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Ultramagic/Ultrapsionics
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Ultraspells and Ultrapowers

    Ultramagic spells and Ultrapsionic powers are listed below. Each spell lists the components for casting it, prerequisites to take the feat for learning it, and cost in ability damage and XP for casting it (the Personal Cost). Psionic powers likewise list the displays and power point cost for manifesting the power, any augments allowed to the power (in the power's description text), cost in XP and ability damage for using it (the Personal Cost), and prerequisites for learning it. Those spells which also appear as psionic powers, and vice versa, list all necessary items for both the psionic version and the magical one. "Manifestation Time" is considered equivalent to "Casting Time" and vice versa; "Spell Resistance" and "Power Resistance" are likewise considered equivalent. Many of the psionic Ultrapowers do not require special materials or foci to manifest, even if the spell versions have material components or foci; however, spells which have expensive material components generally require a psionic character to pay more XP to manifest the power. Such changes to the XP cost are noted in the Personal Cost line.
    Prerequisites for Quest Spells (Divine Ultramagic, listed below as "Quest Spell" on the Type line) generally include access to a specific Domain. The required Domain is listed with the notation "Quest Spell" in the Type line; for instance, Quest Spell (Strength) means the Strength Domain is required. A Mage-Priest is considered to have access to all Domains the character's god offers, for the purposes of meeting this prerequisite. Druids are considered to have access to all elemental and paraelemental Domains (i.e. Air, Earth, Fire, Water, Ice, Magma, Mud, or Smoke), the Elemental Domain, and the Plant, Animal, and Nature Domains. If a spell listed as "Quest Spell" does not include a Domain association, then no Domain is necessary to access it; Divine spellcasters are automatically considered to have access to its nonexistent "domain" for the purpose of meeting its prerequisites.
    Godsongs (Bard Ultramagic) are listed as "Godsong Verse" in the descriptions below. Godsongs have special rules and prerequisites, which are better explained in the Rules document. Each Godsong lists the god associated with the spell and difficulty of the Perform check necessary to activate the ability. For instance, a Godsong listed as "Godsong Verse (Methus 30)" means that the character is using Methus's power to activate the effect, and must make a DC 30 Perform check to properly begin the song. Godsongs are unique in that their listed durations do not begin until immediately after the casting Bard stops the performance; however, the effects of the Godsong begin as soon as the character starts performing (after the listed casting time) and last through the entire performance as well as the listed duration. This means that Bards can, in theory, make their spell effects last considerably longer than any other users of Ultramagic or Ultrapsionics. The only exception to this is spells which have a listed duration of Instantaneous- in this case, the Godsong has its normal effect, though if the caster continues singing the Godsong, he or she has the option of using up another Ultramagic slot on his or her next turn to cast it again without the normal minute-long building time.
    Supersource Ultraspells (those cast by Naturalists) carry special prerequisites, in that all of them require that the learner have all four basic Manipulation feats in addition to any listed prerequisites (that is, because the four Manipulation feats are required by all, it is redundant to list them in the prerequisites line for each Ultraspell that a Naturalist can learn). Naturalists may meet listed spell prerequisites either by having the spells actually known, or by knowing them as Manipulations; however, a Manipulation may only be substituted for an actual spell if the actual spell does not appear on the character's class spell list. For example, since Eldren's Forestmaker requires a Naturalist to know Control Weather and Hallucinatory Terrain, a Creator desiring to learn the spell must have those as known Manipulations, since neither spell appears on the Creator class list. By contrast, a Florant has both spells on the class list, and therefore must know both as actual spells in order to learn the Ultraspell. Most Supersource Ultraspells have prerequisites designed such that each Naturalist type capable of learning them must know at least one actual spell and a specific Manipulation in order to get the Ultraspell. The exceptions are typically those Ultraspells which are unique to one Naturalist type, available to all of them, or Ultraspells gained with the Apotheosis templates at 38th level.
    Many Ultraspells and Ultrapsionic powers require that the caster's primary ability modifier for spellcasting or manifesting be at or above a certain score, and some actually cause damage to this specific ability score (regardless of which score it actually is) as part of the Personal Cost. Rather than a cumbersome notation such as "INT, WIS, or CHA 24" or "whichever is the caster's primary ability score," these special requirements or costs are denoted with the special "ability" abbreviation PRM below. Thus, the spell Apocalypse Chime, which includes damage of PRM 4 in its Personal Cost, would deal 4 WIS damage to a Cleric caster, but would instead deal 4 CHA damage to a Sorcerer caster. If a spell's Personal Cost deals damage to the same ability score twice (for example, a Cleric casts a spell with a Personal Cost of 4 WIS and 4 PRM) then the damage adds together for a final total (thus, the Cleric in the previous example would take 8 WIS damage total). If a caster uses one ability score to determine bonus spells or power points per day, and a different one to determine saving throw DCs or the maximum spell level the character can cast, then PRM denotes the score that limits the character's maximum spell level if it appears in the Prerequisites line, and the score which affects bonus spells/power points per day if it appears on the Personal Cost line.

Ability Enhancement
Enhance the subject's ability scores by up to +1 point/3 levels.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Godsong Verse (Thero 30), Quest Spell (Strength), Supersource Ultraspell (Quintessence, Force, Animal, Plant), Ultrapsionic Power
Arcane Prerequisites: any three of Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom, either Limited Wish or Wish, Caster level 20.
Bard Prerequisites: any one of Cat's Grace, Eagle's Splendor, or Fox's Cunning, Caster level 20.
Divine Prerequisites: any three of Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, or Owl's Wisdom, Miracle, Caster level 20.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Animal Affinity, either Bend Reality or Reality Revision, Manifester level 20.
Spell Components: V, S
Psionic Display: Au, Ma
Casting Time: 1 full round
Range: Touch
Area: Creature touched
Duration: 10 days/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Power Points: 19
Personal Cost: Special (see text)

    The recipient of this spell is granted up to one point of enhancement per level of the caster, to distribute as desired among its ability scores. The recipient decides how to distribute the points, and each point grants a +1 enhancement bonus to the affected score. Thus, a Fighter might decide to distribute 20 points as +8 to STR, +4 to DEX, and +8 to CON. However the points are distributed, the caster must pay 100 XP per point of bonus granted, and takes 1 point of temporary ability damage per point granted to the recipient, in the same scores. Thus, the caster of the spell used on the fighter in the example above would lose 2000 XP, and take 8 points of STR and CON damage, and 4 points of DEX damage.
    It is not possible for the caster to "pay" (via ability damage) more points than he or she has in a particular ability score, so the caster can never grant a bonus to any particular ability score higher than his or her own score in that ability. For example, a caster whose STR is only 8 can never use Ability Enhancement to grant higher than +8 to STR for any recipient. Furthermore, nonpermanent bonuses to ability scores do not add to the caster's "limit" for this purpose; thus, the caster in the example above would not be able to cast Bull's Strength on himself to be able to grant +12 via Ability Enhancement. However, if that same caster were wearing a Belt of Giant Strength +6 at the time (thus having an effective STR score of 14), then the limit on that caster's STR enhancement via this spell would be +14, because the item has no duration- it grants a constant, permanent bonus to the wearer.
    The caster is allowed to use Ability Enhancement on itself, but doing so prevents realizing any immediate benefit from the spell, since the granted bonus points are negated by the damage. Also, note that due to the restriction above, the caster cannot use Ability Enhancement on his or her prime ability to double it, and then once recovered from the casting, double it again using the new score- because Ability Enhancement is itself a nonpermanent effect that does not count towards the caster's bonus-granting limit. Finally, it is important to remember that this spell grants an enhancement bonus specifically, and therefore does not stack with the most common ability-score-boosting items such as Gloves of Dexterity and Headbands of Intellect.
    The DC to save against this spell, should a target wish to avoid it for some reason, is 20 + the caster's primary ability score modifier.

Abomination
Subject's CHA becomes negative.
       Type: Godsong Verse (Patrin 45), Quest Spell (Ugliness), Supersource Ultraspell (Animal, Entropy), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Abrasion [Earth]
Dry area becomes deadly to cross.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Supersource Ultraspell (Material, Plant), Ultrapsionic Power
Arcane Prerequisites: Move Earth, Shatterfloor, Vibrate, PRM 20, Caster level 20.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Disintegrate, Matter Manipulation, Vibrate, PRM 20, Manifester level 20.
Spell Components: V, S, M
Psionic Display: Au, Ma, Ol
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Area: up to ten 300-ft. squares + five/level above 20, arranged as caster desires
Duration: 6 days/level
Saving Throw: None
Spell Resistance: Yes
Power Points: 19
Personal Cost: 2 points of DEX, 2 points of CON, 500 XP

    This spell may only be cast on areas that are dry, such as deserts, tundra (no liquid water, even if there's plenty of ice), and stony barrens. The affected area of ground vibrates violently, causing damage to anything on its surface. The damage comes from minute crystals of sand, rock, or whatever, literally eroding the objects and creatures on the ground. The first round a creature or object is within the area of Abrasion, it takes 1 point of damage; the second round, it takes 1 point per hit die (or inch of thickness, for objects); on the third and subsequent rounds, the damage is 1d3 points per hit die (or inch of thickness). Because the skin and muscle of affected creatures is actually scraped away by the eroding crystals, any creature which takes damage from this spell is slowed (as if affected by caltrops), and any creature which loses half or more of its healthy hit point total to the Abrasion is unable to move at all (and will most likely die a very painful death from the spell).
    Material Components: sand (or whatever crystals are appropriate to the region) caught directly out of the air, in a wind of at least Strong or higher rating (Wind ratings are explained on DMG page 87), and at least one bone or bone fragment per square of the spell's area from one or more creatures which were blasted clean in a sandstorm.

Absolute Power
As Miracle, but with fewer limits- though the phrase "be careful what you wish for" comes to mind.
       Type: Godsong Verse (Nexus 80), Quest Spell (Corruption)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Aleax
Create a more perfect duplicate of the target, which hunts the original down and attempts to destroy it.
       Type: Godsong Verse (Paradox 70), Quest Spell (Opposition)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Alpha's Electrical Storm [Electricity]
Storm rains Lightning Bolts, Chain Lightning, and Ball Lightning.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire), Godsong Verse (Nandra 50), Quest Spell (Storm), Supersource Ultraspell (Quintessence, Force), Ultrapsionic Power
Arcane Prerequisites: Ball Lightning, Chain Lightning, Control Weather, Lightning Bolt, PRM 22, Caster level 24.
Bard Prerequisites: Glitterdust, Sympathetic Vibration, Caster level 26.
Divine Prerequisites: Control Weather, either Call Lightning or Storm of Vengeance, either Chain Lightning or Thunderswarm, PRM 22, Caster level 23.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Control Weather, Energy Bolt, Energy Current, Tornado Blast, PRM 22, Manifester level 24.
Spell Components: V, S, M
Psionic Display: Au, Ol, Vi
Casting Time: 1 minute
Range: 0
Area: one 1000-yard square/level
Duration: Concentration (maximum 1 minute/level)
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
Power Points: 23
Personal Cost: 250 XP and 1 point of INT, CON, or DEX, per minute (see text)

    Probably the ultramage Alpha's crowning achievement, this powerful spell creates a massive, dark cloudbank over the target area, which must be continuous (as for most Wall spells and effects), and must cover the caster's position at some point. Within the cloud, rumbles of thunder and flashes of lightning appear with increasing speed as the casting progresses, until they are released at the end of the casting time to rain destruction on the area below.
    Every round, one Lightning Bolt per caster level shoots down out of the clouds, each at a random target in the area of effect; 1d4 Chain Lightning bolts shoot down, also at random targets; and 1 Ball Lightning fires out of the clouds at a random target. Once per minute, 1 additional Chain Lightning per caster level and 1d8 additional Ball Lightnings wreak havoc upon the area below the clouds; once every 10 minutes (should the spell last that long), the number of Lightning Bolts and Chain Lightning bolts doubles, and 1d4 Ball Lightnings per caster level rain down upon random targets within the area. All spell effects use the caster level of Alpha's Electrical Storm for any effects of theirs which are dependent on caster level (for instance, the number of damage dice). Regardless of how many targets are in the area, the caster is never considered a target for the bolts and balls of lightning; however, the spell provides no inherent protection for the caster's allies- they run the same risks as everything else if they enter or remain within the target area.
    The DC to save against any individual effect of this spell is 22 + the caster's primary ability score modifier. Every time a creature is the target of a Lightning Bolt, Chain Lightning, or Ball Lightning, it must roll a saving throw as per that spell, or take damage/be affected as described in the original spell description. If a creature is the target of multiple effects, even in a single round, it must save individually for each effect that targets it.
    The caster must concentrate on the spell to maintain the clouds; breaking the caster's concentration causes the cloud to immediately stop shooting lightning at the area below, and rain no more Ball Lightnings. The cloud dissipates over the course of the next 1d10 minutes. Each minute the caster concentrates, he or she must pay 250 XP and take 1 point of either INT, DEX, or CON damage, whichever score happens to be highest at the time the cost is paid. Paying this cost does not break the caster's concentration on the spell. If the caster is unable to pay the cost, however (for instance, paying the XP would cause level loss, or taking the ability damage would drop a score to 0), then the concentration is involuntarily broken, and the spell immediately ends as described above.
    Material Components: A branch (weighing no less than 5 pounds) from a tree which was struck by natural lightning and survived, and a piece of magnetite which has been struck by natural lightning at least once.

Apocalypse Chime [Sonic]
Loud chime sets up resonance patterns within creatures and objects in 50 feet/level radius, which rupture them.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Earth), Godsong Verse (Tinnabula 30), Quest Spell (Noise), Supersource Ultraspell (Force, Entropy, Material), Ultrapsionic Power
Arcane Prerequisites: Greater Shout, Shatter, Shout, Sound Beam, PRM 20, Caster level 20.
Bard Prerequisites: Sympathetic Vibration, Caster level 20.
Divine Prerequisites: Chimes of Doom, Greater Shout, Sound Burst, Caster level 20.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Control Sound, Create Sound, Energy Burst, PRM 20, Manifester level 20.
Spell Components: V, S, F
Psionic Display: Au, Me, Ol
Casting Time: 1 action
Range: 0
Area: 50-ft./level radius burst, centered on caster
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Power Points: 19
Personal Cost: 4 PRM, 2 CON, 1000 XP

    This nasty attack spell creates an incredibly loud wave of resonant sound, which causes sonic damage to creatures and objects within the spell's area. The wave is actually visible as a distortion in the air, immediately before it hits; once it does hit, a creature is struck for 20d6 sonic damage (a Fortitude saving throw of DC 20 + the caster's primary ability modifier applies for half damage). Unattended objects within the spell's area are struck for 10d6 points of sonic damage, with no save allowed to reduce the damage. Finally, regardless of whether or not a creature makes the save, it is subject to a Trip attack as if by a Colossal opponent with a STR score equal to the caster level of the Apocalypse Chime.
    For every three caster levels, the caster is allowed to designate one creature which will not be affected by the spell in the least; each such creature takes no damage, does not have to make a saving throw, and is not struck with a Trip attack. The caster itself is usually designated as one of these creatures; however, some less-than-sane priests of Tinnabula have used the spell as a spectacular means of suicide-attacking large groups of enemies. Should the caster choose not to designate itself as an immune creature, the spell can potentially trip and/or kill the character, and might also deal damage to the chimes which are the focus of the spell. Finally, even if the caster does designate itself as immune, there is a 1% cumulative chance each time the same set of chimes is used to cast the spell that it will take damage as an unattended object (usually damaging them badly, if not ruining them entirely).
    Focus: A set of elaborately enruned adamantite chimes, costing 10000 gp. The chimes require a maker with at least 10 ranks in Knowledge (Arcana), Knowledge (Religion), or Knowledge (Psionics), and take Craft (Blacksmithing) DC 30 to create. The chimes need not be made by the caster, but (given the difficulty of finding anybody else able to make it) often are anyway. Once made, the chimes may be used any number of times provided they do not rupture in the casting and self-destruct (see above). Even a psionic manifester is required to have an appropriate set of chimes to use this power.

Astral Army
Create a large number of Astral Constructs.
       Type: Godsong Verse (Milbourne 60), Ultrapsionic Power
Bard Prerequisites: Mass Charm Monster, any three Summon Monster spells, Caster level 28.
Psionic Prerequisites: Astral Construct, either Phantasmal Killer or Weird, PRM 22, Manifester level 24.
Spell Components: V, S
Psionic Display: Au, Ma, Vi
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: Several created astral constructs
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Power Points: 23
Personal Cost: 4 DEX, 4 INT, 500 XP

    As Astral Construct, except that you can create 1d6+2 9th-level Astral Constructs, 1d8+3 8th-level Astral Constructs, 2d6+4 7th-level Astral Constructs, 2d8+5 6th-level Astral Constructs, 4d6+6 5th-level Astral Constructs, 4d8+7 4th-level Astral Constructs, 8d6+8 3rd-level Astral Constructs, 8d8+9 2nd-level Astral Constructs, or 16d6+10 1st-level Astral Constructs. You may give each construct different abilities if you wish, and there is no upper limit to the number of astral constructs you may create and control with this power at one time.

