A crystal marble and a piece of felt.

Minimax

This spell is replaced by the Spatial Endowment line of spells.

Impulsive Burst

Level: Sor/Wiz 3, Brd 3

Components: V, S

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 1 min/lvl

This spell increases your base land speed by 50 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

4th Level Spells

Ball Lightning

Evocation

Level: Sorc/Wiz 4

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./lvl)

Duration: Instantaneous

Area: 20 foot radius

Saving Throw: Reflex Special

Spell Resistance: Yes

This spell creates a small, brilliant blue-white sphere above the caster, which crackles and hums with electrical potential. This ball follows a rapidly bobbing path out to the point that the caster wishes to effect. At the designated point, the crackling ball discharges hundreds of small lightning bolts in every direction. These bolts shoot out twenty feet or until they hit a solid barrier. At that point, each of the bolts fork and arc back to the center, the whole taking but an instant. This spell is highly destructive, shattering doors, splintering furniture and light walls, and chipping and cracking stone. The spell will in general conform to the space it is allowed, although light obstacles may be destroyed completely by the violence of the blast and creatures sheltering behind them will be affected normally. All creatures in the area of effect will suffer damage. All victims are allowed to make reflex saves against the spell twice, however, once when the bolts go out and once when the bolts arc back to the center of the area of effect. Those creatures which fail both saving throws take the full damage of the spell, 1d6 electrical damage per level of the caster (Max of 15d6). Creatures that fail one save and make one save take only half damage. Creatures that make both saves take only one quarter damage.

Arcane Material Component: A glass sphere about an inch in diameter and a piece of velvet.

Deadly Images

Illusion/Evocation

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 standard action

Range: Personal; see text

Duration: 1 min/lvl

Target: You

Saving Throw: None

Spell Resistance: Yes

This spell produces a set of images exactly the same as the Mirror Images spell, but with one great advantage. If any image is struck in melee it explodes in a burst of flame, inflicting one point of fire damage per level of the caster to the creature who struck it. Missiles cause the images to vanish as well but they do not explode in that case.

Arcane Material Component: A small doll of the caster.

Flaming Mane

Alteration

Level: Sorcerer/Wizard 4

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Duration: 10 min/lvl

Saving Throw: Reflex half

Spell Resistance: Yes

This spell ignites the caster's hair. If the caster has no hair, this spell is useless.

This fire in no way harms or hampers the spellcaster, although it is spectacular looking. If the caster has facial hair he or she may choose to have that burn as well, in order to complete the look. The flames are real and can be used to set things alight, burn flammables, etc. In addition they will be extinguished by immersion in water, powerful blasts of wind, or smothering. The flames provide light just like that of a torch for the spell duration.

Finally, once during the spell duration the caster may choose to hurl the flames from his head with a vigorous snap of the neck. This creates a spray of fire similar to a burning hands spell, but larger, ( Cone shaped burst; 50 ft. Range ) except that it may be directed in any direction by the caster, even behind or straight up. This effect takes one swift action to perform. The damage inflicted is 1d4 per caster level (max: 15d4), unless a reflex saving throw is made. The spell ends if the fire is hurled in this manner.

Arcane Material Component: A small candle laced with sulfur and a wick made of the casters hair.

Iceneedle

Evocation

Level: Sorcerer/Wizard 4

Range: Medium (100 ft. + 10 ft./lvl)

Duration: Instantaneous

Components: V, S, M

Area: One 5 foot square

Casting Time: 1 standard action

Saving Throw: special

Spell Resistance: Yes

An iceneedle spell creates a tiny needle of ice that darts from the pointing finger of the caster and deals 1d6 points of cold damage per caster level (maximum 10d6) to the occupant(s) of the chosen target square, as well as slowing movement as a Slow spell. In most cases, this is a single target creature (who may be larger than one square) but in some rare cases with small foes, may be more than one.

The caster points a finger and determines the height and distance to the square attacked by the iceneedle. The iceneedle shoots forth and moves to that spot, leaving a trail of cold white vapor behind for a few seconds. The iceneedle may follow a curved path to avoid obstacles, but the caster must have line of sight to the target square.

If the caster attempts to send the iceneedle through a small opening or narrow passage such as a peephole in a door, an arrowslit, or under a door, the caster must successfully hit the opening with a ranged touch attack, against an AC determined by the GM.

Iceneedle inflicts cold damage and a Fortitude save may be made to reduce that damage by half. Iceneedle may also Slow the affected creature(s) and a successful Will save negates that effect.

Arcane Material Focus: A small glass or ice rod.

Inferno Sphere

Evocation

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 standard action

Range: Medium (100 ft. + 10ft/lvl)

Duration: 1 rnd/lvl

Area: 10 ft radius

Effect: 5ft.-diameter sphere

Saving Throw: Reflex special

This spell is a more powerful version of the second level Flaming Sphere and is exactly similar to it except as detailed above and as follows. The sphere created inflicts 4d6's of fire damage to creatures it touches and 2d4 of fire damage to creatures within ten feet. The targets in the same square as the sphere are allowed to make a reflex saving throw to negate. If they save, they take the 2d4 fire damage for the peripheral heat. Targets within 10 feet of the sphere may make a reflex saving throw to negate the damage.

Arcane Material Component: A small rag ball made of fine silks.

Lightning Veil

Evocation

Level: Sor/Wiz 4

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft + 5 ft./2 levels)

Duration: 10 rounds plus 1 rnd/lvl

Area: Special

Saving Throw: None

This spell brings into effect a thin curtain of hissing, crackling lightning. This lightning veil is one 20 foot square in size per level of the caster and may be formed into any shape desired. If formed as a ring, the radius may be as large as ten feet + five feet per level of the caster, or half that size and the veil is in the form of a dome which completely encloses the area of effect. The lightning veil is stationary once formed. The lightning veil does not in any way block vision and provides light enough to see by within 20 feet of itself. It is perfectly possible to cast spells through a lightning veil as long as it has no physical effects, i.e., hurling a magical stone would not be allowed, while a death spell would. Likewise, hurled or missile weapon attacks may be successful, depending on the weapon.

Any weapon attacking through a Lightning Veil must make a fortitude save versus electricity or take 1d4 + 1/lvl of electrical damage. Attacks made through a veil suffer a minus three to hit, due to deflection of the weapon. Attempting to melee a creature through a lightning veil means that the attacker takes damage as if they were crossing the veil, with a fortitude saving throw for half damage. Any creature who crosses a lightning veil suffers 1d4 + 1/lvl of electrical damage without benefit of a saving throw, and is covered in a static electric discharge for the next 1d6 + 1 rounds. This crackling blue glow is harmless, but it does function as a glitterdust effect for as long as it lasts.

Arcane Material Component: A piece of fine silk gauze.

Hammerblow

Invocation

Level: Sor/Wiz 4

Components: S, M

Casting Time: 1 standard action

Range: Close (25ft + 5 ft./2 levels)

Duration: Instant

Area: One object or creature

Saving Throw: Special

Spell Resistance: Yes

Using this spell, the caster directs a sudden blast of force at an object or creature. This blast is highly damaging and destructive, and will generally have one of three effects.

A: If cast upon a single object of a non-magical nature the target is immediately broken, without benefit of a save in most cases. Very large objects (such as large statues, wagons, scaffolds, etc.) may have only a portion of them broken, and very sturdy objects (such as armor, weapons, anvils, etc.) may make a fortitude save at minus 3 for half. Magical items or items of made of special materials always get to fortitude save.

B: If cast upon buildings or fortifications it damages one specific part that the caster designates, such as a wall, door, tower, etc. It inflicts 1d2 points of structural force damage per level of the caster. There is no save for this effect.

C: If cast upon a creature it inflicts 1d6+1 point of damage per level of the caster, with a fortitude to save for half. This use inflicts no damage to anything being held or carried. Certain creatures with no internal structure (golems, elementals) or with no set form( jellies, puddings, oozes) may take little or no damage from this spell.

This spell has no verbal component, which makes it useful when stealth is required, although the sound of the hammerblow striking is loud and distinctive. The main drawback of this spell is it's limited range, which hampers it's use in sieges.

Arcane Material Component: A thick piece of distorted glass which must be carried on the caster's person. This glass must be specially prepared and contain rare additives, so a piece sufficient to cast a spell costs at least 50 gp.

5th Level Spells

Expeditious Flight

Level: Sor/Wiz 5, Travel 5

Components: V, S, F/DF

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 1 min/lvl

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

The subject can fly at a speed of 120 feet (or 80 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is poor. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Arcane Focus: A wing feather from any bird of prey.

