Spells

Aspect of the Beguiler
Aspect of the Brute
Aspect of the Dancer
Aspect of the Elder
Aspect of the Scholar
Aspect of the Survivor
Aura Imajika
Baleful Pathos
Baleful Pathos, Major
Baleful Pathos, Minor
Benevolent Pathos
Benevolent Pathos, Major
Benevolent Pathos, Minor
Blackout
Casual Flight
Controlled Ignition
Dark Forces
Dark Phenomena
Deific Smiting
Deny Heresy
Detect Devotion
Divine Protection

Facsimile
Faranx Barrier
Fell-light Bow
Fell-light Bow, Dire
Formless Knife
Gazae Barrier
Hex Ball
Icicle Lancet
Illusion Arts
Illusion Arts, Greater
Illusion Arts. Superior
Illusory Object
Illusory Object, Mass
Imbuement
Mage's Glue
Magic Circle against Heretics
Motive Force
Nightmare Reality
Perfect Storm, The
Polymorphic Trick
Rejuvenate Critical Wounds
Rejuvenate Light Wounds

Rejuvenate Minor Wounds
Rejuvenate Serious Wounds
Rejuvenate Moderate Wounds
Righteous Presence
Sacred Speech
Sanctify Site
Shapeshifting I
Shapeshifting II
Shapeshifting III
Shapeshifting IV
Shapeshifting V
Singing Sword
Soul Shards
Stone Eruption
Tree
Tree, Black
Tree, White
Vampire Syndrome
Voice Amplification
Vox Fri
Walk in Twilight
Winged Flight

Aspect of the Beguiler
Transmutation

Brd 1, Clr 1, Drd 1, Ibn 1, Inv 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target gains a +2 enhancement bonus to all Charisma checks and checks on check related skills. The target also treats its Charisma score as if it were subject to a +4 enhancement bonus for the purposes of starting reactions.

Material Component: A drop of cherry or vanilla extract.

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Aspect of the Brute
Transmutation

Brd 1, Clr 1, Drd 1, Ibn 1, Inv 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target gains a +2 enhancement bonus to all Strength checks and checks on related skills. The target also treats its Strength score as if it were subject to a +4 enhancement bonus for the purposes of carrying capacity.

Material Component: A piece of steak and a bit of potato

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Aspect of the Dancer
Transmutation

Brd 1, Clr 1, Drd 1, Ibn 1, Inv 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target gains a +2 enhancement bonus to all Dexterity checks, checks on related skills, and initiative.

Material Component: A vial of sugar water

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Aspect of the Elder
Transmutation

Brd 1, Clr 1, Drd 1, Ibn 1, Inv 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target gains a +2 enhancement bonus to all Wisdom checks and checks on related skills.

Material Component: A slice of uncooked carrot

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Aspect of the Scholar
Transmutation

Brd 1, Clr 1, Drd 1, Ibn 1, Inv 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target gains a +2 enhancement bonus to all Intelligence checks and checks on related skills.

Material Component: A bit of fish

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Aspect of the Survivor
Transmutation

Brd 1, Clr 1, Drd 1, Ibn 1, Inv 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target gains a +2 enhancement bonus to all Constitution checks and checks on related skills. The target also treats its Constitution score as if it were subject to a +4 enhancement bonus for the purposes of how long they can hold their breath, run or any other endurance related activity.

Material Component: A chunk of iron in the shape of a man

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Aura Imajika
Transmutation
Brd 0, Ibn 0, Wiz/Sor 0
Components: --
Casting Time: 1 standard action
Effect: An aura of power that surrounds the caster
Duration: 1rnd/level
Saving Throw: None
Spell Resistance: No

You exude a visible aura the color and relative shape of your choosing that clings close to your body and makes you more imposing. You gain a +2 to intimidate checks.

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Baleful Pathos
Enchantment (Compulsion) [Mind-affecting]
Brd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One or more living creatures within a 15ft. radius
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes

This spell arouses a single negative emotion of the character's choice in the subjects. The character can choose any one of the following versions:

Panic: The target sees everything around him as threatening and overwhelming. The affected creatures become panicked. If cornered, a panicked creature begins cowering.

Despair: Grief and hopelessness wash over the targets. Each affected creature takes a -2 morale penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Hatred: The affected creatures react more negatively toward others. Their attitude shifts to unfriendly. If they are already unfriendly, they become hostile.

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Baleful Pathos, Major
Enchantment (Compulsion) [Mind-affecting]
Brd 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One or more living creatures within a 15ft. radius
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes

This spell arouses a single negative emotion of the character's choice in the subjects. The character can choose any one of the following versions:

Terror: The fear you instill in the targets is too much for their mind to take. The affected creatures become paralyzed with fear.

Depression: Each affected creature becomes nauseated by their overwhelming depression

Bloodlust: The affected creatures automatically attack the nearest creature.

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Baleful Pathos, Minor
Enchantment (Compulsion) [Mind-affecting]
Brd 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One or more living creatures within a 15ft. radius
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes

This spell arouses a single negative emotion of the character's choice in the subjects. The character can choose any one of the following versions:

Fear: You instill a healthy dose of fear within the target. The affected creatures become frightened.

