Contents

New Spells and Powers
A |  B |  C |  D |  E |  F |  G |  H |  I |  J |  K |  L |  M |  N |  O |  P |  Q |  R |  S |  T |  U |  V |  W |  X |  Y |  Z


New Spells and Psionic Powers

    New spells and powers not taken from other books are fully described below.
    Some spells also appear as psionic powers. In such cases, the terms "spell" and "power", and the terms "caster" and "manifester" should be considered equivalent in the spell text, and spell statistics which directly translate to psionic power statistics are identical for both versions. Spell components normally translate to psionic manifestations as follows: Verbal components cause Audible displays, Somatic components cause Visible and/or Material displays, and Material components cause Mental and/or Olfactory displays.

Absolute Zero (Evocation) [Cold]
Burst of cold freezes the air itself solid, trapping and damaging all in area.
       Level: Air Elem 9, Kineticist 9, Sor/Wiz 9, Water Elem 9
Power Points: 17, 200 XP
Components: V, S, M
Psionic Display: Au, Ma
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-foot radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (see text)

    This nasty cold attack- a more powerful version of Zeroball, though some spell historians maintain that this one was invented first- often spells doom for those unfortunate enough to be caught in its blast radius. It causes a burst of cold so intense that even the air itself freezes solid; since air is normally a vapor, this naturally means that anything liquid or solid within the area is also flash-frozen. No saving throw can prevent this, because the energy reducing the temperature is simply too extreme. The area is easily visible after the spell's actual effect as a sphere of crystal wherein the forms of creatures and objects caught in the blast can be dimly seen. The sphere and everything in it immediately begin to thaw, from contact with the (by comparison) much warmer environment, of course- even in the extremely cold regions near the North Pole, the air itself does not freeze, so the area hit by Absolute Zero is certainly much colder even than that.
    While the area thaws (a process that normally takes 1d6+12 rounds, but which might take more or less at the DM's option depending on the actual surroundings), creatures within 20 feet of the edge of the sphere (i.e. 50 feet from the original center of the spell) take 3d6 cold damage per round, with no save allowed to reduce it (though a creature's Cold Resistance, if any, applies). Creatures which were actually caught in the initial blast must make Fortitude saves or die instantly from the shock of flash-freezing followed by thawing; if the save succeeds, they survive, but still take 6d4 cold damage per round while the area thaws. Also, because the frozen air itself prevents movement, the creatures caught in the blast itself are usually immobilized during the thawing process. Finally, as the frozen air revaporizes during the thawing process, a chilling mist fills the area within 60 feet of the original center of the cold blast. This mist is not damaging by itself, but it obscures vision just as a Fog Cloud spell does. Wind can blow some of this mist away of course, but since it is actually coming from the thawing sphere of frozen air, it cannot be effectively dispersed by wind until the thawing process is complete.
    A creature with Spell Resistance can avoid being frozen by the blast of cold, but such a creature would often be better off frozen, since resisting the effect means that the creature is now entombed in frozen air- unable to even breathe. A creature so entombed begins to suffocate, as described on page 88 of the DMG, unless it does not need to breathe. The danger of suffocation ends approximately halfway through the thawing process, as enough air will have sublimated by then to allow drawing of breath. So, although Spell Resistance can indeed prevent direct harm coming to a creature from this spell, the indirect harm often ensures their doom regardless.
    Material Components: A crystal of clear, flawless quartz worth 1000 gold.

Accuracy (Location)
Creatures get +1 to melee attacks, +2 to ranged.
       Level: Nomad 1, Psychic Warrior 1, Sor/Wiz 1
Power Points: 1
Components: V, S, M
Psionic Display: Au, Ma, Me
Casting Time: 1 action
Range: Touch
Target: 1 creature/3 levels
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

    The recipients of Accuracy are granted a finer sense of position and timing than usual, which grants them bonuses to attack rolls. Affected creatures get a +1 circumstance bonus to melee attack rolls, and +2 to ranged attack rolls, while the spell lasts.
    Material Component: one glass magnifying lens.

Acid Burst (Evocation) [Acid]
Acid deals 1d3/level damage (max 10d3) in a 20-foot radius burst, then 2d6/round for 1 round/2 levels.
       Level: Shaper 3, Sor/Wiz 3, Water Elem 3
Power Points: 5
Components: V, S, M
Psionic Display: Au, Ma, Ol
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-foot radius burst
Duration: Instantaneous plus 1 round/2 levels
Saving Throw: Reflex partial
Spell Resistance: Yes (object)

    This spell creates a burst of vile green acid in the target area, which covers creatures and objects caught inside it and continues to dissolve them in later rounds. The initial burst deals 1d3 points of acid damage per caster level (maximum 10d3); a successful Reflex save cuts the damage in half and prevents any further damage in later rounds. For creatures and objects which failed the save (or were for some reason denied one), the acid deals 2d6 more points of acid damage per round, for 1 round per 2 caster levels (with no maximum duration). For instance, a 6th-level caster would deal 6d3 points of damage in the initial burst, followed by 6d6 more damage spread over 3 rounds to those creatures and objects which failed the save against the spell. Once the duration is done, the acid evaporates and vanishes in a single round, leaving no trace of its presence aside from the damage it did.
    Material Component: A drop of bile or vomit from any creature.

Acid Hands (Transmutation) [Acid]
1d4 acid damage/level (max 5d4).
       Level: Mud 2, Negator 1, Sor/Wiz 1, Water Elem 1
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Area: Semicircular burst of acid 10 ft. long, centered on the caster's hands
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

    A thin sheet of acid droplets shoots from the caster's outspread fingertips. The sheet of acid is about as thick as the character's thumbs. Any creature in the area of the acid takes 1d4 points of acid damage per caster level (maximum 5d4).

Adaptation (Alienoid Warlock Invocation)
Use Endure Elements (self only) as the spell.
       Least Invocation
Level Equivalent: 1st
    Same as the Blessed Endurance Celestial invocation. Your body becomes hardened to environmental extremes when you use this invocation, and you suffer no harm from being in hot or cold environments (as with the Endure Elements spell). You can exist comfortably in conditions between -50 and 140 degrees Farenheight without having to make Fortitude saves (as described in the Dungeon Master's Guide). Your equipment is likewise protected. This invocation doesn't protect you against actual Fire or Cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. The effect of Adaptation lasts for 24 hours.

Alternate Reality (Location)
Touched creature rerolls one result from previous round.
       Level: Chance 3, Nomad 3, Sor/Wiz 3
Power Points: 5, XP
Components: V, S, M, XP
Psionic Display: Au, Me, Vi
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

    With this spell, the caster creates a small variation in probabilities, creating alternate results for one recent event. Any one event attempted by the recipient during the round immediately prior to the spell's casting is rerolled. If the touched creature is a willing recipient, then it is allowed to choose which roll result becomes the real one; otherwise, the new result automatically becomes the real one (whether it is better or worse than the original result). Only events that begin and end in a single round can be affected. Typical uses of this spell include allowing a companion to reroll an attack, forcing an opponent to reroll a saving throw, or allowing a creature to reroll the damage caused by a successful attack.
    Material Component: A small, unmarked bone die.
    XP Cost: 10.

Alter Occurrence (Location)
As Alternate Reality, but with 1 reroll/3 levels to select from.
       Level: Chance 6, Nomad 6, Sor/Wiz 6
Power Points: 11, XP
Components: V, S, M, XP
Psionic Display: Au, Me, Vi
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

    This spell works exactly like Alternate Reality, except that the event is rerolled once per 3 caster levels. A willing recipient gets to select which out of all the rerolls becomes the final result; otherwise, the caster chooses which result is used. Also, the altered event need not have occurred within the previous round, but may have taken place at any time during the last minute- whatever result is changed immediately becomes the "real" one, though nothing else is changed by the spell (even later events that depended on the outcome of the changed one).
    Material Component: A small, perfectly carved and smoothed cube of granite, worth 50 gp. Craft (Gemcutting) is the skill check required to create this trinket (DC 20). Typically, it can be created with a single day of careful work.
    XP Cost: 250.

Arms of Plenty (Alienoid Warlock Invocation)
Grow extra pair of arms, and gain Multiweapon Fighting and Multiattack feats.
       Lesser Invocation
Level Equivalent: 4th
    Infusing your body with mutagenic energies from Outer realms, you sprout an extra pair of arms which exactly resemble your other natural arms (in particular, if you have a natural Claw attack, then the new arms can be used to make Claw attacks just as your natural arms can). The arms are fully functional, and feel so natural to you that you gain the benefits of the Multiattack and Multiweapon Fighting feats when you attack with your arms (both natural and otherwise) in combat. The arms rot and fall away after 1 round per caster level. Though this certainly looks disturbing and painful to natural creatures, you are not harmed in any way by the loss of the two unnatural limbs. If the invocation is dispelled, or you enter an Anti-Magic or Null Psionics Zone, the arms immediately rot and fall away as if the normal duration had expired.

Ball Lightning (Evocation) [Electricity, Fire]
Creates magical balls of electricity which shield you, and can be used to attack your enemies.
       Level: Air Elem 8, Sor/Wiz 8
Power Points: 15
Components: V, S, M
Psionic Display: Au, Me, Vi
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: Personal and one or more creatures
Duration: Special
Saving Throw: None
Spell Resistance: Yes

    The powerful Ball Lightning spell turns a chunk of iron ore or magnetite into a sort of bomb or grenade, which glows intensely white and detects as strongly magical until it is used. The chunk is normally thrown into a solid object to cause it to detonate; however, if it is not thrown at such an object within 24 hours of the initial casting, it detonates on its own. When it explodes, the chunk deals 3d6 damage to whatever object it happened to strike, and creates 1d6 + 1/3 levels spheres of Ball Lightning which immediately streak towards the caster. If the object struck was a creature other than the caster, then 1d4 of these newly created spheres will plow into that creature (dealing damage as noted below) instead of making it to the caster; otherwise, all spheres begin a whirling dance around the caster's body which lasts a maximum of 12 rounds plus 2 rounds/level.
    The tiny spheres of Ball Lightning zip and dive around the caster in a dizzying display, providing a shield which absorbs fire, electricity, and missile attack damage. Each orbiting sphere can absorb 1 die of damage per round. Furthermore, the caster gets a +1 bonus to saving throws against Cold or Acid attacks per sphere, and any such attacks which strike him or her deal 1 less hit point of damage per sphere as well (to a minimum of 0). Finally, the whirling constellation of spheres provides a shield against melee attacks; any creature trying to attack the caster in melee while the shield of Ball Lightnings is in place finds that each sphere provides a +1 (cumulative) deflection bonus to the caster's AC, and each attack which misses due to this deflection causes the attacker 3d6 fire/electricity damage (see below) from being struck by spheres in the attempt. Unenhanced weapons used in melee against the shielded caster take 3d6 damage immediately, and their Hardness does not reduce this damage; thus, even items made of adamantite often become slag if used in attacks on a caster protected by Ball Lightning. An enhanced weapon is allowed a Reflex save, with a +1 bonus per enhancement "plus," to take half damage.
    Casters of Ball Lightning rarely let the shield exist for its full duration, however, because the spheres are often much more useful as weapons. All spheres are under the caster's control, and he or she can send any number of them flying at a designated target as a free action (it is even possible to send spheres at multiple targets in the same round). Each sphere of Ball Lightning is treated as a Tiny Construct with 60-foot Blindsight and a Fly speed of 60 (Perfect maneuverability), which attacks its designated target using the caster's ranged attack bonus plus its +2 size bonus. The Ball Lightning can, along the way, burn through wood, stone, or other solid matter, at a rate of 100 hit points per round (to wood) or 50 per round (to stronger materials such as stone). Burning through nonliving material does not discharge the Ball Lightning unless the matter is part of a creature such as an Undead or Construct; if it is, then the sphere simply explodes and deals damage as noted below. A sphere needs to make a successful touch attack on its target to discharge; if it does, it explodes and deals 1d4 damage per four caster levels to the target. Any spheres which reach the maximum range of the spell, however, wink out of existence immediately, and any spheres left in the shield when its maximum duration of 12 rounds plus 2/level expires wink out as well.
    Damage dealt by this spell combines aspects electricity and fire. If a creature has resistance or immunity to fire or electricity, the damage is treated as whichever kind is worse for it; thus, a creature with immunity to Fire damage and Electricity Resistance 10 treats Ball Lightning as if it were electricity damage only. If a sphere of Ball Lightning strikes metal, whether or not it actually discharges into that object, then the metal becomes electrified for 1d6 minutes. During this time, any living creature which touches the metal takes 3d6 points of electricity damage, with no save allowed to reduce that damage; however, any immunity or resistance to electricity damage applies normally in this case.
    Material Component: A chunk of iron ore or magnetite weighing at least 1 pound.

Black Cure (Conjuration(Healing)) [Evil]
Subject gains temporary hit points equal to its normal maximum, but is unaffected by healing.
       Level: Betrayal 6, Clr 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: Yes

    The Priests of Power, the clergy of Nexus, are the inventors of this odious magical line. Black Cure is the most powerful of the spell series that starts with Minor Dark Cure, and was invented before the others. The spell apparently Heals the target creature, just as the true Heal spell does- but in fact, all the hit points granted are temporary, and poisons, diseases, and other conditions are not permanently healed, but are instead held in abeyance while the spell lasts. When the spell ends for whatever reason (the end of its duration, dismissed by the caster, or the caster dies), the creature targeted by Black Cure loses all hit points granted by the spell, and regains all conditions the spell kept away. Furthermore, after the spell ends, the victim is in horrible pain, and suffers a -2 circumstance penalty to all skill checks and ability checks, and must make Concentration checks (DC 10 + spell/power level) to cast any spell or manifest any psionic power. Finally, the victim's natural healing process is reversed, and instead causes a loss of hit points each day instead of a gain. As if the above wasn't enough, Black Cure also leaves a lingering presence of negative energy within the subject (detectable as a minor, magical Necromancy effect) which prevents any normal or magical healing from working on it while the energy persists.
    While the victim has the negative energy within it, more Black Cure or Dark Cure spells (of any level) will work to "heal" it, but nothing else will- thus, the victim will become dependent on the casters of the Black Cures (and that is the real point of casting the spell). The aura of negative energy left behind by Black Cure does not have a duration; it stays in the victim until something gets rid of it. The aura can be eliminated by use of Remove Curse, Break Enchantment, or any higher-level effect which removes curses, against the caster level of the original Black Cure; if this is done before the Black Cure spell has actually ended, however, it immediately ends with the effects described above (except for the prevention of magical healing). Once the aura of negative energy is gone, any magical healing used on the victim will restore its normal healing functions and end the pain which normally accompanies the end of a Black Cure spell.
    Material Components: An opium seed, a black gem worth at least 50 gp, and a vial of unholy water.

Blast Wave (Evocation) [Fire, Force]
Deals 6d6 fire and 6d4 force damage in a 40-foot radius.
       Level: Energist 5, Fire Elem 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Area: 50-foot radius burst
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

    This powerful battle spell creates a circular ripple of energy 15 feet high, which spreads out to a 50-foot radius in a single round and then dissipates. It deals 6d6 fire damage and 6d4 impact (force) damage to creatures within that radius. Creatures may make Reflex saves to avoid half the fire damage, but nothing other than some exotic form of energy resistance can reduce the force damage. Furthermore, creatures within the area are subjected to a Bull Rush attack from the Blast Wave; treat this attack as if coming from a charging, Gargantuan creature with a STR score of 40. No creature can be pushed beyond the 50-foot radius limit of the Blast Wave itself, no matter how much the Wave beat its check by in the Bull Rush. Creatures which made their Reflex save against the fire damage are stunned for 1 round if this special Bull Rush pushes them more than 5 feet; creatures which failed the Reflex save are stunned for 1d4+4 rounds.
    The Blast Wave does not only damage creatures, of course- with enough force to push creatures away, it also deals its damage to objects within the area as well. Immobile and unattended objects take full damage from the effect, and do not receive a saving throw; attended objects use their owners' Reflex saves as their own. If an object saves against the spell, it takes only half the force damage (and none of the fire damage); if the save fails, it is subject to all of the damage (of both kinds).

Blessed Endurance (Celestial Warlock Invocation)
Use Endure Elements (self only) as the spell.
       Least Invocation
Level Equivalent: 1st
    Same as the Adaptation Alienoid invocation. Your body becomes hardened to environmental extremes when you use this invocation, and you suffer no harm from being in hot or cold environments (as with the Endure Elements spell). You can exist comfortably in conditions between -50 and 140 degrees Farenheight without having to make Fortitude saves (as described in the Dungeon Master's Guide). Your equipment is likewise protected. This invocation doesn't protect you against actual Fire or Cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. The effect of Blessed Endurance lasts for 24 hours.

Blistering Radiance (Celestial Warlock Invocation)
Use Blistering Radiance as the spell.
       Greater Invocation
Level Equivalent: 5th
    You can use Blistering Radiance as the spell.

Blizzard (Conjuration) [Cold]
Massive snow storm in a wide radius deals damage and cuts movement to half normal.
       Level: Air Elem 6, Druid 5, Energist 5, Sor/Wiz 6, Water Elem 6, Winter 7
Components: V, S, M/DF
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (5 ft./level (max 100 ft.) radius, 40 ft. high)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (but see text)

    This more powerful derivative of Ice Storm and Sleet Storm causes a thick, swirling storm of snow, hail, and sleet blown by strong winds in the area of effect while the spell lasts. This has several effects.
    First, all creatures within the area take 3d10 points of Cold damage and 2d10 points of bludgeoning damage each round as they are pelted by hailstones and crusted-over by swirling snow and sleet. At the end of the spell's duration, this snow and ice disappears, with no aftereffects other than the damage dealt, but while the spell lasts it proves to be quite an annoyance to creatures in the area. Also, the snow and sleet automatically extinguish torches and other small, open flames in the area of effect. Of the effects of the Blizzard, this is the only one that is negated by successful Spell Resistance- all other effects apply to all creatures within the area, Spell Resistance or no.
    Second, sight within the area is blocked due to whiteout conditions; even Darkvision does not function and True Seeing proves useless. Creatures using Blindsight or Blindsense (or similar means of detection without sight) must make WIS checks opposed by targets' Hide rolls to detect them. If the area of the Blizzard includes ground, then Tremorsense is stymied similarly to Blindsight, due to interference from hailstones striking the ground. If a creature can somehow detect its targets at a distance, it may make ranged attacks on them, but all such attacks carry a -6 penalty due to wind, swirling and annoying snow, and other weather factors.
    Third, the noise of the wind gusts, combined with hailstones striking objects within the area, interferes with sounds made in the Blizzard, imposing a -6 penalty on all Listen checks made within it. Creatures must yell to be heard over the magical weather.
    Finally, due to rapidly forming ice patches (covered with near-freezing water) on all solid surfaces within the Blizzard, all ground movement within the area requires a DC 10 Balance check to negotiate, and those who succeed may only move at half speed. Failing a Balance check means the creature can't move that round, and failure by 5 or more means it falls prone as per normal Balance skill rules. Climbing checks in the area have DCs increased by 5, due to all surfaces being rendered slippery. Flying through the area is possible, but inadvisable due to the lack of sight; also, if the flying creature uses wings to fly, then the creature must make a DC 10 DEX check each round to avoid being forced to land due to crusts of ice forming on its wings.
    Arcane Material Component: A pinch of mica dust and a vial of water.

Blood of the Martyr (Celestial Warlock Invocation)
Heal target at range by taking damage yourself.
       Lesser Invocation
Level Equivalent: 4th
    You can use Blood of the Martyr as the spell, except that the range is Close (25 ft. + 5 ft./2 levels) and there is no minimum transfer amount. You may transfer hit points to a willing target creature within range. Every hit point you transfer becomes damage to you, and the target creature takes them as if receiving a Cure Wounds spell. You cannot transfer more hit points to the target than it has taken in damage; if you try, the excess points are not transferred (the target creature reaches its maximum healthy hit point total, and you do not take any damage above the amount it healed to get there). Any temporary hit points you have cannot be transferred by this spell- only actual hit points you have may be transferred. For the purpose of this invocation, an unconscious creature is automatically considered "willing."

Burning Grasp (Transmutation) [Fire]
Touch delivers 1d8+1/level fire damage.
       Level: Fire Elem 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature or object
Duration: Until discharged
Saving Throw: None
Spell Resistance: Yes (object)

    The caster's hand is wreathed in flames. A successful melee touch attack deals 1d8 points of fire damage +1 point per caster level (maximum +20) to the creature or object struck. Flammable materials such as cloth, paper, parchment, and thin wood burn if the flames touch them.

