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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.

Go back to previous Ultraspells/powers

Natural Consciousness
Within 1 mile/level, you know everything that happens, and can Greater Teleport once/round.
       Type: Godsong Verse (Gaeya 50), Quest Spell (Nature), Supersource Ultraspell (Animal, 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:

    

Nemesis Web
Glowing green web causes Disruption damage, and inflicts negative levels.
       Type: Arcane Ultraspell, Elemental Ultraspell (Fire), Godsong Verse (Venom 60), Supersource Ultraspell (Force, Animal, Entropy), Ultrapsionic Power
Arcane Prerequisites: Acid Rain, Disintegrate, Energy Drain, Finger of Death, Web, Advanced Energy Substitution (Disruption), PRM 21, Caster level 22.
Bard Prerequisites: Dirge of Doom, Know Vulnerabilities, Soul Shackles, Shatter, Caster level 24.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Acid Fog, Disintegrate, Energy Drain, Web, Psionic Advanced Energy Use (Disruption), PRM 21, Manifester level 22.
Spell Components: V, S
Psionic Display: Ma, Me, Ol
Casting Time: 1 full round
Range: 0
Effect: Energy web, filling up to 1 10-ft. cube/level
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude and Reflex negate (see text)
Spell Resistance: Yes
Power Points: 21
Personal Cost: 1 STR, 1 PRM, and 100 XP, per round

    This horrific spell creates a huge web of strands similar in basic form to that from a Web spell. However, this web is far more lethal to creatures caught within it than the normal sort, and many victims of the spell don't live long enough to warn others to stay away, let alone actually escape the web themselves. The Nemesis Web glows a sickly green, and the strands are not composed of any material- rather, they are a form of energy similar to that created by a Corrosion Beamer (an Ancient technological weapon). Therefore, they cannot be burned away like a normal Web can, nor can they be cut away (in fact, any weapon used in an attempt to cut the Nemesis Web must save or take the damage described below).
    The strands deal 4d6 points of Disruption damage each round to creatures and objects caught within them, and any creatures or objects killed or destroyed are completely disintegrated (as if by the Disintegrate spell) rather than leaving remains behind. Objects which are damaged typically have many cracks and pits eroded into them, and creatures usually retain scars for months (or permanently) even if magically healed. Creatures in the Nemesis Web are allowed Reflex saving throws each round (DC 21 + the caster's primary ability modifier) to see whether they escape the Web without touching any strands; however, creatures which are not within one round's movement of the nearest edge of the Web are not allowed to save, and those that do save must move outside the Web via the shortest possible path on their next action in order to avoid the damage. If a creature is allowed a save, and succeeds at it, but chooses not to move outside the Web as described, then it automatically takes damage as if it had failed the save. Thus, Evasion and Improved Evasion are irrelevant to avoiding the Nemesis Web, and if the caster shapes and places the Nemesis Web carefully, it can form a very effective barrier against enemy progress.
    As if the damage alone were not enough, the Nemesis Web also inflicts creatures inside it with 1 negative level each round. Any creature damaged by the Web gains the negative level automatically, with no saving throw allowed to avoid gaining it; however, the negative level may still fade away after 24 hours as normal if the afflicted creature survives. The Fortitude saving throw DC to remove the negative level at that time is the same as for the Reflex save above, DC 21 + the caster's primary ability modifier. Undead caught within the Web are, of course, not subject to the negative levels, but (oddly) they do not gain any power from it either. Unlike most other effects which bestow negative levels, the Nemesis Web does not energize undead (or any other beings based upon negative energy, for that matter).
    Note that, given the spell's range of 0, the caster must actually start the first round of the Web's existence in contact with it. This means that the caster must actually make a Reflex saving throw against the spell in the first round, just like any other creature in contact with it; however, the caster receives a +2 circumstance bonus to this saving throw. Also, should the caster fail the save and take damage, no negative levels are inflicted upon him or her; in fact, though the caster is subject to the Disruption damage like everything else in the Nemesis Web, he or she is never subject to the energy draining effect even if he or she moves deliberately and directly into the strands.
    The caster must concentrate on the spell to maintain the Nemesis Web; breaking the caster's concentration causes the spell to end immediately. Each round the caster concentrates, he or she must pay 100 XP and take 1 point of STR and PRM damage. 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. When the spell ends, the glowing green strands of webbing immediately stop dealing damage, and fade away over the course of a single round- leaving only their imprint behind in whatever materials/creatures they damaged or destroyed.