Astral Juggernaut
Create a massive ectoplasmic construct to do your bidding.
       Type: Godsong Verse (Milbourne 65), Ultrapsionic Power
Bard Prerequisites: Animate Objects, Shadow Conjuration, Summon Monster VI, Caster level 30.
Psionic Prerequisites: Astral Construct, Ecto Protection, Stabilize Construct, Boost Construct, PRM 23, Manifester level 26.
Spell Components: V, S
Psionic Display: Ma, Me, Ol, Vi
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
Effect: One created Astral Juggernaut
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Power Points: 25
Personal Cost: 4 STR, 4 CON, 2000 XP

    This power creates a mighty Astral Construct of prodigious size and power, called an Astral Juggernaut. It appears and acts immediately upon completion of the manifestation (after the tenth full-round action of manifesting). It appears where the manifester designates, and performs whatever tasks the manifester requests of it (typically, attacking the manifester's opponents). The Astral Juggernaut acts normally on the last round of the power, and dissipates at the end of its turn.
    The statistics for an Astral Juggernaut are given in the Monsters document. An Astral Juggernaut may be Stabilized using the appropriate power, but at a truly prodigious cost- 15000 XP, 360000 GP worth of materials, and 15 weeks (5 months) of meditation time! Obviously, most manifesters content themselves with simply creating a Juggernaut when they need one and letting it dissipate afterward, but occasionally an ultrapsionic manifester has need of a terrible guardian that cannot reasonably be met any other way.

Aukloi's Image Army
As Mirror Image, but lasts longer, creates 10 images/level, and you can switch places with any image as a free action.
       Type: Arcane Ultraspell, Elemental Ultraspell (Fire), Supersource Ultraspell (Quintessence, Entropy, Plant), Ultrapsionic Power
Arcane Prerequisites: Mirror Image, Project Image, either Teleport or Greater Teleport, Repeat Spell, Split Ray, Caster level 20.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Mirror Image, Project Image, either Teleport or Greater Teleport, Multiply Power, Manifester level 20.
Spell Components: V, S, M
Psionic Display: Me, Vi
Casting Time: 1 full round
Range: Personal (see text)
Area: Two 5-ft. squares/level (see text)
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Power Points: 19
Personal Cost: 4 WIS, 4 CHA, 1000 XP, plus 1000 XP for Psionic

    The Ultramage Aukloi is known for preferring nonviolent means of resolving problems, and he has devised many protections over the centuries of his life to help the user escape from perilous situations without harming others. The most famous of these is (according to legend) the first Ultramagic spell he devised, essentially a vastly superior variant of Mirror Image. It creates 10 images of the caster per caster level, with no maximum limit; rather than being all in one small space as with the normal spell, these images spread themselves out over a wider area (five images per 5-foot square). The caster may freely shape the area that images appear within, and may change the configuration of the squares as desired during the spell's duration, provided that every square directly adjoins at least one other square (that is, two squares may only be located diagonal to each other if a third square connects them), and that the caster's own square is included in the area.
    All of the images appear identical to the caster and mimic his or her movements, exactly like the effect produced by Mirror Image; thus, it is not possible to tell visually which image is the real caster and which are not. Furthermore, the spell creates illusions in the other senses as well to fool observers; thus, special senses such as Blindsight and Tremorsense do not allow a creature to tell the caster apart from his or her Image Army. In order to hit the caster, an attack must target the square the caster is actually in (typically a daunting task at best), and once that square is targeted, roll as with Mirror Image to see whether the caster is the actual image hit. Images struck by direct attacks (i.e. those requiring attack rolls) immediately wink out, but attacks which do not require attack rolls (such as area effects) do not harm or destroy any images even if they do harm the caster. All images have an AC equal to the caster's, whatever that may be. Also, should any images be destroyed, new images arise to replace the lost ones, at the rate of one new image per round (up to the maximum limit of 10/level). Of course, if the Image Army suffers a number of attacks over a short timespan, this slow replacement will not be enough, and the spell's area will shrink as images are no longer available to fill each square.
    There is, however, one final defense in the spell's functioning. To further confuse would-be attackers, the caster is able to switch places with any image via teleportation, as a free action once per round while the spell lasts; this allows the caster to effectively teleport to any square in the area of effect as desired (without displaying any signs that his or her location has changed). The caster can even use this ability in conjunction with the power to reshape the area at will, to move greater distances than would normally be possible, albeit only until the spell ends.
    Material Component: A mirror of quicksilver, silver, and clear quartz crystal, with an elaborately decorated and enruned platinum frame, worth 5000 gp. The mirror requires a creator with at least 10 ranks in Knowledge (Arcana) to craft, and has a Craft DC of 35 (using either the Blacksmithing, Gemcutting, or Mirrormaking specialty).
    Optional Power Component: A statue of the caster made from 5 pounds of Mirrorstone Silmarillium. If this component is used in addition to the mirror described above, then the spell lasts for 1 hour/level instead of 10 minutes/level. This component (and special change to the spell's functioning) is only allowed if the DM approves its use, and psionic manifesters cannot use the option in any case.

Avalanche
Wave of slush deals 1d4 cold damage/level and moves targets.
       Type: Godsong Verse (Thrym 30), Quest Spell (Winter)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Babble Plague
Subjects lose ability to understand any words or communications but their own, and pass the loss on to others they come in contact with.
       Type: Elemental Ultraspell (Water), Godsong Verse (Eris 40, Tinnabula 35), Quest Spell (Discord), Supersource Ultraspell (Animal, Entropy, Plant), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Bedlam
Up to 50 subjects/level become Confused.
       Type: Godsong Verse (Eris 45), Supersource Ultraspell (Entropy, Plant)
Bard Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Belgos's Black Bolt [Death, Evil]
Bolt of negative energy does permanent damage.
       Type: Arcane Ultraspell, Godsong Verse (Venom 45), Supersource Ultraspell (Entropy)
Arcane Prerequisites: Energy Drain, Magic Missile, Permanency, PRM 22, Caster level 24.
Bard Prerequisites: Declaration of Death, Know Vulnerabilities, Caster level 30.
Naturalist Prerequisites:
Spell Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Personal Cost: 1 CON, 50 XP, and 2 hit points per 4 points dealt by the Bolt (see text)

    The bolt of black energy created by this spell strikes any living creature like a vomitous gout of pitch or oil, and deals up to 1d4 points of Vile damage per caster level to any such creatures it hits. Vile damage never heals naturally, and can only be magically cured when on consecrated or holy ground. The caster must succeed at a ranged touch attack to hit the target; if the Black Bolt hits, and the caster overcomes any SR the creature has (given its Ultramagic status, that's often very likely), the target immediately takes the damage- no saving throw is allowed.
    The caster can choose to deal less dice of damage if desired, and the prime reason for doing so is the spell's Personal Cost- after damage is dealt, the caster takes 1 point of temporary CON damage and 2 hit points of normal damage, and loses 50 XP, for every 4 hit points of damage dealt to the target by the Black Bolt. If the caster is killed by the damage, he or she automatically loses a level if subsequently Raised or Resurrected, even if a True Resurrection or Full Resurrection is used to do it. XP lost to the spell's casting should be subtracted from the character's new XP upon being raised- and if that causes the character to lose another level, then that level is also lost.
    Material Component: A tooth or claw from a Vargouille, or another creature capable of dealing Vile damage with natural weapons.

Big Bang
As Genesis, but created Demiplane immediately expands into a true Plane.
       Type: Godsong Verse (Crela 100, Initia 90), Quest Spell (Beginning), Supersource Ultraspell (Quintessence)
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Black Burst
As Energy Drain, but 20-foot radius burst.
       Type: Arcane Ultraspell, Supersource Ultraspell (Entropy), Ultrapsionic Power
Arcane Prerequisites: Zeroball, Energy Drain, either Fireball or Ice Burst, PRM 20, Craft Wondrous Item, Caster level 20.
Naturalist Prerequisites:
Psionic Prerequisites: Zeroball, Energy Drain, Energy Ball, PRM 20, Craft Universal Item, Manifester level 20.
Spell Components: V, S, F
Psionic Display: Au, Vi
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Area: 20-foot radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
Power Points: 19
Personal Cost: 2 STR, 2 CON, 500 XP, and 2d4 hit points

    This spell taps the Negative Energy Plane to produce a burst of black energy. Creatures caught in the burst area gain 2d4 negative levels. 24 hours after gaining negative levels, a creature must make a Fortitude saving throw (using the Black Burst's DC of 20 + the caster's primary ability score modifier) for each negative level. If the saving throw succeeds, that negative level is negated; if it fails, the negative level goes away, but one of the subject's character levels has been permanently drained.
    If an undead creature is caught in the Black Burst, it gains 2d4 × 5 temporary hit points. These hit points last for 1 minute per caster level before fading away, if they are not removed through damage first.
    Focus: A perfectly round sphere of obsidian or onyx, worth no less than 5000 gold, and bearing a special enchantment. The enchantment requires Craft Wondrous Item and Energy Drain, and costs 8100 gp worth of materials and 324 XP to complete after 15 days of work. While the enchanted sphere is not itself consumed in the casting of Black Burst, the enchantment is completely drained, and the sphere must be enchanted again before it can serve as the focus for any future castings of the spell. Psionic characters use Craft Universal Item, and must use the same procedure to get the focus which is necessary to manifest this effect as a power.

Boat in the Bottle [Water]
Shrink target ship and its crew to fit into a bottle, holding it in Temporal Stasis until broken.
       Type: Arcane Ultraspell, Elemental Ultraspell (Water), Godsong Verse (Marna 45), Quest Spell (Ship), Supersource Ultraspell (Material)
Arcane Prerequisites: Reduce or similar spell, Temporal Stasis, Craft Wondrous Item, Caster level 24.
Bard Prerequisites: Animate Objects, Caster level 30.
Divine Prerequisites: Control Water, Craft Wondrous Item, Caster level 20.
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components: V, S, M
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Target: one ship and its crew
Duration: Permanent
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
Personal Cost: 2 STR, 1 CON, 280 XP

    This odd but powerful dweomer causes the targetted ship and all creatures on board to be shrunk to minute size and sealed in a one-quart bottle. While thus held, the ship and everything on board is in a state of suspended animation, much as that produced by the spell Temporal Stasis.
    When the spell affects the ship, each creature on board may make a Reflex save (DC 22 + the caster's primary ability modifier) to avoid shrinking with the ship; however, since the ship itself is not allowed a save (nor are any unattended objects on it), most creatures that do save will be unceremoniously dumped in whatever water the ship used to occupy. Because the bottle floats, the caster is usually able to retrieve it easily; however, creatures which succeed at their saving throws might be able to break the bottle before the caster gets a chance to get it (with the consequences described below).
    The only way to break the spell is to break the bottle; when that is done, the ship and all affected creatures and items return to normal size over the course of 1 round, in the body of water nearest to the bottle (even if it is much too small to actually hold the ship). A ship which returns to normal size in a body of water too small to hold it simply flops into place on dry land at the edges of the water, and may even end up covering all of the actual water. The bottle holding the ship has Hardness 20, AC 10, and 20 hit points; also, because of the power of the spell, it has Damage Reduction 25/+5.
    Material Component: The bottle, which must be specially created (Craft (Glassblowing) check DC 30), costing 2000 gp. The caster must then enchant it with Reduce (or whatever size-reducing spell meets the prerequisite for this spell, as decided by the DM), in a ritual that takes 36 days to complete, and costs a further 18000 gp and drains 720 XP from the caster (a caster without access to an appropriate spell may meet this requirement by getting the enchantment performed by another character and paying at least 36000 gold for the finished bottle). The finished bottle is the same one that will actually hold the boat when the spell is cast; since it must be broken to end the spell, however, and can only hold one ship at a time, it cannot be reused for later castings.

Buttress Battalion
Up to 100 individuals/level gain divine strength and stamina.
       Type: Godsong Verse (Nandra 45, Thero 50), Quest Spell (Battle), Supersource Ultraspell (Animal)
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Call Cenobites
Call a group of Pain Elementals to "work" on the target.
       Type: Godsong Verse (Cenob 60), Quest Spell (Pain)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Castle in the Air
Large cloud becomes floating fortress town.
       Type: Elemental Ultraspell (Air), Godsong Verse (Denor 65), Quest Spell (Sky), Supersource Ultraspell (Material), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Cat's Life
As Nine Lives, but subject also receives True Resurrection immediately after dying, up to nine times.
       Type: Godsong Verse (Bast 85), Quest Spell (Cats), Supersource Ultraspell (Animal)
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Chain Fireball [Fire]
As Fireball, but causes secondary explosions, which cause more explosions (and so on), for 1 round/4 levels.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Supersource Ultraspell (Force, Entropy), Ultrapsionic Power
Arcane Prerequisites: Delayed Blast Fireball, Fireball, either Flicker or Mirror Image, Meteor Swarm, Craft Wondrous Item, Caster level 20.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Energy Ball, Energy Swarm, Energy Wave, Mirror Image, Craft Universal Item, Manifester level 20.
Spell Components: V, S, F
Psionic Display: Au, Vi
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Area: Several 20-foot radius spreads (see text)
Duration: Concentration plus one round (maximum 1 round/4 levels)
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
Power Points: 19
Personal Cost: 1 STR, 1 CON, and 100 XP per round
Metamagic: Energy Substitution

    This spectacular and awe-inspiring effect is, essentially, an improved Meteor Swarm spell. It begins with one explosion of fire that fills a 20-foot radius spread and deals 10d6 damage, just like Fireball. However, that base explosion is simply the beginning of the real effect. It produces four burning embers or sparks, and each spark flies 20 feet away from the original center (arranged at 90-degree angles to each other- that is, spreading to all four points of an imaginary compass through the original explosion). Once each spark reaches its destination spot, it produces a 20-foot radius spread of fire which deals 10d6 fire damage. Each of the secondary explosions then produces four more sparks, which spread along exactly the same angles the first four sparks did, thus producing more explosions and more sparks for as long as the spell lasts. If two or more sparks would explode at the same destination point, then only one of the sparks actually does explode- no more than one spread of fire is ever produced at any given point, nor do more than four sparks ever radiate from one. The spell causes two cycles, of explosion(s) to sparks to explosions to sparks, per round; so the first round sees five total explosions, the second twenty-five, and so on. During the final round the spell is active, the second set of explosions does not produce any sparks.
    Creatures caught in the spell may make Reflex saves (DC 20 + the caster's primary ability modifier) to take half damage from any one explosion. However, a creature caught in more than one explosion must make one save per explosion, and takes full damage from any explosion for which the save fails. Succeeding at one save does not allow the creature to avoid saving throws against any other explosions, including those in later rounds of the spell; thus, creatures which aren't completely immune to fire damage would be well advised to get away from the center of the spell as quickly as possible! As with the saving throws, creatures which have Spell Resistance must check each explosion for immunity, rather than getting one roll against the entire spell- and its Ultramagic status makes those rolls even more difficult than they would normally be.
    The caster takes 1 point of temporary STR damage and 1 point of temporary CON damage, and loses 100 XP, for each round spent concentrating on the spell. The character cannot spend enough XP to lose a level in this way; if he or she attempts to do so, then concentration is involuntarily broken in the round before the critical XP loss would occur. Likewise, concentration is involuntarily broken 1 round before the maximum duration of 1 round per four levels is reached; the spell cannot last beyond that absolute limit.
    It is possible for a magic-using character to adapt this spell to produce explosions of other kinds of energy, such as Electricity or Cold. Psionic characters can do this automatically because their energy powers always allow them to, and in fact they typically refer to this effect as "Chain Energy Ball" rather than specifically "Fireball." The character who wishes to change the energy type of this spell must have the Energy Substitution feat for the desired energy type, and is still required to know the prerequisite spells or powers listed above regardless of the energy type used. The costs involved in casting the spell do not change, but the gem used for the focus (see below) is a different kind, depending on the energy produced. The value of the gem and the cost of enchanting it do not change, in any case, just as other costs of casting the spell remain the same. The gem types used are amethyst (Sonic), emerald (Acid), sapphire (Cold), and topaz (Electricity). Psionic manifesters can never produce Acid energy with this power, and must still use the appropriate gem type for the focus (see below) in order to produce a specific energy type.
    Focus: A ruby worth no less than 10000 gp, which has been enchanted (via Craft Wondrous Item or Craft Universal Item) with either Delayed Blast Fireball or Energy Wave. The ritual to enchant the ruby costs 7000 gp and 280 XP, and takes 14 days to complete. Though the ruby is not consumed in the casting, the enchantment is lost, and the gem must be reenchanted in order to be used for another casting. Most characters with access to this spell prefer to spend a few months enchanting several gems as foci, so as to be prepared for multiple castings. This is especially true of those characters who can use Energy Substitution as described above.