Unhappiness: The affected creatures become distracted by unhappy thoughts, in this state, the creatures take a -1 morale penalty on attack rolls, and skill checks.

Disdain: The affected creatures react more negatively toward others. Their attitude shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile).

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Benevolent Pathos
Enchantment (Compulsion) [Mind-affecting]
Brd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One or more living creatures within a 15ft. radius
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes

This spell arouses a single positive emotion of the character's choice in the subjects. The character can choose any one of the following versions:

Resolve: You instill a sense of bravery in the affected creatures, granting them a +4 morale bonus against fear effects and compulsions. If a subject is under the influence of a fear effect when receiving the spell, that effect is ended.

Joy: You fill the target with a sense of wellbeing and self confidence. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Allegiance: The affected creatures react more positively toward others. Their attitude shifts to friendly unless they are in combat. If they are already friendly, they become helpful.

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Benevolent Pathos, Major
Enchantment (Compulsion) [Mind-affecting]
Brd 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One or more living creatures within a 15ft. radius
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes

This spell arouses a single positive emotion of the character's choice in the subjects. The character can choose any one of the following versions:

Steadfastness: You instill a sense of supreme bravery in the affected creatures, rendering them immune to fear effects and compulsions. If a subject is under the influence of a fear effect when receiving the spell, that effect is ended.

Ecstasy: The enchanted creatures gain a +4 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls as their current course of action gives them immense, almost sexual pleasure.

Adoration: The affected creatures react more positively toward others. Their attitude shifts to friendly unless they are in combat, in which case, they stop fighting, and become indifferent.. If they are already friendly, they become helpful. Any character that is already helpful toward the character becomes devoted to the character in a platonic or romantic way as determined by previous relationship.

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Benevolent Pathos, Minor
Enchantment (Compulsion) [Mind-affecting]
Brd 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One or more living creatures within a 15ft. radius
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes

This spell arouses a single positive emotion of the character's choice in the subjects. The character can choose any one of the following versions:

Bravery: You instill a sense of bravery in the affected creatures, granting them a +4 morale bonus against fear effects.

Happiness: The affected creatures become bolstered with feelings of joy and peace, in this state, the creatures gain a +1 morale bonus on attack rolls, and skill checks.

Respect: The affected creatures react more positively toward others. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally.

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Blackout
Evocation [Darkness]

Brd 2, Clr 3, Inv3, Sor/Wiz 3
Components: V, M/DF
Casting Time: 1 standard action
Area: 20ft sphere
Target: Object touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No

This spell causes a 20ft sphere of perfect darkness to spring into being. Any creatures or objects within are effectively blind and invisible while within this sphere.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

Blackout counters or dispels any light spell of equal or lower spell level.

Material Component: A bit of bat fur and a drop of pitch.

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Casual Flight
Transmutation
Ibn 3, Inv 3, Sor/Wiz 3, Travel 3 (replaces Fly)
Components: V, S, F/DF
Casting Time:1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Fort negates (harmless)
Spell Resistance:Yes (harmless)

The subject can fly at a speed equal to their base speed +10. It can ascend at half speed and descend at double speed, and its maneuverability is good. The target can charge and run, but it cannot carry aloft more weight than its heavy load.

Arcane Focus: A wing from any bird or bat.

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Controlled Ignition
Evocation [Fire]

Clr 0, Ibn 0, Inv 0, Sor/Wiz 0
Components: S
Casting Time: 1 action
Range: Touch (see text)
Target: Object touched
Effect: a weak flame, capable of igniting flammable material.
Duration: 1 round/level
Saving Throw: Reflex negates (see text)
Spell Resistance: No

You touch a non-magical object, infusing it with a tiny amount of evocation magic. On command, a tiny flame bursts into existance, dealing 1 fire damage to the object and potentially setting the object on fire if it is flammable.

You can command the flame to ignite at any time during the spell's duration as long as you are within 100 feet of the item (although you do not need line of sight with the spell).

If a creature is holding or wearing the effected item when you command the flame to ignite, they may make a reflex save to keep the object from catching fire.

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Dark Forces
Conjuration
Brd 1, Ibn 1
Components: S, V
Casting Time: 1 standard action
Range: Close (25ft +5ft/2 caster levels)
Target: One creature
Effect: Ray: A bolt of darkness that damages targets and disrupts constructs and undead.
Duration: Instantaneous
Saving Throw: None (See text)
Spell Resistance: Yes

You fire a pulsing bolt of darkness at the target. If you hit the target with a ranged touch attack, Dark Forces deals 1d6+1 damage to the target. If the target is a construct or undead, it takes double damage and must make a fort save or become dazed.

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Dark Phenomena
Conjuration
Ibn 4, Inv 4
Components: S, V
Casting Time: 1 standard action
Range: 50ft
Effect: 50ft line
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

A bloom of shadowy force forms before you and races forward. Creatures and objects along this line must save or be pushed the length of the line. Four legged creatures gain a +2 to this save and creature and objects of Huge size or greater gain a +4 bonus to this save for each size category above Large. This effect counts as a bullrush.

If effected creatures or objects contact an immobile object, they and the object take damage equal to 10d6 minus 1d6/10ft already pushed and stop moving.