Mana Sight

Divination

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 standard action

Range: 60 ft.

Duration: 1 min/lvl (D)

Area: Cone-shaped emanation

Saving Throw: Will negates

Spell Resistance: No

This powerful divination grants the caster the ability to see both magical emanations and the surface thoughts of creatures in the area of effect, as long as they can be seen by him. This spell functions exactly as a detect magic spell and as a detect thoughts spell, except that it cannot penetrate any thickness of opaque substance.

These abilities, as useful as they are, are actually side effects of this spells true purpose, which is the detection of the spells currently memorized by a spellcaster. Any spellcaster in range and visible may be examined.

For each spell level the target possesses, the caster makes a caster check (1d20 + your caster level, maximum +10). The DC for this check is 11 + the level of the spells. This spell does not directly tell the caster the targets level or how many levels of spells he or she possesses.

In game terms, the referee rolls the caster check to detect spells for each level of the targets spells. Those levels on which the check fails grant no information. Those spell levels on which the check succeeds are noted. After all of the checks are made, the referee reads the names of all spells of the levels seen by the caster to him, but does not tell him if any were missed, what any of the spells do, or the levels of the spells he has seen.

Additionally, in combat if the spellcaster forgoes other actions and observes an opposing spellcaster he can automatically see the spell being cast before it goes off. Since the spell cannot be detected before casting is begun by the target the amount of warning is usually only minimal. Any spell or item which protects against mind reading or scrying will block the functioning of this spell. Finally, if this spell is used against a wary and forewarned individual, they are granted a will saving throw versus spell to reveal nothing.

For example, a fifteenth level Diviner is nervous about the adventurer mage he is meeting, so he casts mana sight beforehand. Upon seeing the adventurer he spends a round looking at him and the referee checks. The adventurer is third level, so he possesses spells of first and second level. The check succeeds for the first level spells and is missed for the second level spells. The referee then tells the Diviner that the adventurer has Unseen Servant and Shocking Grasp memorized, at which point the Diviner feels quite foolish for being nervous.

Arcane Material Component: A tiny crystal bead.

Mountainheart

Alteration/Abjuration

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 standard action

Range: Touch

Duration: 1 min/lvl

Area: Creature touched

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

This spell greatly enhances the durability of the recipient, if the considerable restrictions of the magic are followed. The spell renders the recipient immune to a certain amount of physical damage. The dweomer will only protect as long as the recipient is touching stone, and will only work underground. If the recipient stops touching stone or enters the open air, the spell ends immediately.

The spell operates in a similar manner to the clerical Protection Against Fire spell, and will absorb six hit points per level of the caster (maximum of 120 points), as long as it is eligible damage and the recipient meets the conditions of the spell. The spell serves to channel this absorbed damage into the stone, protecting the recipient. The source of the damage must be caused by some physical means, such as weapon blows, mechanical traps, falling stones, attacks by monsters, etc. It provides no defense against any kind of damaging magical spell, power, or effect.

For example, Mountainheart would not protect against level drains from a Vampire, but it would stop the damage done by the teeth and claws of the creature. A banshee's howl, a fireball spell, a dragons breath, a medusa's gaze, the touch of a basilisk, all of these attacks would bypass a mountainheart completely. Falling damage, weapon blows, claws, teeth, and arrows all would be stopped by the mountainheart. This spell may be combined with the stoneskin spell, but the spell which is cast first will protect last, as the spells "layer" around the recipient.

For example, a warrior has a mountainheart cast on him first, followed by a stoneskin. The first ten attacks against him are stopped by the stoneskin and have no effect, after which the spell fails. The next blow does ten points of damage, which also fails to affect the warrior since the mountainheart absorbs it easily.

Arcane Material Component: A portion of the stone on which the recipient is standing and a gem of at least 100 gold pieces worth.

Oculus Electricum

Enchantment/Invocation

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 full round

Range: Touch

Duration: 5 rounds/lvl

Area: One creature and special

Saving Throw: Reflex half

Spell Resistance: Yes

This spell empowers the creature touched by the caster (who may touch himself) with powerful and exotic electrical abilities. These powers are centered on the creature's eyes, and so this spell may not be used on beings without eyes or who are blind. Upon completion of the spell the affected person's eyes are transformed into brightly glowing blue-white spheres of energy, which emit sparks and a low crackling sound when the person is harmed or upset. This spell causes the recipient to see the world in a weird bluish white monochrome, and ruins the use of infravision, but otherwise does not hamper or empower sight. These electric eyes last 5 rounds/lvl of the caster unless they are discharged earlier. If not discharged by the end of the duration, their effects expire and the affected creature is blinded for one rnd/lvl of the caster.

While the electric eyes are glowing, several benefits accrue to the spell recipient. The eye's glow makes it difficult to hide while they are active, but they provide enough light to allow the recipient to hold items or scrolls close to their face and read or inspect them normally unless in a darkness spell. Any gaze attacks made upon the person are saved at (if a save is allowed) with a +2 bonus.

If the recipient is attacked or otherwise damaged by lightning or electricity, the electric eyes act to absorb and render harmless some of the damage, up to one point of ER against electricity per 2 levels of the caster (Max: 10 ER vs Electricity)

Lastly, the recipient of the spell may choose to discharge the eyes at will any time before the spell expires by firing a lightning bolt from both of them. This is the only way to discharge this spell voluntarily. These lightning bolts are exactly like the third level spell except as follows. Only one eye may be discharged in a round, and this discharge precludes the subject from casting any spells or attacking in that round.

The subject may still move normally, defend themselves by parrying, etc. The discharge takes only one standard action to accomplish and is considered to be casting a spell for purposes of disruption by damage, etc. If the discharge is disrupted the lightning bolt is lost. One eye can be discharged and the other retained up until the spell expires, but even if one eye is discharged at spell expiration the subject is still completely blinded for the full time. The damage from the lightning bolts is 1d6 per caster level (maximum 15d6) and manfiests in a 120-ft. line from the eye. Those in the area of effect of the lightning are allowed a reflex saving throw for half damage.

Arcane Material Component: Two small pieces of lightning struck amber, polished smooth by velvet, or an eye from any creature with electrical powers.

Greater Sumptum Calorum

Alteration/Invocation

Level: Sor/Wiz 5

Components: V, S, M.

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./lvl)

Duration: 3 rounds/lvl or Instant

Area: 3 cubic feet or one creature

Saving Throw: Special

Spell Resistance: Yes

This spell is similar to the Lesser Sumptum Calorum spell except as above and as follows. Starting at 9th level of the caster the temperature in the area of effect is twice as hot as in the lower level spell, i.e. +5600 at 9th, +7200 at 10th, + 9000 at llth, to a maximum of +18,200 at 15th level. If used to cool, this spell always chills items to Absolute Zero. Saves for non-magical items are adjusted the same way as in the lower level spell, -1 per + 1000, and magical items must make their saves at a flat -1.

Creatures touching hot or cold items are affected the same way, and if cast directly at a creature this spell will affect those weighing up to 300 pounds per level of the caster. If they fail their fortitude save, they take 1d6 of fire damage per level of the caster, to a maximum of 15d6, half if the save is made. (Note: Both this spell and Lesser Sumptum Calorum are often used to heat magical metals and alloys to very high temperatures so they may be forged.)

Arcane Material Component: Two slim glass tubes, sealed, with a drop of mercury in each.

Spatial Endowment

Transmutation

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: 10 min/lvl (D)

Area: 1 medium humanoid creature, or 1 medium or large non-humanoid

Saving Throw: Will Negates

Spell Resistance: Yes

Spatial Endowment is a more potent version of the spell Lesser Spatial Endowment. It is exactly the same as that spell except as noted above and as follows:

Spatial Endowment allows a humanoid target grow up to two size classes larger. A non-humanoid target can grow up to one size class larger. Any size change up or down takes only one action, no matter how many size categories are changed. Size Strength Bonus Dex Penalty Con Bonus Net AC Natural AC Bonus Size AC Penalty Bonus to Hit Added Facing Added Reach Added Move Large +4 -2 +2 +1 +2 -1 +1 +5 +5 +10 Huge +8 -2 +4 +2 +4 -2 +1 +10 +10 +20

Treacle Sphere

Alteration/Abjuration

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./lvl)

Duration: 1 rnd/lvl

Area: 5 ft.-radius/lvl

Saving Throw: Special

Spell Resistance: Yes

This spell thickens the very air in the area of effect to a gluey, gummy consistency. This change in no way inhibits creatures breathing, nor does it inhibit the burning of torches, small fires, etc. Any creatures stuck in it find themselves affected as per a Slow spell in all respects. In addition, any action involving movement of any kind will be greatly hampered. To walk within the Treacle Sphere, a DC 15 strength check. If it is successful, the creature may move one 5-foot step in any direction. If failed, the creature is stuck fast until the next round.