Chaotic Terrain [Chaotic]
Affected land undergoes constant upheaval and change for 10 days/level.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Godsong Verse (Paradox 55), Quest Spell (Change), Supersource Ultraspell (Quintessence, Entropy, Material, Plant)
Arcane Prerequisites: Hallucinatory Terrain, Wildfire, Wildzone, PRM 23, Caster level 26.
Bard Prerequisites: Hallucinatory Terrain, Caster level 32.
Divine Prerequisites: Cloak of Chaos, Forbiddance, Word of Chaos, PRM 23, Caster level 26.
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components: V, S, Location
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Area: up to 900 square ft./level
Duration: 10 days/level
Saving Throw: None
Spell Resistance: No
Personal Cost: 1 STR, 2 WIS, 2000 XP

    The environment of the area affected by this spell changes drastically. The spell causes a breakdown in physical laws to occur in the region, with the result that the terrain changes to another type- and continues changing, constantly- for the full duration of the effect. The area affected may be any shape the caster desires, provided that its total area is not more than 900 square feet per level, and it is nowhere less than 100 feet across.
    The primary reason to use this spell is to prevent or discourage travel across the affected area. Travel across Chaotic Terrain is fraught with hazards; literally any terrain hazard possible on that plane (and sometimes, even some that aren't) may show up in the area at any time while the spell is active. Worse still, the terrain type on any given patch of ground is not required to (and rarely does) match the terrain type of any ground next to it; even nonsensical combinations like a lava field next to northernmost-arctic permafrost are not only possible, but actually common. Every round a creature is in an area of Chaotic Terrain, or flying above it at an altitude of 500 feet or less, roll on the table below to see what its area is like; if a creature is actually moving through the area, at between half its normal walking movement speed and double walking speed, it gets affected by two rolls. If it is moving more than double its normal walking speed, it is affected by three or more rolls; add one additional roll for each multiple of normal walking speed above 2 (thus, a creature flying along at five times normal movement speed will be forced to make five rolls).
d% Effect
01-20 Safe Zone. For the moment, the area is an innocuous sort of terrain such as verdant fields, or desert. No significant effects on travel.
21-40 Liquid. Some sort of liquid area- either actual lake or ocean, or just thoroughly drenched swamp or marsh- appears under the traveller. There is a 10% chance that the liquid is of some harmful type, such as acid or magma. Regardless of the composition of the liquid, the traveller immediately falls into the liquid (no save allowed), and takes any damage the liquid would normally cause the creature. Though usually harmless by itself, this result creates the dread possibility that the next change will cause the liquid to resume full solidity as earth or rock- which will entomb any creatures formerly swimming in it, and most likely kill them within seconds. Use the rules for the Earth Upheaval result, below, if that happens.
41-60 Unstable Safe Zone. For the moment, the area is an innocuous sort of terrain such as verdant fields, or desert. However, the area is shuddering with ripples caused by some other nearby drastic upheaval, and the area is treated as if under an Earthquake spell. If the terrain is somehow not affected by an Earthquake, then treat it as the Safe Zone result above.
61-80 Earth Upheaval. A mountain or cliff literally fades into being around the traveller, the air actually solifying and becoming rock. The creature takes 1d4 damage from sudden compression, and if it needs to breathe, it must make a Fortitude save (DC 23 + the caster's primary ability modifier) or instantly die, as the air in its lungs solidifes and bursts its windpipes. If a breathing creature survives this treatment, it is still treated as suffocating, with no held breath (it expelled the air before it solidified). See DMG page 88 for the effects of suffocation- but the relevant effect, in this case, is that the creature drops to 0 hit points and falls unconscious. If the Chaotic Terrain does not change next round to dissolve the rock and free the trapped creature, it will continue to suffocate. Creatures which do not need to breathe, of course, find all this merely an annoyance and an obstacle to travel- they are not further harmed by being entombed in the rock, but are still unable to move unless they are able to move through solid rock somehow (such as a Xorn or Earth Elemental).
81-89 Eruption. A volcano, or some other dangerous eruption, occurs under the traveller. The creature takes (1d10)d6 damage of the appropriate kind immediately, though a Reflex save (DC 23 + the caster's primary ability modifier) is allowed for half damage.
90-98 Storm. The terrain changes to flatlands of some sort, but with a powerful wind and storm appropriate to the area (for instance, blizzard in arctic terrain, hurricane on a beach, tornado on grasslands, etc.). Use the rules for Weather Hazards in the DMG (pages 87-88) to determine the exact effects of the storm.
99-00 Genius Loci. The terrain actually becomes conscious, and attacks any travellers on or in it in the same way as a Genius Loci (see the Epic-Level Handbook, pages 190-191 for the statistics and powers of a Genius Loci). This temporary Genius Loci has no Enslave attack, but uses all of the other powers of such an entity. Since it is an effect of the Chaotic Terrain spell and not an actual creature, the consciousness cannot be killed, though it can be attacked in the same manner as an actual Genius Loci.
    Location Component: The spell must be cast from inside an area of Wild Magic, such as a "natural" Wild Zone or one produced by the Wildzone spell. In contrast to its usual nature, the normally unpredictable magic in the Wild Zone will in no way disrupt the casting of Chaotic Terrain- in fact, the Chaotic Terrain effect actually moves the Wild Magic to the exact (geographic) center of the area targetted by the spell and uses its energy to power the upheaval. The Wild Zone is, as a result, permanently stabilized within a radius of 30 feet from the casting point (as if by the Stabilize spell) by being used for Chaotic Terrain.

Cloak of Life
All who touch your raiment are affected by Cure Light Wounds, Lesser Restoration, Neutralize Poison, and Remove Disease.
       Type: Godsong Verse (Luumpho 50), Quest Spell (Healing), Supersource Ultraspell (Quintessence)
Bard Prerequisites: Heroes' Feast, Mass Suggestion, any Cure Wounds spell, CHA 21, Caster level 22.
Divine Prerequisites: Cure Critical Wounds, Heal, Greater Restoration, any one of Cloak of Chaos, Holy Aura, Shield of Law, or Unholy Aura, PRM 21, Caster level 22.
Naturalist Prerequisites:
Spell Components: V, S, F
Casting Time: 1 minute
Range: Personal and Touch (see text)
Target: You
Duration: 1 minute/level
Saving Throw: Will negates (harmless) (see text)
Spell Resistance: Yes (see text)
Personal Cost: 2 STR, 2 CON, 2 PRM, 1000 XP, plus 1000 XP for Bards
Metamagic: Extend Spell

    When you cast this spell, your cloak is filled with power from the Positive Energy Plane, and shines forth with an aura of soft white light. This light illuminates the area around you with light equal to daylight, though it does not actually harm creatures (even Undead) that are harmed by sunlight. While the aura is shining, any living creature whose Reach you enter may touch your cloak to experience a jolt of positive energy, which has the following effects: first, the creature heals 1d8+5 hit points, as though affected by a Cure Light Wounds spell; second, the creature heals 1d4 points of ability damage to each of its ability scores (if it has suffered any), as though affected by Lesser Restoration for each damaged score; third, any poisons or diseases that are in the creature's system are wiped away as though affected by Neutralize Poison and Remove Disease. A creature may not restore permanent ability drain by touching your cloak, and supernatural poisons and diseases that are resistant to magical removal (such as lycanthropy) cannot be removed by a simple touch. Each creature within range of you may only benefit from one such energy jolt per round, and must take a standard action to touch you in order to do so (or make a touch attack if considered an enemy to you). Should a creature touching you wish to resist the effect of the spell for some reason, it may make a Will save (DC 21 + your primary ability modifier) to do so- and you must make a caster level check (with the standard +10 bonus for Ultramagic) to overcome its Spell Resistance, if it has any.
    Against creatures harmed by positive energy, such as Undead, you may make a touch attack once per round in order to afflict the creature with the power in your cloak. If you succeed, the creature must make a Will save (DC 21 + your primary ability modifier) to avoid the effects of the spell; otherwise, it takes 1d8+5 points of damage, and 1d4 points of ability damage to each ability score (even if the creature is normally immune to ability damage). You must overcome a target's Spell Resistance, if it has any, in order to affect it with this effect of the spell (the standard +10 bonus for Ultramagic applies). If you make more than one touch attack upon the same creature during a single casting of Cloak of Life, then a new save and new SR roll must be made each time to check for negation.
    If you wish, you may take a full-round action to concentrate the power in your Cloak upon a single willing target (you must choose a target that is not harmed by the energy in order to use this function of the spell). If you do so, the target must also take a full-round action to allow you to perform this function. When you do this, the full power of the Cloak briefly moves from your cloak into the target's body, immediately healing up to 10 points of damage per caster level (as if by Heal, but with a maximum of 450 points instead of the normal 150), removing all afflictions such as poison, disease, Confusion or insanity, and so forth, and restoring all ability damage, ability drain, negative levels, and drained levels (as if by Greater Resotration). If the creature is afflicted with a magically-resistant poison or disease, then you make a caster level check against a DC of 11 + the caster level or hit dice of the originator of the affliction (poisons that were bought instead of naturally generated in an originator's own glands have an effective "caster level" of 1 per 100 gp in the cost of the dose) to remove it, and you receive a +20 bonus on the check due to the extreme power of the Cloak of Life. After you infuse a creature with this much of the Cloak of Life's power, the spell needs time to reestablish itself in your raiment, and does not function at all for 1 minute (though it restores itself and may be used in all three of the above-described ways after it does reestablish itself, assuming its duration has not expired).
    It is possible to adapt this spell to make it last longer than normal, though doing so increases the cost of casting it. The character who wishes to do so must have the Extend Spell feat, and must drink a Potion of Cure Serious Wounds as part of the casting of the spell (the potion does not affect the caster even if he or she is wounded at the time- its magic is instead consumed to power the extended Cloak of Life). The costs involved in casting the spell (not counting the extra cost of the potion, which is usually trivial to a character capable of casting this spell anyway) are doubled, and in exchange the duration is likewise doubled. It is possible to continue extending the duration this way, doubling it each time for another doubling of the cost, as long as the caster can pay the cost without dying or losing a level- thus, the duration can be extended to 4 minutes per caster level by paying 8 STR, 8 CON, 8 PRM, and 4000 XP. Regardless of how long the spell is set to last, the caster need only consume one potion to extend the duration this way, the actual focus does not change (see below).
    Focus: A glorious cloak of woven gold, white silk, platinum, and several exotic materials, costing a total of 25000 gp. The creator of the cloak must have at least 20 ranks in Craft (Tailor), and 10 ranks in Knowledge (Religion), to create it properly, and the Craft DC is 30. This cloak must be worn by the caster during casting, and becomes the actual Cloak of Life when the spell is active. Bards do not need a specially crafted cloak to cast this spell, since they gain the power by singing to Luumpho, but a Bard pays an extra 1000 XP in the casting if he or she does not have an appropriate cloak to focus the magic on. If a Bard tries to use Extend Spell without this focus (see above), then this extra cost is doubled with the normal cost.

Cloak the Gathering
As Superior Invisibility, but affects all in range.
       Type: Godsong Verse (Ehkahk 35), Quest Spell (Concealment), Supersource Ultraspell (Entropy, Plant), Ultrapsionic Power
Bard Prerequisites: Greater Invisibility, Mind Fog, Programmed Image, Veil, CHA 21, Caster level 22.
Divine Prerequisites: Etherealness, Invisibility Sphere, Screen, Veil, PRM 22, Caster level 24.
Naturalist Prerequisites:
Psionic Prerequisites: Affinity Field, Etherealness, Mass Cloud Mind, Sequester, PRM 22, Manifester level 24.
Spell Components: V, S, F
Psionic Display: Au, Me, Ol
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Targets: Living creatures, no two of which can be more than 60 feet apart
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
Power Points: 23
Personal Cost: 4 CON, 6 PRM, 5000 XP, plus 1000 XP for Bards and Psionic
Metamagic: Widen Spell

    This Ultramagic effect functions as Invisibility, except that it masks sight, sound, and scent simultaneously, concealing the subjects from senses other than touch and taste. This concealing effect does not end if a subject attacks, just like Greater Invisibility; furthermore, the spell's power is so great that the subjects are also concealed from (and immune to detection by) Dust of Appearance, Faerie Fire, Glitterdust, Invisibility Purge, See Inivibility, and even forms of Blindsense or Blindsight that do not rely on touch or taste for their effect. Cloak the Gathering creates a 5-foot radius field of silence around each subject that absorbs all sound and vibration caused by that creature, preventing detection by Tremorsense and similar abilities (but also preventing the subject from casting spells with Verbal components, speaking, or using command-word-activated items, though the subject is able to hear normally since such sounds are not caused by the subject itself). Finally, the spell prevents subjects from exuding any scents at all, rendering them undetectable via that sense (but not preventing the subjects themselves from being able to smell or detect things by scent). Only True Seeing or similar, more powerful effects can detect a creature under the effect of Cloak the Gathering, and subjects of the spell have a +20 bonus on Hide and Move Silently checks made against creatures that can so detect them. Creatures with Blindsight or Blindsense relying on taste, "extended touch," or other more exotic senses such as Lifesense, can also detect subjects of Cloak the Gathering, and Cloaked creatures can also be indirectly detected via such means as footprints left behind by them or other similar mundane means.
    It is possible to adapt this spell to make it affect a larger area (and potentially many more targets) than normal, though doing so increases the cost of casting it. The character who wishes to do so must have the Widen Spell feat, and must drink a Potion of Greater Invisibility as part of the casting of the spell (which does not affect the caster- its magic is consumed to help power the larger Cloak the Gathering instead). The costs involved in casting the spell (not counting the extra cost of the potion, which is usually trivial to a character capable of casting this spell despite the fact that it requires the Brew Greater Potion feat to create) are increased, and in exchange the maximum amount of distance that may exist between any two subjects doubles. To double the effective area of Cloak the Gathering, the caster must pay an extra 4 CON, 4 PRM, and 5000 XP. It is possible to continue widening the effective area this way, doubling it each time by paying the same cost increase again, as long as the caster can pay the total cost without dying or losing a level- thus, the "area" can be widened to a 180-foot effective radius by paying 12 CON, 14 PRM, and 15000 XP. Regardless of how wide an area the spell is cast to affect, the caster need only consume one potion to widen the area this way, the actual focus does not change (see below).
    Focus: A Medallion of Power, which must be worn by the caster during casting, and a bolt of cloth woven from threads of shadow spider silk, cloaker sinew, and other exotic materials. The cloth costs 25000 gp, and its creator must have at least 25 ranks in Knowledge (Arcana) or Knowledge (Psionics) in addition to at least 15 ranks of Craft (Tailor) in order to weave the threads into the correct pattern to act as the focus. The cloth has a Craft DC of 30. While the Cloak the Gathering spell is active, the cloth remains visible regardless of what creature (if any) is holding it, and it may be attacked like any other piece of cloth. Should the focus cloth be destroyed while the Cloak the Gathering is active, the spell ends immediately, and all subjects become visible and detectable again regardless of their location relative to the cloth itself. Bards do not need a specially crafted cloth to cast this spell, since they gain the power by singing to Ehkahk, and psionicists do not need the cloth to manifest the effect since their power is more internal, but either type of caster pays an extra 1000 XP in the casting if he or she does not have an appropriate cloth to focus the power on. If a Bard or psionicist tries to use Widen Spell without this focus (see above), then this extra cost is added into the cost that must be paid to increase the radius- e.g., a Bard's effective XP cost is 6000 XP rather than 5000.