Night Rift
Rift between the Negative Energy Plane and yours greatly enhances nearby undead for one night.
       Type: Arcane Ultraspell, Godsong Verse (Cenob 35), Quest Spell (Darkness), Supersource Ultraspell (Entropy)
Arcane Prerequisites:
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Normalize
Subject becomes completely average and unremarkable example of its kind.
       Type: Supersource Ultraspell (Animal), Ultrapsionic Power
Naturalist Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Nuke
Cause a thermonuclear explosion, ¼ mile/level in radius.
       Type: Arcane Ultraspell, Elemental Ultraspell (Fire), Supersource Ultraspell (Force), Ultrapsionic Power
Arcane Prerequisites: Inferno, Major Creation, Wall of Force, any spell of 3rd or higher level that deals Electricty damage and has the Electricity descriptor, PRM 25, Caster level 30.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Inferno, Major Creation, Wall of Force, any Energy power of 3rd or higher level, CON 18, PRM 25, Manifester level 30.
Spell Components: V, S, M
Psionic Display: Au, Ol, Vi
Casting Time: 5 rounds
Range: 1 mile/level
Area: Burst, ¼ mile radius/level (but see text)
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes (but see text)
Power Points: 29
Personal Cost: 2 STR, 2 CON, 20 hit points, and 5000 XP

    The mighty Nuke spell- often a driving career goal of aspiring young magi or psions who learn of its existence- causes an actual thermonuclear explosion at the target point, much like the kind produced by extremely powerful technological weapons. Creatures and objects within one quarter-mile per caster level of "ground zero" (an Ancient term for the center of the explosion) take 10d6 Plasma 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 Fire 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 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 fire and plasma 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 Nuke, 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 Nuke 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 Nuke 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 +50 (minimum) total bonus from all factors, and no non-divine creature has ever been recorded to survive a Nuke without truly extraordinary means (such as Quantumtech shielding of some kind).
    Under normal circumstances, a Nuke leaves naught but a crater of glowing ash behind in the quarter-mile-per-level radius of its primary blast effect, and little else behind in either of the other two radii for that matter. Unlike many technological weapons which produce such explosions, the Nuke spell does not leave any dangerous radiation behind in the target area, even at ground zero. It is not known why or how this is so, but it is so nevertheless; some scholars have suggested that there is something inherently and naturally superior about using magic to cause such an effect, but the fact that both types of "nuke" cause such enormous destruction anyway means that most observers see such speculation as pointless.
    Material Component: A radioactive gem worth no less than 10000 gp, mined from within a Radiation Zone of no less than Medium-30 strength. Even a psionic manifester needs this component; it provides a necessary focus to the vast energies of the effect immediately before the actual blast.

Nukestorm
Detonate one Nuke per 10 levels.
       Type: Arcane Ultraspell, Elemental Ultraspell (Fire), Supersource Ultraspell (Force), 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:

    

Oblivion
As Implode, but lasts longer, and victims' souls are erased from existence.
       Type: Godsong Verse (Venom 80), Quest Spell (Destruction)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Obsession
Subject becomes addicted to something of your choice.
       Type: Elemental Ultraspell (Water), Godsong Verse (Tlazolteotl 35), Quest Spell (Vice), 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:

    

Oubliette
As Imprisonment, but affects one target/level.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Godsong Verse (Kurtulmak 65, Mob 60), Quest Spell (Helplessness), Supersource Ultraspell (Quintessence, Material), 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:

    