Change Color (Transmutation) [Chaotic]
Permanently change the colors of one nonliving object.
       Level: Clr 1, Kineticist 1
Power Points: 1
Components: V, S
Psionic Display: Au, Vi
Casting Time: 1 full round
Range: Touch
Target: One inanimate object, up to a 5-ft. cube
Duration: Instantaneous
Saving Throw: See text; None or Will negates
Spell Resistance: See text; normally No

    This spell originated in the church of Paradox, whose clergy change the official holy colors of the religion every year. When the spell is cast, the object's existing colors change to whatever colors the caster prefers. Note, however, that the object's essential color scheme cannot be affected by this magic, only the actual colors themselves- for instance, a book with a red cover that has blue lettering on it could be changed to have a green cover with yellow lettering, but the cover could not be given stripes or swirls of color unless such patterns were already part of it before the Change Color was cast. Also, the spell has a size limitation; the object must be able to fit within a 5-foot cube in order to be affected.
    Augment: The psionic version of this spell may be augmented. If the manifester spends 2 extra power points, then the power can affect creatures of up to Medium size as well as inanimate objects. A targeted creature may make a Will save to negate the effect, and its Power resistance (if any) applies. Note that like objects, a creature's essential color scheme remains unaltered by the power; for instance, a grippli with spots whose color is changed must still have the same spots in the same places, though they may be any color that differs from the rest of the character's coloring.

Chimes of Doom (Evocation) [Fear, Mind-Affecting, Sonic]
Seven chimes get louder, do progressively more damage.
       Level: Clr 7, Noise 7, Vengeance 7
Components: V, S, M
Casting Time: 1 full round
Range: 0
Area: 120-foot radius emanation centered on you
Duration: 7 rounds
Saving Throw: Special (see text)
Spell Resistance: Special (see text)

    This fearsome creation of Tinnabula's priesthood was once exclusive to them, but over the centuries since its invention it has spread to other faiths. It is now a fairly common attack spell used by priests who make use of sonic attacks. It causes seven progressively louder rings, as if from a massive bell, within the area of effect, and each ring has a (progressively more devastating) effect on creatures other than the caster who are in the area. Each round of ringing has a different effect, requiring different saving throws and interacting differently with Spell Resistance than the others; the final two rings even penetrate magical (or supernatural) Silence. All effects are summarized in the list below.
  • 1st Round: The ominous overtones and reverborations of the ring force creatures within the area to make Will saves or become Shaken for 1d4 minutes. The caster must roll against SR of those creatures which have it, in order to affect them. This is a Mind-Affecting, Fear effect.
  • 2nd Round: This louder ring deals 1 point of temporary WIS damage to creatures in the area, and forces them to make Will saves or become Panicked for 2d4 minutes, getting away from the caster as fast as possible. Those creatures already Shaken by the first ring have a -4 circumstance penalty to the save against the second ring. As with the first ring, Spell Resistance applies to this effect (including the WIS damage). The Panic effect is a Mind-Affecting effect, but the WIS damage is not (and will affect creatures immune to Mind-Affecting effects).
  • 3rd Round: The third ring deals 1d4 points of temporary WIS damage, and 1d4 points of sonic damage, to creatures in the area. Creatures must also make Fortitude saving throws or be stunned by the intense blast of sound. Creatures already Shaken and/or Panicked by the rings on previous rounds have a -4 circumstance penalty to the save. Spell Resistance can protect a creature from the stunning effect and the WIS damage, but not the sonic damage. None of these effects are considered Mind-Affecting for purposes of immunity.
  • 4th Round: The fourth ring forces creatures in the area to make Fortitude saves immediately or become deafened for 1d4 days; creatures which make this save take 2d4 points of temporary WIS damage instead. Also, each creature must make a Will save or become paralyzed for 1 round, as the intense sound shakes their muscles and bones too much to allow movement. The sound also deals 2d4 points of sonic damage to all within the area. If a creature was Panicked or Shaken by the earlier rings, it has a -4 circumstance penalty to the Will save; if it was stunned by the 3rd ring, it has a -4 circumstance penalty to both saves. Spell Resistance can protect a creature from either of the effects requiring saving throws, but not from the sonic damage. None of these effects are considered Mind-Affecting for purposes of immunity.
  • 5th Round: The fifth ring deals 4d4 points of sonic damage to all creatures and objects in the area of effect. Furthermore, creatures must make Fortitude saves or become permanently deaf; creatures which went deaf with the 4th ring do not get a saving throw to avoid the deafness becoming permanent with this one. Furthermore, creatures must make Will saves with a -4 circumstance penalty or become paralyzed for 1d4 minutes as their bodies are shocked by the incredible noise. Creatures which were paralyzed by the 4th ring have a further -4 circumstance penalty to this Will save (and thus have a total -8 modifier from Chimes of Doom alone). Again, even Spell Resistance cannot protect a creature from the sonic damage, and in this case it doesn't protect against the deafness effect either. Spell Resistance can protect a creature from the paralysis, and nothing else. None of these effects are considered Mind-Affecting for purposes of immunity.
  • 6th Round: The mighty sixth ring deals 8d4 points of sonic damage to all creatures and objects within the area. Creatures must make Will saves with a -4 circumstance penalty or go permanently insane, as if from the spell Insanity. creatures must also make Fortitude saves (also with a -4 circumstance penalty) or have their bones broken by the extremely loud sounds, dealing 2d4 points of temporary DEX damage and causing them great pain (-2 penalty to all skill checks and ability checks until healed). Creatures without bones have no pain penalty, but still take 1d4 points of DEX damage as their bodies are shocked by the wave of sound. Spell Resistance can only protect a creature from the Insanity effect; none of the others can be staved off that way. This ring cannot be heard within areas of magical Silence, and deals no sonic damage within them, but otherwise has its full effects despite being a Sonic effect. The Insanity effect is a Mind-Affecting effect, but none of the other effects of this ring are.
  • 7th Round: The seventh and final ring causes an Earthquake within the spell area for one round, as the incredible sonic vibrations literally shake the ground apart. It also deals 1d4/level points of sonic damage to all creatures and objects in the area. This ring is audible (though not particularly loud) within areas of magical Silence, and has its full effects (including the damage) in such places despite being a Sonic effect. None of these effects are considered Mind-Affecting for purposes of immunity.
    Creatures can leave the area at any time, unless immobilized (for instance, by the 4th ring). Those that do are unaffected by any remaining rings, though effects already on them continue to work until their given durations expire. Creatures outside the area can hear the rings (the final two are easily audible a mile or more from the casting site), but do not suffer the effects noted above. They may suffer other effects, at the DM's discretion, depending on how far away from the epicenter of the effect they are, but in general such effects are always significantly less powerful than those given above. Finally, the caster is immune to all effects of his or her own Chimes of Doom, though if two casters were to each cast the spell within range of the other, each caster would be affected by the other's spell.
    Material Components: A hollow cylindrical chime worth at least 100 gp, and a tiny iron mallet.

Clock (Divination)
Gives time of day down to the second.
       Level: Clr 0, Psion/Wilder 1, Sor/Wiz 0, Time 1
Power Points: 1
Components: V, S
Psionic Display: Me, Ma
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

    This common minor spell, handed down from the Golden Age, gives the caster the exact time of day in hours, minutes, and seconds. While knowledge of seconds and minutes is not normally very useful in modern Taeran life, the "hours" component of the information usually is. The time the caster is given is counted from midnight, and puts 24 hours in each day from midnight to midnight.
    There are two curious facets of this spell's behavior, which scholars have attributed to the methods of Ancient timekeeping. First, while one is touching the ground of Taera, the exact time given seems to be dependent on where one is located- that is, the spell gives different results for different places, though whatever place it is cast at, the results are always completely accurate for the local area. Second, when one is not standing on the surface of Taera, or within its side of the Underdark, the Clock always gives an answer based on some Ancient system of "universal" time, which is often inaccurate (for instance, it may give the time as 16 hours past midnight, when in fact it is more like 6). In Arite, of course, this matters little, since Arite has a constant and consistent light during all 24 hours of every day- but when flying above the surface of Taera, this artifact of the Ancient days can be annoying. Sages and Chronomancers experimenting with the spell have determined that the "universal" time appears to match the time for some points on the eastern shores of Anyrk, and within the jungles of Yoor; just why the Ancients considered the time there to be "universal" is not known today. Most casters of this spell today are aware of the quirk, and do not cast it while flying.
    The second quirk is that the minutes and seconds, rather than being based on a system of 60 minutes per hour-60 seconds per minute as is common on most planes, appears to be based on 64 minutes per hour, and seconds per minute, instead. Again, this strange artifact of the Ancient days is not well understood, though few scholars care to even speculate on it (let alone research it), both because of the fact that minutes and seconds are rarely useful to know today, and also because 64 parts is still a close approximation of 60.

Cloud of Hate (Enchantment(Compulsion)) [Evil, Mind-Affecting]
Creatures within cloud make Will saves or attack each other in blind rage.
       Level: Clr 4, Hate 4, Psion/Wilder 4
Power Points: 7
Components: V, S, M, DF
Psionic Display: Au, Ol, Vi
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud, up to one 10 ft. cube/level volume (S)
Duration: 6 minutes + 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

    This nasty spell creates a cloud of dark vapor smelling of fire and brimstone. Each creature within the cloud must make a Will saving throw or go berserk, attacking anyone and anything it encounters. If a creature makes one save, but stays in the Cloud, it must make a new saving throw each round until a save fails, or it leaves the Cloud. While berserk, a creature is in a feral rage, and will not listen to diplomacy or reason. Furthermore, it is affected as if under the effects of a Barbarian Rage (that is, +4 STR and CON, -2 AC, etc.), and in addition can continue fighting and acting normally while dying (i.e. at negative hit points), though it dies immediately upon reaching -10 hit points as normal. This special Rage has divine power behind it, and cannot be ended voluntarily; also, it does not begin to abate (with the usual duration of 3 rounds plus one per point of CON modifier) until the creature leaves the Cloud of Hate or the spell ends.
    Regardless of allegiance, the caster of this spell is immune to the effects of the Cloud, and is never considered a target for attacks by creatures affected by the Hate. Like most magical clouds, a Cloud of Hate can be dissipated by strong winds (a moderate wind- 11+ miles per hour- dissipates it in 4 rounds, a strong wind- 21+ miles per hour- in 1 round). If it is dissipated, the spell ends prematurely, though Hate-affected creatures may still be berserk for some time.
    Material Components: A handful of coal dust and a vial of unholy water.

Collapse Probability (Location)
As Alternate Reality, but you select which result happens out of all possible ones.
       Level: Chance 9, Nomad 9, Sor/Wiz 9
Power Points: 17, XP
Components: V, S, M, XP
Psionic Display: Au, Me, Vi
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

    This spell works exactly like Alternate Reality, except that whoever selects the result (the recipient, if it was willing for the spell to be cast, or the caster otherwise) is allowed to choose from all possible results, without even rolling a die. It is, therefore, possible to change a critical hit that kills its target into a natural 1 (or even critical fumble, if those rules are being used), or vice versa. The result selected must actually be possible in order for this spell to make it happen; for instance, a creature with a +1 attack bonus could not be granted a critical hit upon a target with AC 30, since there is no possible way the creature could score a hit without the "automatic hit on a natural 20" rule, though the creature could be granted a normal hit since a natural 20 would allow that to happen. Similarly, a creature could not be granted a skill check result of 80 unless its existing bonuses could allow it to reach such a high result (meaning a total bonus of at least +60), though the spell would allow the skill check to be given the best result possible with the creature's existing bonus (i.e. as if it rolled a natural 20). Also, the event need not have taken place within the last round, but may instead have ended at any time within the last hour; furthermore, the event need not even have begun during that hour. It is thus possible to Collapse Probability on a Craft check for finishing an item that has been "in the works" for several weeks, though in normal situations only one check can be changed by the spell (the most recent one). Regardless of when the changed event took place, it is the only one changed by this spell, even if later events depended on the outcome of the changed event.
    Material Component: A small, perfectly carved and smoothed cube of transparent crystal, worth 500 gp. Craft (Gemcutting) is the skill check required to create this ornament (DC 30).
    XP Cost: 5000.

Compass (Location)
Magical line points the way to named direction or place.
       Level: Clr 1, Drd 1, Earth Elem 1, Exploration 1, Rgr 1, Sky 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: 0
Effect: Arrow of light
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

    This common travel and exploration spell has been handed down since Ancient times, and is often one of the first things apprentice Locators learn in their studies. It creates a thin, glowing, insubstantial arrow in the air about one foot from the caster, which stays there for as long as the spell lasts. The arrow always points in the direction the caster named during the actual casting, regardless of where the caster goes or what direction he or she turns to face, and it can therefore be used to accurately chart a course and follow it. The direction named can be any basic direction, such as north, south, or even up or down (useful when one is travelling underground or underwater). Alternatively, the caster can specify that the arrow always point "towards X" where X is a specific place, but in order to do so the caster must have personally visited the named place at some point in the past. A caster is even allowed to have multiple Compasses active at the same time, but since they all look alike, doing so runs the risk of becoming confusing (and getting the character lost).

Cross the Threshold (Alienoid Warlock Invocation)
Use Plane Shift as the spell, but no off-target arrival.
       Outer (Supreme) Invocation
Level Equivalent: 8th
    You can use this invocation to transport yourself and up to eight other willing creatures holding hands to another plane, as with the Plane Shift spell. Unlike the spell, however, this invocation never deposits you off-target- you always arrive exactly where you intended to go.

Dark Cure (Conjuration(Healing)) [Evil]
Subject gains 2d8 +1/level (max +10) temporary hit points, but must save or be unaffected by healing.
       Level: Clr 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes

    The Church of Nexus are the responsible parties for this spell and the others like it (those named Dark Cure or Black Cure). The spell appears to heal the target creature for 2d8 + 1/level hit points (to a maximum of +10), just like the Cure Moderate Wounds spell, but in fact all the hit points granted are temporary and last only as long as the Dark Cure does. When the spell ends for whatever reason (the end of its duration, dismissed by the caster, or the caster dies), all temporary hit points granted by Dark Cure are lost. Furthermore, after the spell ends, the victim must make a Fortitude saving throw or suffer additional effects (which are the real point of casting this spell).
    If the save fails, several further effects manifest on the victim. First, the creature is in severe pain, suffering a -1 circumstance penalty to all skill checks and ability checks, and must make Concentration checks (DC 5 + spell/power level) to cast any spell or manifest any psionic power. Second, the victim's natural healing process is reversed, and instead causes a loss of hit points each day instead of a gain. Finally, as if the above wasn't enough, Dark Cure also leaves a lingering presence of negative energy within the subject (detectable as a minor, magical Necromancy effect) which prevents any normal or magical healing from working on it while the energy persists. All these effects linger for up to 1 day per level of the original caster of Dark Cure.
    While the victim has the negative energy within it, more Black Cure or Dark Cure spells (of any level) will work to "heal" it, but nothing else will- thus, the victim will become dependent on the casters of the Dark Cures. The aura of negative energy left behind by Dark Cure eventually dissipates on its own, but given the reversal of natural healing, most subjects won't last long enough for it to go away. The aura can be eliminated during its duration by use of Remove Curse, Break Enchantment, or any higher-level effect which removes curses, against the caster level of the original Dark Cure; if this is done before the actual Dark Cure spell has expired, however, it immediately ends and takes the temporary hit points with it. In this case, the victim must make a Fortitude save or suffer all effects described above except the prevention of magical healing. Once the aura of negative energy is gone, any magical healing used on the victim will restore its normal healing functions and end the pain which normally accompanies the end of a Dark Cure spell.
    Material Component: An opium seed.

Discern Lies (Celestial Warlock Invocation)
Use Discern Lies as the spell.
       Lesser Invocation
Level Equivalent: 4th
    You can use Discern Lies as the spell, except that the duration is Concentration with no maximum.

Displacement (Alienoid Warlock Invocation)
Use Displacement as the spell.
       Lesser Invocation
Level Equivalent: 3rd
    You warp the light around yourself to distort your true location, as the Displacement spell, with a duration of 24 hours.

Disorienting Blast (Alienoid Warlock Invocation)
Target must make Fortitude save or be Dazed.
       Lesser Invocation
Level Equivalent: 4th
Type: Eldritch Essence
    This Eldritch Essence invocation allows you to change your Eldritch Blast into a Disorienting Blast. Any living creature struck by a Disorienting Blast must succeed on a Fortitude save or be Dazed for 1d4 rounds in addition to the normal damage from the blast.

Distance (Divination)
Reveals exact distance between you and a named object or place.
       Level: Seer 1, Sor/Wiz 1
Power Points: 1
Components: V, S
Psionic Display: Au, Ma
Casting Time: 1 action
Range: 0
Effect: Special (see text)
Duration: Instantaneous
Saving Throw: Will partial (see text)
Spell Resistance: No

    This common travellers' spell, handed down from the Golden Age, gives the caster the exact distance between him/herself and a named object or place. The distance given by the spell is an absolute measure of distance ignoring any obstacles that may be between the caster and the named thing; i.e., the spell may reveal that a certain city (on the other side of a long mountain range) is a mere 20 miles away, while normal travel will require a 200-mile journey around the mountains and back, to get there. The name has to be specific enough to reference an exact entity (e.g., "a sword" is not allowed, but "my friend Jessup's short sword" is), and the caster must know exactly which entity is referred to (e.g. "the city of Methodica" is allowed, but "the nearest town with at least 500 people" is not). If the caster has a name for the object or place, whether seen in a document or heard in the course of daily life, the spell will work unless the name is incorrect, or the entity is protected somehow (for instance, most artifacts are protected by their power, and will not reveal any information). The spell only reveals information about entities on the same plane as the caster; if the object or place named is on another plane, the spell reveals an infinite distance, and the caster must make a Will saving throw (against the spell's normal DC) or be stunned for 1d4 rounds as the incredible sense of distance overwhelms his or her mind.

Distortion Armor (Alienoid Warlock Invocation)
Gain deflection bonus to AC.
       Outer (Supreme) Invocation
Level Equivalent: 8th
    This invocation warps space around your body, making it much more difficult to aim and maneuver weapons and effects to hit you. You gain a +10 deflection bonus to AC for 24 hours.

Distortion Wave (Location)
A much more powerful Reality Ripple which can strand objects and creatures in other planes.
       Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 5-ft./level radius emanation
Duration: 1 round/5 levels
Saving Throw: Fortitude partial
Spell Resistance: Yes

    As Reality Ripple, except as noted above, and for the following changes. First, the Distortion Wave deals 3d12 points of damage per round, rather than 1d12. Second, creatures killed by the damage are partially Disintegrated, like objects, and consequently cannot be brought back to life by Raise Dead- only by Resurrection or similar more powerful spells. Third, the Distortion Wave exists on adjacent planes of existence as well as the caster's own plane, so even creatures which have no existence in the caster's plane will be affected if they happen to be in the area of the spell. Finally, creatures and objects within the spell's area must make a Fortitude save the first round they are affected (in addition to saves they make against other effects of the spell) or be Plane Shifted into a random adjacent plane. It is therefore quite possible for creatures not even significantly harmed by the spell to be effectively removed from the caster's attention, by being forced into another plane. For the purposes of this spell, "adjacent planes" includes any coexistent planes, and coterminous planes where the border is near enough to the caster's location to be within the spell's area of effect. Extradimensional spaces within the spell's area are considered "adjacent planes" for all purposes except for being valid destinations of creatures and objects which get shifted out of them; any creatures or objects shifted out of extradimensional spaces are always shifted to the caster's own plane (or whatever plane the extradimensional space connects to if it is not the caster's).

Earth's Embrace (Abjuration) [Earth]
As long as it is touching ground, subject gains +1 AC, +1 saves, and takes half damage from all attacks.
       Level: Earth Elem 2, Materialist 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature which is touching natural ground
Duration: Maximum 1 round/level (see text)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

    When this spell is cast, the ground in contact with the recipient grows out and extends a thin layer around the creature, granting several benefits. First, the creature gains a +1 bonus to AC; since this is not a named bonus, it stacks with all other bonuses the creature has. Second, the covering of earth both protects the creature from attacks and acts on its own to move the creature out of their way; this grants the creature a +1 bonus to all saving throws. Finally, the rocky layer cushions the creature against impacts of all kinds, which results in the creature taking only half damage (rounded up) from any attack which strikes it, and rendering it immune to subdual damage. These benefits last as long as the spell does, but the magical covering must constantly renew itself from the ground in order to stay active- therefore, if the creature is ever pushed or lifted entirely off the ground, no longer touching it at all, then the covering crumbles away immediately and the spell ends.
    Material Component: A tiny carving of an open hand, carved from hard stone such as granite or marble. This trinket has a market value of approximately 1 gp in most circumstances, and requires a Craft (Sculpture) check (DC 15) to make.