Continual Shapechange [Chaotic]
Subject Shapechanges into a random creature every round.
       Type: Arcane Ultraspell, Elemental Ultraspell (Water), Godsong Verse (Paradox 40), Supersource Ultraspell (Animal), Ultrapsionic Power
Arcane Prerequisites: Nahal's Wild Surge, Polymorph Any Object, Polymorph Other, Shapechange, Caster level 20.
Bard Prerequisites: Geas/Quest, Know Vulnerabilities, Caster level 20.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Greater Metamorphosis, Metamorphosis, Manifester level 20.
Spell Components: V, S, M, F
Psionic Display: Au, Ma, Me
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Power Points: 19
Personal Cost: 1 INT, 1 WIS, 1000 XP, plus 2000 XP for Psionic

    The victim of this spell is, as the spell name suggests, forced to undergo a constantly changing form. The target gets a single Fortitude saving throw (DC 20 + the caster's primary ability modifier) to throw off the terrible effect before it assumes full control and begins the endless polymorphing. If the spell succeeds, then every round it lasts, the target creature changes to a new (random) form, with no hope of halting or controlling the transformations. Characters and creatures with some form of natural shapeshifting ability, including the Wild Shape ability of Druids and some other characters, may use that ability to keep their form constant for one round, but must use the ability every round in order to keep the Continual Shapechange from reasserting itself (even a very powerful Druid will lose all of his or her daily uses of Wild Shape in the first minute or two of the spell). The DM is free to name any method for determining the victim's next form, so long as it is random and unbiased towards any particular result; the more results allowed by the method, the more true-to-life (so to speak) the spell's game effect will be. While it is possible for a victim to assume the same shape more than once during the spell's effects, it is so unlikely that no instance of such an event has been recorded.
    The constant shapeshifting deals no actual damage to the victim, nor does it heal damage. The rules for the Shapechange spell apply for every form the victim assumes, but note that a victim will rarely be in one form long enough to learn how to use it before being forced into another. The one physical danger to the victim is that of assuming a form too large for its present environment to contain; a creature that assumes the form of a Tarrasque (for instance) in a cubical room 10 feet on each side, is clearly in for quite a squeezing. In such a case, the spell immediately changes the victim- in the same round- into a different form, hopefully a smaller one. However, in spite of this immediate size correction, the creature still takes damage from its brief pressing. This requires some common-sense judgement to be reasonable, but in general, the DM should examine the Face/Reach line for the form being assumed, and try to fit it within the available space somehow. If this proves to be impossible, then the victim takes 1d4 points of crushing damage for every 5' square in its Face/Reach area beyond the maximum allowed by the environment. Thus, in the example given for trying to fit a Tarrasque into a 10 × 10 room, the creature takes a whopping 60d4 points of damage- if this is enough to kill it, then it dies and the spell ends, as detailed below.
    Though no physical harm is (normally) done to the victim by the constant changing, the damage to the mind of any subject not normally capable of shapeshifting with its own abilities is monstrous. Every 10 minutes during the spell that the victim is unable to keep a constant form for longer than one round, the victim must make a Will saving throw (DC 20 + the caster's primary ability modifier) or take 1 point of temporary WIS damage. A creature which reaches 0 WIS in this manner immediately regains all lost WIS, but becomes permanently insane, as if affected by the spell Insanity. At the DM's option, other effects may manifest themselves in this insanity, such as fear (of any level), susceptibility to suggestions as if by the Suggestion spell (but using nothing more extraordinary than plain conversation in a language the creature understands) if the suggestion includes a method of ending the Continual Shapechange (even a false method), mad laughter as if from the spell Tasha's Hideous Laughter, or any other similar, drastic mental change or effect. Unlike the normal Insanity spell, this effect can only be ended through the use of a True Disjunction, Miracle, Wish, or Ultramagic that can duplicate such effects. When the spell ends by any means, the victim reassumes its original shape, whatever that may be, but the mental damage and insanity (if any) remains until cured as described above. An insane victim will not notice that the spell has ended, and will continue to behave as if it is ongoing.
    Though it is rare, some casters capable of using this spell actually cast it upon themselves. Though the caster is still unable to control the transformations in such a case, his or her familiarity with the effect grants immunity to the debilitating mental degeneration described above. A creature other than the caster which is for some reason willing to undergo this spell's effects, can voluntarily fail the Fortitude saving throw to negate the spell, but is not immune to the WIS damage the way the caster would be. Such a creature is treated exactly the same as an unwilling target for the purposes of mental degradation.
    Material Components/Focus: A small marble statue of the target creature encased in a glass globe, and a jade ring. The statue-and-globe must be worth no less than 9000 gp, and requires Craft (Sculpture) DC 30 for the statue and Craft (Glassblowing) DC 20 for the globe. The jade ring must be worth no less than 1000 gp, and requires Craft (Gemcutting) DC 30 to properly create. The statue must unambiguously depict the target creature, but need not look exactly like it at casting time- once created, it may be used at any time while the target still lives. During casting, the glass is shattered, and the ring brought into contact with the statue; the statue then begins changing shape (assuming the same forms as the actual victim while the spell lasts). If the statue is broken, nothing special happens to the victim, and the spell continues, with the broken statue pieces continuing to change shape and assume the forms they would have had the statue remained intact. Destroying the ring ends the spell immediately- however, the magic causes it to leap and dodge away from attacks, and it should be treated as an animated object for purposes of destruction (stats follow). When the spell ends, the statue assumes its original form just as the victim does, and the ring immediately loses its animative energy and becomes inert. If the ring and statue survive the spell's duration unharmed, both may be reused to cast the spell later, though the statue can be used only for the same target of course- in this case, the glass globe is the only object which must be recreated, and it costs 4500 gp (same Craft DC).
    Jade Ring: Fine Construct; HD 1/8d10 (1 hit point); Init +8 (+4 Dex, +4 Improved Initiative); Speed 80 ft.; AC 32 (+8 size, +4 Dex, +10 insight); Atk Slam +3 melee (Dmg. 1); F/R 0 ft. by 0 ft./0 ft.; SA none; SQ Improved Evasion, DR 5/-; Saves Fort +0, Ref +4, Will -5; STR 1, DEX 18, CON -, INT -, WIS 1, CHA 1; Feats Improved Initiative; CR special; Align Always Neutral.

Curse of the Djinn [Chaotic, Mind-Affecting]
Subject's figures of speech come true, but subject cannot believe in or control ability.
       Type: Arcane Ultraspell, Godsong Verse (Deceptor 50), Quest Spell (Thought), Supersource Ultraspell (Quintessence, Animal, Plant), Ultrapsionic Power
Arcane Prerequisites: Feeblemind, Limited Wish, True Wish, Wish, PRM 25, Caster level 30.
Bard Prerequisites: Insidious Rhythm, Modify Memory, either Permanent Image or Programmed Image, Caster level 30.
Divine Prerequisites: Disbelief, Imbue With Spell Ability, Miracle, Word of Chaos, PRM 25, Caster level 30.
Naturalist Prerequisites:
Psionic Prerequisites: Affinity Field, Microcosm, Reality Revision, True Reality Revision, PRM 25, Manifester level 30.
Spell Components: V, S
Psionic Display: Au, Ma
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: One sentient creature
Duration: 1 day (D)
Saving Throw: None
Spell Resistance: No (but see text)
Power Points: 29 and special (see text)
Personal Cost: 2d4 CON, 1d4 INT, 8 WIS, 10000 XP, and special (see text)

    The target of this effect is granted unthinkable power, without his or her knowledge. For the next 24 hours after the spell is cast, if comments or words spoken by the target could be taken literally, they will be- by the Multiverse itself. 50% of the time, whatever the target states will immediately happen, exactly as stated (or as closely as possible); otherwise, the words will appear to have no effect at first, but the real truth is that the statement is interpreted and "acted" upon subtlely and unobtrusively- and usually over a span of time rather than immediately.
    For example, a man under the influence of this spell says in an otherwise ordinary conversation that "this city is really going to the dogs." There is a 50% chance that an overt interpretation of his words occurs, such as all non-canine inhabitants of the city being Polymorphed into dogs, or the city being teleported to an area inhabited by dogs or other canine creatures. Otherwise, the city becomes overrun by canines of all types during the next several days, such as werewolves, Blink Dogs, or even an army of rampaging Rolves. Another possible "subtle" interpretation is that the ordinary dogs of the city experience a population explosion of epic proportions, such as all females being in constant heat, growing their pups to term within weeks instead of months, and having litters two or three times larger than normal.
    If the "overt" effect occurs, the effect must be immediate, instantaneous, and obvious (to all but the Cursed target that is- see below). If the "subtle" effect occurs, the DM is free to determine how long it takes for the effect to run its course, but as a general rule, no effect should take longer than a few weeks to become noticeable, and no effect should last longer than one year from the day the Curse of the Djinn was cast. Whether or not the effect is immediate or obvious, any single effect of this spell can be reversed by application of a properly worded Wish or Miracle spell, or Psionic Reality Alteration. Of course, since subjects of this spell usually say a lot of things which could be (and are) taken literally, most effects of the spell take a very long time to go away if they ever do. No saving throw is allowed to negate effects caused by this spell, even if (as in the "polymorph" example given above) the effects which are emulated would normally allow one, though Spell or Power Resistance can prevent an effect from working (treat it as if the creature with SR/PR were resisting the Curse of the Djinn spell itself).
    In any case, regardless of the effect, however long it takes to occur and however long it takes to run its course, the target of the Curse of the Djinn is incapable of believing that his or her words had anything to do with the effect, no matter how much evidence is presented to the character. If a player character is affected by the spell, the DM should make sure that he or she is unaware of the fact, and disallow any "metagaming" behavior on the part of a player who figures out what's really going on. A person confronted with incontrovertible proof that his or her words are literally coming true will simply refuse to believe it, and declare the events to be illusions or some other form of mind-altering power rather than accept the reality of the situation. More maddeningly for any companions of the target, this disbelief is actually supported by the fact that no effect of the spell ever directly affects the target in any way, no matter what it is. For instance, in the "dogs" example above, if the effect turned all creatures in the city into dogs, the target is guaranteed to remain in his or her original form, even if he or she has lived in the city for his or her entire life. Naturally, this immunity does not extend to the target's companions, and they are fully vulnerable to the spell's effects if such effects would normally include them. When the Curse of the Djinn ends, 24 hours after it was cast, the target's words no longer cause things to happen- but no matter how much time passes, or how involved he or she is in "cleanup" efforts, the target will never believe or be made to understand that his or her words caused the strange events to occur.
    In addition to the other costs of using this effect, the caster loses all of that day's spell slots (or all psionic power points), including Ultramagic slots if applicable, and thus cannot use any more spells or psionic powers until he or she rests and regains them normally. Though it is possible for the caster to use the Curse of the Djinn on him/herself, doing so rarely grants any benefit, since the caster is affected by the same disbelief in the "infinite wish" power as any other target. While the caster can normally dismiss this spell before the 24 hours are up, the fact that he or she was willing to pay such a high price to use it in the first place means that it is highly unlikely that the character actually will. If the caster casts the spell on him/herself, then the "disbelief" effect means that the spell cannot be dismissed, since the caster is now incapable of believing that the spell even worked (which would logically mean that there is nothing to dismiss).

Damok's Duplicate Medallion
Your own Medallion of Power is duplicated.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Godsong Verse (Cenob 30, Damok 25, Nexus 30), Quest Spell, Supersource Ultraspell (Quintessence, Force, Animal, Entropy, Material, Plant), Ultrapsionic Power
Arcane Prerequisites: Caster level 20.
Bard Prerequisites: Caster level 20.
Divine Prerequisites: Caster level 20.
Elemental Prerequisites: Caster level 20.
Naturalist Prerequisites: Caster level 20.
Psionic Prerequisites: Manifester level 20.
Spell Components: V, S, F
Psionic Display: Au, Vi
Casting Time: 10 minutes
Range: Personal
Target: Caster's Medallion of Power
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Spell Resistance: No
Power Points: 19
Personal Cost: 1 point of STR, 1 point of CON, 5000 XP

    This spell causes the caster's Medallion of Power to grow, thicken and split in two, duplicating itself. The second Medallion is also worn by the caster upon completion of the spell, but since it confers no benefit, it is generally removed and given to a friend shortly thereafter.
    The second Medallion is not necessarily stable enough to last- upon completing the spell, the caster must make a Fortitude save for the new Medallion (DC 20 + the caster's primary ability score modifier). If the save succeeds, the new medallion settles into being normally, and is thereafter a perfect copy of the original in all respects. If the save fails, the new Medallion was too unstable to survive, and in 1d10 minutes it detonates in a soundless, harmless burst of rainbow-colored motes of light. No known spell or power can stabilize an unstable Medallion, or prevent its destruction this way.
    Focus: The Medallion of Power to be duplicated.

Day of Light
The sun does not set for the next 24 hours.
       Type: Elemental Ultraspell (Fire), Godsong Verse (Luumpho 60), Quest Spell (Light), Supersource Ultraspell (Quintessence, Force)
Bard Prerequisites:
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Deadline
Craft an item or object in sped-up timeframe.
       Type: Godsong Verse (Keron 65), Quest Spell (Craft), Supersource Ultraspell (Material)
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Deadly Claws [Evil]
Pair of hands tipped with Silmarillium claws attack your foes.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Supersource Ultraspell (Animal, Entropy, Material), Ultrapsionic Power
Arcane Prerequisites: Bigby's Clenched Fist, Bigby's Crushing Hand, Bigby's Forceful Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Dispel Magic, Dispel Psionics, Melf's Acid Arrow, PRM 21, Caster level 22.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Breath of the Black Dragon, Clenched Fist, Crushing Hand, Forceful Hand, Grasping Hand, Interposing Hand, Negate Magic, Negate Psionics, PRM 21, Manifester level 22.
Spell Components: V, S, M
Psionic Display: Au, Vi, Ol
Casting Time: 2 rounds
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Two clawed hands
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude partial (see text)
Spell Resistance: No
Power Points: 21
Personal Cost: 1 point of STR, CON, or DEX, and 100 XP, per round; plus 3000 XP for Psionic

    The huge, deadly, clawed hands created by this spell attack creatures as directed by the caster while the spell lasts. Though the hands must be conjured within Close range, they are have a Fly speed of 300 with Perfect maneuverability, and can be sent up to Long range from the caster (400 ft. + 40 ft./level) while they last. Though they are in effect conjured creatures, the Deadly Claws cannot be dispelled by any spell or effect of less than Ultramagic power, though they cannot be sent into Anti-Magic Fields or the like either. Each hand is a Large creature with double the number of hit points the caster had at casting time, and has the caster's AC and Base Attack Bonus (though the hands have a STR score of 30, which the caster most likely does not have). Each hand has 7 fingers, and can use a Full Attack action to attack with all seven in one round; each finger is tipped by a clawlike blade of Silmarillium which for game purposes is equivalent to a Dagger. Each strike with one of these Silmarillium claws injects a poison (Type Injury, DC 28, Initial/Secondary Damage 1d2 CON/5d8 hit points). Additionally, each hand can grapple a creature of Large size or smaller, dealing 1d4 crushing damage per caster level to any creature it pins during each round it maintains the pin; furthermore, the victim of the grapple is covered in a field which simultaneously stops magic and psionics, so such a creature is incapable of casting any spell or manifesting any psionic power while the Deadly Claw has it. A hand which is currently grasping or grappling with a target can make no other attacks, of course.
    The caster must concentrate on the spell to maintain the Deadly Claws; breaking the caster's concentration causes them to vanish immediately. Each round the caster concentrates, he or she must pay 100 XP and take 1 point of either STR, CON, or DEX damage, whichever score happens to be highest at the time the cost is paid. Paying this cost does not break the caster's concentration on the spell. If the caster is unable to pay the cost, however (for instance, paying the XP would cause level loss, or taking the ability damage would drop a score to 0), then the concentration is involuntarily broken, and the spell immediately ends as described above. Psionic manifesters using this power do not need any of the materials listed below except for the Silmarillium, but must pay an extra 3000 XP upon first manifesting the Deadly Claws.
    Material Components: A pair of hands from a Gargantuan or larger creature that has hands, 14 daggers, at least one of which must be a Dagger of Venom, and a chunk of Silmarillium worth at least 5000 gp. The claw-blades on the Deadly Claws, once they form, are the same type of Silmarillium used for this material component. A psionic manifester still needs (and loses) the Silmarillium component, even though he or she does not need any of the other components.