Planar Collapse
Cause a Plane or Demiplane to collapse to nothing.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Supersource Ultraspell (Quintessence, Animal, Entropy, Material)
Arcane Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Planar Conjunction
Allow a non-native creature to Plane Shift between one plane and its home at will, or end a Planar Interdict.
       Type: Arcane Ultraspell, Ultrapsionic Power
Arcane Prerequisites: Freedom, Gate, Nondetection, Passwall, Planar Projection, Plane Shift, PRM 24, Caster level 28.
Psionic Prerequisites: Freedom, Gate, Metaconcert, Planar Projection, Plane Shift, PRM 24, Manifester level 28.
Spell Components: V, S, M
Psionic Display: Au, Me, Vi
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature with the Extraplanar subtype, and one plane
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (harmless)
Power Points: 25
Personal Cost: 10 STR, 6 CON, 20 hit points, and 10000 XP

    Planar Conjunction is among the most powerful of plane-related effects in existence. It creates a permanent resonance between the targeted creature and a specific target plane, which effectively makes the planar barriers between the creature's home and the target plane transparent and virtually nonexistent to that creature. When the spell is cast, the target creature is briefly coccooned in a shimmering curtain of energy from the target plane, which shrinks and collapses into the creature's body (and in fact, though it does not visibly do so, it collapses into the creature's mind and soul as well). This does not harm the creature, regardless of how badly it would normally be harmed by energies from the target plane. After that, the target creature is now treated as a native of the target plane in every significant way except for the purposes of gaining or losing the Extraplanar subtype. This means that it is not affected by any traits of the plane that would not affect natives, such as a damaging energy trait like the Fire-Dominant one. Also, if the creature gains special abilities on its home plane that it does not have elsewhere, such as some deities and other Outsiders do, then it retains those powers on both its actual home plane and the plane it is now linked to via Planar Conjunction.
    Perhaps more usefully, the target creature gains the ability to step from its home plane to the Planar Conjunction-linked plane as easily as walking; essentially, the creature can now Plane Shift between the two planes at will, and with no chance of off-target arrival to boot. This ability can be used once per round, as a free action, and does not require any spell slots or psionic power points to use. However, this special ability is only active on either the target creature's home plane, or the target plane; when not on either of those planes, the creature is forced to use normal planar travel to reach them.
    Creatures with Spell (or Power) Resistance are allowed that protection against the Planar Conjunction if they want to resist it, but due to the enormous power of the effect (coming as it is from an entire plane of existence), the resistance is even less effective than it would normally be against an Ultramagic spell. The caster of the Planar Conjunction has a +5 bonus to the caster level roll required to beat the SR of the target, on top of any other bonuses that character may normally receive (such as the normal +10 bonus for Planar Conjunction being an Ultramagic spell in the first place). If the creature does not have SR, or fails to resist (voluntarily or otherwise), then nothing can remove or counteract the Planar Conjunction except a True Wish or Planar Interdict- not even a True Disjunction will work.
    Because of the nature of the transitive planes (the Astral, Ethereal, and Plane of Shadows), the Planar Conjunction spell is incompatible with them. It is not possible to cast a Planar Conjunction linking a creature to any of the Transitive planes. Also, it is not possible to link a creature with the plane it is native to, since such a link already exists naturally. Thus, a Solar could not be linked to any Transitive plane, or to the Seven Mounting Heavens of Celestia (its home plane). Finally, no creature can gain the benefit of more than one Planar Conjunction at a time; if another one is cast, then the old one simply "shifts" to link the creature to the new target plane. Also, it is not possible for a creature to "decouple" itself from its home plane using this spell and link itself to two formerly-external planes; one of the two planes a creature is linked to must always be its original home plane.
    If a Planar Conjunction spell is cast on a creature which was previously the target of a Planar Interdict, then the above effects do not occur, regardless of the plane the caster casts it on. In this case, it simply cancels and dispels the Planar Interdict, leaving the creature with normal plane-travelling abilities and restrictions, and able to channel energy to and from the chosen plane. The material component symbol (see below) must match the one used for the Planar Interdict in order for the spells to cancel, however.
    Material Component: A piece of Silmarillium (other than Darkstone, if the caster is a spellcaster, or Coldstone, if the caster is a psionic manifester) worth no less than 25000 gp, shaped to resemble a resonant symbol for the plane the spell is to be cast on (or matching the spell to be cancelled if the spell is cast in that mode). This symbol requires an appropriate Craft Silmarillium feat, at least 20 combined ranks in Knowledge (Arcana) or Knowledge (Psionics), and Knowledge (the Planes), and has a Craft (Gemcutting) DC of 30.