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Deific Smiting
Evocation

Devotion 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

You draw down holy power to smite your enemies. Only enemies and recusants of your faith are harmed by the spell; other creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each enemy of your faith in the area and causes it to become staggered for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only staggers recusants of your faith. Such a creature can negate this effect with a successful Will save.

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Deny Heresy
Abjuration

Clr 5, Devotion 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: You and an enchantment or spell cast by an enemy of your faith on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: None
Spell Resistance: No

Shimmering, white, holy energy surrounds you. This power has two effects.

First, you gain a +4 deflection bonus to AC against attacks by enemies and recusants of your faith.

Second, with a touch you can automatically dispel any one enchantment spell cast by an enemy of your faith. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by deny heresy. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.

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Detect Devotion
Divination

Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Effect: Cone-shaped emanation
Duration: Concentration, up to 10 min./ level (D)
Saving Throw: None
Spell Resistance: No
You can sense the presence of divine devotion or spells cast by devoted beings. The amount of information revealed depends on how long you study a particular area or subject.

1st Round
Presence or absence of strong devotion to a faith.

2nd Round
Number of creatures in the area that have strong devotion to their faith.

3rd Round
The object of each creature’s devotion.

Each round, you can turn to detect devotion in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

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Divine Protection
Abjuration

Clr 1, Devotion 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text

This spell wards a creature from attacks by enemies and recusants of your faith, from mental control, and from summoned creatures summoned by enemies and recusants of your faith. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by enemies and recusants of your faith.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the divine protection effect. If the divine protection effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. creatures summoned by an ally of your faith are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

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Facsimile
Illusion [Shadow]

Brd 4, Sor/Wiz 4
Components: S, V, M (See text)
Casting Time: 1 hour
Range: 0ft.
Effect: An illusory humanoid called a facsimile
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: No

You bring into being a sexless humanoid of average human height and weight that is unswervingly loyal to you. The creature has the statistics listed below.

Facsimiles speak and understand all languages their creators speak.

At the caster's option, the facsimile can be a dedicated copy of a humanoid or monstrous humanoid. When using this option, the caster must use part of that creature (hair, nails, blood, etc) as a material component when casting the spell. When using this option, the facsimile loses its Alter Shape ability and is created in the form of the creature and gains instead a +20 bonus to disguise checks to impersonate that creature

A slain facsimile sublimates into black smoke, leaving only the clothes and gear it was wearing. Facsimiles die on their own after seven days.

Facsimile CR ½
Medium Construct
Initiative: +0; Senses: Spot +0, Listen +0
Languages: Common
____________________________________
AC 10 (10 +0 Dex), touch 10, flat-footed 10
HP 6 (1 HD)
Fort +0, Ref +2, Will +0
___________________________________
Speed 30 ft.
Melee: Unarmed Strike +0 Melee (1d3+0 x2)
Base Attack/Grapple: +0/+0
Class Features: --
________________________________
Abilities Str 10, Dex 10, Con --, Int 10, Wis 10, Cha 12
SQ: Shadowed Mind, Alter Shape, Master’s Skill
Feats Run
Skills Climb +4, Jump +4

Shadowed Mind (Ex): As creatures of illusion, Facsimiles are immune to Mind-effecting spells.

Alter Shape(Ex): Facsimiles can change the shape for their body to take on the characteristics of other creatures. This ability functions as the disguise self spell, but effects only the facsimile, not its clothing or gear. This is a non-magical, physical change and as such is not subject to detection by means such as arcane sight or true seeing.

Master’s Skill (Ex): A facsimile gains a racial bonus to Diplomacy, Bluff and Intimidate equal to its creator’s ranks in those skills.

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Faranx Barrier
Conjuration [Force]

Inv 2, Sor/Wiz 2
Components: S, V, M
Casting Time: Immediate action
Range: Personal
Effect: A screen of force that blocks attacks.
Duration: 1 round (see text)
Saving Throw: None
Spell Resistance: No

You shroud yourself in a cocoon of force that absorbs damage dealt to you. While the cocoon is active, you take no damage from attacks or spells. However, once the cocoon absorbs a single attack that would normally deal damage, it collapses and the spell ends.

The spell also protects you from non-damaging spells, granting you spell resistance equal to your level plus 10 (max 25). If a spellcaster overcomes this spell resistance, the shield collapses and the spell ends.

While the spell is active, you cannot cast spells or move more than 10ft each round.

Material Component: A glass marble, which shatters when the spell ends.

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Fell-light Bow
Conjuration [Light]

Brd 2
Components: F, V
Casting Time: 1 standard action
Effect: A conjured bow that fires arrows of light
Target: Self
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes (See text)

You call into being a bow made of brilliant light (sheds light as a light spell). This bow is treated as a +1 short bow, but cannot be disarmed or sundered. The bow generates arrows of light whenever the caster pulls back the bow string, allowing the caster to make attacks as normal without using ammunition.

Arrows of light are treated like normal projectiles except conditions caused by wind do not hinder or impose penalties on attacks with them. If the arrows strike a creature with spell resistance, they must overcome that spell resistance or they deal no damage.