Missile weapons will only travel a few inches in the treacle before they stop fast. Hurling weapons is impossible. Swung weapons will do little or no damage, while thrusting weapons will do half damage at best. Opening a door may take as long as a turn, and an open doors roll must be made each round to successfully move it. Lightweight items in the area of effect will not fall, instead being suspended in mid-air until the spell expires. Heavier items will settle only slowly and will do no damage.

Spell casting within the Sphere is also hampered, as any spell with a somatic component takes twice as long to cast and the caster must make a reflex save the spell is ruined. Any spell requiring motion of any kind is automatically negated. (Fireball, Lightning, Magic Missile, Telekinesis, Reverse Gravity, etc.) Spells entering the area of effect are also affected immediately. Creatures within the area of effect are allowed a reflex save and if it is successful they are ejected roughly from the sphere as it expands, being thrown to the ground or otherwise upset so as to require the next round to regain their feet and losing any actions they had not yet performed in the round of casting. If the save is failed they are affected fully, do not move, and are encased in the Treacle. This spell must be cast upon a surface, but that surface need not be level. The area of effect is stationary and immovably stuck to the surface. Any creatures touching the outside of the Sphere are allowed a reflex save. If they succeed they may pull free with minimal effort. If they fail, they are sucked into the Sphere and encased within the Treacle, from which they must break free normally.

Arcane Material Component: A considerable mass (several pounds) of pine resin, tar, gum, glue etc., which the caster must knead and work vigorously with both hands, being consumed in casting.

Wolfrodendros

Alteration

Level: Sor/Wiz 5

Casting Time: One minute

Range: Touch

Duration: Permanent

Area: One cubic foot/lvl

Saving Throw: None

This spell converts the tensile strength and hardness of the affected wood into the equivalent of a strong magical metal similar to Mithril. (Hardness 15, 20 hit points per inch.) This is a boon in construction, as such wood can be used for reinforcements and doors to provide great security. More importantly, such wood can then be used in the construction of useful items, armor, and weapons. Many of the best tools in the Empire of made of this steelwood. This spell works only on dead wood, and cannot affect a living plant.

Arcane Material Component: A small amount of real Mithril, Aurium, or Argent, which is consumed in casting and costs no less than 10 gold pieces.

Sudden Alacrity

Level: Sor/Wiz 5, Brd 4

Components: V, S

Casting Time: 1 swift action

Range: Personal

Target: You

Duration: 1 min/lvl

This spell increases any form of your movement (running. flight, swimming, etc) by 50 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

Yngvars Inflated Body

Necromantic/Alteration

Level : Sor/Wiz 5

Components: V, S, M

Casting Time: 1 standard action

Range: Touch

Duration: 2 minutes per level

Area: Creature touched

Saving Throw: None

Yet another of Yngvar's weird spells. No one ever said that Yngvar was normal, but her dweomers are undeniably effective. This one allows the target creature to inflate his or her body much like a child's balloon, merely by blowing vigorously on a thumb. The affected creature is not harmed by this and all of their clothing, armor, and other gear stretches to accommodate their girth. The effects of this inflation, other than looking ridiculous, are detailed below.

By blowing on their thumb for one round, the recipient appears mildly puffy and bloated. The effect is to allow the person to swim at their normal movement rate and makes it impossible to drown, as they will no longer sink. Indeed, no matter their encumbrance, they will float easily. The target gains a swim speed equal to their normal movement rate.

By blowing on their thumb for two rounds, the recipient appears tremendously bloated. The effect is as above, and as well the recipient can bound prodigiously, as if affected by a jump spell, once per round. (+30 enhancement bonus to Jump checks)

By blowing on their thumb for three rounds, the recipient inflates fully, being almost spherical, with hands, feet, and head protruding ridiculously. Despite the apparent distress caused, the recipient is able to perform as if nothing was wrong, fighting, Spell casting, etc., although they may have trouble fitting into small spaces. The first main effect is to allow the affected creature to fly, at a flight movement rate of 30 ft and with good maneuverability. The second effect is that if the recipient is free to bob about, any non-piercing physical damage inflicted on the recipient only causes half the normal hit points. (DR/half versus slashing and bashing damage).

In order to deflate before the spell expires takes one rnd/lvl of inflation, and is accompanied by truly spectacular sound effects, which render it impossible to be stealthy while deflating. An unintended but useful side effect of this spell is the tendency of intelligent creatures viewing it to fall down, paralyzed by laughter, and disrupted, lie there gasping for breath.

Arcane Material Component: An inflated pigs bladder.

6th Level Spells

Blazing Braid

Alteration

Level: Sorcerer/Wizard 6

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Duration: 10 min/lvl

Saving Throw: Reflex half

Spell Resistance: Yes

This spell ignites the caster's hair. If the caster has no hair, this spell is useless. This spell manifests as a long flaming braid of fire, even if the casters hair is normally quite short.

This fire in no way harms or hampers the spellcaster, although it is spectacular looking. If the caster has facial hair he or she may choose to have that burn as well, in order to complete the look. The flames are real and can be used to set things alight, burn flammables, etc. In addition they will be extinguished by immersion in water, powerful blasts of wind, or smothering. The flames provide light just like that of a torch for the spell duration. Once per round during the spell duration, the caster may whip his head so that the long braid whips out and attacks one target of his choosing. This is a move action. Making this attack does not end the spell duration. Despite being a move action, this attack is adjudicated as if it were a melee touch attack, with a reach of 20 feet, for purposes of hitting, etc. Each successful touch attack inflicts 5d6 of damage, with no save allowed

Finally, once during the spell duration the caster may choose to hurl the flames from his head with a vigorous snap of the neck. This creates a spray of fire similar to a burning hands spell only larger ( Cone shaped burst; 50 ft. Range ) except that it may be directed in any direction by the caster, even behind or straight up. This effect takes one swift action to perform. The damage inflicted is 1d6 per caster level (max: 15d6), unless a reflex saving throw is made. The spell ends if the fire is hurled in this manner.

Arcane Material Component: A small candle laced with sulfur and a wick made of the casters hair.

Fulgere

Invocation

Level: Sor/Wiz 6

Range: 30 ft.

Duration: One rnd/lvl

Area: Cone-shaped burst

Components V, S, M

Casting Time: 1 standard action

Saving Throw: Reflex half

Spell Resistance: Yes

This spell empowers the caster to fire white hot flames and sparks from his or her hands at will. These flaming sparks spew out as often as once per round, forming a cone thirty feet long from the casters hands. All creatures caught in the cone suffer 1d4 of damage per level of the caster (maximum of 15d4), with a reflex saving throw allowed for half damage. After the spell is cast, it only takes one round to call forth the sparks in any subsequent round, and this can be disrupted as if a spell was being cast. If this summoning is disrupted, the spell is not lost and the sparks may be called forth again in the next round. The caster may move normally in a round in which this power is used, but a spell may not be cast in any round in which the fulgere is used.

Arcane Material Component: A bit of volcanic rock.

Lightning Crown

Alteration

Level: Sorcerer/Wizard 6

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Duration: 10 min/lvl

Saving Throw: Reflex half

Spell Resistance: Yes

This spell crowns the caster's head with lightning. This spell manifests as a fizzling mass of sparks, with a long crackling bolt running halfway down the casters back.

This lightning in no way harms or hampers the spellcaster, although it is spectacular looking. The lightning makes it impossible for the caster to be stealthy or invisible during the spell duration.

Once per round during the spell duration, the caster may whip his head so that the lightning snaps out and attacks one target of his choosing. This is a spellcasting action, and may be interrupted, etc, although interrupting or disrupting this action does not end the spell. Making this attack likewise does not end the spell duration. This attack is adjudicated as if it were a ray attack, with a range of 50 feet, for purposes of hitting, etc. Each successful ray attack inflicts 10d6 of damage, with no save allowed

Finally, once during the spell duration the caster may choose to hurl the lightning from his head with a vigorous snap of the neck. This creates a bolt of lightning similar to a Lightning Bolt spell only larger ( 180 foot line ). This effect takes one swift action to perform. The damage inflicted is 1d6 per caster level (max: 15d6), unless a reflex saving throw is made.