Disfunction
Stop a familiar item from working for 1 day/level, regardless of distance.
       Type: Arcane Ultraspell, Supersource Ultraspell (Quintessence, Entropy, Material), Ultrapsionic Power
Arcane Prerequisites: Anti-Magic Field, Dispel Magic, Greater Dispelling, Mordenkainen's Disjunction, Caster level 22.
Naturalist Prerequisites:
Psionic Prerequisites: Catapsi, Negate Psionics, Psionic Disjunction, PRM 21, Manifester level 22.
Spell Components: V, S, M
Psionic Display: Au, Me
Casting Time: 1 minute
Range: Infinite
Target: One familiar magical or psionic item
Duration: 1 day/level (D)
Saving Throw: None, or Will negates (see text)
Spell Resistance: No
Power Points: 21
Personal Cost: 4 PRM, 2 CON, 2 STR, and 500 XP, plus 5500 XP for Psionic

    If the caster can unambiguously specify one particular magical or psionic item which he or she has seen personally (i.e., not through scrying), and the item still exists, then this spell may be used on it no matter where it is (even if it is on another plane). Once cast, the item immediately ceases functioning for 1 day per caster level, and during that time loses all powers, protections, and abilities resulting from magical or psionic effects embedded within it. Besides dismissal of the spell, only direct divine intervention can allow the item to function again while the spell lasts. The affected item does not receive a saving throw to negate the spell unless it is a Major Artifact, in which case a successful Will save (DC 31 + the caster's primary ability modifier) negates the Disfunction and prevents it from taking effect. If the save fails, however, even the mightiest Major Artifact will lose all power while the spell lasts- and this usually includes its protections against destruction! Note that items which do not exist anywhere in the Multiverse at casting time because they happen to be time travelling (i.e. they have effectively "skipped over" the caster's time) are considered nonexistent for purposes of this spell's conditions, and cannot be affected by it as a result. Also, the magical version of Disfunction can only affect magical items, and will not similarly cancel any psionic powers its target may have; likewise, the psionic version only counters psionic powers, and cannot stop magical powers the target has.
    Material Component: A Rod of Cancellation which has the maximum number of charges. All charges are drained from the Rod when the spell is cast.

Dome of Invulnerability
As Globe of Invulnerability, but larger area and affects more powerful spells.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Earth), Supersource Ultraspell (Quintessence), Ultrapsionic Power
Arcane Prerequisites: Globe of Invulnerability, Minor Globe of Invulnerability, Protection From Arrows, Caster level 20.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Globe of Invulnerability, Inertial Barrier, Minor Globe of Invulnerability, Manifester level 20.
Spell Components: V, S, M
Psionic Display: Me, Vi
Casting Time: 10 minutes
Range: 0
Area: Emanation, 30 ft. radius/level above 20th
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No
Power Points: 19
Personal Cost: 2 STR, 2 CON, and 300 XP per day; plus 1000 XP for Psionic

    This spell creates a large, mobile globe around the caster, which prevents entry of any effect of spell/power level 5 or lower. Additionally, no missile weapon or material projectile of less than +4 enhancement can penetrate the globe; all others simply bounce off its surface harmlessly before ever getting near the caster. All beings within the globe, including the caster, can fire such effects and missiles at each other and at targets outside the globe, but no such effects outside the globe can get in. The globe does not extend through solid objects, however, so it is possible for effects which can penetrate such objects (such as an especially powerful Lightning Bolt, or a Herman's Haphazard Wildbolt) to use them as "holes" to enter the globe. Also, though the globe will prevent Dispel Magic from affecting anything inside it, it can itself be dispelled normally (though the dispelling caster will need to be very high-level indeed to have much of a chance to bring it down).
    Though the caster need not concentrate on the spell once cast, he or she must pay the spell's cost each day the globe is maintained. Thus, the caster loses 300 XP and takes 2 points of STR and CON damage each day the spell lasts. If the caster is unable to pay the cost, for instance, paying the XP would cause level loss, or taking the ability damage would drop a score to 0, then the spell immediately ends. Psionic manifesters pay an extra 1000 XP upon first manifesting the Dome of Invulnerability because they do not need to use the material component.
    Material Component: A crystal globe carved by the caster, worth at least 5000 gp. The globe requires Craft (Gemcutting) DC 25 to properly shape.

Doomcloud
As Incapacitate, but affects one target/level.
       Type: Elemental Ultraspell (Air), Godsong Verse (Venom 50), Quest Spell (Poison), Supersource Ultraspell (Entropy, Plant)
Bard Prerequisites:
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Echo Weapon
Duplicate the powers of a single magical weapon in 1 target weapon/level.
       Type: Godsong Verse (Nandra 55, Thero 50), Quest Spell (War), Supersource Ultraspell (Material), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Eldren's Forestmaker
Drag energy from the Plane of Wood to grow a forest on your plane.
       Type: Arcane Ultraspell, Elemental Ultraspell (Water), Godsong Verse (Alzith 45, Gaeya 40), Quest Spell (Plant), Supersource Ultraspell (Quintessence, Plant), Ultrapsionic Power
Arcane Prerequisites: Control Weather, Hallucinatory Terrain, Mirage Arcana, either Clone or Grove of Serenity, PRM 22, Caster level 24.
Bard Prerequisites: Hallucinatory Terrain, Mirage Arcana, Permanent Image, Project Image, Caster level 28.
Divine Prerequisites: Control Plants, Control Weather, Plant Growth, Wood Shape, either Grove of Serenity or Miracle Growth, PRM 22, Caster level 24.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Control Weather, Hallucinatory Terrain, Mirage Arcana, True Metabolism, PRM 22, Manifester level 24.
Spell Components: V, S, M
Psionic Display: Au, Ol, Vi
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Effect: Emanation, up to 100 ft. + 20 ft./level in radius
Duration: 1 minute
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
Power Points: 23
Personal Cost: 1 STR or 1 CON, and 500 XP, per 20 ft. in the radius beyond 100 ft.

    The Ultramage Eldren bears the exalted title of Guardian of the Green Mission among the Wood Elves, and this invention of hers is the primary reason why. This spell brings energy and material from the Elemental Plane of Wood to the caster's own plane, causing the formation and extremely rapid growth of an otherwise normal forest within the target area. The growth occurs at an astoudingly rapid pace over the course of a single minute following the casting; at the end of that time, the new forest will have achieved effectively 10 years of growth per caster level. The trees and other plants of the forest are all real, living, and permanent, and do not retain any magical or psionic energy. They also do not seem at all exotic for the world or plane they are created on, aside from the unusual nature of their origin; however, it is possible to perform such feats as creating a grove of tropical rain forest jungle trees in the middle of an arctic tundra or desert.
    Creatures or objects within the area while the forest is growing are often entangled by the plants; each such creature must make a Reflex save (DC 22 + the caster's primary ability modifier) or be thoroughly entwined in the dense growth (as if under the effect of an Entangle spell: -2 to attack rolls, -4 to effective DEX, must make a DC 15 Concentration check to cast any spell or use any psionic power, and cannot move). Creatures which are somehow able to pass through dense growth without harm or delay, such as Druids with the Wood Stride ability, automatically succeed and need not actually roll the save. Evasion and Improved Evasion are irrelevant, because there is no damage for the saving throw to reduce. Any creatures which become entangled will remain so while the spell lasts, and must make STR or Escape Artist checks (remembering the -4 effective DEX penalty in the latter case) against the same DC as the original Reflex save in order to free themselves in later rounds. An entangled creature is allowed to make such a check with a full-round action, but cannot get free until such a check succeeds. Creatures which make the save are able to move through the growing forest at half speed (but must make new Reflex saves each round they remain within the area of growth), and suffer no movement penalty at all once the minute-long growth period is over.
    Structures, permanent or otherwise, within the area while the forest is growing are considerably worse off than creatures. Each such structure takes 1d4 points of damage per caster level per round. Furthermore, the plants are so empowered by the spell's energy during the growth phase that they partly ignore the Hardness rating of such structures; when dealing damage to them, ignore 1 point of Hardness per caster level. This particular feature of the spell makes it a popular choice for breaking sieges (and, more to the point, the target castles themselves). Also, should this spell be cast in an area where a forest already exists, the new plants and trees uproot and displace the old ones, and leave them toppled and dying on the ground between them. Powerful groups of Druids engaged in conflict with each other have occasionally used this feature of the spell to cement conquest of rivals, by destroying their groves with a casting of the Forestmaker.
    The caster pays 1 ability point and 500 XP per 20 feet in the radius of the forest beyond 100 feet, at casting time; thus, a 200-foot radius forest costs 5 ability points and 2500 XP. These ability points are split between STR and CON, always subtracting from the highest ability first; thus, the caster's STR and CON will end up more or less equal if the area is particularly large. Should the caster attempt to create a circle large enough to bring either score to 0, the spell fails upon casting, and no XP or ability points are spent. If the caster creates a forest with a radius of 100 feet or less, he or she pays 1 ability point and 500 XP- the minimum cost to cast the spell.
    Material Component: At least one pound of wood, with fresh green leaves still attached, from the Elemental Plane of Wood.

Energize Matrix
All spells cast within area are enhanced as if near a Ley Line; effects near actual Ley Lines double.
       Type: Arcane Ultraspell, Godsong Verse (Cenob 65, Damok 65, Paradox 65), Quest Spell (Magic)
Arcane Prerequisites:
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Energy Restoration
Energy that harms others heals and restores you.
       Type: Elemental Ultraspell (Air, Fire, Earth, Water), Quest Spell, Supersource Ultraspell (Quintessence, Force), Ultrapsionic Power
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Enervate Matrix
Cancels Energize Matrix, effects near Ley Lines, or gives area the Impeded Magic trait.
       Type: Arcane Ultraspell, Godsong Verse (Cenob 65, Damok 65, Paradox 65)
Arcane Prerequisites:
Bard Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Epic Performance
Hold an audience of up to 100 people/level enthralled.
       Type: Godsong Verse (Lyre 60), Quest Spell (Poetry)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Epidemic
As Contagion, but affects up to 100 subjects/level.
       Type: Godsong Verse (Nexus 60), Quest Spell (Disease), Supersource Ultraspell (Entropy, Plant), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Eternal Justice
Subject suffers the effects of every crime he/she/it has committed.
       Type: Godsong Verse (Justice 70), Quest Spell (Justice)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Fargrass's Circle of Eternal Return
Put subjects or area into a Time Loop on the Plane of Time.
       Type: Arcane Ultraspell
Arcane Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Fecundity
Animals and people within region breed with incredible speed.
       Type: Godsong Verse (Crela 40), Supersource Ultraspell (Animal)
Bard Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Festival of Flesh
Up to 100 subjects/level are overcome with lust.
       Type: Elemental Ultraspell (Water), Godsong Verse (Amorus 50, Tlazolteotl 45), Quest Spell (Seduction), Supersource Ultraspell (Animal, Plant), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Firelight's Sunscorcher [Fire, Radiation]
Strengthen and focus sunlight in target area, raising temperature and causing damage.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire), Godsong Verse (Chlimbia 35), Supersource Ultraspell (Force), Ultrapsionic Power
Arcane Prerequisites: Continual Flame, Daylight, Light, Melt, Caster level 20.
Bard Prerequisites: Daylight, Light, Caster level 26.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Energy Ray, Continual Flame, Control Light, My Light, PRM 20, Manifester level 20.
Spell Components: V, S
Psionic Display: Me, Vi
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder 20 ft. in radius and 40 ft. high
Duration: 1 minute
Saving Throw: None (but see text)
Spell Resistance: Yes
Power Points: 19
Personal Cost: 4 STR, 2 DEX, 2 CON, and 1000 XP

    By intensely focusing sunlight into the area, the caster causes it to burn all creatures and objects within the cylinder. The effect causes 1d6 points of damage (half Fire, half Radiation) per caster level, and no saving throw is allowed to reduce the damage. The spell continues to concentrate sunlight into the target area for 10 rounds, dealing the same amount of damage each round it lasts; normally, this is enough to burn any immobile objects or creatures to ashes. However, since the damaging light is being focused from actual sunlight, large objects may (initially, at least) cast shadows within which creatures or objects might be safe from the Sunscorcher. The effects of this are up to the DM, but under normal circumstances, creatures caught in the area should be allowed Reflex saving throws (DC 20 + the caster's primary ability modifier) for half damage during the first round if such shadow-casting objects exist. Of course, once the objects themselves are destroyed, they cast no more shadows, so this shadow-protection is temporary at best. Because the effect of the spell depends on sunlight, it can only be cast outdoors, during the day (admittedly this second part is not a problem in Arite).

Floating Fortress
Area up to 50 feet/level radius breaks out of the ground and flies at your direction.
       Type: Elemental Ultraspell (Air), Godsong Verse (Denor 55), Quest Spell (Flight), Supersource Ultraspell (Force), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
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Fortress
Raise a well-defended fortress on top of a plateau from an uninhabited plain.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Supersource Ultraspell (Animal, Material), Ultrapsionic Power
Arcane Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
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Full Resurrection
As Resurrection, plus remains aren't needed, and can bring back creatures who died of old age.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Godsong Verse (Luumpho 80), Quest Spell, Supersource Ultraspell (Quintessence, Animal, Plant)
Arcane Prerequisites: Animate Dead, Clone, Immortality, White Wave, STR 7, CON 9, PRM 21, Caster level 30.
Bard Prerequisites: any Cure Wounds spell, Locate Creature, Modify Memory, STR 7, CON 9, CHA 21, Caster level 36.
Divine Prerequisites: Resurrection, True Resurrection, Caster level 20.
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components: V, S, F/DF
Casting Time: 1 day
Range: Touch
Target: One dead, familiar creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Personal Cost: 1 STR, 2 CON, 1 PRM, and 5000 XP

    This most powerful of (individual) Resurrection magics brings the target dead creature back to life. The target may be any formerly living creature which was known to the caster in life, even an undead (though in that case the being returns to the life it had before becoming undead), and the spell works regardless of how the creature died. Even if the creature's soul was eradicated or splintered somehow, or is trapped by Soul Bind or something similar, Full Resurrection will work, because it is capable of making a copy of the being's essence or soul before actually infusing it with the new body. The being returns to life without losing any experience, levels, or ability points, and is automatically in the prime of life and in vigorous health; since this may entail being younger than the creature's actual age at death, Full Resurrection can actually restore creatures that died of old age. On the other hand, it also means that Full Resurrection has the strange side effect of aging any children it brings back, to full adulthood! Only living creatures may cast this spell, and Arcane casters must meet the ability score prerequisites at casting time.
    Arcane Focus: A Medallion of Power.

Fury of War
Up to 100 individuals/level Rage as Barbarians.
       Type: Elemental Ultraspell (Fire), Godsong Verse (Nandra 40), Quest Spell (Aggression), Supersource Ultraspell (Animal, Plant), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Genesis Wave
Massive explosion first destroys creatures and objects within area, then creates new ones which grow at an accelerated rate.
       Type: Arcane Ultraspell, Elemental Ultraspell (Fire), Supersource Ultraspell (Quintessence, Force), Ultrapsionic Power
Arcane Prerequisites: Gate, Nuke, White Wave, any Energy Substitution feat, PRM 26, Caster level 32.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Gate, Nuke, White Wave, CON 20, PRM 26, Manifester level 32.
Spell Components: V, S, M
Psionic Display: Au, Me, Vi
Casting Time: 5 rounds
Range: 1 mile/level
Area: Burst, ¼ mile radius/level (but see text)
Duration: Instantaneous, plus 1 hour/level (see text)
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes (but see text)
Power Points: 31
Personal Cost: 2 STR, 2 CON, 8 PRM, and 10000 XP

    Genesis Wave is an oddity among magics that can destroy or create, because in fact it does both at the same time. It causes a massive explosion at the target point, much like the kind produced by extremely powerful technological weapons or the Nuke spell. While Nuke produces an explosion of plasma created by a thermonuclear reaction, however, the Genesis Wave is a blast of concentrated positive energy. Positive energy is not normally destructive, but the energy of the Genesis Wave is so powerfully concentrated- several times more powerful than even the most concentrated portions of the Positive Energy Plane itself- that it simply dissolves everything within it in a manner similar to annihilation by antimatter. Creatures and objects within one quarter-mile per caster level of "ground zero" (the center of the explosion) take 10d6 Particle damage per caster level, with no saving throw allowed to reduce or negate the damage. Those outside that radius, but within one half-mile per caster level of ground zero, take 10d6 points of Electricity damage per caster level instead, and are allowed a Reflex save (DC 30 + the caster's primary ability modifier) for half damage, though Evasion and Improved Evasion are irrelevant in this case because the area and energy level involved are so enormous (there is no realistic way to avoid them completely). Finally, the Genesis Wave, like a Nuke, produces tornado-force winds within a ¾-mile per caster level radius of ground zero, which affect everything within that area as described in the DMG (Winds, page 95); objects and creatures which somehow survive the electrical arcs and dissolving energy within the areas nearer to the center must still contend with the winds. The winds last for 2d4 rounds before subsiding.
    Creatures with Spell (or Power) Resistance are allowed that protection against the Genesis Wave, but due to the enormous power of the blast, the resistance is even less effective than it would normally be against an Ultramagic spell. The caster of the Genesis Wave has a +10 bonus to the caster level roll required to beat the SR of any creature caught in the blast, on top of any other bonuses that character may normally receive (such as the normal +10 bonus for Genesis Wave being an Ultramagic spell in the first place). If the caster somehow fails to overcome a creature's SR, then that creature is undamaged by the blast, though the winds will still affect it if a natural tornado would (since they are a side effect of the blast rather than a direct result of the spell). Of course, very few casters will fail an SR roll with a +52 (minimum) total bonus from all factors, and no non-divine creature has ever been recorded to survive a Genesis Wave without truly extraordinary means (such as Quantumtech shielding of some kind).
    Whatever it does to creatures and objects caught in the actual blast, the Genesis Wave does not leave bare and smoking ruin behind it as a Nuke does. Instead, the positive energy lingers in the area for 1 hour per caster level; creatures within the area during this time find that it behaves as a plane with the Minor Positive-Dominant trait. Furthermore, the Genesis Wave typically leaves genetic scraps of some creatures caught in the initial blast behind it, which the lingering aura of positive energy invigorates and brings to life. In effect, this seeds the entire area with life, which grows at an astonishing pace (achieving approximately 10 years of growth per hour while the aura lasts). While a few of these lifeforms may duplicate those that were present before the Genesis Wave, most of them will be entirely new, and the DM is free to determine their appearance and abilities however he or she likes. Since they are based on scraps of the original creatures, however, many such lifeforms are combinations of the original types- for instance, as an owlbear combines an owl and a bear. It has been suggested, in fact, that some animals of that sort arose because of castings of Genesis Wave, but no historical proof exists to support that assertion in known sources (though one can find mention of exactly four known castings of the Genesis Wave spell to check through if one knows where to look).
    Because duplicates of previously-present creatures sometimes appear, it has also been suggested that intelligent creatures caught in the blast might be able to spontaneously self-resurrect, but exactly how this could be done is unimagined even by the sages and scholars who suggest the idea in the first place. Again, such an event has never occurred during recorded previous castings of the spell. Whether this is truly possible or not, and if so, how it can be done, are questions the DM must answer for his or her own campaign.
    Material Component: A chunk of Lifestone Silmarillium weighing 4 or more pounds, and shaped very specifically into a special symbol. Crafting this component requires the Craft Lifestone feat and Craft (Gemcutting) checks of DC 45; furthermore, the crafter must have at least 15 ranks in Knowledge (the Planes) and 30 in Knowledge (Arcana) (if an Arcane caster) or Knowledge (Psionics) (if a psionic one). Even a psionic caster needs this component, as it provides a focus for the energy and helps draw it across the planar boundaries immediately before the blast.