Arcane Focus: A clear quartz crystal spindle worth 250gp

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Fell-light bow, Dire
Conjuration [Light]

Brd 5
Components: F, V
Casting Time: 1 standard action
Effect: A more powerful conjured bow of light that fires arrows of light
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: yes (See text)

As Fell-light Bow, except the conjured bow is treated as a +4 short bow and generates light as the daylight spell.

Arcane focus: A diamond spindle worth 2,000gp

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Formless Knife
Conjuration (Force)

Brd 0, Clr 0, Ibn 0, Inv 0, Sor/Wiz 0
Components: S
Casting Time: 1 action
Range: 10ft
Effect: A small, sharp blade of force that responds to your commands.
Duration:1 minute/ 2 levels
Saving Throw: None
Spell Resistance: Yes

For the duration of this spell, you command a very sharp, invisible force that responds to your command. This force can easily cut cloth, paper, or other materials easily cut with a household kitchen knife.

Against other targets, including creatures, this force can deal one slashing damage on a successful ranged touch attack. The nature of the formless knife prevents its use in conjunction with precision based damage effects, such as sneak attack.

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Gazae Barrier
Conjuration [Force]
Clr 4, Inv 4, Sor/Wiz 4
Components: S, V, M
Casting Time: Immediate action
Area: 10ft sphere.
Effect: A screen of force that blocks attacks.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You surround an area with a sphere of force that absorbs damage dealt to all creatures within. While the spell is active, all creatures within the sphere take no damage from attacks or spells and no creatures can enter the sphere. Creatures can leave the sphere normally, but cannot return.

Creatures cannot make melee or ranged attacks out of the sphere, but they can cast spells out of it. If they do, their foes are treated as having spell resistance equal to your caster level plus 10 (max 30) or their own spell resistance, which ever is greater.

Each time a creature within the spell is the target of an attack or the area of an area of effect spell that deals damage overlaps the area the sphere occupies, the caster must make a Concentration check equal to the damage dealt, or the shield collapses and the spell ends.

All creatures within the sphere are considered to have spell resistance equal to your level plus 10 (max 30). If a spellcaster overcomes this spell resistance, the shield collapses and the spell ends. Gaze attacks, or spells with the [Light] descriptor ignore this spell resistance and can pass through the shield normally.

The shield itself is immune to most attacks, but a disintegrate spell, rod of cancellation, or sphere of annihilation destroy it instantly.

While this spell is active, you cannot cast spells or move more than 10ft each round. If you leave the sphere, the shield collapses and the spell ends.

Material Component: A glass globe worth 100gp, which shatters when the spell ends.

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Hex Ball
Conjuration [Force]
Brd 6, Wiz\Sor 6
Components:
S
Range:
close (30ft+5/caster level)
Casting time:
1 action
Effect:
A sphere of arcane energy, 1ft in diameter
Target:
see text
Duration:
1 rd\level
Saving throw:
see text
Spell Resistance:
Yes

You call into being a sphere of force that can either attack or defend.

Attack mode: The hex ball moves to a creature you point to and begins ramming them (the hex ball moves at 60ft/round). The Ball has an attack bonus equal the the caster's level and an additional attack at a -5 penalty/extra attack for every 5 points of attack bonus. A successful hit by the hex ball deals 1d4 bludgeoning damage and and additional 1d4 +1/caster level(max 15) damage.

Defense mode: The Hex ball orbits a creature, granting a 20% miss chance and a +1 to AC/ 3 caster levels.

Changing the target or mode of a Hex ball is a full round action that provokes and attack or opportunity.

Two Hex balls within 60ft of each other attack and destroy each other on their caster's next action.

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Icicle Lancet
Conjuration [Water]
Clr 2, Ibn 2, Inv 2
Components: S, V, M
Casting Time: 1 standard action
Range: close (25ft+5 / 2 levels)
Effect: A continuous line of flying chunks of ice
Duration: 1rnd/level
Saving Throw: Reflex half
Spell Resistance: Yes

You conjure a howling vortex that disgorges javelins of ice in a continuous stream. The icy missiles fly from the vortex out to range. Any creature within or passing through the line of effect must save or take 1d6 cold damage +1damage/caster level (max. +10) cold damage and 1d6 bludgeoning damage +1damage/caster level (max. +10) from being pummeled by the chunks of ice.

Material component: a drop of water flicked from your fingertips.

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Illusion Arts
Illusion (Phantasm)[Mind-effecting]

Brd 1, Ibn 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 full round
Range: Medium (100ft+10ft/caster level)
Effect: A visual figment that cannot extend beyond one ten foot cube, plus one ten foot cube per caster level.
Target: One creature
Duration: 1round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

This spell creates the visual illusion of an object, creature, or force, as visualized by you. This illusion can only be seen by the target. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect by concentrating. If you fail a concentration check while doing so, the spell ends.

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Illusion Arts, Greater
Illusion (Phantasm)[Mind-effecting]

Brd 2, Ibn 2, Sor/Wiz 3

As illusion arts, except sound, smell, texture, or temperature are included in the spell effect.

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Illusion Arts. Superior
Illusion (Phantasm)[Mind-effecting]

Brd 4, Ibn 4, Sorc/Wiz 5
Target: One creature/ 2 caster levels

As illusion arts, greater, except as noted above.