The spell ends if the lightning is hurled in this manner.

Arcane Material Component: A bit of hair, twisted into a braid, and burned to char by a lightning strike.

Stoneblizzard

Invocation/Alteration

Level: Sor/Wiz 6

Components: V, S, M

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft/lvl)

Duration: 1 round + 1 round/2 levels

Area: 10ft. radius/5 levels

Saving Throw: None

Spell Resistance: Yes

This powerful spell causes a tremendous hail of stones to fall in the area of effect designated by the caster. In the round of casting,a huge billowing cloud of rockdust appears above the caster and then moves to the target area. On the round after it was cast, the Stoneblizzard begins. Stones begin to flurry down from the cloud, causing damage to everything beneath it. If cast indoors, the cloud will conform in height to the ceiling, and if this is less than 20 feet high the stones cause 2d6 of damage per round. If cast outdoors or in a large room, the cloud is 20 feet high and 2d8 of damage is inflicted each round. This damage is inflicted at the beginning of each successive round, so that spellcasting or other actions requiring concentration is impossible within the blizzard. It is possible to move out of the area of effect and otherwise take shelter from the stones while in the area of effect, but such shelter would need to be sturdy, indeed. As the fall of stones is continuous, anyone moving into the area of effect is immediately affected and takes the damage for that round. The caster is free to perform other actions during the duration of the spell.

Arcane Material Component: A handful of small gems, the whole being worth 1000 gold pieces, which are consumed in casting.

Painneedle

Evocation

Level: Sorcerer/Wizard 6

Range: Medium (100 ft. + 10 ft./lvl)

Duration: Instantaneous

Components: V, S, M

Area: One 5 foot square

Casting Time: 1 standard action

Saving Throw: None

Spell Resistance: Yes

A painneedle spell creates a tiny needle of shadow that darts from the pointing finger of the caster and deals 1d6 points of negative damage per caster level (maximum 10d6) to the occupant(s) of the chosen target square. In most cases, this is a single target creature (who may be larger than one square) but in some rare cases with small foes, may be more than one.

The caster points a finger and determines the height and distance to the square attacked by the painneedle. The painneedle shoots forth and moves to that spot, leaving a trail of darkness behind for a few seconds. This trail is very hard to spot in any conditions less than bright light. (+20 to Spot checks.) The painneedle may follow a curved path to avoid obstacles, but the caster must have line of sight to the target square.

If the caster attempts to send the painneedle through a small opening or narrow passage such as a peephole in a door, an arrowslit, or under a door, the caster must successfully hit the opening with a ranged touch attack, against an AC determined by the GM. A painneedle is able to inflict damage on non-living objects, and so might blast a hole in such an object.

Painneedle inflicts negative energy damage and no save may be made against that damage.

Arcane Material Focus: A small ebony needle inlaid with tarnished silver and engraved with special runes, costing at least 100 gold pieces to prepare.

Translocation

Divination/Alteration

Level: Sor/Wiz 6

Components: V,S

Casting Time: 1 standard action

Range: Long (200 ft. + 20 ft./lvl)

Duration: Instant

Area: Special (Caster)

Saving Throw: None

Spell Resistance: Yes (harmless)

This is a divination spell with a slightly different method of functioning than the traditional ones. Usually, divinations provide the caster with knowledge of or visions of an area. When the caster completes this spell he or she is instantly transported to the location desired, provided it lies within a Long range radius Once there it is assumed that the caster will be able to ascertain for themselves the status of the location. This spell requires no preknowledge of the destination nor does it provide any preknowledge to the caster. The actual translocation itself is completely safe and has no chance of harming the caster, although if the target area is hazardous the caster must brave these perils him or herself.

If a desired target area is already occupied the caster will arrive as near as possible to it, although this will not result in the caster traveling beyond the translocation limit. If the target area chosen is beyond the reach of the spell, it simply fails.

The target area need be designated in only the most general terms, such as,"Inside the Mayor's kitchen", or "Behind this door", or "Ten feet behind my stolen purse", "In the presence of my nearest companion" and so on.

This spell is completely blocked by any spells or other effects which serve to protect or prevent scrying of an area, such as Screen spells, False Vision, Mind Bar, etc.

In addition, the target area chosen must be unambiguous. Desiring to be transported to, "The nearest safe place.", when there are two places of safety possible at the same distance will cause the spell to fail as well. The spell will translocate the caster, his or her equipment and familiar, and up to one pound of non-living matter per level. This spell is used by far more non-diviners than most divination spells, as most diviners are not really the "Indiana Jones" types.

7th Level Spells

Aurasight

Level: Sor/Wiz 7

Components: V, S, M

Casting Time: 1 standard action

Range: Self

Duration: 5 rounds/lvl

Area: Line of sight within 60 feet

Saving Throw: None

Spell Resistance: Yes

This powerful divination grants the caster the ability to see the magical emanations, psionic powers, and the surface thoughts of creatures in the area of effect, as long as they can be seen by him. This spell functions exactly as a detect magic spell and as a detect thoughts spell, except that it cannot penetrate any thickness of opaque substance.

These abilities, as useful as they are, are actually side effects of this spells true purpose, which is the detection of the spells currently memorized by a spellcaster. Any spellcaster in range and visible may be examined.

For each spell level the target possesses, the caster makes a caster check (1d20 + your caster level, maximum +15). The DC for this check is 11 + the level of the spells. This spell does not directly tell the caster the targets level or how many levels of spells he or she possesses.

The caster may also evaluate the targets psionic powers by making a caster check (1d20 + your caster level, maximum +5). The DC for this check is 11 + the level of the powers.

In game terms, the referee rolls the caster check to detect spells or powers for each level of the targets abilities. Those levels on which the check fails grant no information. Those levels on which the check succeeds are noted. After all of the checks are made, the referee reads the names of all spells or powers of the levels seen by the caster to him, but does not tell him if any were missed, what any of the spells or powers do, or the levels of the spells and powers he has seen.

Additionally, in combat if the spellcaster forgoes other actions and observes an opposing spellcaster or psionicist he can automatically see the spell being cast before it goes off. Since the spell cannot be detected before casting is begun by the target the amount of warning is usually only minimal, but this allows counterspelling to be much more effective. Any spell or item which protects against mind reading or scrying will block the functioning of this spell. Finally, if this spell is used against a wary and forewarned individual, they are granted a will saving throw versus spell to reveal nothing.

Arcane Material Component: A tiny crystal bead.

Conjure Fundamental

Conjuration

Level: Sor/Wiz 7

Components: V, S, M

Casting Time: 1 minute

Range: Medium (100 ft. + 10ft./lvl)

Duration: 1 min/lvl

Area: Special

Saving Throw: None

Spell Resistance: Yes

This spell is similar to the 8th level Summon Monster except that instead of a Monster it summons a Fundamental of one of the four intangible fundaments, either Light, Dark, Life, or Death. The fundamental conjured has 21 hit dice and may be modeled closely upon an enhanced fire elemental. (Details to follow.). All other aspects of the spell are the same, including concentration for control, requirement for a mass of the fundament in question, etc. This spell will NOT bring a fundament of force, as that is a more difficult task.

Enduring Alacrity

Level: Sor/Wiz 7, Brd 6

Components: V, S

Casting Time: 1 full round

Range: Personal

Target: You

Duration: 24 hours

This spell increases any form of your movement (running. flight, swimming, etc) by 50 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

Fleshblight

Necromancy

Level: Sor/Wiz 7

Components: V, S, M

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./lvl)

Duration: Instantaneous

Area: Five ft. radius burst/2 levels

Saving Throw: Fortitude half

Spell Resistance: Yes

This powerful and deadly spell is greatly feared for it's crippling effects and enormous area of effect. This spell affects any creature, living or undead, which has flesh. It also affects flesh golems, although it only inflicts half damage.

Against any fleshly creature, the power of this dweomer acts to destroy the flesh of the being. This has the effect of inflicting 1d10 of negative energy damage per two levels of the caster (maximum 10d10), with a fortitude saving throw allowed to suffer only half damage. All creatures in the area of effect will be affected, as the death field created by this spell will penetrate most walls and structures to damage the inhabitants within. Any survivors of the spell will be terribly scarred unless some sort of magical healing is applied. Please note that this spell does inflict damage to plants, and will dissolve most plant life into a brittle dry mass.