Grand Creation
Create real, permanent items and material on a massive scale.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Godsong Verse (Deceptor 50, Keron 60), Quest Spell (Wealth), Supersource Ultraspell (Material), Ultrapsionic Power
Arcane Prerequisites: either Fabricate or Shrink Item, Major Creation, Minor Creation, Polymorph Any Object, PRM 21, Caster level 22.
Bard Prerequisites: Amplify, Mending, Permanent Image, Caster level 22.
Divine Prerequisites: Make Whole, Mending, Touch of Adamantine, Caster level 22.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Fabricate, Major Creation, Minor Creation, Greater Fabricate, PRM 21, Manifester level 22.
Spell Components: V, S, M, F
Psionic Display: Au, Ma, Vi
Casting Time: 1 hour, plus special (see text)
Range: Long (400 ft. + 40 ft./level)
Effect: Unattended, nonmagical objects of nonliving plant or mineral matter, up to 1 million cu. ft./level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Power Points: 21
Personal Cost: 1 STR, 1 CON, 1 INT, 1 hit point, and 500 XP per million cu. ft. affected
Metamagic: Quicken Spell

    This spell allows the caster to restructure matter at the lowest possible level, to turn any material (including air) into anything the caster likes. It is, therefore, possible to do such amazing feats as creating a grand palace out of thin air, or turn an entire building into gold, silver, or even for that matter diamond. Grand Creation also allows the caster to shape the material as it is being formed, thus making it possible to perform such feats as shaping a cliff into a building, fortress, or even a huge sculpture. The only limit is the caster's imagination, though any fine details require the caster to make Craft checks just like less powerful Creation spells do. The material can be shaped into one object, or many objects (up to one per caster level), as the caster chooses, but regardless of how many objects are being created, the caster is limited to affecting 1 million cubic feet of material per caster level (one million cubic feet is equivalent to a cube 100 feet on a side). Also, regardless of the material to be affected, the caster can only create normal quality items with this spell, not Masterwork or Masterpiece quality- and likewise, no item that comes out of the Grand Creation can be magically or psionically enhanced. This limitation means that it is not possible to form items or objects into Silmarillium, even if the caster has one or more Craft Silmarillium feats.
    The spell takes one hour to cast, plus an additional hour for each million cubic feet of material beyond the first which is to be created. The personal cost of casting this spell is also dependent upon the cubic footage to be created- it costs 1 point of STR, CON, and INT, 1 hit point, and 500 XP per million cubic feet affected. Though objects created by this spell are permanent, they retain an aura of magic or psionic energy from the actual Grand Creation casting; should this aura ever be dispelled, the object so targetted immediately returns to its original components and state. Also, no object created by Grand Creation can be used as a focus or material component for any other spell or effect; any attempt to do so causes the created object to revert to its original state as described above, and the spell or effect it was (almost) used for to fail.
    It is possible to adapt this spell to cast it more quickly than normal, though doing so greatly increases the cost of casting it. The character who wishes to do so must have the Quicken Spell feat, and at least 25 ranks in a single Craft specialty skill which will be used to help sculpt the material affected by the spell. The costs involved in casting the spell are tripled, but the casting time is halved. It is possible to continue reducing the casting time this way, halving it each time for another tripling of the cost, as long as the caster can pay the cost without dying or losing a level- thus, the casting time can be reduced to 15 minutes plus 15 minutes per million cubic feet by paying 5 STR, 5 CON, 5 INT, 5 hit points, and 2500 XP per million cubic feet. Of course, unless they are in truly dire circumstances, casters rarely quicken the casting time even once. Regardless of how quickly the caster chooses to cast the spell, however, the material components and focus do not change (see below).
    Material Components: At least one pound of each type of material that is to appear in the final object or objects. For materials such as diamond, this tends to be very expensive!
    Focus: A Medallion of Power. Even a Divine caster or Psionic manifester must have a Medallion in order to use Grand Creation.

Grand Guardian
While the spell lasts or until it dies, subject takes no damage from area attacks or attacks intended to harm targets other than itself.
       Type: Godsong Verse (Helm 50), Quest Spell (Guardian), Supersource Ultraspell (Quintessence)
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Green Wall
Wall encloses Dimensional Lock, projects Anti-Magic and Null Psionics, and prevents flight.
       Type: Arcane Ultraspell, Supersource Ultraspell (Quintessence, Force, Entropy, Material)
Arcane Prerequisites: Absorb, Anti-Magic Zone, Control Weather, Dimensional Lock, Disintegrate, Negate Psionics, Prismatic Sphere, Wall of Force, Wind Wall, PRM 24, Caster level 28.
Naturalist Prerequisites:
Spell Components: V, S, M, F
Casting Time: 1 hour, plus 1 minute per foot in height (see text)
Range: Extreme (1000 ft. + 100 ft./level)
Effect: Wall of energy covering up to 30 5-ft. squares/level, surrounding an enclosed shape (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Personal Cost: 8 INT, 8 CHA, 1000 XP, plus 500 XP per foot in height (see text)

    Dubbed the "Shield of Rl'yeh" for its most famous use, the Green Wall spell is one of the strongest abjurations known, and best methods of shutting off contact with the enclosed space. It creates a wall of shimmering green force that traps anything and everything inside it with an effectiveness no other known spell can match. Every created square of wall must be placed on solid ground of some sort, and the wall's chosen shape must be continuous and unbroken; it cannot, for instance, cross a chasm unless the caster has enough squares available to cover the walls of the chasm all the way down as part of the shape. It is not known why the effect of the spell is a green wall, particularly (i.e., why that color and no other), but when a spellcaster must resort to this ultimate prison, the prison's color is usually not a concern. The Green Wall is so effective because it combines several powerful effects to lock the prison tight.
    First, the space inside the Green Wall is cut off from the rest of the multiverse by a permanent Dimensional Lock effect, making the Wall impossible to pass via effects such as Teleport, Plane Shift, Dimension Door, or even Blink or Gate. Spells and effects for dimensional travel may still be used by creatures inside the barrier, and work normally as long as they are not used in an attempt to reach space outside the Green Wall. Likewise, creatures outside the Green Wall can use such spells and powers normally, so long as they do not attempt to breach the space inside the Wall.
    Second, the Green Wall projects itself underneath the enclosed area, forming a bubble in the ground that prevents digging any tunnels to breach the space inside. The bubble is formed of the same sort of energy as the visible Green Wall itself, and has the same effects if one touches or attempts to pass through it (see below).
    Third, the wall forms a dome of disturbed air above itself, enclosing the bubble on the top side with tornado-force winds that whirl and blow endlessly. Though the winds are tornado-force, the magic constrains them so tightly that they are silent, and rarely visible as more than a vague distortion in the air above the Green Wall; creatures must make Spot checks (DC 30) to notice that the distortion is due to extreme winds as opposed to something else. Any attempt to fly through these winds bears the usual dangers of tornado-force winds; see page 95 in the Dungeon Master's Guide for details.
    Fourth, the Green Wall is itself made up of concentrated Disruption energy- the same sort created by a Disintegrate spell. Any creature or object (even Silmarillium) simply touching the wall for a split-second takes 10d6 points of Disruption damage, no save, and any creature or object kept in contact with the Green Wall for longer periods takes 40d6 points of damage per round (also no save). Because the wall is so concentrated, it actually absorbs and dissipates incoming magical and psionic energy as well; no spell or psionic power of less than Ultramagic (or Ultrapsionic) strength can so much as dent a Green Wall. Thus, it is not possible to use a Passwall or similar effect to breach the Green Wall, because the magic for the attempt is simply absorbed by it. Furthermore, the wall actually absorbs magical and psionic energy from the area near itself to stay active, so spaces within 30 feet of the Green Wall on either side are affected as though by a simultaneous Anti-Magic Field and Null Psionics Field. The single exception to this is that the caster (and only the caster) of the Green Wall is able to use Greater Dispel Magic or Disjunction to destroy his or her own Green Wall. Nothing else magical or psionic can affect it.
    It is possible to attack a Green Wall and punch holes in it briefly, though extraordinarily difficult. The wall has an effective Hardness rating of 75, and each 5-foot square has 2500 hit points. Any weapon used to make a melee attack on the Green Wall takes 40d6 points of Disruption damage as noted above, and even the wielder of such a weapon takes 10d6 damage, so normally the only way to harm a Green Wall is with ranged weapons- preferably energy weapons so as to deal more damage more quickly. A creature striking a Green Wall with natural weapons takes 40d6 points of Disruption damage, as does any projectile or thrown weapon striking the wall (typically annihilating it on contact). The Green Wall repairs damage to itself at the rate of 5 hit points/round in any given square, so under normal circumstances a prolonged, sustained attack with extremely powerful weapons is necessary to penetrate the wall. Once a hole is made, it stays open for 1 minute before the Green Wall around the hole puts enough energy back into the breach to reform the barrier.
    The caster pays 8 INT, 8 CHA, and 1000 XP upon beginning to cast the spell; the casting is extremely long and taxing, and takes place in two stages. The first stage takes 1 hour of uninterrupted casting, during which time the caster marks the area to be covered by the Green Wall with the crushed gems that are the material component (see below). Following the first stage, the windstorm immediately springs up around the area where the Green Wall is rising, and the green energy itself forms the complete circuit of the area (including the entire underground portion) and begins to grow out of the ground to form the actual wall. Thereafter, the caster may continue the casting for as long as he or she can continue to pay the XP; for each minute of stage-two casting, the caster must pay 500 XP. Each minute of stage-two casting raises the Green Wall's height by 1 foot. Thus, a 20-foot tall Green Wall requires its caster to spend 1 hour and 20 minutes of total casting time, and the character must spend 8 INT, 8 CHA, and 11000 XP total to fuel the spell. Taller heights are, it must be noted, desirable, because creatures which are taller than the Green Wall might in theory simply jump over it if they are willing or able to brave the tornado-force winds around the top of it.
    Material Components: Crushed emerald and other green gems worth 100 gp per 5-foot square made part of the final Green Wall.
    Focus: A circlet of jade, malachite, and emerald worth 7500 gp. The circlet requires Craft (Gemcutting) checks of DC 35 to create, and the creator must have at least 15 ranks in Knowledge (Arcana) to carve the necessary runes and symbols, facet the gems correctly, and to place the gems correctly. The focus requires no special enchantment, and may be used to cast as many Green Wall spells as the caster wishes to.

Hellish Hatred
Subject becomes hunted by powerful, evil outsider.
       Type: Godsong Verse (Patrin 55), Quest Spell (Hate)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Icefall [Cold]
Drags huge sphere of ice from the Plane of Cold to your plane.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Water), Godsong Verse (Thrym 40), Quest Spell (Ice), Supersource Ultraspell (Force, Entropy), Ultrapsionic Power
Arcane Prerequisites: Blizzard, Ice Bolt, Ice Knife, Ice Storm, PRM 22, Caster level 24.
Bard Prerequisites: Permanent Image, Shadow Walk, Caster level 28.
Divine Prerequisites: Blizzard, Chill Metal, Ice Storm, Sleet Storm, Caster level 24.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Energy Burst, Energy Wall, Plane Shift, Sleet Storm, PRM 22, Manifester level 24.
Spell Components: V, S, M
Psionic Display: Ma, Vi
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Effect: One sphere of elemental ice, up to 40 ft. + 10 ft./level in radius
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
Power Points: 23
Personal Cost: 1 STR or 1 CON, and 500 XP, per 10 ft. in the sphere's radius beyond 40 ft.

    This spell brings energy and material from the Elemental Plane of Cold to the caster's own plane, causing the formation of a gigantic sphere of ice above the target area. Once created, the huge iceball crashes to the ground below, unless suspended somehow. Creatures or objects under the iceball are crushed by the enormous weight of it; each such creature must make a Reflex save (DC 22 + the caster's primary ability modifier) or be struck dead by the impact. Creatures which are immune to critical hits by not having discernible anatomy, or are as large as the iceball itself, automatically succeed and need not actually roll the save. Evasion and Improved Evasion are irrelevant, because no saving throw can reduce the damage (see below). Any creatures which survive the initial impact then take 4d12 points of damage per 10 feet in the radius of the sphere; for instance, a 100-ft. radius sphere would deal 40d12. This damage is half Cold, and half Bludgeoning, so even creatures totally immune to Cold damage will normally take some damage. The impact damage bypasses all Damage Reduction aside from total immunity to bludgeoning attacks, or DR that cannot be bypassed at all (e.g. a high-level Barbarian's class-granted Damage Reduction).
    The caster pays 1 ability point and 500 XP per 10 feet in the radius of the sphere beyond 40 feet, at casting time; thus, a 200-foot radius sphere costs 16 ability points and 8000 XP. These ability points are split between STR and CON, always subtracting from the highest ability first; thus, the caster's STR and CON will end up more or less equal if the sphere is particularly large. Should the caster attempt to create a sphere large enough to bring either score to 0, the spell fails upon casting, and no XP or ability points are spent. If the caster creates a sphere with a radius of 40 feet or less, he or she pays 1 ability point and 500 XP- the minimum cost to cast the spell. The ice from the sphere is real and permanent, once created, and may be used for other purposes after the spell's initial effect at the DM's discretion, though the sphere itself always collapses and breaks from the impact and leaves only variably-sized chunks of itself behind.
    Material Component: At least one pound of ice from the Elemental Plane of Cold.