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Illusory Object
Illusion [Shadow]

Brd 1, Ibn 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 full round
Range: 5ft (see text)
Effect: A partially real illusory object
Duration: Permanent (see text)
Saving Throw: --
Spell Resistance: --

You call into being a object that appears in your hand or within 5 feet of you. The object’s volume can be no more than 1 cubic foot/caster level. This object is made of shadow and is only partially real. A spot check with a DC equal to 15 + caster level reveals its nature as a fraud, as does an appraise check DC 10.

The created object is also very fragile, capable of only supporting 10lb/caster level before it is destroyed and evaporates into the ether. A successful attack on the object instantly destroys it. A successful dispel check also destroys an illusory object.

Food created with this spell can be consumed without destroying it and tastes normal, but is non-nourishing.

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Illusory Object, Mass
Illusion [Shadow]

Brd 4, Ibn 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 full round
Range: 60ft
Effect: A number of illusory objects
Duration: Permanent (see text)
Saving Throw: --
Spell Resistance: --

As illusory object, except you can create any number of objects with a total volume of 5 cubic feet/caster level. These objects appear in your hand or within 60ft of you.

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Imbuement
Transmutation

Ibn 1, Wiz/Sor 2
Components: S
Casting Time: 1 standard action
Range: Touch
Target: Objects weighing no more than 1 pound of material +1 pound / 2 levels
Duration: 5 rounds (D)
Saving Throw: Reflex half
Spell Resistance: Yes

You imbue any number of solid, non-magical objects, all of which must be in physical contact with each other, with immense magical energies. Once imbued, the object will explode at the end of the spell's duration or until thrown at a target, dealing 1d4 damage/2 caster levels to everything in a 5ft radius. Every pound of material used beyond the first increases the radius by 5ft. Damage dealt from multiple objects charged in this way is divided evenly among each object.

This spell can be used to effect parts of a whole. If it is used in this way, the damage ignores hardness.

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Mage's Glue
Transmutation

Brd 0, Clr 0, Ibn 0, Inv 0, Sor/Wiz 0
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: Two unattended objects touched
Effect: A strong bonding force that sticks two objects together.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Pressing two objects together, you bond them together magically. This bond holds the two objects together like glue. It takes a Strength check (DC = 10 + caster level) to separate the objects.

Material component: A pinch of powdered hoof

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Magic Circle against Heretics
Abjuration

Clr 3, Devotion 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Effect: 10-ft.-radius emanation from touched creature
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text

All creatures within the area gain the effects of a divine protection, and no creatures summoned by enemies of your faith can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of divine protection), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against heretics can be focused inward rather than outward. When focused inward, the spell binds a called creature(such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal divine protection spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with divine protection and vice versa.

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Motive Force
Transmutation

Brd 1, Ibn 1, Sor/Wiz 1
Components: S, V
Casting Time: 1 action
Target: Object touched weighting no more than 1lb/level
Effect: The target begins moving in a specific way.
Duration:1 minute/level
Saving Throw: None
Spell Resistance: No

You touch an object, causing it to move in one and only one of the following ways:

Rotate: The object rotates around a part of itself of your choosing. This can be used to make a wheel roll, or a gear spin.

Cycle: The object moves back and forth along a line of your choosing. This can be used to make a door open and close, a saw cut, or a rope sway.

Resist: The object provides an opposite motion of a force applied to it. This can make a door stick, a wheel lock, or a lever fail to move.

The object can exert force as if it had a strength equal to 5 + 1/caster level (max 20)

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Nightmare Reality
Illusion (Shadow) [Mind-effecting]
Brd 6, Ibn 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 round
Range: 30ft.
Target: 1 creature per 4 caster levels
Effect: An imaginary world of madness where all spells and abilities appear augmented
Duration: 1 round / 4 caster levels; see text
Saving Throw: Will negates (See text)
Spell Resistance: Yes

You transport the targets, plus yourself and up to 1 ally per 5 caster levels to a nightmarish mockery of the real world. All creatures effected are considered to be 'in the nightmare' and can interact with each other normally except for the following:

  • All damage dealt or received from all sources within the nightmare is converted to non-lethal damage, creatures immune to non-lethal damage have this damage converted to lethal damage instead. Non-lethal damage incurred remains when the spell ends. If a creature is rendered unconscious, they die as if by a fear effect.
  • Mundane Items expended while in the nightmare are not expended when the effects ends.
  • Spells with duration longer than duration of the spell, cast while within the nightmare end when the spell does.
  • The time spent in the nightmare does not count against the duration of ongoing spells that were cast outside the effect.
  • All spells slots, PP and daily uses or charges of abilities and magic items expended during the time spent in the nightmare count as if actually used.
  • All characters affected appear in the positions they were before the effect took place when the effect ends.
  • All spells cast within the nightmare suffer a 20% -1%/caster level chance of failure.

All spells cast by the caster are treated as Silenced, Stilled, Empowered, Enlarged and Widened at no additional increase in spell level when used against the targets of this spell while in the nightmare.

If all targets make their initial will saving throw, the spell fails entirely.

The duration of the effect occurs over the course of a single round of real time, though the duration passes for all those creatures in the nightmare. To all unaffected creatures witnessing this spell it seems that none of the subjects or the caster move.