Arcane Material Component: Flesh from a mummy.

Furnace Bones

Alteration/Necromancy

Level: Sor/Wiz 7

Components: V, S, M

Casting Time: 1 standar action

Range: Touch

Duration: 1 minute per level

Area: Creature touched

Saving Throw: Special

This terrible and dangerous spell is a dweomer of tremendous power. It converts the bones of the creature touched, who may be the caster, into pure elemental fire. This conversion lasts for one turn per level of the caster, but one of the most interesting effects of this spell is the fact that it allows the affected creature to switch it's bones from fire to bone and back at will. This conversion can be done as often as once per round and is instantaneous. A creature can convert it's bones and still move, attack, or spellcast normally.

While the creature's bones are fire, a number of interesting effects occur. To allow a being to survive furnace bones, the spell changes the rest of the body to a composition of mostly elemental fire. All of a creature's possessions are affected as well, and will be unharmed at spell expiration. While converted, the creature's body becomes translucent and glows a dull red-orange with the tremendous heat. In this translucent figure can be seen the dim yellow-white glare of the being's skeleton, shining up through it's flesh.

  • The creature's skin toughens, requiring magic weapons to harm. This grants damage reduction 5/magic.
  • The affected creature is completely immune to all flame damage, considering the hottest of fires to be a cool breeze.
  • Conversely, cold damage is reduced to one half, one fourth if a save is made, due to the tremendous internal heat.
  • The heat of the creature and it's possessions is so great that any being deliberately touching or grappling the recipient receives two points of fire damage per level of the caster, with no saving throw.
  • If the recipient creature attacks in melee, a touch with the bare hand will inflict 3d8 points of fire damage plus any strength bonuses the recipient may possess.
  • If the recipient creature attacks with a weapon, an additional 1d6 points of fire damage is added to every successful hit.
  • Lastly, any being which spends an entire round standing within ten feet of someone with Furnace Bones suffers 1d6 points of fire damage, make a fortitude save for half damage.

Some drawbacks of this spell is the fact that it is next to impossible to be stealthy while you have Furnace Bones, as the heat beating off of the recipient's skin can be felt up to fifty feet away. The recipient also glows and even the gentlest of contacts can set wood ablaze or kill the unwary. Entering a large body of water with Furnace Bones active is often fatal, since immersion while flaming causes the recipient to suffer two hit points of damage per level of the caster, with no saving throw! This action also quenches the spell and ends it. Note that it is possible to enter water normally during spell duration, simply by changing back to your normal form before doing so. Casting Furnace Bones on a powerful warrior is terrifying indeed!

Arcane Material Component: A large fire that the recipient must be immersed in. Bonfires do nicely, but a molotov cocktail will serve in a pinch. When this spell is first cast, the recipient (even if it is the spellcaster) must roll a saving throw versus spell. If this is successful, then the spell proceeds normally. If it is failed, then the recipient takes 2 points of damage per level of the caster and then the spell proceeds normally, if the recipient survived. If the spell recipient dies, the spell is wasted.

Greater Flight

Level: Sor/Wiz 7, Travel 7

Components: V, S, F/DF

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 1 min/lvl

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

The subject can fly at a speed of 120 feet (or 80 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at normal speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a greater fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Arcane Focus: A wing feather from a perigrine falcon.

Greater Mountainheart

Alteration/Abjuration

Level: Sor/Wiz 7

Components: V, S, M

Casting Time: 1 standard action

Range: Touch

Duration: One hour, plus two min/lvl

Area: The recipient

Saving Throw: Special

Spell Resistance: Yes

This spell is exactly similar to Mountainheart, except as above and as follows. The recipient is protected twelve points per level of the caster (maximum of 240 points), and will work anywhere as long as the recipient is touching stone, even if they venture outside.

Arcane Material Component: A diamond worth at least 1000 gold pieces.

Greater Spatial Endowment

Transmutation

Level: Sor/Wiz 7

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: 15 min/lvl (D)

Area: 1 medium humanoid creature, or 1 medium, large, or huge non-humanoid

Saving Throw: Will Negates

Spell Resistance: Yes

Greater Spatial Endowment is a more potent version of the spell Lesser Spatial Endowment. It is exactly the same as that spell except as noted above and as follows:

Greater Spatial Endowment allows a humanoid target grow up to three size classes larger. A non-humanoid may grow one or two size catagories larger to a maximum of Gargantuan. Any size change up or down takes only one action, no matter how many size categories are changed. Size Strength Bonus Dex Penalty Con Bonus Net AC Natural AC Bonus Size AC Penalty Bonus to Hit Added Facing Added Reach Added Move Large +4 -2 +2 +1 +3 -1 +1 +5 +5 +10 Huge +8 -2 +4 +2 +5 -2 +1 +10 +10 +20 Gargantuan +12 -4 +8 +3 +9 -4 +2 +15 +15 +20

Plumbumgaol

Enchantment/ Alteration

Level: Sor/Wiz 7

Components: V, S, M

Casting Time: 1 standard aciton

Range: Long (200 ft. + 20ft./lvl)

Duration: 1 min/lvl OR 1 rnd/lvl

Area: 30 ft burst radius/1 to 6 corporela creatures

Saving Throw: Will partial

This spell ensnares and immobilizes from one to six creatures, as long as they have a corporeal form. It does not stop the functioning of innate powers or granted abilities that do not require movement, nor will it prevent creatures from assuming gaseous form or shifting planes, etc. When the spell is first cast, any creatures affected must make a saving throw, modified by the number being affected. Five or six save normally, three or four save at -1, two creatures save at -2, and one creature saves at -4. If this save is failed, the creature is Held for one minute per level of the caster. If this save is made, then the creatures are slowed for one rnd/lvl of the caster, instead. Large creatures count as two for the purpose of determining saves against this spell. Huge creatures count as three, while gargantuan creatures count as six.

Arcane Material Component: A set of shackles made of hammered gold and lead, costing at least 100 gold pieces per set. One set is required per creature to be affected. During casting these are consumed.

Psychesturm

Divination/Evocation

Level: Sor/Wiz 7

Range: Long (200 ft. + 20ft./lvl)

Duration: One rnd/lvl

Area: Special

Components: V, S, M

Casting Time: 1 standard action

Saving Throw: None

Spell Resistance: No

Another of the mind destroying spells left over from the Psyche Wars, this is a vastly powerful dweomer within it's limited intent. The spell creates a storm of magical energy in the ether which is sensitive to the presence of mental powers. Any psionic caught in the area of effect suffers damage, with no saving throw. The area of effect is unusual in that it begins as a ten foot diameter sphere. At the beginning of the second round of the spells duration, the radius expands to ten feet, or twenty feet in diameter. After that, at the beginning of each round, the radius expands another ten feet, to twenty feet, or forty feet in diameter. In the fourth round the radius expands to thirty feet, then forty the next, etc. The radius expands and damage is inflicted at the beginning of each round. The magic is completely harmless to anyone or anything with no mental powers, but is lethal to those who do. The damage the spell inflicts to psioncs is tremendous, starting at a base of 10d6 with no save. If a psionic stays inside the area of effect, they suffer damage each round they remain, but the intensity of the damage decreases as long as they do not move along with the wavefront of the expanding area of effect. The damage inflicted each round begins at 10d6 in the area which the spell has just expanded into.

The damage decreases by one d6 per round in each area after the expansion has passed on. As a result, near the end of the spell duration, there is an area in the center of the area of effect that is no longer taking damage, while the outer edge is still inflicting 10d6 of damage. For example, a fifteenth level wizard casts a psychesturm on a building suspected of housing a nest of mind snakes, secure in the knowledge it will do no harm to any innocent bystanders. In the first round of the spell's duration, a ten foot sphere inflicts 10d6 of damage on any psionics in it. At the very beginning of the second round, the area of effect expands to twenty feet in diameter. The original ten foot diameter area inflicts 9d6, while the new area of effect inflicts 10d6 to any psionics in it. At the very beginning of the third round, the area of effect expands to forty feet in diameter, with 8d6 inflicted in the original ten foot area, 9d6 inflicted in the twenty foot diameter area, and ten d6 in the forty foot ring. In the fourth round, the area of effect reaches sixty feet in diameter, and the original area inflicts 7d6, the twenty foot ring inflicts 8d6, the forty foot ring inflicts 9d6, and the new sixty foot ring inflicts 10d6. This continues until the spell expires. Any psionic caught anywhere near the center of the area of effect obviously must flee or be burned into ash by the energies of the spell. The dweomer was designed for use against powerful psychics and demons, and was meant to flush them out of cover by forcing them to flee.