Planar Echoes
Create duplicates of yourself and 1/4 levels subjects on up to 1 plane/4 levels.
       Type: Quest Spell (Planar), Ultrapsionic Power
Divine Prerequisites:
Psionic Prerequisites:
Spell Components:
Psionic Display:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Power Points:
Personal Cost:

    

Planar Expansion
Expand a Demiplane into a true Plane, or create a new layer on a Plane.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Supersource Ultraspell (Quintessence, Force, Entropy, Plant)
Arcane Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Planar Interdict
Permanently prevent a non-native creature from entering or affecting one plane, or end a Planar Conjunction.
       Type: Arcane Ultraspell, Ultrapsionic Power
Arcane Prerequisites: Banishment, Detect Thoughts, Dismissal, Imprisonment, Planar Projection, Wall of Force, PRM 24, Caster level 28.
Psionic Prerequisites: Banishment, Read Thoughts, Dismissal, Imprisonment, Planar Projection, Wall of Force, PRM 24, Manifester level 28.
Spell Components: V, S, M
Psionic Display: Au, Me, Vi
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with the Extraplanar subtype, and one plane
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (but see text)
Power Points: 25
Personal Cost: 10 STR, 6 CON, 20 hit points, and 10000 XP

    Planar Interdict is a spell sometimes called the "God Killer," though given the reason it has that apellation it would be more accurate to call it a "Religion Killer." It permanently bars the targeted creature from entering the target plane, normally the one the spell was actually cast on, and furthermore prevents that entity from channelling or manipulating energy to or from the target plane. Immediately after the spell is cast, assuming the target creature is on the target plane, it is encased in a barrier of force which shrinks and collapses out of existence- taking the creature with it. Despite appearances to the contrary, this does not harm the target, but after being forced out of the plane in this manner, the target is forevermore barred from entering that plane- it is repelled by an impassable barrier every time it attempts to do so. Even if the creature was not actually on the target plane, it is barred from entering it in exactly the same way.
    Also, no energy can pass from the target plane to the target creature, or vice versa, by any means. This means that the creature can never actually open a portal to the plane with magic or power of its own, nor can it send power to servants or followers on that plane (if it has some). As an example, the Planar Interdict will prevent a deity (assuming the caster was able to cast it on one) from granting spell-powering energy to divine spellcasters on the target plane; such priests have no spells or supernatural class abilities granted by the divine spellcasting class associated with the affected deity while on that plane. Finally, since the prevention of power transfer works both ways, the target is completely unable to summon creatures from the target plane, or to use energy for which that plane is the sole source- thus, a spellcaster barred from the Elemental Plane of Fire would be forever prevented from casting any spell with the Fire descriptor, or any other spell which depends on that plane for its effects somehow.
    Creatures with Spell (or Power) Resistance are allowed that protection against the Planar Interdict, but due to the enormous power of the effect (coming as it is from an entire plane of existence), the resistance is even less effective than it would normally be against an Ultramagic spell. The caster of the Planar Interdict has a +5 bonus to the caster level roll required to beat the SR of the target, on top of any other bonuses that character may normally receive (such as the normal +10 bonus for Planar Interdict being an Ultramagic spell in the first place). Of course, it is extraordinarily dangerous to cast this spell on extremely powerful targets such as deities, since if the SR roll fails, the target will likely be very angry (and very able to do something about it). If the target does not have SR, however, or fails the roll, then nothing can remove or counteract the Planar Interdict except a True Wish or Planar Conjunction- not even a True Disjunction will work.
    Because of the nature of the transitive planes (the Astral, Ethereal, and Plane of Shadows), the Planar Interdict spell is incompatible with them. It is not possible to cast a Planar Interdict barring a creature from any of the Transitive planes. Also, it is not possible to bar a creature from the plane it is native to, though the requirement that the target creature have the Extraplanar subtype usually prevents an attempt to do so. Thus, a Pit Fiend could not be barred from any Transitive plane, or from the Nine Hells of Baator (its home plane).
    If a Planar Interdict spell is cast on a creature which was previously the target of a Planar Conjunction, then the above effects do not occur, regardless of the plane the caster casts it on. In this case, it simply cancels and dispels the Planar Conjunction, leaving the creature with normal plane-travelling abilities and restrictions. The material component symbol (see below) must match the one used for the Planar Conjunction in order for the spells to cancel, however.
    Material Component: A piece of Silmarillium (other than Darkstone, if the caster is a spellcaster, or Coldstone, if the caster is a psionic manifester) worth no less than 25000 gp, shaped to resemble a resonant symbol for the plane the spell is to be cast on (or matching the spell to be cancelled if the spell is cast in that mode). This symbol requires an appropriate Craft Silmarillium feat, at least 20 combined ranks in Knowledge (Arcana) or Knowledge (Psionics), and Knowledge (the Planes), and has a Craft (Gemcutting) DC of 30.