Arcane Focus: A chunk of amethyst worth 500gp.

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The Perfect Storm
Conjuration [Air]
Drd 9
Components:
V,S,M
Area: 100ft/caster level
Duration:
1 rd/caster level (concentration)
Casting Time:
Full round Action
Saving Throw:
(see text)
Spell Resistance:
No

You invoke the wrath of nature to strike at a vast area centered on yourself (you are immune to all effects of this spell). Each round, you may use any of the following:

  • You may call down on lightning bolt/ round (1d10/caster level max 15)
  • A tornado touches down and lasts as long as you continue to devote your next action to concentrating on this effect.
  • Hail falls, dealing 5d6 cold and 5d6 bludgeoning damage to all creatures and objects in the area. The Bludgeoning damage ignores 5 points of hardness.
  • Freezing winds blows, dealing 5d10 damage to all creatures in the area and subjecting them to the exposure rules for as long as you devote your next action concentrating on this effect.
  • Deluge: a 30ft cylinder fills with water and begins to expand 30ft for each round you concentrate on this effect. Creatures in the area of this effect must make a swim check (DC 25) or immediately begin drowning)
  • Thunderclap 5d6 sonic damage to all creatures in the area, reflex or fall prone.

You must concentrate each round with a DC equal to the spell's save, +2/round.

Material component: a crystal wind chime worth 5000 gp

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Polymorphic Trick
Transmutation

Ibn 1, Sor/Wiz 1
Components: S
Casting Time: 1 standard action
Range: Touch
Target: Object up to tiny size touched
Effect: Ability to transform one small object into another.
Duration: 1 minute/level
Saving Throw: Fort negates
Spell Resistance: Yes

Touching an object, you change it from one object to another of its size. The new object can be no bigger than the original and of no greater value than the original.

For example: You can transform a rock into a feather, a gold coin into a silver one, or a glass marble into a piece of paper.

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Rejuvenate Critical Wounds
Transmutation
Ibn 4
Components: M,S
Duration: Instantaneous
Range:
Touch
Casting Time: 1 round
Save:
Fort negates (harmless)
Spell Resistance:
No

As Rejuvenate Minor Wounds, except 4d6+1 damage/ caster level (max 20) of the damage the target has taken is converted to non-lethal damage.

Material component: a sugar cube swallowed during casting.

Rejuvenate Light wounds
Transmutation
Ibn 1
Components: M,S
Duration:
Instantaneous
Range:
Touch
Casting Time:
1 round
Save:
Fort negates (harmless)
Spell Resistance:
No

As Rejuvenate Minor Wounds, except 1d6+1 damage/ caster level (max 5) of the damage the target has taken is converted to non-lethal damage.

Material component: a sugar cube swallowed during casting.

Rejuvenate Minor Wounds
Transmutation
Ibn 0
Components: M,S
Duration:
Instantaneous
Range:
Touch
Casting Time:
1 round
Save:
Fort negates (harmless)
Spell Resistance:
No

Placing your hand on the target, you force the target's metabolism to accelerate, closing wounds, but not healing fatigue.
1 damage of the damage the target has taken is converted to non-lethal damage.

Creatures immune to non-lethal damage cannot be healed with rejuvenate light wounds.

Material component: a sugar cube swallowed during casting.

Rejuvenate Moderate Wounds
Transmutation
Ibn 2
Components:
M,S
Duration:
Instantaneous
Range:
Touch
Casting Time:
1 round
Save:
Fort negates (harmless)
Spell Resistance:
No

As Rejuvenate Minor Wounds, except 2d6+1 damage/ caster level (max 10) of the damage the target has taken is converted to non-lethal damage.

Material component: a sugar cube swallowed during casting.

Rejuvenate Serious Wounds
Transmutation
Ibn 3
Components:
M,S
Duration:
Instantaneous
Range:
Touch
Casting Time:
1 round
Save:
Fort negates (harmless)
Spell Resistance:
No

As Rejuvenate Minor Wounds, except 3d6+1 damage/ caster level (max 15) of the damage the target has taken is converted to non-lethal damage.

Material component: a sugar cube swallowed during casting.

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Righteous Presence
Abjuration

Clr 8, Devotion 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft
Target(s): One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)

A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by enemies or recusants of your faith, and causing such creatures to become blinded when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike divine protection, this benefit applies against all attacks, not just against attacks by enemies and recusants of your faith.

Second, each warded creature gains spell resistance 25 against spells cast by enemies and recusants of your faith.

Third, the abjuration blocks possession and mental influence, just as divine protection does.

Finally, if an enemy or recusant of your faith succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against divine presence’s save DC).

Focus: A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp.

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Shapeshifting I
Transmutation
Brd 1, Ibn 0, Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Self
Effect: The ability to transform minor aspects of oneself
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: No

Once cast, this spell allows you to perform minor changes to your appearance as a free action.

While under the effects of this spell, as a free action, you may change the following; your height by up to three feet taller or shorter, coloration and texture of skin, eyes, hair, nails, teeth, etc, you weight by up to one hundred pounds thinner or fatter.