Arcane Material Component: A crystal ball worth at least 2000 gold pieces.

Stonewind

Alteration/ Invocation

Level: Sor/Wiz 7

Components: V, S, M

Casting Time: 1 standard action

Range: 30 ft per level

Duration: 1 round

Area: 20 ft. wide gust of servere wind emanating out from you to the extreme range.

Saving Throw: Special

When this spell is cast it creates a powerful blast of wind similar to a Gust of Wind spell, except as above and as follows. It is twice as strong as a Gust of Wind and automatically extinguishes all flames in it's area of effect, no matter the size. It moves small flyers back 2d6 times ten yards, pushes man sized creatures back 1d6 times ten yards, and holds larger creatures motionless if they try to move into the wind. Anything in the path of the wind that is not fastened down or holding on is blown away, wagons, small huts, dogs, cats, whatever. In addition, the power of the dweomer fills the wind with a multitude of fist sized stones, which fly along on the teeth of the gale. These stones inflict 1d4 of damage per level of the caster to everything in the area of effect. The only way to gain a reflex save versus this damage is to actively seek cover behind something sturdy enough to ward off the stones, in which case the victims may save for half damage. The stones vanish after the spell expires. During the round that this spell lasts, any creature which enters the area of effect receives the full affects of the spell.

Arcane Material Component: A handful of beans and gravel.

Volcano Sphere

Evocation

Level: Sor/Wiz 7

Components: V, S, M

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./lvl)

Duration: 1 rnd/lvl

Area: 5 foot radius sphere

Saving Throw: Reflex partial

Spell Resistance: Yes

This spell is a much more powerful version of the second level Flaming Sphere spell and is exactly similar to it except as detailed above and as follows. The sphere created can be moved as fast as a man can walk (60 ft per round) and will readily cross obstacles up to eight feet in height. The heat generated is truly enormous, and all flammables within ten feet will ignite and any flammables actually touched by the sphere will be blasted to ashes immediately. Creatures actually contacted by the sphere suffer 8d8 of fire damage while those within ten feet suffer 4d6 of fire damage.

The targets in the same square as the sphere are allowed to make a reflex saving throw to negate the 8d8 fire damage. If they save, they take the 4d6 fire damage from the peripheral heat. Targets within 10 feet of the sphere may make a reflex saving throw for half damage.

Arcane Material Component: A ruby worth at least 100 gold pieces.

Yngvars Body Golem

Necromantic

Level: Sor/Wiz7

Components: V, S, M

Casting Time: 7

Range: Personal

Duration: 1 hour/lvl

Area: The caster

Saving Throw: None

Spell Resistance: Yes (harmless)

This is a truly bizarre and powerful dweomer, indeed. By casting this spell upon himself, the caster turns his body into an eldritch construct which is invulnerable to most harm and can be manipulated to perform feats impossible by any normal standard.

The first effect body golem grants is protection from physical harm similar to that provided by a stoneskin spell, but instead of attacks bouncing off the caster's skin, they seem to pierce him normally, although there is no blood and the caster cannot feel them.

The caster gains damage reduction 10/adamantine (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 200 points), this ability is discharged.

A stoneskin cast prior to body golem will still work and will protect the caster before the body golem begins to. If cast after the body golem, then the Golem protects first and then the stoneskin begins. Also, the Body Golem is fully compatible with the Tensers' Transformation spell.

Another effect of a Body Golem is the fact that the caster may, at will, dismember himself without harm and still retain full control of all of his parts. For example, while under a body golem it is perfectly possible for the caster to pull off his left arm at the shoulder, hold it by the biceps, and reach up to a tall shelf to retrieve a book. It is also easy to scratch your back. Alternatively, the caster can pull off an ear, stick it on a crossbow quarrel and shoot it into a window to eavesdrop. If the caster pulls out his tongue and tastes with it, he can tell when he tastes a poison, but as long as he doesn't put his tongue back in it won't effect him. It's a simple matter to pull off a leg and use it as a stepladder. The old "Headless Horseman" gag is a perennial favorite. The possibilities are endless.

It is also possible for the caster to remove portions of himself and reassemble them separately, in order to construct scouts, open doors from a distance, etc. The most common way of doing this is to remove a leg and place an eye and an ear on it. The leg is able to hop about at half normal movement rate, separate from the caster's body, but still under his total control. Sometimes an arm is also attached, to hold things, and rarely the mouth is sent along, to speak command words, etc. Any attacks on a detached portion have to hit an AC of ten, and do count against the limit the spell will protect against. Lastly, the caster can use pieces of himself as weapons. Individual fingers can be pulled off and thrown up to 90 feet to inflict 1d8 points of damage, with no to-hit roll required. This can be done once per round and the caster must still have at least two fingers left in order to pull off a finger and throw it. If an entire hand is plucked free and hurled with force, it will burst into fragments upon impact and inflict 2d8 hit points to all creatures within a ten foot radius. This can be done once, obviously, and the maximum range is 90 feet. The caster can pull free a forearm and bludgeon with it, rolling to hit normally. Each hit inflicts 1d8 points of damage. Using an entire arm as a weapon is also possible, in which case the caster does 2d8 points of damage on a successful hit. Ultimately, the caster can pull off a leg and use it in both hands. In this case each successful strike causes 4d8 points of damage and the caster is reduced to half movement rate. The spell helps the caster compensate for missing limbs, so that "Dex" rolls are not required to hop on one leg, etc. Note that only the caster may remove body parts, others cannot.

Any body parts can be reattached to the caster by himself, at will, as long as he still has possession of it. The spell ends either when the time expires, it has absorbed all of the attacks it is able to, or the caster desires it. Upon spell expiration the caster is made whole again, no matter how many parts he has divided himself into. Spell casting requires both hands and all of your fingers, but is otherwise not hampered by this spell.

Arcane Material Component: A living flatworm.

8th Level Spells

Conjure Tangible Fundamental

Conjuration

Level: Sor/Wiz 8

Components: V, S, M

Casting Time: 1 minute

Range: Medium (100 ft. + 10ft./lvl)

Duration: 1 min/lvl

Area: Special

Saving Throw: None

Spell Resistance: Yes

This spell is similar to the 9th level Summon Monster except that instead of a Monster it summons a Fundamental of one of the four tangible fundaments, either Fire, Stone ,Water , or Air . The fundamental conjured has 26 hit dice and may be modeled closely upon an enhanced elemental of the similar description. (Details to follow). All other aspects of the spell are the same, including concentration for control, requirement for a mass of the fundament in question, etc. This spell will NOT bring a fundament of force, as that is a more difficult task.

Consumptum Feurium Magnifica

Necromancy/Evocation

Level: Sor/Wiz

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Duration: Instant or 1 min/lvl

Area: 20 foot radius

Saving Throw: Special

Spell Resistance: Yes

This spell calls forth a tremendous blast of magical fire which is powered by life force, either the caster's life force or the life force of others slain by it.

To trigger this blast of consuming fire, two options may be chosen. If the first option is chosen, the fireball erupts as soon as the spell is cast. In the second, the magic is placed upon the caster and will remain there for the spell duration unless it is triggered. The only way to trigger this blast is if the caster is reduced to zero or fewer hit points while the spell is in effect. In this instance, the caster's hit points are "frozen" at zero until the damage is rolled and the number of casualties is known, so that the spell's effects can be calculated as shown below. Any excess damage to the caster is lost. If it is not triggered the spell is lost.

The blast of fire is spherical and centered on the caster, as the flames burst forth from his or her body. The damage caused by the blast is 1d6 per level of the caster. All people caught in the blast radius may make a will save for half damage. The caster may or may not receive a saving throw and may or may not receive damage. If no figure is killed ( reduced below zero hit points) by the blast the spell takes it's power from the caster. In this case the caster takes full damage with no save and with no possible defense by magic item or spell.

If one other living creature is killed, then the caster is allowed to save for half damage and all magical protections will serve as normal. Please note that destroying undead or constructs with this spell does not count as slaying living creatures!

If two living creatures are killed, then the caster takes no damage from this spell whatsoever, he and all of his belongings being immune to all effects. This amount of life energy will fully power the fireball, but additional lifeforce is also used by this fell dweomer.

