| New Spells and Powers | ||
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Absolute Zero (Evocation) [Cold]
Burst of cold freezes the air itself solid, trapping and damaging all in area.
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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Long Chain Lightning (Evocation) [Electricity]
1d8 damage/level; secondary and tertiary bolts.
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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.
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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.
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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.
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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.
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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 co |