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Sacred Speech
Evocation [Sonic]

Clr 7, Devotion 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Effect: Enemies and recusants of your faith in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes

Any enemy or recusant of your faith within the area that hears the sacred speech of your faith suffers the following ill effects.

HD
Effect
Equal to caster level Deafened
Up to caster level -1
Blinded, deafened
Up to caster level -5 Paralyzed, blinded, deafened
Up to caster level -10 Killed, paralyzed, blinded, deafened

 

 

 

 

The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened
The creature is deafened for 1d4 rounds.

Blinded
The creature is blinded for 2d4 rounds.

Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.

Killed
Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, extraplanar creatures they you do not consider to be allies within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the sacred speech. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by sacred speech.

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Sanctify Site
Evocation

Clr 5, Drd 5
Components: V, S, M, DF
Casting Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text

Sanctify site makes a particular site, building, or structure a holy site. This has three major effects.

First, the site or structure is guarded by a magic circle against heretics effect.

Second, any dead body interred in a hallowed site cannot be effected by an spell that targets corpses such as speak with dead or animate dead.

Finally, you may choose to fix a single spell effect to the sanctified site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith, or creatures who adhere to another faith. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting sanctify site again.

Spell effects that may be tied to a sanctified site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect devotion, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)

An area can receive only one sanctify site spell (and its associated spell effect) at a time.

Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the sanctified area.

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Shapeshifting II
Transmutation [Shape Changing]

Ibn 2, Sor/Wiz 2
Components: S
Casting Time: 1 standard action
Range: Self
Effect: The ability to transform minor aspects of oneself and take the shape of other humanoids.
Duration: 10 minutes/level
Saving Throw: No
Spell Resistance: No

Once cast, this spell allows you to take the form of any creature of your type or any animal you have encountered in game as a full round action. You cannot take a form that has the swarm subtype. The new form cannot have an ECL greater than your own +2. You can take forms up to one size category larger or smaller than your natural size.

This spell also grants the effects of shapeshifting I.

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Shapeshifting III
Transmutation [Shape Changing]

Ibn 4, Sor/Wiz 4
Components: S
Casting Time: 1 standard action
Range: Self
Effect: The ability to transform minor aspects of oneself and take the shape of other creatures.
Duration: 10 minutes/level
Saving Throw: No
Spell Resistance: No

As shapeshifting II, but you may now assume the form of any corporeal creature you have encountered in game. You cannot take a form that has the swarm subtype. The new form cannot have an ECL greater than your own +2. You can take forms up to two size categories larger or smaller than your natural size.

Additionally, you can take the form of any inanimate object of your size. Treat this effect as taking the form of an animate object your size.

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Shapeshifting IV
Transmutation [Shape Changing]

Ibn 6, Sor/Wiz 6
Components: S
Casting Time: 1 standard action
Range: Self
Effect: The ability to transform aspects of oneself and take the shape of other creatures.
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: No

A shapeshifting III, except the new form cannot have an ECL greater than your own +4. You can take forms up to three size categories later or smaller than your natural size.

Additionally, you can take the form of any inanimate object of up to one size category larger or smaller than yourself. Treat this effect as taking the form of an animate object of that size.

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Shapeshifting V
Transmutation [Shape Changing]

Ibn 8, Sor/Wiz 8
Components: S
Casting Time: 1 full round action
Range: Self
Effect: The ability to transform aspects of oneself and take the shape of other creatures.
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: No

As shapeshifting IV, but you are no longer limited by size. You can also change forms as a free action.

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Singing Sword
Transmutation
Brd 1
Components:
V
Casting Time:
1 standard action
Effect:
A weapon imbued with your inner resolve
Target:
Melee weapon touched
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
None

A single melee weapon you wield begins to hum gently. Attacks with the effected weapon add Charisma to attack and damage instead of Strength.

If you drop the weapon, or otherwise lose contact with it, the spell ends.

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Stone Eruption
Transmutation [Earth]
Drd 6
Components: V,S
Range:
Personal
Effect:
Stone spikes, which erupt from the ground
Area:
10ft/3 levels
Duration:
Instantaneous
Casting time:
1 round
Save:
reflex negates
Spell Resistance:
No

Stomping or punching the ground, you cause it to erupt with twenty foot tall stone spikes. These spike randomly fill the area, filling five foot squares, with at least five feet between any two spikes. All creatures besides yourself in the area must make a reflex save or be impaled by the spikes, suffering 1d8 damage. Creatures who fail their save must them make a climb check DC 25 or fall 20 feet.

The spikes remain in place permanently, requiring a DC 20 climb check to climb.

You can only use this spell while standing on natural ground or worked stone.

Soul Shards
Evocation
Ibn 3, Inv 3, Sor/Wiz 3
Components: S, V, M
Casting Time: 1 standard action
Range: Medium: 100 feet + 10 feet / caster level.
Effect: A line of rending energy formed of the caster’s own vitality
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

With a maddening wail, you cast part of your own vitality to harm your enemies. Creatures must save or take 1d10 damage/caster level (max. 20d10). You take half that amount of damage as non-lethal damage. No effect can lessen the amount of damage you take.