If three or more creatures are slain by this spell, the excess life energy is channeled into the caster. Beginning with the third creature slain, each lifeforce adds Id6 of hit points to the caster, i.e., if three die, Id6, if four die, 2d6, etc... This vampiric effect will not raise the caster above his or her normal maximum hit points. If additional lifeforce still exists after the caster is fully healed, then the final effects of the spell are empowered.

If one to four being's lifeforces are in excess, the spell caster immediately gains the use of a dimension door if he desires it. If five to ten are in excess then either a dimension door or a teleport may immediately be used. If eleven or more are slain in excess, then a teleport without error or a plane shift may be used.

For example, a powerful necromancer foolishly enters an orcish citadel and finds himself overrun by sheer numbers. Trapped by an enormous horde of ores crying for his blood, the necromancer is glad he had cast Consumptum Feurium Magnifica before entering. As he falls, pierced at last by Orcish spears, the consuming fire is unleashed. There are 34 ore warriors caught in the blast and the sixteen d6's of damage is easily enough to kill them all. The first two life forces power the spell. The referee begins rolling d6's and adding them to the necromancer's hit point total. After seventeen rolls, the mage is completely healthy. This leaves fifteen excess life energies, which are easily enough to power a teleport without error, which the shaken necromancer uses to return to his home feeling lucky to have escaped such a close call.

This spell has a strong component of necromancy of the blackest sort, and many users have felt the stolen life force as an uncomfortable burden after use of this spell.

Arcane Material Component: Either a ruby worth at least 1000 gold pieces or the heart of a sentient creature.

Deathneedle

Evocation

Level: Sorcerer/Wizard 8

Range: Medium (100 ft. + 10 ft./lvl)

Duration: Instantaneous

Components: V,S,F

Area: One 5 foot square

Casting Time: 1 standard action

Saving Throw: None

Spell Resistance: Yes

A deathneedle spell creates a tiny needle of shadow that darts from the pointing finger of the caster and deals 1d6 points of negative damage per caster level (no maximum) to the occupant(s) of the chosen target square. In most cases, this is a single target creature (who may be larger than one square) but in some rare cases with small foes, may be more than one.

The caster points a finger and determines the height and distance to the square attacked by the deathneedle. The deathneedle shoots forth and moves invisibly to that spot. The deathneedle may follow a curved path to avoid obstacles, but the caster must have line of sight to the target square.

If the caster attempts to send the deathneedle through a small opening or narrow passage such as a peephole in a door, an arrowslit, or under a door, the caster must successfully hit the opening with a ranged touch attack, against an AC determined by the GM. A deathneedle is able to inflict damage on non-living objects, and so might blast a hole in such an object.

Deathneedle inflicts negative energy damage and no save may be made against that damage.

Arcane Material Focus: A small charred ebony needle inlaid with tarnished silver and black iron, engraved with special runes, costing at least 1000 gold pieces to prepare.

Glassteel

Transmutation

Level: Sor/Wiz 8

Components: V, S, M

Casting Time: 1 action.

Range: Touch

Target: 10 lbs. of glass or crystal/lvl

Duration: Permanent

Saving Throw: None

Spell Resistance: None

The glassteel spell turns normal, nonmagical crystal or glass into a transparent substance that has the tensile strength and unbreakability of actual steel (Hardness 10, 30 HP/inch of thickness) but retains the color, transparency, and weight of the starting object. If an extraordinary crystal or glass such as diamond, sapphire, or otherwise exceptional material is used as the source, then the spell ADDS ten hardness and 30 hit points per inch to the materials starting values. Only a relatively small volume of material can be affected (a maximum weight of 10 pounds per level of experience of the spellcaster ). If the glass to be affected is not a single object, it cannot form more than 1 object per level of the caster if the pieces weigh more than a pound, or ten objects per level of the caster if the pieces weigh less than a tenth of a pound. Spells that affect metal or iron (such as heat metal or rusting grasp) do not function on glassteel. Spells that affect glass (such as shatter) do affect glassteel. Using this spell with a glass-related Craft check, the character can fashion glass items that function as steel items. Thus, glass armor and glass swords can be created that are as durable or more durable as their normal, steel counterparts. Glassteel items can be further enchanted just as steel items can be.

Arcane Material Component: A small piece of glass and a small piece of steel.

Greater Translocation

Divination/Alteration

Level: Sor/Wiz 8

Components: V,S

Casting Time: 1 standard action

Range: The current plane

Duration: Instant

Area: Special (Caster)

Saving Throw: None

Spell Resistance: Yes (harmless)

This spell is identical to Translocation in all respects except as noted above and in the fact that there is no limit to the distance involved. Any target area in the world can be reached, but it is impossible to travel the planes with this spell. Note: Trips to explore the Sun or the Stars are usually bad for the caster's health!

Major Globe of Invulnerability

Abjuration

Level: Sor/Wiz 8

Components: V, S, M

Casting Time: 1 standard action

Range: 10 ft.

Duration: 1 rnd/lvl (D)

Area: 10-ft.-radius spherical emanation, centered on you

Saving Throw: None

Spell Resistance: No

This spell is similar to the lower level globe spells except that it screens out all spells of 1st, 2nd, 3rd, 4th, and 5th levels.

Arcane Material Component: A highly polished bead fashioned out of a gemstone, worth at least 1000 gold. This shatters and is destroyed at the expiration of the spell.

Thundermane

Alteration

Level: Sorcerer/Wizard 8

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Duration: 10 min/lvl

Saving Throw: Special

Spell Resistance: Yes

This spell crowns the caster's head with lightning. This spell manifests as a fizzling mass of lightning standing several feet up from the casters head, with a mass of long crackling bolts running down the casters back to the ground.

This lightning in no way harms or hampers the spellcaster, although it is spectacular looking. The lightning makes it impossible for the caster to be stealthy or invisible during the spell duration. Indeed, the snarling crackle of the lightning grants +10 on Spot or Listen checks made against the caster.

Once per round during the spell duration, the caster may whip his head so that the lightning snaps out and attacks one target of his choosing. This is a spellcasting action, and may be interrupted, etc, although interrupting or disrupting this action does not end the spell. Making this attack likewise does not end the spell duration. This attack is adjudicated as if it were a lightning bolt spell, with a range of 80 feet, for purposes of hitting, etc.

Each successful lightning bolt inflicts 10d6 of damage, with a reflex save allowed for half damage.

Finally, once during the spell duration the caster may choose to hurl the lightning from his head with a vigorous snap of the neck. This creates a massive storm of lightning similar to a Lightning Bolt spell only far larger ( 120 foot cone ). This effect takes one swift action to perform. The damage inflicted is 1d6 per two caster levels (max: 10d6) of lightning, and 1d6 per two caster levels (max 10d6) of sonic damage. All creatures in the area of effect are allowed two saving throws, a Reflex save against the lightning and a Fortitude save against the sonic damage. If either or both of these saves is successful, they take half damage from both effects.

The spell ends when the lightning is hurled in this manner.

Arcane Material Component: A bit of hair, twisted into a braid, and burned to char by a lightning strike.

9th Level Spells

Bruxism

Enchantment/Charm

Level: Sor/Wiz 9

Components: V, S, M

Casting Time: 1 standard action

Range: Close (15 ft. + 5 ft./2 levels)

Duration: 1 rnd/lvl

Area: 1-4 creatures, no two creatures can be more than 40ft. apart

Saving Throw: None

Spell Resistance: Yes

This spell immobilizes from one to four creatures of any type in the spell area that the caster can see. Creatures are automatically affected, without saving throw. The spell afflicts the creatures with an unbreakable compulsion to remain motionless, and if they do so they are considered to be held.

If they wish, they may still attempt to take actions, in which case they may, but are considered to be slowed as the spell and are afflicted with a thousand small uncontrollable body ticks and reactions, which make Spell casting impossible, speech thick and slurred, a reflex saving throw is required every time movement is attempted or the victim falls over, and sneaking, climbing, flight or any other kind of graceful action is impossible. In addition, in any round in which actions are taken, the bruxism inflicts damage upon the victim. Note that if a creature takes an action, suffers the damage, waits several rounds and then does another action, it still takes damage for taking a second action, not for another first action. The first round in which an action is taken, the victim suffers 2 points. The second round it is four points, the third time it is eight points, the fourth sixteen, etc. until the creature desists or dies. There is no limit to the damage which this spell can inflict, so it will either stop a creature or kill it.

Arcane Material Component: A handful of iron spikes.