Emotional Wall (Telepathy) [Mind-Affecting]
Grant +4 bonus on Will saves to all behind the wall until your next action.
       Level: Psion/Wilder 4, Soulknife 4
Power Points: 7
Psionic Display: Au
Manifesting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Wall up to 20 ft. wide and 20 ft. tall (see text)
Duration: 1 round
Saving Throw: Will negates (see text)
Power Resistance: Yes

    Calling upon the powerful subconscious forces of your unreasoning id, you form a wall of pure, unrestrained passion and fury, which blocks mental attacks. The wall is slightly visible as a sheet of shimmering haze in the air. It does not block line of effect, but any attack that has line of effect to its target or destination through the Emotional Wall becomes less powerful by passing through it. You and all creatures on your side of the wall (whether friendly or not) gain a +4 bonus to Will saves against all effects initiated from the other side of the wall; that is, any effect initiated by a creature with line of effect to the target that passes through the wall.
    Although the wall is not material and cannot prevent objects from passing through it, it does react violently to any mind that touches it directly. Any creature that passes through the Emotional Wall via any form of movement (except teleportation, which does not pass through the space in between its starting and destination points) must make a Will save or be overwhelmed with the power of the emotions in the wall. A creature that fails this save is stunned for 1d4 rounds. A stunned creature drops everything held, can't take actions, takes a -2 penalty to AC, and loses its DEX bonus to AC (if any).
    You can manifest this power instantly, quickly enough to gain its benefits even in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it's not your turn.
    Augment: For every additional power point you spend, this power's duration increases by 1 round. Every 2-round increase in the power's duration increases its save DC by 1.

Empyreal Blast (Celestial Warlock Invocation)
Target must make Will save or be paralyzed, and is automatically blinded.
       Empyreal (Supreme) Invocation
Level Equivalent: 9th
Type: Eldritch Essence
    This Eldritch Essence invocation allows you to change your Eldritch Blast into an Empyreal Blast. An Empyreal Blast brings with it a riotous flash of extremely bright light; any creature struck by it takes the normal damage for your Eldritch Blast and is blinded for 1 minute per caster level. Also, the target must succeed on a Will save or be rendered numb by the shock of the light, completely paralyzed for the same duration in addition to being blinded.

Energy of the Outer Spheres (Alienoid Warlock Invocation)
Go without food or water, and require less sleep.
       Lesser Invocation
Level Equivalent: 3rd
    Same as the Sustaining Glow Celestial invocation. You can go without food and water for 24 hours when you use this invocation, and you can sleep for only 2 hours and gain the full benefits of having slept for 8 (though if you can cast spells or manifest psionic powers, you must still recharge and prepare spell slots or power points normally, and with the normal limitation of not using them for 8 hours prior to recharging).

Energy Swarm (Psychokinesis) [see text]
Four exploding spheres each deal 6d6 damage of your chosen energy type.
       Level: Psion/Wilder 9
Power Points: 17
Psionic Display: Au
Manifesting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Four 40-ft.-radius spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half or Fortitude half; see text
Power Resistance: Yes

    This power essentially duplicates the mighty Meteor Swarm spell for psionicists. Upon manifesting this power, you choose Cold, Electricity, Fire, or Sonic. Four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the detonation spots you select. All four spheres are the same energy type; you cannot choose (for example) to make two spheres Fire and two Sonic.
    If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with it. Any creature struck by a sphere takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's explosion damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one sphere at the same target.
    Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of damage of the chosen energy type to each creature in the area. If a creature is within the area of more than one explosion, it must save separately against each. If a creature has energy resistance to the chosen energy type, then its resistance applies to each explosion's damage individually.
    Cold: An explosion of this energy type deals +1 damage per die. The saving throw to reduce damage from a Cold Swarm is a Fortitude save instead of a Reflex save.
    Electricity: Manifesting a Swarm of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming Power Resistance.
    Fire: An explosion of this energy type deals +1 damage per die.
    Sonic: An explosion of this energy type deals -1 damage per die and ignores an object's Hardness.
    This power's subtype is the same as the type of energy you manifest.

Entangling Blast (Alienoid/Celestial Warlock Invocation)
Target must make Reflex save or become Entangled.
       Least Invocation
Level Equivalent: 1st
Type: Eldritch Essence
    This Eldritch Essence invocation allows you to change your Eldritch Blast into an Entangling Blast. An Entangling Blast carries with it a net of force that entangles any creature struck by it (in addition to the normal damage from the blast) unless that creature succeeds on a Reflex save. An entangled creature may break free and move half its normal speed by using a full-round action to make a DC 20 STR or Escape Artist check. The net of force dissipates on its own after 1 minute, freeing any creature entangled by it.

Eruption (Conjuration) [Magma]
Magma erupts in a 30-foot radius, dealing 10d6 damage/round for 1 round/level.
       Level: Druid 7, Earth Elem 7, Fire Elem 7, Magma 7, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Area: 30 ft. radius emanation
Duration: 1 round/level
Saving Throw: Reflex partial (see text)
Spell Resistance: No

    This spell may only be cast on a horizontal area of ground made of earth or stone. Casting the spell opens a small, temporary vortex to the Elemental Plane of Magma and brings superheated magma through it to form a fountain of liquid rock that explodes over a 30-foot radius hemisphere. While it is active, any creature in the area takes 8d6 points of Fire damage and 2d6 points of impact damage per round. Each round a creature is in the area, it may make a Reflex save to avoid some of the flying debris; if the save is successful, it takes only 5d6 Fire damage that round and avoids taking any impact damage.
    Arcane Material Component: A chunk of hardened lava weighing at least ½ pound.

Eyes of the Law (Divination) [Lawful]
You learn the laws, rules, and mores of one society.
       Level: Clr 2
Components: S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: Special (see text)
Duration: 1 day/level
Saving Throw: None
Spell Resistance: Yes

    To cast this spell, the caster must know the name of a specific group or society, defined as a group of creatures with a cohesive set of customs and/or mores. For instance, "humans" would not be a valid group, since humans are such a diverse lot, but "the human followers of Cenob in the city of Shadowgate" is valid. Once the spell is cast, if any member of the specified group is within range, then the caster instantly learns all of the laws, customs, and mores of the specified group; if no member of the group is within range, then the spell fails (though the caster does not necessarily know why- see below). If the only member of the specified group who is within range of the spell has Spell Resistance, then the spell must overcome its SR in order to learn anything- otherwise, it fails, again without the caster necessarily knowing why.
    If the caster learns the rules, customs, and mores of the specified society, then he or she may use that knowledge to act as an insider of the society, or at any rate a friend of it. When dealing with members of the specified society, the caster gains a +4 circumstance bonus to Diplomacy and Sense Motive checks. Also, if the caster uses the knowledge to Disguise him/herself as a member of the society, the Disguise check is granted a +5 circumstance bonus, and the caster may substitute his or her INT bonus in place of CHA if it is better.
    Note that in the unlikely event that the specified group has no laws, mores, or customs to speak of, then the caster receives no information- but in this case, the spell has not failed. The caster knows that there is no information to gain by casting it.

Farral's Freezers (Evocation) [Cold]
Throw 1 ice-blue ball/level which deals 2d4 cold damage and covers target with icy coating.
       Level: Air Elem 5, Energist 5, Sor/Wiz 5, Water Elem 5
Components: V, S, M, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: Up to one creature/level
Duration: 1 round/level or until discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes

    This spell is essentially a cold-energy version of Minute Meteors, but the small balls of blue energy it creates deal slightly more damage, and cause an additional effect which renders this spell considerably more powerful. Like the original, Farral's Freezers creates one tiny fireball per level of the caster, though the freezers are bright blue rather than orange or another natural flame color. The caster can throw one freezer each round as a free action, while the spell lasts, and as a move-equivalent action can throw two freezers- one from each hand (creatures with more than two hands can throw more freezers, but discharge the spell faster). Upon throwing a freezer at a target, the caster must make a ranged touch attack roll against that creature; if successful, the freezer bursts on the target and inflicts 2d4 points of cold damage. If the attack misses, the freezer is lost, though the 5-ft. square area where the freezer actually impacts (use the grenade-like weapons rules to figure out where) may acquire an icy coating similar to a Grease spell for 1d4 rounds (DM's option).
    A freezer striking a creature creates a thin coating of extremely cold ice around it, and forces that creature to make a Fortitude saving throw or become instantly frozen and immobile for 1d4 rounds. Targets hit in midair are even suspended there, frozen in place. Any target "frozen" by this spell is effectively paralyzed while the freezing effect lasts. Besides waiting out the freeze duration, there is one other way to end it- any successful attack upon the creature "un-freezes" it immediately. Upon becoming un-frozen, the creature takes an additional 1d4 points of cold damage (no save); furthermore, if the attack which un-froze it dealt fire damage, then the newly freed creature takes double damage from that attack and does not receive a saving throw against it (even if it would normally be allowed one, and even if the save would prevent all damage from the attack).
    Like Minute Meteors, this spell ends when the caster has no freezers left, when the caster fails to throw a freezer in any given round, or when a Dispel Magic is cast upon him or her- though the freezers must be thrown to be effective, before they are thrown they exist as a nimbus of magic around the caster.
    Material Components/Focus: The material component is a tiny sphere of dry ice (usually rather difficult to carry around outside of specially insulated containers). The focus is a small tube of solid platinum, with intricate inlaid designs and runes, which costs 5000 gp. It requires a crafter with at least 1 rank in Knowledge (Arcana) or Spellcraft, and the check required to create it is Craft (Blacksmithing) DC 25. Once created, the tube may be used any number of times.

Fireflow (Transmutation) [Fire, Magma]
Control fire for 1 minute/level.
       Level: Energist 3, Fire Elem 3, Magma 2, Sor/Wiz 3
Power Points: 5
Components: V, S, M
Psionic Display: Au, Ma, Ol
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One fire
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Spell Resistance: Yes

    By manipulating randomness and adjusting probabilities, the caster of Fireflow causes natural flames to spread and take shape in any way desired. The target fire source must be a natural one, not a magical source such as a Continual Flame, though still-burning fires started by spells such as Burning Hands count as natural for this purpose. Whatever fire is chosen, the caster can cause it to move in any direction desired within spell range, as long as the flames always stay in contact with a solid surface (they may not be raised into the air). The flames can spread at up to 50 square feet (the equivalent of two 5-foot squares) per round. Fire controlled by this spell is not limited by lack of burnable material, and can be directed to spread across snow, ice, bare rock, or other such nonflammable surfaces as long as they are solid. The surface is not harmed by the flames, but any creatures standing adjacent to them take damage as if caught inside the original fire that was the target of Fireflow (thus, 1d4 or 1d6 damage for a typical campfire, ranging up to 10d6 for a bonfire). Objects touching the surface the flames are moving across are not protected, and may also catch on fire if they are flammable (such as paper).
    Material Components: A small paintbrush and a pot of pitch.

Flicker (Location) [Fire, Smoke]
You randomly vanish and reappear in flashes of smoke and flame for 1 round/2 levels.
       Level: Fire Elem 3, Smoke 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes

    This odd spell causes the caster to constantly (and randomly) teleport around an area, leaving small explosions in his or her wake. Each round, the caster is teleported (as if by the 5th-level spell Teleport, but with no chance of arriving off-target or having a mishap, and with no possibility of transporting other creatures aside from the caster's own familiar, if applicable) up to 30 feet in a random horizontal direction. The direction is determined by rolling on the grenade-like missiles table, using the caster's current facing as the "target point;" the distance is determined by rolling 1d6 and moving the character that many 5-foot steps in the indicated direction. Should this place the character inside a solid object, then he or she is instead teleported to the closest open space along that same direction, even if that happens to be the space he or she started from; however, solid objects blocking the normal path between the starting space and the destination space do not block the teleportation if the destination is an open space (i.e. it is possible to Flicker through walls). The character is allowed to change facing and make a 5-foot step each round, but cannot take any other movement actions due to disorientation from the constant teleporting. It is not possible to control the teleportation in any way other than the influence that facing changes have on the directional rolls.
    Each time the character teleports, a 5-foot radius spread of smoke and flame explodes in the space he or she started from, dealing 1d6 points of fire damage to creatures which were adjacent to the character immediately before the teleportation. Affected creatures are allowed Reflex saves to take half damage, and Spell Resistance applies to stop a creature from being affected. A creature gets only one SR roll against the Flicker spell, however; either all of the explosions can affect it, or none of them can. Creatures which fail the Reflex save are also stunned for one round by choking and coughing, as the acrid smoke left behind by the explosion fills their lungs. Creatures which do not need to breathe are, of course, immune to this secondary effect.

Fool's Speech (Transmutation)
Caster and 1 creature/level can speak nonsensical, untranslatable language for 1 hour/level.
       Level: Sor/Wiz 3, Telepath 3
Power Points: 5
Components: V, S, M
Psionic Display: Ma, Me, Vi
Casting Time: 10 minutes
Range: Touch
Target: You and up to 1 creature/level
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

    With this spell, the caster empowers him- or herself and one or more others with the ability to speak a secret language that is incomprehensible to others. This language is treated like any other the affected creatures know; that is, they may choose to speak normally or using their secret tongue as desired. The Fool's Speech is not a real language, however; it does not remotely resemble any known language, and cannot be translated by any means (including Tongues or Comprehend Languages) other than by being one of the original targets of the Fool's Speech casting.
    Material Component: A tiny bone whistle.

Force Burst (Evocation) [Force]
Blast of force deals 1d6 damage/level and stuns.
       Level: Energy 5, Sor/Wiz 4
Power Points: 7
Components: V, S, M
Psionic Display: Au, Me, Vi
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-foot radius burst
Duration: Instantaneous
Saving Throw: Special (see text)
Spell Resistance: Yes

    This spell creates an explosion much like a Fireball, except made of pure force, like that of a Wall of Force spell. Force Burst deals 1d6 points of damage per caster level (maximum 10d6) to creatures caught in the blast, with a Reflex save allowed for half damage. Also, creatures struck by the spell must make Fortitude saves or be stunned for 1d4+4 rounds.
    Because the damage comes from terrific force rather than something else, it also damages all unattended inanimate objects (including structures) within the area. It is therefore possible, albeit difficult, to blast one's way through stone walls with this spell; doing so underground is not recommended due to the possibility of a cave-in.
    Material Component: A translucent gem worth at least 25 gp.

Form of Mystery (Illusion (Shadow))
Subject changes appearance, but looks different to each observer.
       Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 full round
Range: Touch
Target: One creature
Duration: 1 hour/level
Saving Throw: Will partial (see text)
Spell Resistance: Yes

    The sole known application of the paradigm of Wild Magic to the Illusion school is this spell, which covers the subject in a shifting, chaotic veil of images. Each time any creature other than the subject or the caster views the subject, the viewer sees a different creature standing in the subject's place. Furthermore, each individual viewer sees a different creature this way, so no two viewers will see the subject exactly the same way at any given time. Finally, should a viewer watching the subject look away, even for an instant, and then look back at the subject again, the subject will look, sound, and feel like a different creature- often radically different. While this changing appearance has little effect in wilderness, other than to perhaps confuse the viewers, it can be very useful indeed in more populated areas, as one spell's veil of images is partly dependent upon the subject's surroundings. If the subject is surrounded by people, it will tend to appear as a person, albeit a different one each time (and often a different race than the subject's actual one). The veil of illusions is constructed in such a way that it is not detectable by standard magical detection spells and abilities; in effect, it creates an Undetectable Aura around the subject in addition to the illusion itself. This tends to make the result of the spell even more confusing for viewers, especially those who can detect magic.
    Though the exact effect of this spell is difficult to simulate (or even describe) in game terms, it has some useful game effects (besides the obvious utility of an undetectable illusion). First, while covered by the veil, the subject can take virtually any action, and be assured of no witnesses being able to identify him or her (since all will give different descriptions). Second, the fact that the subject's apparent appearance changes with each viewing allows the subject to Hide even in plain sight, assuming there is a crowd or some other cover around to disappear into- to do this, the subject must make a Bluff check opposed by the viewers' Sense Motive checks; those viewers who are unsuccessful look away, and when they look back they see a different creature in the subject's place. This grants the subject a +20 circumstance bonus to Hide checks made to disappear into a crowd, or a +10 circumstance bonus to any Bluff or Disguise checks made to convince the viewers that the subject is not who they're looking for. Third, it will usually be difficult for a team of opponents to pinpoint the subject and coordinate attacks against it, due to the difficulty of communicating exactly which potential target to strike (a typical conversation might run "See that lady over there?" "What, behind the minotaur?" "What minotaur? And why are you pointing at that elf?"), and as a result any form of attack upon the subject which depends on cooperative movement- such as flanking- carries a -5 circumstance penalty on attack rolls. Fourth, due to the subject's uncertain form, creatures cannot properly strike at its vital areas, and the subject therefore becomes immune to Sneak Attacks and critical hits.
    Creatures directly interacting with the subject are allowed Will saves for disbelief of the illusion, and if successful can see the subject's real form within a translucent, shadowy reflection of the form they saw before disbelieving. However, each time a viewer looks away and sees the subject in a new form, it must roll a save anew in order to see through the illusion. Creatures which are currently seeing through the illusion are not affected by any of the benefits granted to the subject above, other than the ability to hide in plain sight by causing viewers to look away (since that depends more on the subject acting to make them look away).
    Focus: A cloak woven in colorful, swirling patterns, with sewn-in gemstones and thread of precious metals (such as gold), worth 1000 gp. This cloak requires Craft (Weaving) checks, DC 30, to properly create, and must be woven by somebody with at least 5 ranks in Knowledge (Arcana). The cloak must be worn by the subject while the spell lasts, and if the cloak is removed, the spell ends immediately.

Fossilize (Transmutation) [Death]
Kills subject creature and petrifies it simultaneously.
       Level: Druid 9, Earth Elem 8, Mountain 9, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates or Fortitude partial (see text)
Spell Resistance: Yes

    The subject creature is instantly killed and its flesh stripped away to leave only bones or exoskeleton (if the target has such, otherwise leaving only its outer skin/integument), which are mineralized and petrified as though buried in the ground for geologic ages. A creature killed in this manner may not be brought back to life by any life-restoration magic or similar means until the body has been de-petrified by Stone to Flesh or similar means; likewise, if the creature is de-petrified, it is still dead. Furthermore, any equipment worn or carried by the Fossilized creature takes 10d6 points of damage, with no saving throw allowed; if this damage does not destroy the object then it is petrified along with the creature itself. Since the creature's body is not left "complete" by the Fossilization process, it may not be returned to life by Raise Dead even after being de-petrified, though Resurrection and more powerful magics will still work.
    The target gets two Fortitude saves to avoid this horrid fate- one each for the death effect and the petrification. If the save against the death effect succeeds and the second fails, the victim is not instantly killed and its body and equipment/gear remain intact, but becomes petrified along with its carried objects as per Flesh to Stone; if the first save fails and the save vs. petrification succeeds, then the victim is killed as if by Finger of Death or another such instant-death effect but is not petrified. In the latter case, carried objects are not affected at all.
    Arcane Material Component: A chip of limestone and water taken from an underground spring or pool.

Fumble (Enchantment(Compulsion))
Creature drops an object it is holding.
       Level: Negator 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

    Used by pranksters in magic schools the world over, this cantrip causes the target to experience a brief muscle spasm, the result of which is to cause the subject to drop an object it is holding. If the creature is carrying an object with more than one appendage, it receives a +2 circumstance bonus to the saving throw. This spell can be used to cause the target to drop a whole series of objects, if (for instance) it is carrying a stack of them. For instance, a librarian carrying a stack of books may be forced by this spell to drop the one he is actually holding, which naturally causes him to drop the others as well (since they're stacked on top of that one).

Gamma Burst (Evocation) [Radiation]
Concentrated burst of intense radiation fills area for an instant.
       Level: Energy 7, Fire Elem 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 30-foot radius burst
Duration: 1 round
Saving Throw: Fortitude partial (see text)
Spell Resistance: No

    Immediately after the caster completes this spell, the radioactive rock which is the material component crumbles to dust and releases all of the radiation within it in a single, concentrated burst of energy. The burst is centered at a spot designated by the caster, within the spell's range. All within 30 feet of that spot are exposed, for one round, to Radiation at a level of Lethal-X, where X is equal to 24 + 1/caster level above 10th. Thus, a 16th level caster would produce Lethal-30 Radiation. Because the blast is so concentrated, it causes more damage than normal. If a creature exposed to it fails the save, the damage dealt is 1d6 per caster level rather than 1d6; if the save succeeds, then the creature still takes damage, but only 1d6 per 2 caster levels.
    Because the radiation is released as a quick flash rather than long exposure, no radiation sickness or unconsciousness (other than through going to negative hit points) is possible as a result of exposure to this spell. However, for every 15 points of damage a creature takes from this spell, it must make a Radiation save (not a standard save) against the spell's DC or be forced to undergo a Mutation. Creatures which are forced to make multiple saves this way might gain multiple mutations as a result. Mutations from this spell use the rules for "effect" mutations, as they are not caused by natural radiation.
    Material Components: The chunk of radioactive rock which releases the radiation.