Idealized Form
You temporarily become a Paragon of your species.
       Type: Godsong Verse (Thero 65), Quest Spell (Honor), Supersource Ultraspell (Animal), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Imbue Enlightenment
One subject/level gains psionic powers of your choice.
       Type: Ultrapsionic Power
Psionic Prerequisites:
Psionic Display:
Manifestation Time:
Range:
Effect:
Duration:
Saving Throw:
Power Resistance:
Power Points:
Personal Cost:

    

Immortality
Touched creature will never die of old age; eventually gains immunities.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Godsong Verse (Luumpho 65), Supersource Ultraspell (Quintessence, Force, Animal, Entropy, Material, Plant), Ultrapsionic Power
Arcane Prerequisites: Any four spells from the list Clone, Foresight, Planar Projection, Plane Shift, Polymorph Any Object, Polymorph Other, Simulacrum, Trap the Soul; STR 10, CON 10, Caster level 20.
Bard Prerequisites: STR 15, CON 15, Caster level 28.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Astral Seed, Metafaculty, True Metabolism, Plane Shift, STR 15, CON 15, PRM 20, Manifester level 20.
Spell Components: V, S, F, Location
Psionic Display: Au, Ma, Me, Ol, Vi
Casting Time: 1 day
Range: Touch
Effect: One living creature
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Power Points: 191
Personal Cost: 10000 XP and special

    This ancient spell, according to legend invented by Damok himself, extends its subject's maximum lifespan to infinity, and thus prevents death from old age. As the spell lingers, it gains power, and the subject gains further immunities and abilities; finally, at the last stage, the subject really is immortal unless killed by violence.
    Once cast, the spell leaves a lingering aura around the subject, which cannot be dispelled by any means (including the caster's own desire to do so, and the caster's own Dispel- type spells) while the subject lives. The aura shows as Medium strength to a Detect Magic or Detect Psionics effect (as appropriate). If the subject dies, the aura dissipates immediately, and once the subject is brought back to life (assuming that happens), the Immortality spell must be re-cast and start over from stage 1 (see below). This may allow the subject to gain bonuses and powers relating to a different school or discipline than originally chosen (again, see below).
    The actual effect of Immortality progresses in five stages. The first stage makes no significant or noticeable change to the subject, who ages and grows as normal for its species until reaching the natural end of its lifespan. The subject can even be magically aged by effects which do so, but such magical aging serves only to hasten the start of stage 2- it is no threat to the subject.
    At the natural end of the subject's lifespan, the Immortality effect goes into stage 2, which is a reversal of aging- the creature ages backwards until it reaches the prime of life at normal adulthood (typically age 25 for humans). Ability score penalties from aging are reversed as the creature returns to youth, but ability score bonuses are instead compounded as the creature ages backwards- thus, the subject effectively gains its ability bonuses twice, while losing its penalties. Magical aging can still affect a stage 2 subject, but again, it is no threat- it simply delays the onset of stage 3.
    After reaching the prime of life, the creature enters stage 3, which is a cessation of all aging- the creature gains the Timeless Body ability, even if it doesn't have enough levels in a class which grants that ability, to receive it. Also, at this time, the creature gains a special bonus relating to one of the nine schools of magic, or one of the six psionic disciplines, other than Universal. The particular school or discipline must be chosen by the caster when Immortality is cast, and cannot be changed thereafter. If the Immortality effect was cast as a spell, then one of the nine magical schools must be chosen; the caster cannot pick a psionic discipline. Conversely, if Immortality is manifested as a psionic power, then one of the six disciplines must be chosen, and the magical schools are not valid choices. Regardless of which school or discipline is chosen, the subject gains a +1 bonus to saving throws against effects of that school/discipline; also, any such effects cast or manifested by the subject are at +1 to their save DCs (if they allow saving throws). Stage 3 continues for as long as stage 1 lasted; thus, a human who lived for 50 years in stage 1 would live for 50 years in stage 3.
    Stage 4 essentially continues stage 3, but now the subject is able to alter his or her apparent age at will; thus, a stage 4 Immortal could appear as anything from a young child to a venerable, decrepit old person. Regardless of appearance, however, the subject retains his or her mental ability scores (though the physical ones change appropriately to match the apparent age). At stage 4, the subject gains an additional +1 bonus to saves against, and the save DCs of, spells and effects of the school or discipline chosen for stage 3. Thus, the subject now has a total bonus of +2. Furthermore, the stage 4 subject is immune to all diseases, whether natural or not; at this level of power the Immortality effect has made the subject's cells too vigorous to succumb to such effects. If the stage 4 subject is weary with life, it is possible for it to kill itself by aging itself beyond its maximum lifespan; otherwise, stage 4 continues for as long as stage 3 did.
    Stage 5 is the final, and most powerful, stage of the Immortality effect. At this point, the subject becomes permanently immune to all poisons and drugs, and gains yet another +1 bonus to saves relating to the chosen school or discipline (for a total of +3). Though the subject does not gain any further powers over aging at this point, it does gain one final benefit from the Immortality- a spell-like power usable 3 times per day. The spell or power is cast/manifested at the subject's character level (if appropriate) or hit dice (if not), and uses CHA for its ability modifier regardless of the school or discipline it belongs to. the exact ability granted depends on the school or discipline chosen for stage 3, as shown in the list below.
School/
Discipline
Granted
Ability
Abjuration Endure Elements
Clairsentience Comprehend Languages
Conjuration Mage Armor
Divination True Strike
Enchantment Hypnotism
Evocation Magic Missile
Illusion Disguise Self
Location Expeditious Retreat
Metacreativity Minor Creation
Necromancy Chill Touch
Psychokinesis Unseen Servant
Psychometabolism Pheromones
Psychoportation Psionic Redirection
Telepathy Mindlink
Transmutation Feather Fall
    The caster pays 10000 XP upon casting the spell, and takes enough STR and CON damage to reduce each score to 3. If the caster already has STR and CON scores of 3, then no damage is taken, though in that case one must wonder how the spell was cast at all (since it requires higher scores). Also, an actual spellcaster (as opposed to psionic manifester) burns out all spell slots above 1st level during the casting of this spell. Psionic characters use up 191 power points in the manifestation, as noted, and are therefore left with very little power under normal circumstances.
    Focus: A Medallion of Power, and several conduits of special materials built into a tower at the correct location (see below). Should the caster construct his or her own tower rather than going to look for an existing one to cast the spell at, this is treated as a magical (or psionic) stronghold component with a cost of 100000 gp per space it occupies, requiring the Craft Wondrous Item or Craft Universal Item feat, and the Ultramagic Spell/Ultrapsionic Power feat for Immortality. The component must be purchased once for each 8 spaces in the total stronghold in order to properly channel the energies; thus, 1/8 of the tower's total space will be taken up by these conduits.
    Location Component: The spell must be cast from atop a tower no less than 100 feet tall, which must itself be located at a Node where three Ley Lines come together.

Imperceptibility
Subject cannot be sensed or detected by any means while spell lasts.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air), Godsong Verse (Bast 40, Ehkahk 45), Quest Spell (Stealth), Supersource Ultraspell (Animal, Entropy), Ultrapsionic Power
Arcane Prerequisites:
Bard Prerequisites:
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Improved Permanency
As Permanency, with more spells and possibilities.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Supersource Ultraspell (Quintessence, Force, Animal, Entropy, Material, Plant)
Arcane Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Incarnation of Immortality
Summon an avatar of your deity.
       Type: Quest Spell
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Inferno [Fire]
Drag a "hot zone" from the Plane of Fire to your plane.
       Type: Arcane Ultraspell, Elemental Ultraspell (Fire), Godsong Verse (Keron 40), Quest Spell (Fire), Supersource Ultraspell (Force), Ultrapsionic Power
Arcane Prerequisites: Delayed Blast Fireball, Fireball, Meteor Swarm, Pyrotechnics, PRM 22, Caster level 24.
Bard Prerequisites: Permanent Image, Shadow Walk, Caster level 28.
Divine Prerequisites: Elemental Swarm, Fire Storm, Flame Strike, Heat Metal, PRM 22, Caster level 24.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Energy Ball, Energy Swarm, Energy Wave, Pyrotechnics, PRM 22, Manifester level 24.
Spell Components: V, S, M
Psionic Display: Ma, Vi
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Area: Emanation, up to 30 ft./level radius
Duration: Concentration, up to 1 round/3 levels, plus special (see text)
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
Power Points: 23
Personal Cost: 1 STR or 1 CON, and 500 XP, per round

    This spell brings energy and material from the Elemental Plane of Fire to the caster's own plane, causing an enormous explosion within the target area and keeping it active for the spell's duration. Creatures or objects inside the explosion take 2d6 fire damage per caster level each round they are in the area; each such creature may make a Reflex save (DC 22 + the caster's primary ability modifier) during the first round (only) for half damage. Each creature that failed the save also takes 4d12 more damage from the impact of debris flying about within the titanic fireball; creatures which made the save take no impact damage. No saving throw can reduce the fire damage in later rounds, if the creatures are unable or unwilling to leave the area, but creatures are allowed a Reflex save at the same DC to avoid impact damage from debris in those rounds. The impact damage bypasses all Damage Reduction aside from total immunity to bludgeoning attacks, or DR which cannot be bypassed at all (e.g. a high-level Barbarian's class-granted Damage Reduction). Any flammable objects within the Inferno automatically catch fire and begin to burn; creatures wearing burning clothes are not allowed to try to put out the flames as long as they are within the area of the explosion.
    The caster must concentrate on the spell to maintain the Inferno; breaking the caster's concentration causes the spell to end immediately. Each round the caster concentrates, he or she must pay 500 XP and take 1 point of either STR or CON damage, whichever score happens to be highest at the time the cost is paid. Paying this cost does not break the caster's concentration on the spell. If the caster is unable to pay the cost, however (for instance, paying the XP would cause level loss, or taking the ability damage would drop a score to 0), then the concentration is involuntarily broken, and the spell immediately ends as described below. When the spell ends, the explosion gradually loses power, losing 8 dice of damage each round until it is dealing no damage at all (at which time the flames are entirely gone). Damage from debris stops immediately when the spell does, regardless of how much longer the explosion flames last. Fires started on objects caught within the explosion continue to burn normally, whether or not the actual Inferno flames are still going, until put out by whatever means nearby creatures employ to do so.
    Material Component: At least one pound of ash from the Elemental Plane of Fire.

Joran's Earthrift [Earth]
Chasm swallows, crushes creatures and structures.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Godsong Verse (Geb 50), Quest Spell (Earth), Supersource Ultraspell (Material)
Arcane Prerequisites: Shatter, Greater Mark of Earth, Move Earth, Caster level 20.
Bard Prerequisites: Greater Shout, Shatter, Sympathetic Vibration, Caster level 24.
Divine Prerequisites: Earthquake, Soften Earth and Stone, Stone Shape, Caster level 20.
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components: V, S, M
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Effect: Rift 30 ft./level long, 6 ft./level deep, and 3 ft./level wide (but see text)
Duration: 1 round
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
Personal Cost: 6 STR, 2 CON, and 2000 XP

    A more powerful Earthquake, this mighty spell heaves and shakes the earth strongly enough to open a wide fissure. The rift so created is 30 feet/level long, 3 feet/level wide, and 6 feet/level deep, and all creatures in the area of the rift automatically fall in. Furthermore, creatures within 20 feet must make Reflex saves (DC 20 + the caster's primary ability modifier) or also fall in. Creatures which fall into the Earthrift take falling damage, and have a 45% chance of being buried in debris falling from the top of the rift as it opens (taking another 10d10 points of damage from that). Structures within the area of the Earthrift are automatically reduced to rubble if small enough to fit into the chasm; otherwise, they take 16d6 points of damage. Structures within 20 feet of the area, though not actually atop it, take 16d6 damage regardless of size. Finally, the spell creates the effects of a normal Earthquake everywhere within 50 feet of the edge of the actual Earthrift. itself. Joran's Earthrift remains open after the spell ends, in contrast to the fissures created by the lesser Earthquake spell, so creatures which fall into the Earthrift itself may be able to climb out eventually. Other fissures which open up due to the "normal" Earthquake effects close normally at the end of the spell, killing any creatures unfortunate enough to fall into them.
    The rift's dimensions are doubled in soft ground, such as fertile farmland or marsh, though the effects are somewhat lessened in such a case. Creatures falling into the Earthrift take only half damage from the fall and any debris which strikes them, though it is usually more difficult to climb out of soft ground (and in marshland the water will fill the Earthrift entirely when it rushes back in, almost certainly drowning creatures which fell into the huge fissure).
    Material Component: A rock, or piece of one, weighing.at least one pound. The rock- or larger rock it came from- must have fallen on something and crushed it during a natural earthquake.

Kingly Aura
People have a natural urge to follow you.
       Type: Godsong Verse (Damok 75), Quest Spell (Ruler), Supersource Ultraspell (Plant), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Labyrinth
As Maze, but permanent until subject gets out; also, maze is harder to solve.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Supersource Ultraspell (Material)
Arcane Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Leia's Reparation
Fully restore broken or worn magic item to its original, unused state.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Godsong Verse (Keron 60), Quest Spell (Forge), Supersource Ultraspell (Quintessence, Material, Plant), Ultrapsionic Power
Arcane Prerequisites: Mending, at least five magical Item Creation feats, Caster level 20.
Bard Prerequisites: Mending, at least three magical Item Creation feats, Caster level 20.
Divine Prerequisites: Mending, at least five magical Item Creation feats, Caster level 20.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Psionic Repair Damage, at least four psionic Item Creation feats, PRM 22, Manifester level 24.
Spell Components: V, S, M
Psionic Display: Ma, Me
Casting Time: 10 minutes
Range: Touch
Target: One (possibly formerly) magical or psionic item
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Power Points: 23 and special (see text)
Personal Cost: 8 STR, 8 CON, 8 PRM, and special (see text); plus 4000 XP for Psionic

    This spell makes a broken or spent item whole, as if it had never been broken. Furthermore, the item regains all charges and powers lost to use or neglect, and is essentially restored to the condition it was in when first created. The spell cannot be cast if the caster does not have all of the pieces of the item to be restored.
    In addition to the ability damage costs of using this effect, the caster loses all of that day's spell slots (or all psionic power points), including Ultramagic slots if applicable, and thus cannot use any more spells or psionic powers until he or she rests and regains them normally. Also, the XP cost of using this effect is variable; it costs XP equal to the amount the original item took to create; for instance, restoring a Wand of Fireball would cost 450 XP if it was created at caster level 5.
    Material Component: A gem worth at least 20000 gp. Psionic manifesters pay an extra 4000 XP in lieu of using up the gem.

Liar's Proverb
All who lie within range of you burst into flames.
       Type: Elemental Ultraspell (Fire), Godsong Verse (Luthor 50), Quest Spell (Truth), Supersource Ultraspell (Force)
Bard Prerequisites:
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Limited Omniscience
Learn everything there is to know about one subject.
       Type: Godsong Verse (Methus 55), Quest Spell (Knowledge), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Loom of Destiny
Weave the threads of subject's future existence.
       Type: Godsong Verse (Initia 50), Quest Spell (Fate)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Lucky Day
Subject is lucky for 24 hours.
       Type: Godsong Verse (Deceptor 40), Quest Spell (Luck)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Maelstrom Tempest [Air]
Drag a Maelstrom Tempest from the Plane of Air to your plane.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air), Godsong Verse (Denor 40), Quest Spell (Air), Supersource Ultraspell (Force), Ultrapsionic Power
Arcane Prerequisites: Control Weather, Cyclone, Gust of Wind, PRM 22, Caster level 24.
Bard Prerequisites: Permanent Image, Shadow Walk, Caster level 28.
Divine Prerequisites: Control Weather, Control Winds, Elemental Swarm, Caster level 24.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Control Air, Control Weather, Tornado Blast, PRM 22, Manifester level 24.
Spell Components: V, S, M
Psionic Display: Ma, Vi
Casting Time: 1 full round
Range: Extreme (1000 ft. + 100 ft./level)
Area: Emanation, up to 30 ft./level radius
Duration: Concentration, up to 1 round/level, plus special (see text)
Saving Throw: Special (see text)
Spell Resistance: Yes
Power Points: 23
Personal Cost: 1 STR or 1 CON, and 500 XP, per round

    This spell brings energy and material from the Elemental Plane of Air to the caster's own plane, causing an enormous windstorm within the target area and keeping it active for the spell's duration. The storm is, in fact, a Maelstrom Tempest of the sort that sometimes forms on the Plane of Air itself; this is best described as a tornado eating its own tail. The whirling winds form a toroid, or doughnut, shape with an outer radius of 30 feet per caster level and an inner radius of 10 feet per caster level. For all intents and purposes, this is a tornado, as described under Winds on page 95 of the DMG; however, the Maelstrom Tempest does not move. The Fortitude save DC to resist the storm has a DC of 22 + the caster's primary ability modifier, and "close proximity" is defined as being within 10 feet per caster level of either edge (thus, creatures in the open center of the storm are automatically considered to be in proximity and must save or be dragged into the funnel). Also, because the Maelstrom Tempest is considerably stronger than a natural tornado, its "blown away" effect pulls creatures double the normal distances (2d4 × 10 feet on ground, 4d6 × 10 feet in the air), and it does not expel anything sucked into the funnel until the spell ends (see below).
    The caster must concentrate on the spell to maintain the Maelstrom Tempest; breaking the caster's concentration causes the spell to end immediately. Each round the caster concentrates, he or she must pay 500 XP and take 1 point of either STR or CON damage, whichever score happens to be highest at the time the cost is paid. Paying this cost does not break the caster's concentration on the spell. If the caster is unable to pay the cost, however (for instance, paying the XP would cause level loss, or taking the ability damage would drop a score to 0), then the concentration is involuntarily broken, and the spell immediately ends as described below. When the spell ends, the winds break out of the toroid formation, and explode outward at their full velocity. This creates hurricane-force winds out to twice the radius of the original Maelstrom Tempest for one round, and also has a 30% chance of starting a natural tornado at the center of the former spell effect. If such a tornado does start, it is in no way under the caster's control, and lasts for as long as ordinary tornados do (since, in fact, it is one). Creatures within the area of the exploding winds are often slammed into something, and take from 6d6 to 12d6 points of damage (DM's discretion) if they are.
    Material Component: A vial of water collected as raindrops from a storm on the Elemental Plane of Air.