Conjure Force Fundamental

Conjuration

Level: Sor/Wiz 9

Components: V, S, M

Casting Time: 1 minute

Range: Medium (100 ft. + 10ft./lvl)

Duration: 1 min/lvl

Area: Special

Saving Throw: None

Spell Resistance: Yes

This spell is similar to the 9th level Summon Monster except that instead of a Monster it summons a Fundamental of Force, the Unitary Fundament. The fundamental conjured has 30 hit dice and may be modeled loosely upon an enhanced air elemental. (Details to follow). All other aspects of the spell are the same, including concentration for control, requirement for a mass of the fundament in question, etc. This spell will NOT bring a fundament of force, as that is a more difficult task.

Ghosthowl

Invocation/Enchantment

Level: Sor/Wiz 9

Components: V,S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: 1 hour/lvl

Area: 10 ft. spread/lvl

Saving Throw: Special

This potent spell fills the ether with a massive mental scream, a tidal wave of ethereal noise. All ethereal and incorporeal creatures caught in the area of effect are considered stunned unless they suceed in a Fortitude save each round, in which case they are considered to be nauseated for the round they made their save. They have to re-roll their save every round they remain within the area of effect of the Ghosthowl. Such creatures usually flee the area of the Ghosthowl as soon as they are able.

A Ghosthowl may be cast upon an area, in which case the area of the spell effect is immobile, or it may be cast upon the casters person, in which case the area of effect moves with him. Note that it is possible for high leveled casters to maintain a constant Ghosthowl if the rememorize the spell every day. Ghosthowl effects do not stack if more than one is cast in the same area of effect.

Note that a creature which has the ability to be ethereal or incorporeal but is not currently using that ability is fully affected by this spell. This includes spell-like abilities, feats, memorized but uncast spells, items, and any other method of becoming ethereal or incorporeal. Wise casters are advised to check their memorized (or in the case of Sorcerors, known) spells before casting a Ghosthowl! Similarly, owners of ghost touch items, rings of blinking, and similar devices should be cautious of the Ghosthowl.

Psionic creatures which are within the area of effect that are not ethereal or incorporeal are also effected. They suffer all of the effects of the catapsi power, without benefit of save, as long as they remain within the Ghosthowl. In addition, they must roll a Will save each round they are within the Ghosthowl. If they fail, the terrible ethereal howling fills their mind via the conduit of their psionic powers and power pool and they are considered to be nauseated. If they succeed, they may act normally, but for every power point they expend (note the reduction caused by the catapsi effect) they also suffer one hit point of damage.

Creatures that are not ethereal, incorporeal, or psionic suffer no ill effects from a Ghosthowl, but they may notice a faint keening at the very edges of their sensorium while in the area of effect.

Casting a Ghosthowl is ten percent likely per day to attract the attention of some denizen of the Ethereal Plane, but given the dire effects of the spell upon such denizens, it is unlikely they would choose to directly trouble the caster of such a fell dweomer.

Gift of the Rider

Level: Sor/Wiz 9

Components: V, S

Casting Time: 1 full round

Range: Touch

Target: Creature Touched

Duration: 24 hours

This spell increases any form of the target's movement (running. flight, swimming, etc) by 50 feet. This adjustment is treated as an arcane bonus, so spells which grant an enhancement bonus to movement will stack with this spell. As with any effect that increases speed, this spell affects your jumping distance (see the Jump skill).

Grand Transposition

Divination/Alteration

Level: Sor/Wiz 9

Components: V,S

Casting Time: 1 full round

Range: One creature/5 levels, no two may be more than 60ft apart

Duration: 1 min/lvl

Area: Special

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

This powerful spell is the last of the Translocation spells. It is similar to Translocation except as above and as noted. This spell empowers the caster to translocate himself and others. For every five levels of the caster, one additional person and their equipment may be transported. In addition, up to ten pounds of non-living matter per level of the caster may be transported. The range of the translocation is one mile per level of the caster. Finally, the spell is not exhausted by only one translocation. For every five levels of the caster one translocation may be made as long as the duration of the spell is still in effect. As long as the spell is in effect, each translocation can be triggered in only one standard action, no more than once per round. Each translocation is a separate event and may include different persons or destinations. Each is regarded separately as regards weight, range, and number of persons translocated. Any translocations not used by the end of the spell duration are lost. If the target area is too small to contain all that is being translocated the non-living matter is left behind first. If the area is too small for all of the people to fit, then random members are left behind. ( The caster always goes, however!) If not even the spellcaster can fit that translocation fails and is lost, but any additional uses are not affected.

Perfect Spatial Endowment

Transmutation

Level: Sor/Wiz 9

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Duration: 15 min/lvl (D)

Area: 1 medium humanoid creature, or 1 medium, large, huge or gargantuan non-humanoid.

Saving Throw: Will Negates

Spell Resistance: Yes

Perfect Spatial Endowment is the most potent version of the spell Lesser Spatial Endowment. It is exactly the same as that spell except as noted above and as follows:

Perfect Spatial Endowment allows a humanoid target to grow up to four size classes larger. A non-humanoid may grow up to three size categories larger to a maximum of Colossal. Any size change up or down takes only one full action, no matter how many size categories are changed. Size Strength Bonus Dex Penalty Con Bonus Net AC Natural AC Bonus Size AC Penalty Bonus to Hit Added Facing Added Reach Added Move Large +4 -2 +2 +1 +3 -1 +1 +5 +5 +10 Huge +8 -2 +4 +2 +5 -2 +1 +10 +10 +20 Gargantuan +12 -4 +8 +3 +9 -4 +2 +15 +15 +20 Colossal +16 -4 +12 +4 +16 -8 +3 +25 +25 +30

Skyshard

Invocation

Level: Sor/Wiz 9

Components: V, S, M

Casting Time: 1 standard action

Range: Long (200 ft. + 20 ft./lvl)

Duration: Instantaneous

Area: 10 ft. radius/lvl

Saving Throw: Special

This spell calls down shattered fragments of the sky, which rain down into the area of effect. The spell must be cast under the sky to be effective. All creatures in the area of effect suffer 1d6 of damage per two levels of the caster, with a saving throw for half damage. All buildings and structures in the area of effect suffer one point of structural damage per level of the caster as well. In addition, up to nine larger shards may be called forth if desired by the caster. These larger shards may be directed at as many targets as there are shards, no more than one per target. Creatures struck by these large shards suffer 1d6 of damage per two levels of the caster, with no save allowed. If they are directed at structures or buildings, they inflict 1d3 points of structural damage per two levels of the caster. This damage is in addition to the damage inflicted by the small shards called by the spell.

Arcane Material Component: A diamond of at least 5000 gp value.

Superior Flight

Level: Sor/Wiz 9, Travel 9

Components: V, S, F/DF

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 10 mins./lvl

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

The subject can superior flight spell at a speed of 150 feet (or 100 feet if it carries a medium or heavy load). It can hover, ascend at normal speed and descend at double speed, and its maneuverability is perfect. Using a superior flight spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a superior fly spell can charge or even run, but it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic protects the subject. The subject drops to the ground as though falling, but takes no damage upon landing. Since dispelling a spell effectively ends it, the subject also descends in this way if the superior flight spell is dispelled, but not if it is negated by an antimagic field.

Arcane Focus: A wing feather from a celestial perigrine falcon.

Wrack

Alteration

Level: Sor/Wiz 9

Components: V, S, M

Casting Time: 1 full round

Range: Medium (100 ft. + 10 ft./lvl)

Duration: Instant

Area: 10 ft. radius/lvl

Saving Throw: Special

This awesomely powerful spell has a fairly simple effect. Every rigid, breakable object in the area of effect is broken. This includes building beams, swords, bones, trees, stones, etc. In game terms, all buildings in the area of effect suffer 1d2 points of structural damage per level of the caster, with extremely large structures possibly suffering this damage to each part of the structure. Most creatures with breakable parts, such as bones, teeth, or chitin, suffer 1d4 points of force damage per level of the caster (maximum 20d4), with a fortitude saving throw allowed for half damage. This damage cannot be stopped by cover, as the eldritch forces which break bones come out of the ether itself. All breakable items in the area of effect which are not carried by a character or of extraordinary nature is assumed to be broken, with magic or unusual items allowed a save against crushing blow. Items carried by characters who have made their own saving throws are automatically protected. Items of a soft or pliable nature, such as cloth, earth, or rubber, are completely unaffected by this spell.

Arcane Material Component: A heavy crystal rod, specially prepared and costing at least one hundred gold pieces.