Gamma Zone (Evocation) [Radiation]
Fills area with dangerous radiation for 1 day/level.
       Level: Fire Elem 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10 ft. radius/level emanation
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

    This nasty spell causes the area of effect to become saturated with dangerous Radiation, exactly like a natural Radiation Zone (including saving throws, DCs, effects of exposure, and even oddly behaving magic and psionics). The area is filled by Low-X radiation, where X equals the caster's level. If X is greater than the limit for Low radiation (20), then the radiation instead becomes Medium-X intensity. If X is too high for Medium, then High is used, and so on. A caster at any level may voluntarily lower the value of X by 5 to increase the level of intensity by one, if the new X falls within the acceptable range for that intensity level. For instance, a 20th-level caster can create a Gamma Zone of either Low-20 radiation, or Medium-15, as desired.
    Material Component: A chunk of radioactive rock.

Gammacleanse (Abjuration) [Radiation]
Permanently reduces radiation in area to harmless levels.
       Level: Clr 9, Earth Elem 9, Fire Elem 9, Light 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 10 minutes
Range: 0
Area: 1-mile radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

    This spell permanently reduces any harmful Radiation in the area to background levels, removing its influence from the land. The area affected by the spell immediately becomes habitable, though probably not particularly hospitable before creatures and plants have time to move into the area. Any creatures which are somehow dependent on Radiation to live, such as most Radioactive Mutants or creatures with the Radiation subtype, will immediately move at the best possible speed to escape the area; any left within it after 24 hours begin to starve and die (use the rules for starving, DMG page 86). Due to the material component and the relatively small size of the affected area, this spell is not often used, though powerful wizards studying Radiation and its effects often use this spell to create safe habitats for themselves in the middle of otherwise dangerous zones.
    Material Component: A clear diamond worth at least 10000 gp, which absorbs all the radiation and is destroyed by it.

Genocide (Evocation) [Evil]
Missile strikes one victim, then splits to hit more of the same race.
       Level: Clr 9, Prejudice 9
Components: V, S, M, DF, XP
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Effect: Ray and Special
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: No

    A truly horrific spell, this crowning achievement of Patrin's clergy has been used only a very small number of times in the history of the world, but is known to have been directly responsible for the extinction of an entire race on at least one of those occasions.
    The effect begins as a ray of negative energy which is directed at the first target by the caster. If the caster's ranged touch attack misses the target, then nothing more happens; but if it hits, the spell's true effect then begins. The initial target of the spell takes 80 points of damage (a Fortitude save is allowed for half damage). Whether or not the first victim saved (or even survived), the missile then coalesces around that creature, and on the caster's turn in the next round, the black energy fires two rays from the position of the victim, each one directed at another target of the same race which is within the spell's full range from that point- that is, each ray is treated as if the caster had actually cast the spell from that point for the purposes of determining its range (this is an exception to the normal rule that spell effects always end at the edge of their range). More importantly, the secondary rays automatically hit; nothing can prevent them from striking their targets once the first ray has hit. Each secondary ray deals 80 points of damage to its target (save for half), and then in the next round creates two more rays, each fired from its new position,... and so on. The spell continues this "strike and split" behavior for up to 1 round per caster level, potentially striking- and killing- hundreds of thousands of individuals. Regardless of how many rays are eventually produced, no target may be struck more than once by this spell, and any ray which has less than two available targets within range of its last victim will end at that position, not producing another split.
    One notable drawback of this spell is that the caster is not immune to it, should he or she be foolish enough to target a member his or her own race with the initial ray.
    Material Components: A bone from a creature of the same race as the initial target.
    XP Cost: 5000.

Ghostly Blast (Alienoid/Celestial Warlock Invocation)
Blast deals Force damage, and can strike incorporeal and ethereal targets with no miss chance.
       Greater Invocation
Level Equivalent: 5th
Type: Eldritch Essence
    This Eldritch Essence invocation allows you to change your Eldritch Blast into a Ghostly Blast. A Ghostly Blast deals Force damage. Incorporeal creatures, and ethereal creatures which you can see, may be targeted by the Ghostly Blast without penalty- and as a Force effect, it strikes them without the 50% miss chance that normally applies to attacks directed at such targets.

Glimpse From Beyond (Alienoid Warlock Invocation)
Gain bonus on Knowledge (Arcana, Dungeoneering, the Planes, and Psionics) checks and the ability to use them untrained.
       Least Invocation
Level Equivalent: 2nd
    You can invoke this ability to link your mind briefly to the Outer realms, gaining deep insight into the workings and nature of creatures, objects, and energies related to them. This grants you the ability to use Knowledge (Arcana), Knowledge (the Planes), and Knowledge (Psionics) checks untrained, as well as Knowledge (Dungeoneering) checks related to Oozes and Aberrations specifically. Furthermore, the deep insight granted by the Glimpse From Beyond gives you a +6 bonus on those same Knowledge checks. This special insight into alien realms fades and is forgotten by you after 24 hours.

Greater Dark Cure (Conjuration(Healing)) [Evil]
Subject gains 3d8 +1/level (max +15) temporary hit points, but must save or be unaffected by healing.
       Level: Clr 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes

    As Dark Cure, except that this spell grants 3d8 + 1/level temporary hit points (to a maximum of +15).

Groundmelt (Transmutation) [Magma]
10-foot radius is covered with lava, dealing 5d6 damage/round for 1 round/level.
       Level: Druid 5, Earth Elem 5, Fire Elem 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Area: 10 ft. radius emanation
Duration: 1 round/level
Saving Throw: Reflex partial (see text)
Spell Resistance: No

    This spell may only be cast on a horizontal area of ground made of earth or stone. When it is cast, the top several inches of the ground is superheated and melts, becoming molten magma which burns for 1 round per caster level. During this time, any creature standing on the ground in the molten area takes 5d6 points of Fire damage per round; no saving throw can reduce this damage. Creatures standing on the targeted ground when the spell is cast may make Reflex saves to get out of the area before the magma fully melts; otherwise, they automatically take damage as described.
    Arcane Material Component: A chunk of hardened lava weighing at least 1/10 of a pound.

Group Log (Divination) [Language-Dependent]
As Personal Log, but up to 1 recipient/2 levels.
       Level: Clr 5, History 5
Components: V, S, M, F
Casting Time: 10 minutes
Range: Touch
Target: One willing, sentient creature/2 levels
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

    Except in that it can affect multiple creatures, this spell is the same as Personal Log. It writes approximately one page per creature per day in the book, so casters of this spell normally use larger books than for Personal Log. The Group Log is written in such a way that the creature whose experiences, actions, or thoughts are being written at any given time is unambiguous and easily determined- typically by prefacing each entry with the name of the subject being written about.
    Material Components/Focus: This spell requires a blank book as its focus, and ink to write with as the material component. It uses up 1 vial of ink per day, per 5 creatures affected; thus, a Group Log on 6 creatures for 12 days will use up 15 vials of ink.

Heal Dead (Necromancy)
Repairs all damage to one dead body, without restoring life.
       Level: Clr 4
Components: V, S, DF
Casting Time: 1 full round
Range: Touch
Target: One dead creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

    This spell closes and effectively heals all wounds and damage on the target body, without restoring actual life to the corpse. If the body has any nonmagical poison or disease in it, then this spell flushes them out of the system, leaving it pure; however, magical poisons and diseases are left in the corpse and must be removed by other methods (if removal is even desired). In addition, while this spell does not directly preserve a corpse in the manner of Gentle Repose, it does effectively "reset the clock" and cause the time limit for utility of Raise Dead to start over again from 0.
    This spell's normal use is in funerals, to restore healthy appearance if necessary before the laying in state. If a body affected by Heal Dead is later the subject of a Raise Dead spell, however, then the creature returns to life with full hit points, though it still loses a level or point of CON as appropriate. Occasionally, a murderer or assassin uses this spell to cover up evidence, but doing so is dangerous because of the possibility of the victim being Raised as noted before.

Herman's Haphazard Wildbolt (Evocation) [Force]
Bolt of magical energy deals 1/level damage and surrounds targets in temporary Wild Magic zones.
       Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

    This spell creates a bolt of uncontrolled magical energy that resembles rainbow-colored lightning. The caster must make a ranged touch attack roll to strike the target; if successful, the Wildbolt deals 1 point of force damage per level to that creature. A creature struck by a Wildbolt does not receive a saving throw to reduce the damage, but a successful Reflex save does negate the second effect of the spell.
    That second effect is to create an aura of Wild Magic around the victim, much like a tiny, temporary Wild Zone that moves with that creature. This special, temporary Wild Zone lasts 1d4 + 1/2 levels rounds (or 2d4 + 1/2 levels if the Wildbolt got a critical hit), and during that time, the victim is treated as if he or she was within a real Wild Zone, though no other nearby creatures are (even if in the same square as the victim). Thus, all spells or spell-like abilities used by the victim cause Wild Surges instead of their usual effects. One additional effect of a Wildbolt is that dragons' breath weapons are affected- while the temporary Wild Zone does not prevent the breath weapon from having its normal effects, every time the dragon uses it, it causes a Wild Surge in addition to the breath weapon effect itself.
    One strange (and sometimes very useful) quirk of this spell is that the unstable Wild Magic energy used to produce the effect does not interact at all with inanimate matter. While this means that a creature's armor bonus is never counted for determining hits by the ray (as normal for magical rays), it also means that the Wildbolt can never harm Constructs or Undead. Most importantly, however, a Wildbolt is not stopped by physical barriers- it is possible to fire one through a wall at a target, provided the target is actually in range and the caster has some means of knowing exactly where the target is. A Wildbolt is stopped by force effects, such as a Wall of Force, but nothing else except striking a living target can prevent its passage. Being a force effect itself, a Wildbolt can strike incorporeal creatures, though with the usual chance of missing if it was fired by a corporeal caster.

Holy Avoidance (Celestial Warlock Invocation)
Use Repulsion as the spell.
       Greater Invocation
Level Equivalent: 6th
    You can use Repulsion as the spell, except that the duration is Concentration instead of 1 round per caster level.

Hornung's Guess (Divination)
Estimates number of individuals within a group.
       Level: Seer 1, Sor/Wiz 1, Wealth 2
Power Points: 1
Components: V
Psionic Display: Au
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: One group
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

    Hornung's Guess provides its caster with an instant estimate of the number of persons or objects in a group. The spell's target is one group of a general class of objects or creatures, all members of which are within spell range. Also, the group as a whole must be visible to the caster, though not necessarily every individual within it- for instance, it would be possible for a character to look down on a forest from a hill and use Hornung's Guess to count the number of trees. Using the same example, it would not be possible to count the number of Tabaxi in the tribe living in the forest, however, since the tribe as a whole would be concealed from sight by the trees. The estimate generated is accurate to the largest factor of ten- thus, a group of 439 soldiers would be estimated as 400, while a pile of 2670 gold coins would be estimated as 3000. These examples illustrate the most common uses for the spell; it is most popular with moneylenders and generals.

Hornung's Random Deflector (Abjuration) [Chaotic]
Shield of force redirects all attacks targetted at one creature to a random target instead (but possibly the original target).
       Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: Yes (harmless)

    This strange spell partially surrounds the recipient in a shimmering hemisphere of force. The shield moves with the subject, forming a transparent shell about one foot away from its body, and blocks all individually targeted ranged attacks (including supernatural attacks such as Magic Missiles and spell rays, and technological attacks such as laser beams). The shell covers only one side of the recipient; the caster must decide at casting time whether this will be the front, rear, left or right, top, or bottom (useful only when underwater or flying of course). Attacks which affect an entire area, such as Fireball or Lightning Bolt, affect the recipient normally should it be caught in them.
    Whenever an appropriate ranged attack is directed at the bearer of the Random Deflector, the shield causes it to be instead directed at a random creature within a 15-foot radius of the subject, including the shield's subject itself. Once the actual target is determined, the attack is rolled normally, as if the new target were the intended one all along. If the creature protected by the Random Deflector is chosen as the target anyway, and struck, then the spell ends and the shield dissipates immediately, regardless of how much time was left in its duration. If several people in an area are protected by Random Deflectors, then each one will activate separately on each attack, potentially causing the attack to change targets several times.
    Material Component: A small prism.

Inaccuracy (Location)
Creatures get -1 to melee attacks, -2 to ranged.
       Level: Nomad 1, Psychic Warrior 1, Sor/Wiz 1
Power Points: 1
Components: V, S, M
Psionic Display: Au, Ma, Me
Casting Time: 1 action
Range: Touch
Target: 1 creature/3 levels
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

    The targets of Inaccuracy are afflicted with a warped sense of position and timing, which causes them penalties to attack rolls. Affected creatures get a -1 circumstance penalty to melee attack rolls, and -2 to ranged attack rolls, while the spell lasts.
    Material Component: one broken glass magnifying lens.

Incinerate (Evocation) [Fire]
Intense flame deals 1d10 fire damage/level to target creature.
       Level: Fire Elem 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude half (object)
Spell Resistance: Yes

    This spell calls on energy from the Elemental Plane of Fire to fill the target creature or object with incredibly intense heat for a few brief seconds. Though the heat doesn't last long, it has long-lasting effects, burning the target from within and possibly setting it afire. A creature or object targeted by Incinerate takes 1d10 points of Fire damage per level, to a maximum of 15d10; creatures and magical or attended objects may make Fortitude saving throws for half damage. Any such creature or object which fails the save catches on fire, as described on page 303-304 of the DMG.
    Because it affects objects and requires Fortitude to resist rather than Reflex, this spell is a very popular one among hunters of undead.

Lesser Black Cure (Conjuration(Healing)) [Evil]
Subject gains 4d8 +1/level (max +20) temporary hit points, but is unaffected by healing.
       Level: Clr 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: Yes

    As Black Cure, except that this spell only grants 4d8 + 1/level temporary hit points (to a maximum of +20), and does not "cure" any afflictions such as poison or disease.
    Material Components: An opium seed and a vial of unholy water.

Lesser Dark Cure (Conjuration(Healing)) [Evil]
Subject gains 1d8 +1/level (max +5) temporary hit points, but must save or be unaffected by healing.
       Level: Clr 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes

    As Dark Cure, except that this spell grants 1d8 + 1/level temporary hit points (to a maximum of +5).

Logic Lockpick (Telepathy) [Mind-Affecting]
Deal 2d6 INT damage and confuse target for 2d4 rounds.
       Level: Psion/Wilder 6
Power Points: 11
Psionic Display: Au
Manifesting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half; see text
Power Resistance: Yes

    You create a simple mental "virus program" to disrupt your target's mind. This "virus program" is a construct of carefully structured rational arguments and spurious logic, which attempts to "unlock" the victim's mind and steal its way in where it can do its damage. The creature targeted by the Logic Lockpick must make a Will save or take 2d6 points of INT damage; a successful save reduces the damage to half. Furthermore, any creature failing the save against the INT damage is fully affected by the viral logic, and its actions suffer as a result- the creature is Confused for 2d4 rounds, unable to independently determine what it will do during that time. Roll d% on the following table at the start of each of the subject's turns to see what it does in that round.
  • 01-10:  Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).
  • 11-20:  Act normally.
  • 21-50:  Do nothing but babble incoherently.
  • 51-70:  Flee from manifester at top possible speed.
  • 71-100: Attack nearest creature (for this purpose, a psicrystal or familiar counts as part of the subject's self).
    Augment: For every 2 additional power points you spend, this power's save DC increases by 1, and you can affect an additional target. Any additional target cannot be more than 30 feet from another target of the power.

Long Chain Lightning (Evocation) [Electricity]
1d8 damage/level; secondary and tertiary bolts.
       Level: Air Elem 9, Sor/Wiz 9
Power Points: 17
Components: V, S, F
Psionic Display: Au, Ol, Vi
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target plus one secondary target/level (each must be within 30 ft. of the primary target) and one tertiary target/level (each must be within 30 ft. of a secondary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

    As Chain Lightning, except that the bolt deals 1d8/level damage rather than 1d6/level, the secondary targets take the full dice of damage rather than half dice, and the bolts arc to tertiary targets (who take half dice, just as with the normal Chain Lightning). Also, the spell's primary target may be designated as a tertiary target if the caster so chooses; in this case, that target's initial Reflex save counts for both the primary and tertiary bolts that strike it. No other target may be struck more than once by the spell. As with Chain Lightning, the caster may choose to strike less than the maximum allowed number of secondary or tertiary targets.
    Focus: A bit of fine fur, a quartz rod worth 100 gp, wrapped in 100 gp-worth of gold wire wound tightly about it, and one copper pin and one silver pin for each of your caster levels.

Look Through Beyond (Alienoid Warlock Invocation)
Use Arcane Eye as the spell.
       Lesser Invocation
Level Equivalent: 4th
    You can use Arcane Eye as the spell, except that this invocation has a duration of Concentration instead of 1 minute per caster level.

Lurker at the Threshold (Alienoid Warlock Invocation)
Bring a pseudonatural creature to your plane to fight for you.
       Least Invocation
Level Equivalent: 2nd
    You can use this invocation to summon one or more pseudonatural creatures, as the Summon Monster II spell except that summoned creatures have the Pseudonatural template instead of the Celestial or Fiendish templates. Also, this invocation has a duration of Concentration instead of 1 round per caster level.

Magic Circle Against Air/Earth/Fire/Water (Abjuration) [Air, Earth, Fire, or Water]
As Magic Circle Against Good/Law/Evil/Chaos, but protects against a chosen element instead.
       Level: Elemental 3, Sor/Wiz 3, Univ Elem 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Area: Emanates 10 feet from touched creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (but see text)

    This spell wards all creatures in the area from attacks by elemental creatures of the chosen element, from mental control, and from summoned or conjured creatures. The caster must choose one of the four elements to be protected against at casting time, and only one of the four types may be active on any target at any given time. Creatures with a subtype matching the protected element count as elemental creatures for the purpose of protection by this spell (for instance, a creature with the Fire subtype counts as a Fire Elemental creature for the purposes of Magic Circle Against Fire). When this spell is cast, its element descriptor is the element opposing the one chosen; thus, Magic Circle Against Fire is a Water spell and has the Water descriptor, even if cast by a Fire Elementalist.
    The protected creatures get a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made by creatures of the warded elemental type. Also, the barrier blocks any attempt to possess the warded creatures or to exercise mental control over any of them. The protection does not prevent a spell or effect that grants mental commands to be cast on a warded creature, but it prevents the caster of such a spell from mentally commanding the warded creature. If warding effect ends before the mental control effect does, the caster 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. This effect works regardless of elemental type. Finally, the spell prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail, and the creatures to recoil, if such attacks require touching a warded creature. Elementals and outsiders of the opposite elemental type (that is, the type matching the spell's descriptor) are immune to this effect. For instance, a Water Elemental would be immune to this effect of a Magic Circle Against Fire. The protection against contact by summoned or conjured 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 a protected creature. The caster must beat a creature’s SR in order for the magic circle to keep it at bay, but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ SR. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as normal for that creature only.
    This spell has a special function that the caster may choose when casting the spell. A magic circle can be focused inward rather than outward. In this case, it serves as an immobile, temporary magical prison for a summoned creature that matches the circle's protected type. The creature cannot cross the circle’s boundaries. Thus, a creature with the Fire subtype cannot cross a Magic Circle Against Fire if summoned into it as a prison.
    Arcane Material Components: An example of the element opposing the one to be protected against; thus, a flame for Water, a rock for Air, etc.

Map (Conjuration(Creation))
Creates a map of a 10-foot/level square which lasts 1 minute/level.
       Level: Earth Elem 2, Exploration 2, Materialist 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Flat square up to 10 ft. long/level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

    This popular exploration spell draws a map of the area of effect on a sheet of paper. The map is complete and accurate as far as it goes, but it can only show objects located on a horizontal level with the caster (assume a 5-foot height limit to the area); thus, it is not possible to Map a multi-level complex without travelling to each level separately. Also, only solid objects are shown on the Map, and it does not distinguish between them- thus, walls and closed doors may look identical on the Map unless the door has some easily-identifiable feature such as an ornate or especially obvious latch. The Map is incapable of detecting traps, or persistent magical or psionic effects, and therefore it will not show any. The Map will show stairs and slopes within the area, but only the first 5 feet or so of length; the rest appears solid or open depending on whether the slope/stairs go up or down. If the caster is personally inside the area, then the Map shows the character's location with a small red dot.
    The Map is not drawn with real ink, but rather with a magically conjured film of energy which glows slightly; therefore, it can be read in the dark (but not in total darkness such as that caused by a Darkness spell). At the end of the spell duration, the Map vanishes from the paper, leaving it as blank as when the spell was cast. While the spell lasts, the paper will not allow notes or drawings of any kind to be made upon it, nor can it be used to cast another Map; however, nothing prevents the caster or any companions from carefully copying the Map on another sheet with permanent writing tools if they have some handy. In this case, the copiers must make Craft (Cartography) checks at DC 10 in order to successfully copy what the Map shows; spells such as Leia's Copier cannot be used to copy the Map, since it does not consist of real ink. Once the Map spell ends, the same sheet may be used for another casting of Map, provided it does not get marked in any way before the second casting.
    Focus: A blank sheet of parchment or paper for the magical writing to appear upon.