Poison Missile [Force]
Missile deals 1d10 damage/level, plus lethal poison.
       Type: Arcane Ultraspell, Elemental Ultraspell (Water), Godsong Verse (Venom 35, Yig 40), Supersource Ultraspell (Animal, Entropy, Plant)
Arcane Prerequisites: Cloudkill, Magic Missile, Melf's Acid Arrow, Caster level 20.
Bard Prerequisites: Bestow Curse, Bestow Greater Curse, Sympathetic Vibration, Caster level 24.
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Personal Cost: 2 STR, 2 CON, and 500 XP

    This Ultramagic attack spell is a fairly common and simple one, as Ultraspells go. It creates a single invisible missile of magical force which automatically strikes its target, dealing 1d10 points of damage per caster level. Like Magic Missile, the Poison Missile is made of magical force which harms incorporeal targets as easily as material ones; also, it never misses its target, and no saving throw can reduce or negate the damage. Effects, items, and spells which block Magic Missiles will partially block a Poison Missile; such effects absorb one die of damage off of the Poison Missile for each Magic Missile they would have blocked, to a maximum of half the total dice of damage. Thus, a Brooch of Shielding with 4 charges left would block 4d10 points of damage from a Poison Missile, leaving it with whatever other damage was left (e.g. 16d10 in the case of a 20th-level caster). If the effect is not charged, but instead has a specified duration, then it reduces the dice based on how many rounds of duration remain in the effect; for instance, a Shield spell with 1 minute left in its duration would block 10d10 points of damage. A Magic Missile-blocking effect which is constant and permanent simply blocks half of the Poison Missile damage, the maximum possible amount. In all three cases, however, the effect/item/spell is destroyed by the power of the Poison Missile; that is, it automatically dispels appropriate spells with any remaining duration, destroys charged items, and so on. If the effect can normally be reestablished in some way after being brought down, then the user/wielder will find itself unable to do so for 1d4 minutes after the Poison Missile brings it down, unless it would normally take even longer to do so.
    Not only does the Poison Missile deal (nearly) unavoidable damage, but it also poisons the creature it hits. This poison carries a Fortitude save DC of 20 + the caster's primary ability modifier, and deals primary and secondary damage of 3d6 points of temporary CON on failed saves. Furthermore, the powerful magic of the spell protects the poison against attempts to remove it; Heal checks to treat the poison prove useless, and magical removal such as Neutralize Poison always fails the first time it is cast (such a spell will, however, succeed with a second casting). Because of the magical nature of the poison, however, it is vulnerable to removal by Greater Dispelling or a more powerful similar spell, if the dispelling effect can overcome the caster level of the Poison Missile (with the usual penalty if the dispelling effect is not of Ultramagic or Ultrapsionic power itself).