Magic Elemental
Create a creature made of pure magic to do your bidding.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Supersource Ultraspell (Quintessence, Force, Animal, Entropy, Material, Plant)
Arcane Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Mark of the Overseer
As Dominate Person, but affects one target/level and lasts longer.
       Type: Godsong Verse (Nexus 45), Quest Spell (Power), Supersource Ultraspell (Plant), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Marshmaker
Target area is filled with watery muck.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth, Water), Godsong Verse (Alzith 45, Juiblex 40), Quest Spell (Mud), Supersource Ultraspell (Animal, Entropy, Material, Plant), Ultrapsionic Power
Arcane Prerequisites:
Bard Prerequisites:
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Mass Freedom
As Freedom, but affects one target/level. Reverses Oubliette.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air), Supersource Ultraspell (Quintessence, Animal, Material), Ultrapsionic Power
Arcane Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Mass Regenerate
As Regenerate, but affects all in range.
       Type: Quest Spell (Body), Supersource Ultraspell (Quintessence)
Divine Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Mass Resurrection
As True Resurrection, but affects 1 subject/level.
       Type: Quest Spell (Life)
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Megacognition
As Hypercognition, but on a massive scale.
       Type: Godsong Verse (Helm 40, Maanzecorian 45, Mentatus 45, Methus 45, Milbourne 45), Quest Spell (Observation), Supersource Ultraspell (Plant), Ultrapsionic Power
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites: Commune With Nature, True Seeing, Vision, either Gate or Plane Shift, PRM 21, Caster level 22.
Psionic Prerequisites: Hypercognition, Metafaculty, any one of Gate, Dream Travel, or Plane Shift, PRM 20, Manifester level 20.
Spell Components: V, S, F
Psionic Display: Me, Vi
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Power Points: 19
Personal Cost: 4 PRM, 4 INT, and either 500 XP, or 10 XP per question (see text)

    Your mind expands to fill the region around your actual body, both on your plane and adjacent or coexistent ones. This rarified mental state lasts a mere second or two, but while within it your ability to make deductions and guesses is unparalelled. From scraps of knowledge and memory contained in your own mind, as well as the minds of other nearby creatures, combined with information derived from reading interplanar interfaces for echoes and energy interference patterns, you can make reasonable statements about a person, place, or object with little or no knowledge to start from (at least in your own mind). The nature of the information you thus gain or deduce is up to the DM, but may include such useful data as the answer to an age-old riddle, the way to pass through a fiendishly difficult labyrinth, secrets and trivia about a person, and other similarly obscure yet desirable pieces of knowledge.
    In game terms, you gain this information by asking one or more questions, which the power allows you to answer even if you would not normally have any means of giving one. In general, the DM calls for an INT check (or a Knowledge check) to obtain the desired information for each question you ask; the DC is set secretly before the roll or rolls. If you are asking more than one question, the spell costs you 10 XP per question asked; if you instead ask only one question, the spell costs 500 XP. A multiple-question Megacognition grants you a +20 bonus on each check, but a single-question Megacognition grants you a +60 bonus to the check. At the DM's option, higher check results may grant better information than lower, even if the DC of the check is exceeded by both.
    If you ask more than one question, the effect of the Megacognition is to allow your expanded mind to split its resources to work on them all simultaneously- so you must ask all questions to which you want answers before rolling any checks. Though answers are not gained sequentially as they are with such other Divination-type effects as Commune and Contact Other Plane, the answers you can gain from Megacognition- to say nothing of the questions you can ask- are not limited by length or the type of information contained in the answer the way those other effects are. Also, a character capable of using Megacognition more than once in a day or week is free to use it again after the first set of questions to ask a new set based on those answers.
    Focus: A Crystal Ball (the magic item), with either Telepathy or True Seeing. The item is not harmed by the casting, and may be reused. Bards and psionic manifesters do not need this item to use Megacognition, and do not take a penalty for that lack of use.

Megakinesis
Lift or move incredibly large objects.
       Type: Godsong Verse (Maanzecorian 60), Ultrapsionic Power
Bard Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Megamind
Form Mindlink with up to 100 subjects/level.
       Type: Godsong Verse (Maanzecorian 50, Mentatus 50, Milbourne 50), Ultrapsionic Power
Bard Prerequisites: Detect Thoughts, Mass Charm Monster, Mass Suggestion, Caster level 26.
Psionic Prerequisites: Metaconcert, Mindlink, Schism, PRM 21, Manifester level 22.
Spell Components: V, S
Psionic Display: Ma, Me, Vi
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Targets: up to 100 creatures/level
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
Power Points: 21
Personal Cost: 2 INT, 2 WIS, 2 CHA, and 1 XP per target

    As Mindlink, except you can create telepathic bonds with unwilling targets (Will save DC 21 + your primary ability modifier negates), and may simultaneously bond with all the targets at once. Willing targets may voluntarily fail the saving throw and lower Spell/Power Resistance in order to be affected, and unwilling targets do not need to "speak" with you or anybody else through the bond if they are affected. Creatures brought into the Megamind may freely "speak" to you or each other, as they choose.

Meteor Storm [Earth, Fire, Magma]
Massive shower of minute fireballs within 300-foot radius.
       Type: Arcane Ultraspell, Elemental Ultraspell (Fire, Earth), Godsong Verse (Chlimbia 70), Supersource Ultraspell (Force, Material)
Arcane Prerequisites: Alpha's Shooting Stars, Fire Orb, Lesser Fire Orb, Minute Meteors, Caster level 24.
Bard Prerequisites: Arrow Flurry, Shadow Walk, Flare, Caster level 28.
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components: V, S, M, F
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder up to 10 ft./level high, and 300 ft. radius
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
Personal Cost: 4 STR, 4 CON, 20 hit points, and 500 XP

    A spectacular spell often attributed variously to the Ultramagi Alpha or Firelight (although both of them deny creating it), the Meteor Storm creates a literal rain of fiery orbs within its area of effect. Five orbs per caster level are created, and the total number is divided as evenly as possible among all living creatures of Small or larger size in the area of effect. Any "odd orbs out" may be directed to strike targets as desired by the caster, but no control over the other orbs is possible- they automatically strike their designated targets no matter how many (or how few) are actually required to deal lethal damage to the creatures. For example, a 27th-level caster targets a field wherein a platoon of tribal orc raiders is mustering to attack (135 orbs to divide up). All 20 orcs are in the designated area of effect, but so are three deer who happen to be grazing on some nearby bushes, and a pack of 10 dogs the orcs use for hunting. The spell treats all of them equally, targeting each creature with 4 orbs (4 × 33 = 132). The 3 remaining orbs are under the caster's control, and she chooses to direct them at the leader and shaman of the raiders (2 on the leader, 1 on the shaman). If there had been only 15 orcs, then each creature would still have been targeted by 4 orbs, but the caster would have had 23 orbs under her control (4 × 28 = 112) instead. Finally, if the caster's scout companion happened to still be within the area, he would automatically be targeted by 3 orbs from the spell (since it does not distinguish between friend and foe), and would reduce the number of orbs targeting every other creature to 3 as well (leaving the caster with 27 controlled orbs- 34 × 3 = 108).
    However many orbs target a creature, each orb that strikes deals 4d6 fire damage. The creature gets a Reflex save (DC 20 + the caster's primary ability modifier) for half damage from that orb- however, a successful save against one orb does not automatically mean a successful save against other orbs, nor does a failure against one orb spell automatic failure against other orbs. Furthermore, a creature that fails any of the Reflex saves is automatically set on fire unless it has no flammable equipment, and all items carried by the creature automatically take the same damage the creature itself did. Finally, unattended items within 5 feet of any creature targeted by an orb- whether or not the orb dealt full (or any) damage to the creature itself- also take 4d6 fire damage from the explosion the orb creates when it hits. Thus, most flammable treasure worn, carried, or kept by creatures targetted by this spell ends up destroyed by the end of it.
    Material Components: 100 gems worth no less than 100 gold each, or 100 rocks which originated in space. If the caster uses rocks, they must not have been altered from how they were found; i.e., trying to get several appropriate rocks by pulverizing a bigger one doesn't work, since the pieces are no longer useful once said big rock has even been so much as cracked. Casters who choose this option for casting often have a means of getting into space somehow, to gather the rocks directly. It is also possible that material from the Elemental Plane of Embers/Stardust could fulfill the requirement, though that idea is still untested as far as anybody knows.
    Focus: A bowl of gold 3 feet in diameter, inlaid with intricate arcane patterns of silver and adamantite, costing 10000 gp. The bowl requires a maker with at least 10 ranks in Knowledge (Arcana), and takes Craft (Blacksmithing) DC 35 to create. The bowl need not be made by the caster, but (given the difficulty of finding anybody else able to make it) often is anyway. Once made, the bowl may be used any number of times.

Midnight's City of Shadows
Target city or area is held in stasis on the Plane of Shadows, reappearing only one day every year.
       Type: Arcane Ultraspell, Elemental Ultraspell (Fire), Godsong Verse (Ehkahk 80), Supersource Ultraspell (Entropy, Plant)
Arcane Prerequisites: Hallucinatory Terrain, Obscuring Mist, Temporal Stasis, any Invisibility spell of 2nd or higher level, Caster level 22.
Bard Prerequisites: Hallucinatory Terrain, Shadow Walk, any Invisibility spell of 2nd or higher level, Caster level 22.
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components: V, S, Location
Casting Time: 1 hour
Range: 1 mile/level
Area: Emanation, 1 mile radius/3 levels
Duration: 1 year/level
Saving Throw: Will negates (see text)
Spell Resistance: No
Personal Cost: 1 STR, 2 CON, 20 hit points, and 5000 XP

    Sometimes used defensively (to escape a coming holocaust), but more often used as a curse by its creator (upon cities and towns which earn its ire), Midnight's City of Shadows is probably the greatest magical achievement of the Ultramage illusionist Midnight. The spell cloaks the target area in thick mists for one day following the casting, which disappear overnight. When the mists disappear, however, they take the area they covered with them; every living thing and non-natural object within the misted area is subject to the effect when they go. Creatures in the area that are conscious at the time the mists disappear (including the caster, if applicable) are allowed Will saving throws (DC 21 + the caster's primary ability modifier) to remain in their original plane, but if that save fails, they vanish with everything else. Unconscious creatures, creatures with no INT scores, and inanimate objects are automatically affected with no saving throw allowed. Affected creatures and objects vanish into an extradimensional pocket linked to the Plane of Shadow, and are held in Temporal Stasis while there.
    Back on the plane the area originally belonged to, the target area appears as a barren wasteland, radiating a faint magical aura (approximately equal to that of a 1st-level spell) of the Illusion school, except for one day each year- the anniversary of the spell's original casting. On that day, the area is once again cloaked in thick mists, and radiates magic of overwhelming power; furthermore, the objects and creatures that vanished with the mist reappear along with it, exactly as they were when they last vanished. At the end of the day, the mists dissipate again, once again taking the affected creatures and objects into stasis. On the last day of the spell, the mists do not vanish abruptly, but instead dissipate slowly, leaving the affected creatures and objects back in their original places on their home plane.
    Affected creatures and objects behave normally during the days they are back on their original plane, except that the mists present an impenetrable barrier to them- any creature that attempts to leave the area of the mists finds that it gets turned around somehow while moving, and always ends up heading back into the area instead. People and creatures of the area are therefore aware only of the fact that the spell cloaks the area in imprisoning mists for several days; when they find out what is actually happening at the end of the spell, they are usually quite shocked (if not horrified). However, there is one other way for affected people to learn what is really going on- creatures which enter the area on the day when the affected creatures and objects are present are able to interact with the inhabitants normally, and furthermore are not affected by the mists as they are. Such outsiders can bring news of the world to the affected area, if they have any such news to bring, but unless they themselves are aware of the spell, they will probably be surprised by the abrupt overnight disappearance of the people and objects when the next day dawns. No outside creature can disappear with the affected creatures and objects, when they go, whether or not the creature is in the target area when the mists again vanish.
    Location Component: The spell must be cast from within 100 feet of a Ley Line, or within an area affected by Energize Matrix.

Mind Killer
Blast creatures in the area with the full power of your anger, spite, and hatred.
       Type: Ultrapsionic Power
Psionic Prerequisites: Concussion Blast, manifester level 20
Display: Au, Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius burst
Duration: Instantaneous
Saving Throw: Will partial (see text)
Power Resistance: No
Power Points: 19
Personal Cost: 500 XP

    You create a visible shockwave of pure mental energy in the ether, assaulting the minds and bodies of all creatures caught within. Creaturess within the area make a Will save (DC 1d20 + your primary ability modifier). Those that fail take 2d4 points of CON damage, are stunned for 2d4 rounds, take 1 point of damage per your manifester level, and are automatically pushed out of the area by the shortest path to an edge. Creatures which succeed on the saving throw take only 1 point of CON damage, are not stunned, and may resist being pushed out of the area as though the Mind Killer were a Bull Rush attempt. No AOO is possible against the Mind Killer, since there is no real creature doing the pushing, but otherwise the normal rules are used- the Mind Killer has a total bonus of +20 + your primary ability modifier. Creatures making the save take the same damage (1 point per manifester level) that creatures which fail the save do, whether or not they successfully resist being pushed out of the area.
    Unlike most Ultrapsionic powers, Mind Killer can be used more than once per day- it may be used as often as any other psionic power, as long as the manifester is willing and able to pay the XP cost.

Mountain [Earth]
Create a mountain up to 200 feet high per level.
       Type: Arcane Ultraspell, Elemental Ultraspell (Fire, Earth), Godsong Verse (Geb 40), Quest Spell (Mountain), Supersource Ultraspell (Animal, Material, Plant), Ultrapsionic Power
Arcane Prerequisites: Move Earth, Stone Shape, Wall of Stone, PRM 22, Caster level 24.
Bard Prerequisites: Shadow Walk, Shatter, Caster level 28.
Divine Prerequisites: Elemental Swarm, Land Womb, Wall of Stone, Caster level 24.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Matter Manipulation, True Creation, Telekinetic Force, PRM 22, Manifester level 24.
Spell Components: V, S, M
Psionic Display: Au, Ma
Casting Time: 10 minutes
Range: 0
Effect: Mountain, up to 300 ft./level radius at the bottom, and 200 ft./level high
Duration: 1 day
Saving Throw: None
Spell Resistance: No
Power Points: 23
Personal Cost: 1 STR or 1 CON, and 500 XP, per 200 ft. height; plus 5000 XP for Psionic

    This spell brings energy and material from the Elemental Plane of Earth to the caster's own plane, causing a mountain to grow from otherwise flat ground over the course of one day. The new mountain's arrival is accompanied by massive earthquakes throughout the entire region; the exact effects of this are up to the DM, but at a minimum include the full effects of an Earthquake spell at all points within a mile of the mountain's edge. It is centered on the ground directly beneath the caster's feet at casting time, and rises from there; of course, once the spell is cast, the caster is not required to maintain contact with the mountain as it rises (and most casters, due to the aforementioned earthquakes, break contact as quickly as possible). Once it is finished forming, the mountain loses its magical aura, and is no longer supernatural in any way- it remains real and permanent.
    The mountain need not be formed completely solid. The caster is free to design a network or series of caves and/or caverns into the rock, which will form as the mountain rises and be complete at the end of the day along with it. The designed cave network may not contain any special decorations or machines (such as special stonework or traps), but may otherwise be formed according to the caster's whims- it is therefore possible to form a (nearly) complete artificial dungeon within the mountain without any need to actually dig it out. If the caster chooses not to create a cave network within the mountain, then the mountain is entirely formed of solid stone- the only caves within it will be naturally formed over future centuries and millennia. Of course, given the immense utility of a custom-designed cave network, most casters of the spell do choose to create one when actually making a mountain. Once the cave network is formed, the caster may freely use Craft skills (or hire crafters) to create specific decorations, furnishings, or machines within the caves.
    Material Component: A gem worth at least 25000 gp, from the Elemental Plane of Earth.

Music of the Spheres
Subjects within range must save or stand transfixed; even those who save are forced to act in rhythm.
       Type: Godsong Verse (Lyre 25), Quest Spell (Harmony)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    


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