Mass Eruption (Conjuration) [Magma]
Deal 20d6 damage in a 50-foot radius, for 1 minute/level.
       Level: Druid 9, Earth Elem 9, Fire Elem 9, Magma 9, Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Area: 50 ft. radius emanation
Duration: 1 minute/level
Saving Throw: Reflex partial (see text)
Spell Resistance: No

    This spell may only be cast on a horizontal area of ground made of earth or stone. Casting the spell opens a temporary vortex to the Elemental Plane of Magma and brings superheated magma through it to form a fountain of liquid rock that explodes over a 50-foot radius hemisphere. While it is active, any creature in the area takes 15d6 points of Fire damage and 5d6 points of impact damage per round. Each round a creature is in the area, it may make a Reflex save to avoid some of the flying debris; if the save is successful, it takes only 8d6 Fire and 2d6 impact damage that round.
    Arcane Material Component: A chunk of hardened lava weighing at least 1 pound.

Maze of Reflection (Telepathy) [Mind-Affecting]
Gain +2 bonus on Will saves against mind-affecting effects until your next action, plus attackers may be dazed.
       Level: Psion/Wilder 2, Soulknife 2
Power Points: 3
Psionic Display: Au
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Will negates (see text)
Power Resistance: Yes

    You hide your mind inside a shifting maze of memories and impressions as you reflect upon your life, gaining a +2 bonus on Will saving throws against Mind-Affecting effects. Furthermore, some of these impressions and memories spill out of your mind into that of any creature that targets you or includes you in the area of a Mind-Affecting ability it uses; any such creature must make a Will save or be Dazed for 1 rounds as it sorts out which memories are its own and which are not. A dazed creature is unable to act normally; it can take no actions, but has no penalty to AC and can still defend itself normally. Creatures with Power Resistance may apply it to this effect.
    You can manifest this power instantly, quickly enough to gain its benefits even in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it's not your turn.
    Augment: You can augment this power in either or both of the following ways.
    1. For every additional power point you spend, this power's duration increases by 1 round. Every 2-round increase in the power's duration increases its save DC by 1.
    2. If you spend 2 additional power points, a creature that tries to affect you with a Mind-Affecting power and fails its save is dazed for 1d4 rounds, instead of 1 round.

Mental Dagger (Telepathy) [Mind-Affecting]
Deal 1d3 damage and sicken target for 1 round.
       Level: Psion/Wilder 1, Soulknife 1
Power Points: 1
Psionic Display: Au
Manifesting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes

    You deliver a swift stab of mental energy to the pain centers of the target's brain, giving it a massive headache (or brainache/equivalent, for creatures without heads). This deals the creature 1d3 points of damage, and sickens it for 1 round as the pain overwhelms its ability to function. A sickened creature takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
    Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it is not your turn.
    Augment: For every 2 additional power points you spend, the power's damage increases by 1d3 points and the save DC increases by 1.

Mind Blank (Alienoid/Celestial Warlock Invocation)
Use Mind Blank (self only) as the spell.
       Outer/Empyreal (Supreme) Invocation
Level Equivalent: 8th
    You can use this invocation to grant yourself nearly total immunity to Mind-Affecting and divination/clairsentience effects for 24 hours, as per the spell Mind Blank.

Minor Dark Cure (Conjuration(Healing)) [Evil]
Subject gains 1 temporary hit point, but must save or be unaffected by healing.
       Level: Clr 0
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes

    As Dark Cure, except that this spell has a (much) shorter duration, always grants only 1 temporary hit point, and the effects on a victim that fails the Fortitude save last only 1 hour/level instead of 1 day/level (thus usually making the reversion of natural healing moot).

Minute Meteors (Evocation) [Fire]
Throw 1 ball of flame/level which deals 1d4 fire damage to creature struck.
       Level: Fire Elem 3, Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: Up to one creature/level
Duration: 1 round/level or until discharged
Saving Throw: None
Spell Resistance: Yes

    This popular (and flashy) attack spell creates one tiny fireball per level of the caster. The caster can throw one meteor each round as a free action, while the spell lasts, and as a move-equivalent action can throw two meteors- one from each hand (creatures with more than two hands can throw more meteors, but discharge the spell faster). Upon throwing a meteor at a target, the caster must make a ranged touch attack roll against that creature; if successful, the meteor bursts on the target and inflicts 1d4 points of fire damage. If the attack misses, the meteor is lost, though if the area behind the target has combustible items the meteor may strike and ignite them (DM's option).
    The spell ends when the caster has no meteors left, when the caster fails to throw a meteor in any given round, or when a Dispel Magic is cast upon him or her- though the meteors must be thrown to be effective, before they are thrown they exist as a nimbus of magic around the caster.
    Material Components/Focus: The material component is a bead of nitre and sulphur formed into a sphere by addition of pine tar. The focus is a small tube of solid gold, with intricate inlaid designs and runes, which costs 1000 gp. It requires a crafter with at least 1 rank in Knowledge (Arcana) or Spellcraft, and the check required to create it is Craft (Blacksmithing) DC 20. Once created, the tube may be used any number of times. Because this is a popular spell, many cities with a number of rich wizards or sorcerers in their populations have crafters who keep a small stock of these tubes on hand to sell.

Moral Balance (Telepathy) [Mind-Affecting]
Deal 1d6+1 WIS damage and stun for 1d4 rounds.
       Level: Psion/Wilder 4, Soulknife 4
Power Points: 7
Psionic Display: Au
Manifesting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half; see text
Power Resistance: Yes

    You call on the victim's own superego to assault it with intense feelings of guilt and self-doubt. This erodes its willpower, dealing it 1d6+1 WIS damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also stunned for 1d4 rounds. A stunned creature drops everything held, can't take actions, takes a -2 penalty to AC, and loses its DEX bonus to AC (if any).
    Augment: For every 6 additional power points you spend, the power's damage increases by 1d6+1 points and the save DC increases by 3.

Mutate (Necromancy)
One creature mutates, and you partially control the transformation.
       Level: Egoist 9, Sor/Wiz 9, Ugliness 9
Power Points: 17, XP cost
Components: V, S, XP
Psionic Display: Au, Ma
Casting Time: 10 minutes
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: None (but see text)
Spell Resistance: Yes

    The intent of this spell is to force the target to undergo a mutation of the same sort caused by overexposure to dangerous radiation, but in a controlled way so as to achieve desired results. This mutation grants the target a Mutation feat, but uses the rules for "effect" mutations, since it is not caused by natural radiation. Also, the mutation is not simply rolled randomly as normal; instead, the caster of the spell has some control over the exact outcome.
    To generate a mutation for this spell, roll a d20 on the Primary Mutations table as normal. However, the caster is granted a "number range" of up to 1 per 5 caster levels, and may add or subtract any amount up to that number to the die roll so as to partially select the result. For instance, a 17th-level caster has a range of 3, so if the rolled number is 12, then the character may use 9, 10, 11, 12, 13, 14, or 15 as the actual result of the Mutation roll. Should the chosen result involve rolls on the Senses or Characteristic subtables, then the caster is free to choose any result without rolling. If the Primary Mutation roll selected by the caster is 19, then he or she may apply the number range to one of the two subsequent rolls, but the other roll is completely random. If the chosen result on the Primary Mutations table is a 20, then the caster cannot apply any further control to the transformation, and all subsequent results are generated normally (i.e. randomly).
    XP Cost: 1000 XP.

Mysterious Traveller (Telepathy) [Compulsion]
Spread contagious, wild, and wildly inaccurate rumors about yourself.
       Level: Telepath 1
Power Points: 1
Psionic Display: Au, Me
Manifesting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 intelligent creature, plus 1/3 levels
Duration: 1 day
Saving Throw: Will negates
Power Resistance: Yes

    This power begins a contagious rumor about your whereabouts and direction of travel. The subject(s) of the power take extraordinary notice of your dress, appearance, and mannerisms, and are left with an impression of awe- while interacting with them, you gain a +2 to all social CHA-based rolls such as Bluff, Diplomacy, and Intimidate. Subjects who succeed on the Will save do not see you as any more or less noteworthy than they otherwise would have, and accordingly do not allow you this bonus against them.
    After you leave the presence of an affected subject, he or she feels compelled to tell everybody he or she meets about the "mysterious stranger" that was just there- but the memory of your presence is suddenly, strangely vague and continues to become more so as the day progresses. The rumors that subjects of the power think up are invariably colorful, interesting, and pique the interest of those they are told to, such that those who hear them often continue spreading the rumors to others after the initial telling (even if they are not Tabaxi). The effect of the vague recollection, though, is that the original rumor teller(s) tell different rumors to each person or group of persons that they meet, so many different rumors get started about you- and none of them will be precisely correct about your appearance or other identifying characteristics. More importantly, the rumors are wildly false about exactly where you were met by the rumor-tellers, and where you went when you left, so anybody trying to track you through the area populated by subjects of the power has great difficulty figuring out just where you are or are going. The practical upshot of all this is that any attempt to discover your whereabouts or track you via Gather Information or Urban Survival checks has +4 to the DC for each subject you affected with the power. This penalty continues to exist throughout the duration of the Mysterious Traveller, even after you are long gone from the area; once the power ends, however, the affected subject(s) regain their normal memories of your presence and doings (and the penalty disappears).
    Augment: You can augment this power in any or all of the following ways.
    1. For every 2 additional power points you spend, the power can affect an additional creature, and the save DC increases by 1.
    2. If you spend 4 additional power points, the power's range changes to Medium (100 ft. + 10/level). If you use this augment, the save DC increases by 2.
    3. If you spend 4 additional power points, the power's duration increases to 1 day/level.

Nahal's Wild Surge (Universal)
Causes a wild surge.
       Level: Energist 2, Negator 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Special
Target: Special
Duration: Instantaneous (but see text)
Saving Throw: None (but see text)
Spell Resistance: No (but see text)

    This reckless spell, often a caster's last resort, causes a burst of pure magical energy that the caster hopes to shape into a desired spell effect. While the attempt usually fails, it nearly always has some effect. Before casting Nahal's Wild Surge, the caster declares the spell effect he or she is trying to create. This spell must be one that the character could, in theory, cast (i.e. on his or her class spell list), and furthermore one which the character has actually seen used. If the chosen spell meets these conditions, then it is a legal choice; the character need not actually know the spell in question, or have it prepared (in the case of Wizards), nor must the spell be 1st level or lower. The target, range, etc. for the intended spell effect must be chosen at the same time the spell itself is.
    After that, the Nahal's Wild Surge is cast, causing a Wild Surge as described in the Rules document. The Surge is rolled normally, except that the caster may add or subtract a number up to his or her caster level to the percentile die roll to represent the partial control the character has over the energy (since the surge was actually planned in this case). If the Surge result includes the sentence Intended effect happens, then the declared spell is used as the intended effect; otherwise, the Surge is its normal random self. This is the risk the caster takes in using Nahal's Wild Surge.

Outer Strike (Alienoid Warlock Invocation)
Gain a bonus on next attack roll.
       Least Invocation
Level Equivalent: 1st
    The next attack you make within 1 minute after using this invocation has an insight bonus on the attack roll equal to your CHA bonus (if positive), to a maximum of your Warlock class level.

Outer Vision (Alienoid Warlock Invocation)
Use Touch of Idiocy as the spell.
       Least Invocation
Level Equivalent: 2nd
    As a standard action, you can make a single melee touch attack. If you hit, the target receives a brief flash of insight into the nature of the Outer realms from which your power derives, and as a result has its mental faculties reduced as it tries to come to grips with the disturbing vision. This applies a 1d6 penalty to the target's INT, WIS, and CHA scores, though this penalty can't recude any of thse scores below 1. This invocation's effect may make it impossible for the target to cast or manifest some or all of its spells or psionics, if the requisite ability drops below the minimum required to use spells or powers of that level. The effect of this invocation lasts for 10 minutes per caster level, and it is a Mind-Influencing effect.

Patternweave (Divination) [Lawful]
See the pattern in apparent randomness.
       Level: Seer 1, Sor/Wiz 1
Power Points: 1
Components: V, S, F
Psionic Display: Ma, Me, Vi
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square
Duration: 1 round
Saving Throw: Will special (see text)
Spell Resistance: No

    Patternweave allows the caster to make sense of apparent chaos. The character can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints. The items to be studied must all be within the spell's area of effect, and must be tangible- coded flashing lights or garbled speech cannot be studied this way. After casting the spell, the caster makes a Will save against his or her own 1st-level spell DC. If the save is successful, then whatever pattern the objects form appears in the caster's mind; if there is no pattern (i.e. they are truly random), then no information is gained other than the fact that they are random. After seeing the pattern, the caster may attempt to reassemble the objects into their proper places, by making an appropriate Craft check (for example, Pottery in the case of pottery shards, Bookbinding in the case of paper scraps, etc.). The DC of this Craft check is 15. If it is successful, then the character reassembles enough of the object for it to be coherent and study-able by others.
    Focus: A magnifying lens.

Personal Log (Divination) [Language-Dependent]
Writes account of a willing recipient's life into a book, for 1 day/level.
       Level: Clr 3, History 3
Components: V, S, M, F
Casting Time: 10 minutes
Range: Touch
Target: One willing, sentient creature
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

    From the moment this spell is cast, it writes a detailed account of the subject's life into the book used as the focus of the spell. The subject must hold the book during casting, but thereafter they may be any distance apart (even on different planes) and the spell will continue to function as long as its duration has not run out. The spell writes in a neutral, scholarly style, and details the words, experiences, and even surface thoughts of the subject, neatly organized by time and place (as if it were a journal entry). It writes approximately one page into the book per day, depending on how hectic the particular day is and the size of the book (DM's option). Regardless of how long or short the log is, it is as mundane and permanent as any other writing, and looks for all the world like a journal written by the subject itself; Methus's church (the originators of this incantation) commonly uses this spell to keep track of scouts and explorers it sends out to various places.
    The spell can be dispelled or suppressed like any other ongoing spell, but if it is, a log entry is written into the book noting the fact. For instance, if the subject enters a Dead Magic zone, the book will note "[time/place]: Log spell suppressed." Should the effect suppressing the Log end, the writing immediately resumes (again, with a note to that effect), and continues to write until it ends. Should the spell ever fill all the pages of the book, the spell ends immediately; otherwise, it continues to the end of its normal duration.
    Material Components/Focus: This spell requires a blank book as its focus, and ink to write with as the material component. It uses up 1 vial of ink per 5 days (or fraction thereof) of its duration. For instance, if the spell is to last 8 days, then two vials of ink are required.

Personal Sun (Celestial Warlock Invocation)
Use Daylight as the spell.
       Lesser Invocation
Level Equivalent: 3rd
    This invocation causes the touched object to radiate bright light equivalent to full daylight, as the Daylight spell.

Personal Torch (Celestial Warlock Invocation)
Use Continual Flame as the spell, but nonpermanent duration.
       Least Invocation
Level Equivalent: 2nd
    This invocation creates a magical, heatless flame on the object or creature you touch, as the Continual Flame spell except that the Personal Torch lasts only 10 minutes per caster level before it goes out.

Planar Projection (Location)
Your consciousness travels to another plane.
       Level: Nomad 7, Sor/Wiz 7
Power Points: 13
Components: V, S, M, F
Psionic Display: Ma, Me, Ol, Vi
Casting Time: 1 minute
Range: 1 plane/level
Target: One inanimate object (see text)
Duration: 1 day/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)

    This strange variant of Magic Jar is sometimes used by mages unable to cast Plane Shift as a means of planar travel. When cast, the caster's life force leaves his or her body, leaving it lifeless; the soul then travels to the plane chosen during casting and finds an appropriate inanimate object to inhabit. This process requires 10 + 1d20 minutes, unless the caster has prepared for the spell in advance by setting up a familiar object on the destination plane (see below). In any case, once the caster's soul finds an appropriate object, he or she must make a Will save, or be unable to maintain a foothold on the destination plane, in which case the soul snaps back into the caster's own body and the character becomes stunned for 1d4 minutes. Whether or not the caster successfully maintains his or her foothold on the destination plane, his or her original body appears dead to all observers, though it is actually a deep trance akin to that induced by the Astral Projection spell and the body does not rot. If the original body is attacked and really killed while the caster's soul is on another plane, then the soul remains in the planar body (and that becomes the caster's new natural form, with consequences up to the DM); if the caster's soul is not yet in a planar body, then the character simply dies. Wise casters take precautions against such attacks before they even begin casting the spell.
    If the save succeeds, the caster's soul animates the previously inanimate object, and that becomes the caster's body while the spell lasts. The character appears on the destination plane with no equipment, including clothing, unless special preparations have been made (again, see below)- however, the new body is automatically treated as a native of the plane, and the caster is therefore unaffected by any dangerous traits and effects on the plane unless they would also harm natives. For instance, a caster animating a body on the Elemental Plane of Fire would not need to worry about the Fire-Dominant trait of the plane, though Fire spells and effects would still affect the character unless he or she were naturally immune to fire anyway. The new body has the same ability scores as the character's natural body, and even roughly resembles him or her (and possibly better than roughly- yet again, see below). If the planar body is killed, the caster's soul snaps back to his or her real body immediately, leaving the character stunned for 1d4 minutes as if the initial finding of a body failed. The character must also make a Fortitude save, or suffer 10d6 points of negative energy damage from the shock of the return; of course, it is possible for a caster in this case to end up dying anyway. If the spell's duration runs out, or it is voluntarily dispelled, then the caster's consciousness leaves the planar body and returns home, immediately waking up with no ill effects (stunning or otherwise).
    It is possible for a caster to prepare for this spell in advance if he or she can contact inhabitants of the destination plane, and get them to specially construct a body for him or her there. Also, it is possible for a caster already Projecting into a planar body to find and use tools to create such a prepared body for future castings, without outside help. Preparing the special body requires Craft (Sculpture) checks (DC 25), and involves carefully carving a statue of the caster's normal self from rock or other material native to the destination plane. The final value of the statue is 200 gp by itself, but the statue can also be carved to have representations of the caster's personal equipment as well (items added to the statue contribute 1/10 their market value to the effective price of it). If the caster has such a carefully prepared body to go to on the destination plane, then not only does the "body search" phase of the spell take only 1d4 minutes, but when the character appears on the destination plane, the items carved into the statue take on the full appearance and function of the genuine articles back home (any magical, enhanced, or other such items transfer their energy to the planar body, and lose all function on the original plane while the caster is away). For those casters able to set it up, this is by far the preferred way to travel.
    Material Components/Focus: This spell requires a short length of silver wire worth at least 1 gp as its material component, and the inanimate object on the destination plane as its focus.

Protection From Evil (Celestial Warlock Invocation)
Use Protection From Evil (self only) as the spell.
       Least Invocation
Level Equivalent: 2nd
    You can use Protection From Evil as the spell, but only on yourself. Once activated, the effect lasts for 24 hours unless you dismiss it or it is dispelled.

Pseudonatural Blast (Alienoid Warlock Invocation)
Blast ignores Spell Resistance, and target must make Will save or go permanently Insane.
       Outer (Supreme) Invocation
Level Equivalent: 7th
Type: Eldritch Essence
    This Eldritch Essence invocation allows you to change your Eldritch Blast into a Pseudonatural Blast. A Pseudonatural Blast is infused with energies from the Far Realm, and it is greatly corrosive to the minds and bodies of normal creatures as a result. Pseudonatural Blasts ignore Spell/Power Resistance, and any creature struck by one must make a Will save or go permanently Insane (as if from the Insanity spell) as its mind breaks under the strain of the alien energy. This is a mind-affecting effect.