Material Components: A drop of the caster's blood

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Tree
Conjuration (Creation)
Drd 3
Components:
V, S, M
Casting Time:
1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One 30ft tall tree
Duration:
Instantaneous (See text)
Saving Throw:
Reflex negates
Spell Resistance:
No

Throwing an acorn, you cause a tree to erupt from the ground. All creatures within 30ft center point of the growing tree must make a reflex save or end the round suspended 30ft in the tree's branches.

This spell can only be targeted at a square that contains natural ground.

Material component: an acorn dusted with soil.

Tree, Black
Conjuration (Creation)
Drd 5
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One 30ft tall tree
Duration:
Instantaneous (See text)
Saving Throw:
Reflex negates, Will (see text)
Spell Resistance:
No

As Tree, except this spell produces a twisted, hideous tree that bears black, poisonous fruit and exudes a miasma that frightens creatures.

Any creature coming within 30ft of a black tree must make a Will save to avoid fleeing in the opposite direction for 2d6 rounds. This is a [Mind Effecting] effect.

The Fruit of a black tree deals 1 Con damage if consumed. A newly cast Black Tree has 1d6+2 fruits. These fruits grow back a year and a day after they are picked and the fruit itself lasts 1 day/caster level before losing its magical power once picked.

Material component: an acorn dusted in 100gp worth of black opal dust.

Tree, White
Conjuration (Creation)
Drd 7
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One 30ft tall tree
Duration:
Instantaneous (See text)
Saving Throw:
Reflex negates, Will (see text)
Spell Resistance:
Yes

As Tree, except this spell produces a tree with smooth, white bark with golden fruit.

Any creature within 30ft of a White Tree must make a Will save to attack or even act hostile. Being attacked breaks this effect for 1d4 rounds, at which point the creature must attempt another save. All creatures within 30ft are also filled with a sense of safety and well being. This is a [Mind Effecting] effect.

Sleeping under a White Tree heals 1d4 hp/ hour.

The Fruit of a white tree provides enough sustenance for a full day when eaten. A newly cast White Tree has 1d6+2 fruits. These fruits grow back a year and a day after they are picked and the fruit itself lasts 1 day/caster level before losing its magical power once picked.

Material Component: an acorn dusted in 500gp worth of opal dust.

Vampire Syndrome
Necromancy
Ibn 6, Sor/Wiz 6
Components: S, V
Casting Time: 1 standard action
Range: 25ft+5 / 2 levels
Target: 1 creature of your size or smaller
Duration: 1 round/level
Saving Throw: Fort negates (see text)
Spell Resistance: Yes

Your arm deforms into a hideous black mass and lashes out to drain the life force from the target.

You immediately attempt a grapple (though you do not have to move into the target's space), using your caster level instead of your BaB. If you succeed in the grapple check, and each round you maintain the grapple and the target fails its save, you, you deal 1d4 Con damage to the target and gain 1 temporary point of Con.

If the target dies from this effect, the spell ends and the target cannot be raised via raise dead or resurrection.

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Voice Amplification
Transmutation

Brd 0, Clr 0, Drd 0, Ibn 0, Inv 0, Sor/Wiz 0
Components: V
Casting Time: 1 action
Range: Self
Duration:1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The volume of the target's voice increases. The volume of the target's voice depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans).

Suggested Verbal Component: Sing into the infinite; with the clearest of voices across eternity.

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Vox Fri
Enchantment
Brd 2, Clr 2, Inv 2, Sor/Wiz 3
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One humanoid creature
Duration:
1 round/level (D); see text
Saving Throw:
Will negates
Spell Resistance:
Yes

You throw an iron pin through your target’s shadow. A failed save means that the target’s shadow has been pinned in place and the target's speed becomes 0ft.

This spell does not function in total darkness or in light brighter than daylight. A daylight spell cast on an object in the same square as the target instantly ends the spell. Removing the pin, which requires a full round action that provokes and attack of opportunity and a Strength check DC 16 also ends the spell immediately.

Material Component: A six inch long iron pin worth 1sp, destroyed when the spell ends.

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Walk in Twilight
Illusion [Shadow]

Brd 3, Ibn 3, Inv 3
Components: F
Casting Time: 1 swift action
Range: Close (25ft +5ft/2 levels)
Target: You and touched objects up to 50lb/2 levels
Duration: Instantaneous (see text)
Saving Throw: Will (see text)
Spell Resistance: No

You fade into a nearby shadow and into the realm of shadows just long enough to walk to a different location within range where you reappear. To creatures on the material plane, you appear to teleport instantly from one shadow to another.

Regardless of the range of the spell, you cannot travel any further than you could in a single move action. If you succeed in a Will save, you can act as normal once you reappear as if you had not moved that round. Otherwise, you can take no further actions in that turn.

This spell depends on shadows for an entry point or an exit point. It cannot be cast in an area of bright illumination and locations in such areas are considered out of range.

Arcane Focus: a black pearl worth 200gp.

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Winged Flight
Transmutation
Sor/Wiz 1, Drd 1
Components: V, S
Casting Time:1 standard action
Range: Touch
Target: Creature touched
Duration:1 hr./level
Saving Throw: Fort negates (harmless)
Spell Resistance:Yes (harmless)

The target sprouts wings (appearance chosen by caster) and flies with a speed equal to their base speed -20 (minimum 5) with a clumsy maneuverability.

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