Psionic Planar Binding (Psychoportation)
Traps outsider until it performs a task.
       Level: Psion/Wilder 5
Power Points: 9
Psionic Display: Au, Ma, Me, Ol, Vi
Manifesting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels); see text
Target: One Elemental or Outsider with 6 HD or less
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: No and Yes; see text

    This power essentially duplicates the Planar Binding spell series (pages 261-262 in the PLayer's Handbook) for psionicists. It is substantially the same act as casting one of the spells would be, except that it requires no Magic Circle to trap the target- the power of your mind alone holds the creature in check. The creature may escape this psionic entrapment in the same manner as a target of a Planar Binding spell may do so; it may attempt each of the three methods of escape once per day. These methods are dimensional travel (such as innate Teleport abilities), pitting its Power Resistance against your Manifester Level Check, or making a CHA check (DC 15 + ½ your manifester level + your CHA modifier). If it breaks loose from your mental trap, it can flee or attack you, as it chooses. Of course, using Dimensional Anchor or Dimensional Lock on the creature or area it is contained within can prevent its escape via dimensional travel, but the other two options are always available to the creature when it attempts escape.
    When you use this power to call a creature with one or more of the Air, Chaotic, Earth, Evil, Fire, Good, Lawful, or Water subtypes, the power acquires the same descriptor or descriptors. For example, using Psionic Planar Binding to call a fire elemental causes the power to gain the Fire descriptor.
    Augment: For every 2 additional power points you spend, the maximum HD limit on the creature(s) you can call increases by +4, and the save DC increases by +1. If you spend any power points this way, you may call up to three creatures with one manifestation, as long as their total HD do not exceed the power's limit.

Psionic Reality Ripple (Psychoportation)
Extradimensional wave stuns and damages creatures and objects in a 5 foot/level radius burst.
       Level: Nomad 4
Power Points: 7
Psionic Display: Au, Vi
Manifesting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 5-ft./level radius emanation
Duration: 1 round/5 levels
Saving Throw: Fortitude partial
Power Resistance: Yes

    This power essentially duplicates the Reality Ripple spell for psionicists. It creates powerful ripples of extradimensional distortion within the area of effect, spherical waves which travel through all matter and energy, ignoring obstacles other than psionics-negating items or effects. These waves are easily visible as warps and tears in the air and objects within the area, and are extremely disorienting to creatures caught inside them. Creatures within the area must make Fortitude saves or become nauseated by the shifting and nonsensical perceptions. Nauseated creatures are incapable of taking actions, and may make only a 5-foot step of movement each round.
    Besides the (possible) nausea, the Psionic Reality Ripple deals 1d12 damage each round to all creatures and objects within its area, due to pieces of them being shifted and torn out of their normal existence and left floating between dimensions. As a result, objects destroyed by this power are effectively Disintegrated, and creatures die from it immediately upon reaching 0 hit points or less (such a circumstance means some vital organ has been shifted out of existence in much the same way). Because creatures killed by this power leave incomplete corpses behind, they may not be returned to life by Raise Dead or equivalent effects; a Resurrection or greater life-restoring spell is required to revivify them. Creatures which exist on more than one plane, such as Ghosts, incorporeal creatures, or sorcerers and wizards under the effects of a Straddle Plane spell, are shunted entirely into one plane or the other (50% chance for either one), and remain in that plane for 1d4+4 rounds. Whichever plane they end up on, they lose any Damage Reduction or other such resistances or immunities granted by their dual-planar nature.
    Augment: You can augment this power in any or all of the following ways.
    1. For every 2 additional power points you spend, the power deals another 1d12 points of damage per round, and its save DC increases by 1.
    2. If you spend 2 additional power points, the power's range changes to Medium (100 ft. + 10/level).
    3. If you spend 2 additional power points, the Psionic Reality Ripple exists on adjacent planes of existence as well as your own plane, so even creatures which have no existence in your plane (for example, ethereal ghosts have no existence on the Material Plane) will be affected if they happen to be in the area of the power. Creatures and objects within the power's area must make a Fortitude save the first round they are affected (in addition to saves they make against other effects of the power) or be Plane Shifted into a random adjacent plane. It is therefore quite possible for creatures not even significantly harmed by the power to be effectively removed from your attention, by being forced into another plane. For the purposes of this power, "adjacent planes" includes any coexistent planes, and coterminous planes where the border is near enough to your location to be within the power's area of effect. Extradimensional spaces within the power's area are considered "adjacent planes" for all purposes except for being valid destinations of creatures and objects which get shifted out of them; any creatures or objects shifted out of extradimensional spaces are always shifted to the plane you are on (or whatever plane the extradimensional space connects to if it is not that one). If you use this augmentation, the power's save DC increases by +1.

Psionic Redirection (Psychoportation)
Moving object or creature changes direction.
       Level: Nomad 1, Psychic Warrior 1, Soulknife 1
Power Points: 1
Psionic Display: Me, Ol
Manifesting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One inanimate, moving object weighing no more than 50 pounds
Duration: Instantaneous
Saving Throw: See text; None or Reflex negates
Power Resistance: Yes

    This power duplicates the Redirection series of spells, for psionic creatures. The target must be an inanimate object weighing 50 pounds or less, and it must be moving at manifestation time. The power instantaneously changes the object's velocity to point in a new direction, and the object is from then on treated as if its new direction is completely natural (that is, the object takes no damage from the sudden change in direction, nor is it moving with any more or less speed and force). You choose the object's new direction, but its path in the horizontal plane may only be altered up to 45 degrees to the object's left or right relative to its original direction of motion, and its motion in the vertical plane may only be altered by up to 30 degrees up or down.
    One especially common use for this power is to cause projectiles- even arrows and crossbow bolts in mid-flight- to suddenly change direction and miss their targets. To attempt this, you must ready an action to use the power when the arrow or bolt is fired. When the power is manifested, you must make a Reflex save (DC 15 + the attacker's DEX modifier) to affect the projectile in time; if the save succeeds, the attack is redirected away from its target and misses. If the save fails, then the power was manifested too late, and also fails. The power may also be used, with the same mechanic, to affect allies' projectiles and allow them to turn corners.
    Some objects used as vehicles, for instance Carpets of Flying, weigh less than 50 pounds, and can therefore be affected by this power. If you use Psionic Redirection to alter the direction of such a vehicle, anything being carried on the object that is not securely attached to it somehow must make a Reflex save vs. your normal 1st-level power DC or fall off the object. Consequences of such a fall are up to the DM, though in the case of a Carpet of Flying they would usually include falling damage.
    Augment: You can augment this power in any or all of the following ways.
    1. If you spend 2 additional power points, the object's direction may be altered up to 90 degrees in the horizontal plane, and up to 60 degrees in the vertical plane. If you use this augmentation, the power's save DC increases by +1. This augmentation cannot be combined with #2.
    2. If you spend 4 additional power points, the object's direction may be altered to any horizontal or vertical direction. If you use this augmentation, the power's save DC increases by +2. This augmentation cannot be combined with #1.
    3. If you spend 2 additional power points, the power's range changes to Medium (100 ft. + 10/level). If you use this augmentation, the power's save DC increases by +1.
    4. If you spend 2 additional power points, the power can affect an object weighing up to 100 pounds/level. If you use this augmentation, the power's save DC increases by +1.
    5. If you spend 2 additional power points, the power can affect a moving creature instead of an inanimate object. The target is allowed a Reflex save to avoid the effect; if successful, nothing happens. If the save fails, and the target's PR (if any) is overcome, then the power redirects its momentum is whichever direction you wish within the power's limits, causing the creature to stumble and possibly fall. If you redirect the creature's momentum downward, or horizontally, then resolve the effect as a Trip attack on the target using your manifester level plus your primary ability modifier (i.e. INT for Psions) as the modifier for the Trip attempt. The target is not allowed a chance to counter-trip you, nor to make an attack of opportunity. On the other hand, if you redirect the creature's momentum upward, you can add your manifester level plus your primary ability modifier to its Jump check (this variant is typically used on allies).
    6. If you spend 4 additional power points, you may manifest this power as an immediate action. You do not need to make Reflex saves to alter the path of a projectile target.

Psychic Armor (Telepathy) [Mind-Affecting]
Gain +10 Deflection bonus to AC and PR 21 until your next action.
       Level: Psion/Wilder 6
Power Points: 11
Psionic Display: Au
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Power Resistance: No

    You wrap yourself within a cocoon of incredible mental strength, determination, and concentration, which actually creates a shell of psionically disruptive force around you. You gain a +10 Deflection bonus to Armor Class, and Power Resistance 21.
    You can manifest this power instantly, quickly enough to gain its benefits even in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it's not your turn; however, you must manifest it prior to an opponent's attack roll in order to gain this power's benefits against that attack.
    Augment: You can augment this power in either or both of the following ways.
    1. For every additional power point you spend, this power's duration increases by 1 round, and the Power Resistance it provides increases by 1 point.
    2. If you spend 4 additional power points, the Deflection bonus to Armor Class increases by 1.

Push/Pull (Location)
15-pound object moves away from, or toward, caster.
       Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One inanimate object weighing no more than 15 pounds
Duration: 1 round
Saving Throw: Reflex negates
Spell Resistance: Special (see text)

    This spell uses similar principles to those of the Redirection spells, but uses them for a very specific purpose. It moves the target object up to 5 feet in a direction specified by the caster. Attended objects receive a Reflex saving throw to avoid the effect; if successful, the attending creature has somehow stopped the object from moving. If the attending creature has Spell Resistance, then its SR applies to this spell in addition to the save.

Ray of Heat (Conjuration(Creation)) [Fire]
Ray deals 1d3 heat damage.
       Level: Energist 0, Fire Elem 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

    A ray of superheated air projects from the caster's pointing finger. The caster must succeed with a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of Fire damage.

Reality Ripple (Location)
Extradimensional wave stuns and damages creatures and objects in a 5 foot/level radius burst.
       Level: Sor/Wiz 3
Power Points: 7
Components: V, S
Psionic Display: Au, Vi
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 5-ft./level radius emanation
Duration: 1 round/5 levels
Saving Throw: Fortitude partial
Spell Resistance: Yes

    This attack spell is certainly one of the oddest (albeit most frightening) uses for the space-and-time-manipulating magic of the Location school, and has been handed down from Ancient times. It creates powerful ripples of extradimensional distortion within the area of effect, spherical waves which travel through all matter and energy, ignoring obstacles other than magic-negating items or effects. These waves are easily visible as warps and tears in the air and objects within the area, and are extremely disorienting to creatures caught inside them. Creatures within the area must make Fortitude saves or become nauseated by the shifting and nonsensical perceptions. Nauseated creatures are incapable of taking actions, and may make only a 5-foot step of movement each round.
    Besides the (possible) nausea, the Reality Ripple deals 1d12 damage each round to all creatures and objects within its area, due to pieces of them being shifted and torn out of their normal existence and left floating between dimensions. As a result, objects destroyed by this spell are effectively Disintegrated, and creatures die from it immediately upon reaching 0 hit points or less (such a circumstance means some vital organ has been shifted out of existence in much the same way). Creatures which exist on more than one plane, such as Ghosts, incorporeal creatures, or sorcerers and wizards under the effects of a Straddle Plane spell, are shunted entirely into one plane or the other (50% chance for either one), and remain in that plane for 1d4+4 rounds. Whichever plane they end up on, they lose any Damage Reduction or other such resistances or immunities granted by their dual-planar nature.

Redirection 0 (Location)
15-pound, moving object changes direction up to 45° left or right.
       Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One inanimate, moving object weighing no more than 15 pounds
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

    The weakest of the Redirection series of spells affects only inanimate objects. The target must weigh 15 pounds or less, and must be moving at casting time. When the spell is cast, the object's velocity is instantaneously changed to point in a new direction, and the object is from then on treated as if its new direction is completely natural (that is, the object takes no damage from the sudden change in direction, nor is it moving with any more or less speed and force). The caster chooses the object's new direction, but may only alter its path in the horizontal direction, and only up to 45 degrees to the object's left or right relative to its original direction of motion. If the object is moving at a vertical angle as well as horizontal- that is, it is going up or down in addition to horizontal motion- then only the horizontal direction is altered; the object's vertical motion is unaffected. An object which is travelling more or less straight up or down is, therefore, impossible to significantly affect with this spell.
    Perhaps the most common use for this spell is to cause projectiles- even arrows and crossbow bolts in mid-flight- to suddenly change direction and miss their targets. To attempt this, the caster must ready an action to cast the spell when the arrow or bolt is fired. When the spell is cast, the caster must make a Reflex save (DC 15 + the attacker's DEX modifier) to affect the projectile in time; if the save succeeds, the attack is redirected away from its target and misses. If the save fails, then the spell was cast too late, and also fails.

Redirection 1 (Location)
50-pound moving object or creature changes direction up to 90° left or right, and up to 30° up or down.
       Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One inanimate, moving object weighing no more than 50 pounds
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

    This spell is the same as Redirection 0, except that the target can weigh up to 50 pounds, and the object's new direction can be up to 90 degrees different in the horizontal plane, and up to 30 degrees different in the vertical plane.
    Some objects used as vehicles, for instance Carpets of Flying, weigh less than 50 pounds, and can therefore be affected by this spell. If a caster uses Redirection 1 to alter the direction of such a vehicle, anything being carried on the object that is not securely attached to it somehow must make a Reflex save vs. the caster's normal 1st-level spell DC or fall off the object. Consequences of such a fall are up to the DM, though in the case of a Carpet of Flying they would usually include falling damage. This spell may also be used to affect projectiles just like Redirection 0, but can also be used (and is more often used) to allow projectiles fired by allies to turn corners. The same rules apply to using this spell on projectiles, as those of Redirection 0.

Redirection 2 (Location)
50-pounds/level moving creature or object changes direction to any horizontal angle, and up to 60° up or down.
       Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10/level)
Target: One inanimate, moving object weighing up to 50 pounds/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

    This spell is the same as Redirection 0, except for the greater range, the target can weigh up to 50 pounds per level, and the object's new direction can be any angle in the horizontal plane, and up to 60 degrees different in the vertical plane.
    The same uses given for Redirection 1 apply to this spell also, but this spell is often more useful that way because of the (much) higher weight limit, and the greater range.

Redirection 3 (Location)
100-pounds/level moving object or creature changes direction to any angle, horizontally or vertically.
       Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10/level)
Target: One inanimate, moving object weighing up to 100 pounds/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

    This spell is the same as Redirection 0, except for the greater range, the target can weigh up to 100 pounds per level, and the object's new direction can be any angle at all (horizontally and/or vertically).
    The same uses given for Redirection 1 apply to this spell also, but this spell is often more useful that way because of the (much) higher weight limit, and the greater range.

Regrowth (Celestial Warlock Invocation)
Gain Regeneration 1, and the ability to reattach lost limbs.
       Empyreal (Supreme) Invocation
Level Equivalent: 8th
    After you use this invocation, for 1 minute per caster level, you gain Regeneration 1 with only Disruption (Disintegration) damage being able to deal you lethal harm. While the Regeneration lasts, you can reattach limbs or extremities you have lost if they are present, even if you lost them before you used the invocation, provided they have not rotted. Rotted extremities cannot be rejoined to you, but you will grow new ones in 2d10 rounds. The same holds true if any of your limbs or extremities are severed during the duration of the Regrowth; however, it should be noted that if you lose your head (for example, to a Vorpal weapon) and do not reattach it before the duration expires, then you die normally at the end of the invocation's duration. Likewise, if you lose your head to Disruption damage, then you are killed as per normal since you cannot regenerate the damage.

Remove Curse (Celestial Warlock Invocation)
Use Remove Curse (self only) as the spell.
       Lesser Invocation
Level Equivalent: 3rd
    You can use Remove Curse as the spell, except that you may only target yourself.

Reverse Time (Location)
One creature's actions and their effects over the previous 1-4 rounds are negated and reversed, as are its memories of that time.
       Level: Nomad 9, Sor/Wiz 9, Time 8
Power Points: 17, 120 XP
Components: V, S, M
Psionic Display: Au, Ol, Vi
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

    This strange variant of Time Stop is essentially an offensive application of the time-twisting powers of Location magic. When cast, all actions taken by the target creature during the last 1d4+1 rounds are erased, as if they never happened, and the creature's own memory of those events is erased with them. For instance, take the case of a wizard (with this spell prepared) and his companions fighting a powerful dragon. During the first round, the dragon surprises the characters, and deals grievious harm to the front-running warrior. During the second, the dragon manages to finish off the warrior with a bite, and snatches the rogueish scout in its talons. During the third, the dragon breathes on the rogue and priest alike, killing both, and the wizard begins casting this spell. On the fourth round, the wizard manages to finish casting before the dragon gets an action, beats the dragon's Spell Resistance, and rolls a lucky 3 on the die (meaning that the last 4 rounds will be erased). The dragon fails its saving throw, and the magic begins its work. First, the dragon sucks its fiery breath back in, un-burning (and restoring to life) the rogue and the priest; next, it un-snatches the rogue and un-bites the warrior (restoring him to life); third, the dragon un-fights the warrior (leaving him without a scratch); and finally, the dragon moves back to where it was just before combat began. Now combat begins again, with the dragon rolling a new initiative number, and probably also checks for surprise (since from the dragon's perspective the party just appeared more or less out of nowhere). The party members keep their previous initiative numbers, and are automatically not surprised, since the spell did not affect them (and they know perfectly well the dragon is there).
    Material Component: A specially designed, backwards-running, mechanical clock. The clock costs at least 600 gp to buy from a crafter, or 200 gp and several Craft (Blacksmith) checks (DC 30) to create.
    Optional Power Component: A masterwork hourglass worth at least 50 gp, and enchanted with Reverse Gravity in a ritual costing 4550 gp, 182 XP, and 9 days, as well as the Craft Wondrous Item feat, to perform. If this special component is used instead of the backwards-running clock, then the spell does not allow its target a saving throw, though Spell Resistance still applies. This component (and special change to the spell's functioning) is only allowed if the DM approves its use.

Selective Antimagic Field (Abjuration)
As Antimagic Field, but your spells are not affected.
       Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Targets: 10 ft. radius emanation, centered on you
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: see text

    As Antimagic Field, except as noted above and that your spells (and only your spells) are not affected by the field. If you have spell-like abilities or magic items, then they are affected by the field normally- only spells cast by you are selectively passed by the field. Should you enter the area of a still-active spell which you cast before casting Selective Antimagic Field, then the spell is not suppressed, but the effects of a spell cast by anybody else are. Conjured creatures which were conjured by you do not wink out, but creatures conjured by others do. Items you created yourself are suppressed like any other magic item within the field, since they are not spells.

Shortcut (Location)
Divides travel time to named destination by 2+1/4 levels over 4th.
       Level: Exploration 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: 10 miles/level
Targets: Up to 1 touched creature/2 levels
Duration: Special
Saving Throw: None
Spell Resistance: No

    The Shortcut spell allows the caster and his or her companions to take the shortest route to a named destination within range. The spell lasts until that destination is reached or until the targetted creatures travel beyond the spell's range from the destination (that is, outside a 10 mile/level radius around the named destination point). Until it runs out, the targetted creatures cannot lose their sense of where the destination is, and cannot get lost as long as they remain focused on getting there. With its use of the Location school of magic, the Shortcut spell even allows occasional access to extradimensional "jumps" similar to Dimension Doors, though these do not disorient the travellers and cannot be controlled in any way by them. In the final analysis, the effect of Shortcut is to divide the travel time taken to reach the destination by 2 + 1/4 levels over 4th. Thus, a caster of 3rd-7th level can reach the destination in half the normal time, 8th-11th, in one-third the time, 12-15th, one-fourth the time, and so on.

Silencing Blast (Celestial Warlock Invocation)
Target must make Will save or be both Silenced and Deafened for 1 round.
       Lesser Invocation
Level Equivalent: 4th
Type: Eldritch Essence
    This Eldritch Essence invocation allows you to change your Eldritch Blast into a Silencing Blast. Any creature struck by a Silencing Blast must succeed on a Will save or be enshrouded in a zone of mull sound for 1 round in addition to taking the normal damage from the blast; within this zone, the creature is both completely deaf and silenced.(as if by the Silence spell).

Slightly Improved Change Color (Transmutation) [Chaotic]
As Change Color, but affects creatures as well.
       Level: Clr 2
Power Points: 3
Components: V, S
Psionic Display: Au, Vi
Casting Time: 1 full round
Range: Touch
Target: One object up to two 5-ft. cubes in volume, or one creature up to Large size
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

    As Change Color, except that it can affect slightly larger objects, and can also affect living creatures of up to Large size. Creatures are allowed a Will saving throw to avoid the spell, and Spell Resistance applies as well. As with Change Color, the caster must work with existing patterns of color on a targeted creature; if a target Tabaxi has tiger-stripes, for instance, then he or she must have tiger-stripes after the spell as well, though the fur could otherwise be completely different in color.

Smoke Image (Illusion(Figment)) [Smoke]
       Level: Fire Elem 1, Kineticist 1, Smoke 1, Sor/Wiz 1
Power Points: 1
Components: V, S, F
Psionic Display: Ma, Me, Ol
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Special (see text)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

    This spell shapes the smoke coming from a burning flame into a visual illusion of an object, creature, or force, as visualized by the caster. The spell does not create sound, smell, temperature, or texture. The caster can move the image as desired within the limits of the size of the effect, as long as the flame which provides the smoke for it is always somewhere within the image's area. The Smoke Image does not require the caster to concentrate, only that the flame providing the smoke continue to burn; when the fire goes out, the spell ends and the image fades over the next 1d4 rounds. This behavior of the spell is often used by Pykeroi communities to make some especially important illusions more or less permanent, without using more powerful spells to do it.
    Focus: A burning flame of at least torch size, to produce the smoke for the spell. The flame must be a real, mundane fire; magically or psionically created flames (such as Continual Flame) cannot be used to create a Smoke Image.

Snilloc's Snowball (Evocation) [Cold]
Snowball deals 1d6 + 1/2 levels cold damage.
       Level: Water Elem 1, Sor/Wiz 1, Winter 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One snowball
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

    This spell creates a fluffy white snowball in the caster's hand. If not thrown within 1 round of its creation, the snowball dissipates harmlessly; otherwise, the caster must throw it as a ranged touch attack. If the attack hits, the snowball deals 1d6 points of cold damage to the target, plus 1 point for every 2 caster levels. Because the snowball is a thrown weapon, the caster's STR bonus (if positive) is also added to the damage dealt, though this bonus damage is impact damage from the snowball hit (instead of cold).
    Material Component: A tiny glass or crystal bead.

Snilloc's Snowball Swarm (Evocation) [Cold]
20-foot radius burst of snowballs deals 1d4 cold damage/level (max 8d4).
       Level: Water Elem 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-foot radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

    The explosion of fluffy white snowballs created by this spell deals 1d4 points of cold damage per caster level to each creature caught inside it, to a maximum of 8d4 points of damage. The snow left covering objects and creatures hit by the spell melts and evaporates away within one round, leaving no water behind to mark its passing.
    Material Components: One tiny glass or crystal bead per caster level.

Sound Beam (Evocation) [Sonic]
Deafens creatures and deals 2d4 damage to each.
       Level: Air Elem 2, Clr 2, Energist 3, Noise 2, Sor/Wiz 2
Power Points: 3
Components: V, S, M
Psionic Display: Au, Ma, Me
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level) or 50 ft. + 5 ft./level
Area: 5 ft. wide to Medium range (100 ft. + 10 ft./level); or 10 ft. wide to 50 ft. + 5 ft./level
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

    The Sound Beam spell creates a tightly focused beam of extremely loud noise that begins at the caster's hand and deals damage to each creature and object in its path. Creatures are allowed a Reflex save to negate the spell's effects, but otherwise they take 2d4 points of sonic damage and are deafened, as if by the spell Blindness/Deafness, for 10 minutes/level.
    Because the Sound Beam deals damage to objects, it can bore through obstacles in its path, and may continue beyond the barrier if the spell's range permits (otherwise, it stops at the barrier like any other spell effect does). The Sound Beam deals more damage to objects than creatures- it deals 1d4 points of sonic damage/level (maximum 10d4) to objects in its path.
    Material Component: A small toy drum.

Spill (Transmutation)
Container of liquid tips over and spills contents.
       Level: Sor/Wiz 0
Components: S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One container of liquid weighing up to 10 pounds
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Special (see text)

    Using telekinesis similar to that of Mage Hand, but concentrated into a single burst, the caster of this prankster's favorite causes the target container to tip over, spilling its contents if it is not tightly covered or stoppered in some way. Unattended objects do not get a saving throw to resist the spell, but attended containers get a Reflex save to avoid it. If the attending creature has Spell resistance, then the spell must overcome the creature's SR before it can affect the target. Also, if the liquid in the container is magical (for instance, a potion), then the container itself is treated as if it has SR equal to 5 + the caster level of the magic in the liquid; thus, a Potion of Cure Light Wounds would be treated as if it had SR 6 against this spell.

Splash (Evocation) [Force]
Splash in liquid can distract or damage nearby creature.
       Level: Sor/Wiz 0, Water Elem 0
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical liquid surface
Duration: Instantaneous
Saving Throw: Reflex special (see text)
Spell Resistance: No

    This spell sends a projection of force into the surface of the targeted liquid, creating a splash in it. The splash is small, as if a rock had been tossed into it, but it may cause nearby creatures to be distracted as they glance at or investigate the splash. A creature standing within 5 feet of the splash must make a Reflex saving throw or get some of the liquid on it. If the liquid is dangerous to that creature, for instance acid or lava, this splash of liquid deals 1d3 damage of the appropriate type; otherwise, no damage is dealt beyond (perhaps) some to the creature's pride.
    Material Component: A pebble or small rock.

Splut (Evocation) [Acid]
Target must save or die, and takes 1d6/level acid damage even on a successful save.
       Level: Mud 9, Sor/Wiz 9, Water Elem 9
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude partial (object; see text)
Spell Resistance: Yes

    Named for the sound the acid brought into being by this spell makes when it hits the target, this nasty effect creates a glop of greenish-brown acid gel so powerful that it can destroy virtually anything it touches- much like an application of Universal Solvent. A creature or attended object targeted by the spell must make a Fortitude save or be utterly dissolved by the gooey mess, eaten away into a puddle of steaming liquid in a matter of seconds. Even if the save succeeds, the target still takes 1d6 points of Acid damage per caster level. A target unattended object is sutomatically destroyed unless it is magical, in which case it receives a saving throw as an attended object would.
    Because a creature killed by this spell (whether by the instant-death effect or the damage) leaves no body behind, it cannot be brought back to life by means of Raise Dead or Resurrection; only a Miracle, True Resurrection, Wish, or more powerful effect will work. Also, if the creature killed by Splut was wearing or holding any objects (or if the target object was a container with objects inside it), those objects are also destroyed automatically unless they are magical. Normal magic items and Minor Artifacts receive Fortitude saves to avoid instant destruction and take acid damage as above; Major Artifacts take no damage and always survive unless they are specifically vulnerable to acid.

Spontaneous Combustion (Evocation) [Fire]
Target bursts into flame from the inside out.
       Level: Fire Elem 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude partial (object; see text)
Spell Resistance: Yes

    A much more powerful version of Incinerate, this spell fills the target with such concentrated and intense heat that it usually explodes from within into a pile of smoldering ashes. The creature or object targeted by Spontaneous Combustion must make a Fortitude saving throw or be instantly killed or destroyed as the heat burns it up (unattended, nonmagical objects do not receive a save and are simply destroyed). Furthermore, the target automatically catches on fire, as described on page 303-304 of the DMG except that no Reflex save is permitted to avoid the effect. If the save succeeds, the target is not necessarily destroyed, but instead takes 2d6 points of Fire damage per level (to a maximum of 50d6), which may destroy or kill it anyway. A creature killed by this spell leaves only fine, powdery ashes behind, and cannot be brought back to life by Raise Dead- Resurrection or a stronger effect is needed.

Step Sideways (Alienoid Warlock Invocation)
Become ethereal for 5 rounds.
       Greater Invocation
Level Equivalent: 6th
    You can use this invocation to render yourself and your equipment ethereal for 5 rounds. As an ethereal creature, you become invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including creatures. An ethereal creature can see and hear on the Material Plane, but everything appears gray and ephemeral, and sight and hearing on the Material Plane are both limited to a range of 60 feet. Force effects (such as Magic Missile and Wall of Force and Abjurations affect an ethereal creature normally. When the effect of this invocation ends, you become material again; if this occurs while you are inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

Straddle Plane (Location)
Allows you to act in this plane with part of your life-force in another, granting immunities and powers based on the plane.
       Level: Nomad 8, Sor/Wiz 8
Power Points: 15
Components: V, S, M
Psionic Display: Au, Me, Vi
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

    This spell can only be cast by a character currently under the effect of a Planar Projection spell. It causes the caster's life force to leave the planar body while maintaining a connection to both the planar form and the original one, which causes both bodies to awaken and be capable of action at once. Each round the Straddle Plane effect lasts, the caster must make a CHA check (DC 20) or be slightly overwhelmed by the storm of sensory information from living on two planes at once, which causes both bodies to act as if Slowed during that round. It is possible for a character to take 10 on this check, if he or she has a CHA high enough to grant at least a +10 bonus, and is not under particular strain or stress (such as being in combat on either plane). If the character has at least a +20 bonus, then he or she is allowed to take 10 under any circumstances, effectively negating the need to roll checks at all.
    Despite the slightly crippling effect it tends to have on an average caster, the advantages of existing on two planes at the same time are many. First, while each body maintains its own hit point total, the caster is able to transfer hit points between them at will; thus, the character effectively doubles his or her hit points while under the effects of this spell. Second, the character gains Damage Reduction 10/+2, due to having only partial existence on either plane, and if he or she already has Damage Reduction from another source, then the existing DR goes up by +10/+2. Third, if either plane has an Energy-dominant trait, then the character is able to transfer energy between the two planes so as to grant the body on the other plane resistance to the energy of that plane equal to the caster level of the spell. For instance, a 15th-level caster with one body on a Fire-Dominant plane gains Fire Resistance 15 on the other plane. Fourth, if one body is on a plane with an alignment trait that does not conflict with the character's own, then he or she can transfer energy from that plane to create a Protection effect against opposing alignments on the other plane. For instance, if the caster has a body on a Good-Aligned plane, then the energy from that plane grants the other body a persistent Protection From Evil effect while the Straddle Plane spell lasts. Finally, casters on a plane with energy-dominant traits can channel energy of that type to the other plane once per round as a spell-like ability, allowing them to create any effect which uses that energy descriptor and is 1st level or lower on at least one class's spell or power list. Thus, the example caster on the Fire-Dominant plane could create a Burning Hands effect on the other plane once per round.
    Material Component: A crystal globe worth no less than 1000 gp. While the spell lasts, the globe provides a focus for the caster's life force, and if it is shattered (assume Hardness 15, AC 20, and 10 hit points for an average globe) before the spell ends, then the Straddle Plane effect ends prematurely, and caster must make a Will save (DC 25) or the Planar Projection spell also ends. If the save fails, the caster becomes stunned for 1d4 minutes.

Sunmotes (Celestial Warlock Invocation)
Use Glitterdust as the spell, but without blinding.
       Least Invocation
Level Equivalent: 2nd
    When you use this invocation, a cloud of golden particles (as the spell Glitterdust) covers everything in a 10-foot radius spread, centered on a point you designate within Close range (25 ft. + 5 ft./2 levels). These golden particles cannot be removed while they exist, and glow with a soft golden radiance similar to sunlight (though it does not harm creatures which are normally harmed by sunlight, nor does it blind any creature covered with the Sunmotes). Invisible creatures and objects within the area are outlined, and thus effectively made visible; also, all creatures covered by Sunmotes take a -40 penalty on Hide checks. The Sunmotes create light on their own, effectively making each creature and object within the area the target of a Light spell while they last, shedding bright light in a 20-foot radius and dim light in a further 20-foot radius beyond that. The Sunmotes last for 1 minute before fading away.

Surge Shield (Abjuration)
You get a save to negate the effects of any wild surge caused by your spells, for 1d10 rounds + 2 rounds/level.
       Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1d10 rounds + 2 rounds/level
Saving Throw: None (but see text)
Spell Resistance: No

    This spell imbues its caster with protection against the effects of wild surges caused by his or her own spells. It does not protect against any effects of wild surges caused by another caster, nor does it protect creatures other than the caster in the case of surges which affect areas or multiple targets. When a wild surge affects a character protected by a Surge Shield, he or she is allowed a Will save (against the DC of the original spell which produced the surge, if known; otherwise, DC 15). If the save is successful, all effects of the surge upon the character are negated. This special save is rolled before any saves which the surge result would normally entail; for instance, a character who would be caught in a Fireball from a wild surge rolls the Will save against the explosion before rolling the Reflex save for half damage (and if the Will save is successful, need not roll the Reflex save at all since no damage is possible). Any other creatures in the area of the Fireball would roll Reflex saves normally. Note that the Surge Shield does not protect against any wild surges caused by its own casting, since at that time it does not yet exist. Also, the protection caused by the Surge Shield is constant and absolute; it cannot be turned off or bypassed voluntarily if the caster decides during its duration that he or she actualy did want a particular surge result to work (such as in the case of a caster who would gain points in an ability score, or be caught within a 10-foot radius Heal effect). Both good and bad results are negated by the shield, and the caster is not allowed to voluntarily fail a Will save granted by this spell. In any case, after protecting its caster from one wild surge, the Surge Shield ends regardless of how much time was left in its duration.

Sustaining Glow (Celestial Warlock Invocation)
Go without food or water, and require less sleep.
       Lesser Invocation
Level Equivalent: 3rd
    Same as the Energy of the Outer Spheres Alienoid invocation. You can go without food and water for 24 hours when you use this invocation, and you can sleep for only 2 hours and gain the full benefits of having slept for 8 (though if you can cast spells or manifest psionic powers, you must still recharge and prepare spell slots or power points normally, and with the normal limitation of not using them for 8 hours prior to recharging).

There/Not There (Location) [Chaotic]
Objects in a 10-foot cube randomly appear and disappear for 1d6 × 10 minutes.
       Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-foot cube
Duration: 1d6 × 10 minutes
Saving Throw: None
Spell Resistance: No

    This spell, probably the strangest application of the Wild Magic paradigm to the Location school of magic, causes a random fluctuation in the probabilities of existence itself within the target area. All inanimate objects within the area are affected, even objects which extend outside the area (though only the parts of such objects that are within the area at casting time are affected); furthermore, such objects remain affected by the spell for as long as it lasts, even if later taken outside the original target area. Affected objects either remain normal, or vanish completely, with a 50% chance of either occurence happening. The state of existence for each object is determined randomly, and changes with each viewing and (perhaps more strangely) viewer. Thus, a single object could appear and disappear several times during the course of the spell, and furthermore it might be "there" for one onlooker, but "not there" for another!
    For instance, a wizard casts this spell on a doorway in a dungeon. Upon rolling the dice, the DM discovers that the door is "there" for the wizard. However, a die roll for the wizard's familiar indicates "not there," and the doorway appears to be an empty archway to that creature. The pair study the doorway for several rounds, during which nothing changes (since that counts as a single viewing of the door). However, the wizard and familiar both close their eyes. When they look at the door again, new checks come up "not there" for both of them; accordingly, they step through the open archway. After stepping through, they turn around to look at it again, and this time the door is "not there" for the wizard, but "there" for his familiar. This random changing continues for the duration of the spell.
    Objects which are "there" are their normal selves in all respects. Doors can be opened and closed, chests can be picked up and carried, rocks can be used as barricades, and so on. Objects that are "not there" are gone, leaving empty space in their place, though strangely this does not cause ceilings to collapse or other such damage. Thus, a wall that is "not there" can be walked through with no difficulty. When two creatures perceive a There/Not There object differently, the object functions for each creature according to its own perceptions. Thus, a wizard hiding completely behind a rock that is "there" for him is safe from arrows launched by an enemy fighter, even if the fighter perceives the rock as "not there" (the fighter would see the arrows as mysteriously falling short or missing the wizard for no apparent reason).
    Material Component: A piece of cat fur sealed inside a small, opaque box.

Thowchi's Curse (Enchantment)
One creature must make all rolls twice and take the worse result each time, for 2d10 rounds.
       Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 2d10 rounds
Saving Throw: Will negates
Spell Resistance: Yes

    If the victim of this baneful spell fails its saving throw, the patterns of fortune and luck in its life dip into negative territory. While the spell lasts, any action the victim takes which involves random chance (that is, any time a die roll affects it or is caused by it) is automatically rolled twice; in every case, whichever result is worse for the victim is applied. This includes attack rolls, saving throws, and damage rolls, among others. The ability to reroll a die, such as the granted power of the Luck domain or the Alternate Reality spell, if cast by an ally, can negate one of these bad rolls, but only one in each case.
    Thowchi's Curse counters and dispels Thowchi's Luck Spell, and vice versa. Also, a Stone of Good Luck will negate the effects of Thowchi's Curse, though the item itself will cease functioning for 2d10 rounds in that case.
    Material Component: A piece of a broken mirror.

Thowchi's Luck Spell (Enchantment)
One creature must make all rolls twice and take the better result each time, for 2d10 rounds.
       Level: Chance 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 2d10 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

    The recipient of this helpful spell finds the patterns of fortune and luck around it swell into positive territory. While the spell lasts, any action the creature takes which involves random chance (that is, any time a die roll affects it or is caused by it) is automatically rolled twice; in every case, whichever result is better for the recipient is applied. This includes attack rolls, saving throws, and damage rolls, among others. The Alternate Reality spell can negate one of these good rolls, if cast by an enemy, but only one for each casting of it.
    Thowchi's Luck Spell counters and dispels Thowchi's Curse, and vice versa.
    Material Component: A tiny mirror.

Thunderbolt Blast (Alienoid/Celestial Warlock Invocation)
Blast deals Electricity damage, and target must make Fortitude save or take -4 penalty to WIS.
       Lesser Invocation
Level Equivalent: 4th
Type: Eldritch Essence
    This Eldritch Essence invocation allows you to change your Eldritch Blast into a Thunderbolt Blast. A Thunderbolt Blast deals Electricity damage. Any creature struck by a Thunderbolt Blast must succeed on a Fortitude save or take a -4 penalty to WIS for 10 minutes. The WIS penalties from multiple Thunderbolt Blasts do not stack.

Time Shift (Location)
Shifts you and everything in a 10 foot radius around you up to 1 day/level into the future or past.
       Level: History 9, Nomad 8, Sor/Wiz 8, Time 7
Power Points: 15
Components: V, S, F/DF
Psionic Display: Au, Ma, Vi
Casting Time: 1 action
Range: 0
Area: 10-foot radius burst
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes

    When the caster finishes this spell, a powerful warp in the fabric of space and time shifts all matter and energy (including ground, walls, etc. if applicable) within a 10-foot radius of the caster into another time. The locations of the objects in space do not change, and the caster and whatever went with him or her will reappear in exactly the same places at the destination time; whatever matter and energy is occupying those positions at the destination time will swap places and end up at the caster's original time. Creatures within the area at casting time are not allowed a saving throw to avoid being shifted, but Spell Resistance applies normally; however, creatures caught in the area at the destination time are allowed both a Reflex saving throw and any Spell Resistance they have to avoid the trip to the caster's time. Aside from the fact that it involves transport through time, the trip is instantaneous, equivalent to a Teleport effect from the perspective of creatures or objects transferred. Also like a Teleport effect, the trip is one-way, and unless the trip was into the past, the only way for transported creatures to return to their own times is with another casting of Time Shift. Whether the spell transports its cargo into the future or past, the maximum temporal "distance" that can be travelled using Time Shift is one day per caster level. Thus, a 16th-level caster could travel up to 16 days in the future, 16 days in the past, or to any time in between.
    The actual conditions at the destination time are up to the DM, should player characters be shifted with this spell. Transport into the past is normally easy aside from the possibility of characters meeting younger versions of themselves (who should be played as NPCs by the DM), because the events and conditions in the past are usually known well; transport into the future, however, can be more problematic. Though the DM is free to create whatever conditions he or she desires at a destination in the future, it is strongly suggested that the conditions at that time be generated based on current campaign events- i.e., "plot inertia" of the same sort used to answer prophecy spells and abilities. Player characters transported by this spell into the past should not be forced to allow previous plot events to play out as they did before; the past, like the future, is mutable if one can actually be there to affect it. Characters who wish to change things should beware, however, because time has a way of working out its own designs whether or not people try to alter events. Also, should characters shift into the past, make some changes, and later shift back to the time they originally left, the world they find themselves in there will not be the same as the one they originally left. In fact, since appearing in a past time at all is normally a fairly significant change to events at that time, it is a very rare time traveller who ever returns to the world he or she originally left!
    Arcane Focus: A mechanical clock face, which shows the exact time of the casting. If the clock face is not accurately set, the casting fails; however, it can be set as a standard action, and the exact time can be determined by any normal means (such as casting Clock immediately before Time Shift).

Trip (Location)
One creature's velocity is directed downward, so it falls.
       Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One moving creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

    Another favorite prankster's toy, this spell uses the principles of the Redirection spells to turn the subject's velocity downwards. The target is allowed a Reflex save to avoid the effect; if successful, nothing happens. If the save fails, and the target's SR (if any) is overcome, then the spell redirects its momentum downward, causing the creature to stumble and possibly fall. Resolve the effect as a Trip attack on the target, as if by a Small creature with STR equal to the caster's primary ability (i.e. INT for Wizards), which does not allow the target a chance to counter-trip nor to make an attack of opportunity.
    Material Component: A stick or rock large enough to trip somebody (typically, weighing at least 1 pound).

Truename Utterance (Celestial Warlock Invocation)
Speak target's True Name among the Words of Creation, and reduce either its Spell Resistance or Damage Reduction.
       Least Invocation
Level Equivalent: 2nd
    You speak a creature's True Name among the Words of Creation (described in the Book of Exalted Deeds), making it more vulnerable to effects (including damaging ones). When you speak a creature's True Name, you choose whether to lower its Spell/Power Resistance or its Damage Reduction; should you use this invocation on the same creature again before the first use of its True Name has worn off, then the effect of the new Truename Utterance supersedes the old one (that is, a creature may only be under one of these effects at a time). If you choose to lower its Spell/Power Resistance, the creature takes a penalty of -4 to that quality. If you choose to lower Damage Reduction, the creature takes a penalty of -5 to that quality. Neither quality may be reduced below 0 by this effect, but if a quality is reduced to 0 by the Truename Utterance, then the creature effectively loses that quality while the effect of the invocation lasts. The effect of the Truename Utterance lasts for 1 minute. No save can avoid this effect, but Spell/Power Resistance (assuming the target creature has any) applies normally.

True Seeing (Celestial Warlock Invocation)
Use True Seeing (self only) as the spell.
       Empyreal (Supreme) Invocation
Level Equivalent: 6th
    You can use True Seeing as the spell, except that you can only use it on yourself and the duration is 24 hours.

True Strike (Alienoid Warlock Invocation)
Use True Strike as the spell.
       Greater Invocation
Level Equivalent: 4th
    You can use True Strike as the spell, except that you receive the +20 insight bonus on your next single attack roll as long as you make that attack roll within 1 minute of activating the invocation (rather than within 1 round as with the actual spell).

Undulant Innards (Alienoid Warlock Invocation)
Become immune to critical hits and Sneak Attacks.
       Lesser Invocation
Level Equivalent: 4th
    When you use this ability, your body partially joins with the Outer realms for 24 hours and becomes somewhat amorphous as a result. This does not change your appearance, but it does make your internal organs and vital parts shift and twist in wholly alien ways, and continue to move about while the effect lasts. During this time, you are immune to critical hits, Sneak Attacks, extra damage from the Skirmish ability of Scouts, and any effects which depend on using them (such as an Assassin's Death Attack ability, or the power of a Vorpal weapon to remove your head).

Vibrate (Location) [Sonic]
Touched creature or object vibrates violently for 1 round/level, impeding creatures and damaging objects.
       Level: Earth Elem 4, Energist 4, Psion/Wilder 4, Psychic Warrior 4, Sor/Wiz 4
Power Points: 7
Components: V, S, M
Psionic Display: Au, Me, Ol
Casting Time: 1 action
Range: Touch
Target: One creature or object
Duration: 1 round/level (D)
Saving Throw: Fortitude special (see text)
Spell Resistance: Yes

    After this spell is cast, the caster has one round to touch a creature or object, or the character is affected by the spell him- or herself. Vibrate uses intense, quickly repeated and mirrored Redirection effects to create strong vibrations in the target, which cause damage by literally shaking it apart. The caster must make a touch attack upon the chosen target in order to affect it, but if the attack is upon a creature, the spell does not use the normal touch attack rules. Since the spell can affect objects, if the caster succeeds at the touch attack but would have failed a normal attack, and the intended target is wearing armor, then his or her touch struck the armor rather than the creature itself. In this case, the spell affects the armor instead of the wearer (but see below). The caster is allowed to attempt to deliberately touch an opponent's armor instead of the opponent itself; in this case, the attack is resolved as an ordinary touch attack on the armor's wearer.
    A touched item must make a Fortitude save each round the spell lasts, or take 1d6 points of sonic damage; unattended items automatically take this damage every round while the spell lasts. Furthermore, the damage taken is added up for the entire duration of the spell before the item's Hardness rating is subtracted from it, because the intense vibrations damaging it tend to make the object less resilient as the shakes continue. If the touched item is armor that is presently being worn by a creature, then the armor receives a +2 circumstance bonus to its saves due to the dampening effect the wearer's body has on the vibrations.
    Creatures affected by the spell are not allowed a saving throw. While the spell lasts, they lose any Haste bonus to AC that they would otherwise have, have a -4 penalty to DEX (with all the penalties that implies), and have a -1 (in)competence penalty to all attack rolls and saving throws. Furthermore, an affected creature takes 1 point of sonic damage each round. Should a creature be wearing armor under the effect of Vibrate, then some of the intense vibrations and effects of the spell transfer from the armor to the wearer. In this case, the wearer loses any Haste bonus to AC, has a -2 penalty to DEX, and must make a Fortitude save each round or take 1 point of sonic damage from the spell. If a creature wearing armor affected by Vibration takes the armor off, then it no longer suffers the penalties given above, but by the same token the armor itself is now considered an unattended object, and suffers damage accordingly.
    Material Component: A naturally faceted crystal, such as quartz.

View Dimensions (Location)
You can see into (and attack and affect) extradimensional spaces and adjacent planes for 1 round/level.
       Level: Psion/Wilder 5, Sor/Wiz 6
Power Points: 9, 120 XP
Components: V, S, M
Psionic Display: Me, Ol, Vi
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

    When this spell is cast, the caster gains the ability to see in more spacial dimensions than normal, which allows him or her several advantages. First, the character is able to see extradimensional spaces such as those in Bags of Holding and that created by the Rope Trick spell, and can view their contents as well with no more difficulty than looking through an average window. Second, the character is able to see all planar portals- whether they are one-way or two-way- for what they are, and he or she can make a Knowledge (the Planes) check (DC 15) to discover which plane the portal leads to or from. Finally, the character can see into planes which are coexistent or coterminous with his or her current plane, and can see creatures or objects which are located there. On the Material Plane, this usually means just the Astral, Ethereal, and Shadow planes, but it could include others elsewhere (or even in exotic locations on the Material Plane such as places near Elemental Vortices).
    Regardless of exactly what the caster can see, though, what is more important is that the caster can interact with those spaces as though they were part of the same plane as him- or herself. Thus, a wizard Viewing Dimensions can reach into the space created by an opponent's Bag of Holding and steal objects from it, or attack creatures held inside it, without interacting with the actual Bag at all. Furthermore, with this enchantment in effect, it is trivial for the caster to tell the difference between a Bag of Holding and a Bag of Devouring, or for that matter between a Portable Hole and a Well of Many Worlds, without even opening it up to check. Also, creatures which are under the effect of a Blink spell, or Ethereal Jaunt, or other such spell that allows them to bypass normal reality, find that those effects offer no defense against the caster of View Dimensions, since the character can simply redirect attacks in the correct direction to hurt them. This is even true of incorporeal creatures such as Ghosts and Astari; with View Dimensions, a mage can interact with or attack them as if they were part of standard material existence, regardless of whether or not they are currently Materialized, and bypass their Damage Reduction. Finally, creatures whose attacks can penetrate planar boundaries, such as the gaze weapons of the Basilisk and Medusa, can be seen in advance by the caster of View Dimensions, since he or she can see the planar distortions that allow those attacks to work on multiple planes simultaneously. The character consequently gains a +2 circumstance bonus to saving throws against such attacks, and if the attack does not normally offer a saving throw, then he or she is allowed a Reflex save (DC 25, plus spell or power level if appropriate) to negate the effect.
    Material Component: A special figure carved from precious gem or crystal (worth no less than 100 gp under normal circumstances). The figure is 12 trapezoidal sections assembled into a generally cubical shape, referred to by wizards in the know as a "tesseract" or "hypercube." The figure is worth 600 gp as an ornament alone, and requires several Craft (Gemcutting) checks (DC 25) to properly cut.

View Future (Location)
View possible events up to 1 week/level in the future, for up to 1 minute/2 levels.
       Level: Fate 6, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Area: 1 creature or object, or Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 minute/2 levels (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

    This spell is essentially a variant of View Past, but turns that spell's temporal distortion around to look at the future instead of the past. It would be more accurate, however, to say a future, as casters of this spell have discovered that multiple futures are apparently possible (and accessible) from any point in time. Whereas View Past only allows a caster to view a given time once, View Future allows casters to view a given time any number of times as long as it is still in the future at casting time; however, events will be different every time the spell creates an illusion of them, even if only subtly. It has usually been assumed that the most likely future is shown by the spell each time, and the knowledge granted by the spell actually changes which future is most likely to show up in reality; however, all of this is mere speculation by Location theorists (and they may very well be wrong). The Spellcraft check for View Future has a DC of 15 + 1/week into the future, rather than 15 + 1/year into the past as for View Past.
    The spell can be cast on an area, or on a touched creature or object. If used on an area, the range is 0 and the spell creates an illusion of one future seen in that fixed point, just like the illusion made by View Past. If used on a creature or object, the spell also shows a 20-foot radius illusion, but the illusion is instead centered on the target, no matter how it moves (so one might get a panorama of a city passing by around the creature as it walks through the streets, for instance). The illusion itself does not change position or follow the target in the present, it should be noted; rather, the visible area follows the future target and remains centered on it wherever and however it moves. Like View Past, there is a limit to how far the caster can look; however, due to temporal turbulence swirling around the conduit that allows the spell to create the illusion of the future, the limit is much shorter for View Future. Casters may only look up to 1 week per level into the future, as opposed to 1 year per level into the past. Also, the illusion only lasts half as long, one minute per two caster levels- again, this appears to be a result of temporal turbulence (and incidentally supports the theory that knowledge of the future changes it, though the illusion itself does not directly show temporal change in progress).
    As a metagame note, the images shown by View Future have no guarantees- they are simply generated by the DM from "plot inertia" and should be what he or she thinks is most likely to occur at the given time. This is true whenever PCs see a View Future spell in progress; when only NPCs see it, the DM is of course free to manipulate events to make the prediction come out true or false, as desired.
    Focus: A Crystal Ball, just like View Past.

View Past (Location)
View events up to 1 year/level in the past, for up to 1 minute/level.
       Level: History 4, Sor/Wiz 4, Time 4
Components: V, S, F
Casting Time: 1 minute
Range: 0
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

    Often used in court cases where it is available, this ancient spell creates an illusion in sight, sound, and smell which exactly duplicates scenes that happened at the location of the casting some time in the past. The caster specifies the desired time to start the illusion from, but that time cannot be more than 1 year in the past per caster level. If the spell works (see below), an illusion is created which shows the events going forward from the designated time, up to 1 minute per level. While the illusion exists, it "replays" all sights, sounds, and smells which occured in the area during the designated time, including illusionary ones if applicable.
    The spell is not guaranteed to succeed. To view a past time, the caster must make a Spellcraft check (DC 15 + the number of years being looked across). For instance, a caster wishing to view events 10 years in the past must succeed at a DC 25 check. If the spell fails, no illusion appears, and the caster cannot try again until he or she gains at least one rank in Spellcraft. Magic which prevents scrying on a target area, such as Screen, also prevents View Past from working- but effects which only prevent scrying on an individual, such as Mind Blank, do not. Such anti-scrying appears as indistinct mist or static in the illusion created by View Past, though technically the spell does not fail since it generates an illusion (it is simply an illusion of nothing). A creature protected by Mind Blank or a similar effect is not protected from View Past as it would be from normal scrying, and appears in the illusion normally.
    One annoying quirk of this spell is that an individual caster can never view a particular past time more than once with it- any attempt to do so causes the illusion to simply fail, as if an anti-scrying effect became active. Clever casters have learned, over the centuries, to circumvent this by viewing themselves casting the spell the first time- that is, viewing themselves viewing the event. Since illusions are duplicated in the viewing, this works normally, though anybody who entered the area of the illusion while it was playing the first time will show up in the new one viewed later. Note that if a caster tries to view a particular time and place, but fails the Spellcraft check, the attempt does not count as a viewing for this purpose.
    Focus: A Crystal Ball (the magic item).

Warp Accelerator (Location)
One large object moves in a specified direction, and doubles speed each minute, for up to 10 minutes/3 levels.
       Level: Energist 5, Psion/Wilder 5, Sor/Wiz 5, Technology 6
Power Points: 9
Components: V, S
Psionic Display: Au, Me
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One inanimate object, up to 50 pounds/level
Duration: 10 minutes/3 levels
Saving Throw: special (see text)
Spell Resistance: No

    Combining elements of Fly, Haste, and the Redirection series of spells, this powerful (but dangerous) effect is thought to have been used a great deal by the Ancients, who no doubt had little to fear from the great speeds this spell can attain in the void that their documents say exists far up in the sky. When the casting is finished, the targetted object slowly rises off of whatever surface it's on (assuming it is on one at all), and begins moving in the specified direction, propelled in some mysterious way by an invisible bending of space around the object. For 3 minutes/3 caster levels, the object's speed doubles every minute; this speed increase is a constant buildup rather than abrupt increases every minute, but on average it doubles over each interval. During the first minute, the object travels with an average speed of 10 feet/round, so during the second, it travels 20, then 40 in the third, 80 in the fourth, and so on. After the object reaches top speed (at the 3 minutes per 3 levels mark), it stops accelerating, and simply travels in the specified direction at its current speed for the next 4 minutes per 3 levels. After that, for the last 3 minutes per 3 levels of the spell's duration, the object decelerates, losing half its speed each minute until in the last one it is travelling at an average rate of 10 again. Assuming the object survived the trip (see below), it then settles into place, falling gently (as with the Fly spell) onto the nearest ground or water surface if appropriate. Strangely, despite the object's extreme speed increases, other objects (and creatures) riding on it do not feel the change- aside from the evidence of their other senses, it feels to them like the object is simply floating in place. This appears to be a built-in effect of the spell, to make it more useful for travelling.
    That said, the evidence to indicate the target object's extreme speeds is considerable, and not just the obvious visual motion. The spatial bending which accelerates the object itself does not force air out of its way, and travel with Warp Accelerator creates incredibly high wind stress on the object (and anything riding on it) once it goes above certain threshold speeds. Objects and creatures riding inside the target object are not affected directly, but high winds may cause noise loud enough to deafen riders, and if the object takes enough damage for a hole to open up in it, then the riders will be subject to much worse effects (not the least of which is the potential destruction of their vehicle). A move rate of 160 causes Moderate-level wind, 320 causes Strong wind, 640 causes Severe wind, 1280 causes Hurricane-Force winds, and all movement rates beyond that cause Tornado-force winds (though without the funnel). For obvious reasons, the preferred place to ride an object with Warp Accelerator is on the inside! As for the target object itself, after the wind reaches tornado-force (at move rate 2560, minute 8), it must make a Fortitude save (DC 15 + 1 for each level of acceleration it has undergone beyond the 8th) during each minute, or take 1d6 points of fire damage per level of acceleration it has undergone beyond the 8th. For instance, an object moving at 5120 (one level of acceleration beyond the 8th, which was 2560) has a DC 16 save, and will take 1d6 damage if it fails. The damage is not from actual fire, but rather from extreme friction against the wind as it moves; object Hardness applies to reduce the damage accordingly, but most objects cannot long withstand the highest speeds attainable with this spell. Should an object in mid-flight be destroyed by the wind-burn, the result is catastrophic for riders. All of them are immediately subject to the same level of wind the object itself was before its destruction, and furthermore they fall toward the ground- taking at least 10d6 falling damage (and usually more due to ridiculously high speed) when they hit.
    Objects under the effect of Warp Accelerator do not necessarily move along a straight path No Matter What. Should anything present an obstacle to travel in the specified direction, the object's path is redirected (as little as possible) to avoid hitting it; thus, it is not possible to use this spell to turn large objects into long-distance weapons. Should the caster be silly or stupid enough to specify "down" as the direction of travel, with a blocking surface immediately below (for instance, an object resting on the ground), then the object simply starts moving in a random horizontal direction and continues that way. Should the object under the effect of Warp Accelerator be hit with a Dispel Magic or similar effect while still in flight, then the object immediately enters its deceleration phase, regardless of how much time it had left or how fast it was actually going at the time of dispelling. This quirk of the spell's behavior is often used as a failsafe backup plan by casters who use it for travel at extremely high speeds, since they are usually the only ones who can be certain of even hitting the object, as well as successfully dispelling the magic. If an object manages to move into an area where there is no air, then the penalties and dangers details above (related to the wind) are not applicable, and immediately cease if they were previously in effect.
    Persistent rumors and stories claim that higher-level versions of this spell exist which can attain even higher speeds, but given the dangers of the known version, the existence of such more powerful spells seems difficult to justify. Possibly, the Ancients (who were known to travel at speeds so fantastic as to defy modern imagination- the "speed" of light is often used as a measuring unit in Ancient documents) had use for such spells, and may have created stronger versions- but modern mages have little use at best for such effects.

Wildball (Evocation)
Deals 1d4/level damage of a random type to each creature in a 20-foot radius.
       Level: Energist 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-foot radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

    This Wild-Magic version of Fireball causes an explosion of tongues of flame in a full rainbow of colors. Besides being pretty, this burst deals 1d4 hit points of damage per level (to a maximum of 10d4) to each creature within the flames. Rather than being fire damage, though, the special flames of a Wildball deal a random type of damage to each creature affected! Whenever a Wildball strikes, roll 1d8 for each creature caught within it on the table below.
  1. Red: Force damage.
  2. Orange: Fire damage.
  3. Yellow: Electricity damage.
  4. Green: Acid damage.
  5. Blue: Cold damage.
  6. Indigo: Negative Energy damage (note: heals undead rather than hurting them).
  7. Violet: Sonic damage.
  8. Roll twice on this table, ignoring any 8s. This does not increase the damage; rather, it means the damage is half one type, and half the other.
    Creatures with resistances or immunity to certain types of energy apply those resistances or immunities only if the Wildball actually deals damage of one or more appropriate types to them. Regardless of the type of damage dealt, Wildball never deals damage to inanimate objects, and is therefore useless against Constructs (though it does deal damage to Undead for some unknown reason, as long as the Undead don't take Negative Energy "damage").
    At the DM's option, because this is a Wild Magic spell, the damage amount may be rolled seperately for each creature caught in the blast.
    Material Components: A small bone die and 7 colored streamers (one for each color in the Wildball).

Zeroball (Evocation) [Cold]
Burst of cold freezes everything in the area, trapping and damaging all within.
       Level: Air Elem 7, Kineticist 7, Sor/Wiz 7, Water Elem 7
Power Points: 13
Components: V, S
Psionic Display: Au, Ma
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-foot radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (see text)

    This powerful cold attack is a popular choice among those spellcasters able to use it. It causes a burst of cold so intense that even the air itself freezes solid briefly; since air is normally a vapor, this naturally means that anything liquid or solid within the area is also flash-frozen. No saving throw can prevent this, because the energy reducing the temperature is simply too extreme. The area is easily visible after the spell's actual effect as a sphere of crystal wherein the forms of creatures and objects caught in the blast can be dimly seen. The sphere and everything in it immediately begin to thaw, from contact with the (by comparison) much warmer environment, of course- even in the extremely cold regions near the North Pole, the air itself does not freeze, so the area hit by the Zeroball is certainly much colder even than that.
    The solid air is quite unstable, and thaws (sublimating directly back to vapor) in 1d4+1 rounds, possibly even more or less at the DM's option depending on the actual surrounding temperature (for instance, a Zeroball cast near a flow of lava will likely last a single round at most). During the thawing of the air-crystal, creatures within 10 feet of the edge of it (i.e. 30 feet from the original center of the spell) take 2d6 cold damage per round, with a Fortitude save allowed to reduce it by half (and of course, a creature's Cold Resistance, if any, applies). Creatures which were actually caught in the initial blast take 6d4 cold damage per round while the area thaws, with Fortitude saving throws allowed for half damage. Also, because the frozen air itself prevents movement, the creatures caught in the blast itself are usually immobilized during the thawing process, though reaching them to take advantage of that fact is usually just as impossible. Finally, as the frozen air revaporizes during the thawing process, a chilling mist fills the area within 40 feet of the original center of the cold blast. This mist is not damaging by itself, but it obscures vision just as a Fog Cloud spell does. Wind can blow some of this mist away of course, but since it is actually coming from the thawing sphere of frozen air, it cannot be effectively dispersed by wind until the thawing process is complete.
    A creature with Spell Resistance can avoid being frozen by the blast of cold, but such a creature will be held in place by the frozen air during the thawing process. This is not dangerous in and of itself to such a creature, nor will it take the Cold damage other victims of the spell do, but it does give the Spell resistant creature's opponents extra time to prepare for its return (or get away). The fact that the air is frozen does not prevent creatures caught in the sphere from breathing, because the freezing process is uneven, leaving myriad tiny gaps and holes through which nonsolidifed air can still travel. These gaps, of course, are also the reason why the sphere of air thaws so quickly despite its large size.