Possibility Travel
You and all within a 10-foot radius explore the universes of possibility.
       Type: Godsong Verse (Deceptor 55, Jeldorn 65), Quest Spell (Chance), Ultrapsionic Power
Arcane Prerequisites: Collapse Probability, Moment of Prescience, Time Travel, Wish, PRM 24, Caster level 28.
Bard Prerequisites:
Divine Prerequisites:
Psionic Prerequisites: Collapse Probability, Moment of Prescience, Reality Revision, Time Travel, PRM 24, Manifester level 28.
Spell Components: V, S
Psionic Display: Me, Vi
Casting Time: 10 minutes
Range: 0
Area: 10 ft. radius sphere, centered on the caster
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Power Points: 27
Personal Cost: 10 CON, 6 WIS, 6 PRM, and 10,000 XP

    What the Time Travel Ultraspell is to the fourth dimension of time, this effect is to the fifth dimension of possibility. It does not transport the subjects into the future or past at all, but instead shunts them "sideways" in time- from one timeline/history into another. After the spell is cast, a sphere of dim light springs into being around the area of effect, a 10-foot radius around the caster; this light begins at the (infra)red end of the spectrum and within a few seconds cycles completely through the visible spectrum and ends in the (ultra)violet. When it fades, the caster and everything within the sphere are in the new timeline, and from that point forward exist as if they had been part of it all along.
    Travel between timelines does not have the convenient directionality of travel to the future or past, nor does it have measurements to target it by such as X number of seconds/hours/years from the starting position. Distance, in fact, between timelines is difficult to even visualize, let alone describe or measure; timelines arise from the fact that for any given event, all possible outcomes of the event actually do occur in the separate streams of history existing in parallel worlds. Ordinary time travel has a way of making unwary travelers aware of this fact by forever stranding them outside their original "home" histories- even the appearance of a time traveler in the relative past is a change from its original history and thus means that the future from that point will not necessarily work as it did in the timeline the individual just traveled from. Possibility Travel shunts the traveler through the barriers separating those timelines and histories, though, so with this effect it is indeed possible for a homesick time traveler to return to his or her original version of history (that is, in fact, one of its most common applications).
    In game terms, the caster must target the desired destination timeline by specifying one or more events and the precise outcome of those events, out of all possibilities (though an exception can and should be made for timelines the caster has previously been a part of, for example in the case of a traveler trying to return to its original "home" timeline). For example, if the caster wishes to visit a timeline where the knight wielding a Vorpal weapon charged the dragon and cut off its head, all that is necessary is specifying that the knight's attack came up natural 20 and the critical was confirmed- though the caster is free to specify (if desired) that the critical roll also came up 20. If this alone is not all the character wishes to see happen, for instance, the caster wishes that all the victims of the dragon's breath weapon made their saves when it breathed on them just before the knight's attack, then those possibilities may be added to the mix as well. The caster can even specify, crazy though this may seem, that just as the dragon attacked, a version of itself from the future arrived to stop it from attacking this caster, because it wanted to warn its past self against making the blunder of attacking the caster and his or her allies in the first place. The key points to be made with targeting Possibility Travel is that anything which is possible by the mathematics of the rules and game- no matter how unlikely- can be specified.
    Of course, by the same token, it should be noted that the DM is free to manipulate events other than those specified in the timeline-targeting phrase in whatever manner he or she desires- just as with Wish-type effects, wise casters of Possibility Travel will be very careful what they ask for, lest they find other events in the new history far beyond their liking.
    Creatures which are unwilling to be transported by the spell are allowed Spell (or Power) Resistance against it, and in any case a creature is allowed a Will saving throw (DC 24 + the caster's primary ability modifier) to avoid having all or part of itself transported.

Power of Legends
Subject gains 1 temporary level/3 caster levels.
       Type: Godsong Verse (Damok 60), Quest Spell (Hero), Supersource Ultraspell (Quintessence, Animal)
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Spell Components: V, S, F/DF
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Personal Cost: 2 STR, 2 DEX, 2 CON, 2 PRM, 2500 XP

    This spell channels concentrated energy from the Positive Energy Plane to infuse the subject. The subject gains 1 temporary level per 3 caster levels, which last 1 round per caster level before fading. A temporary level has the following effects on a living creature: +1 bonus on skill checks, ability checks, attack rolls, and saving throws, +5 hit points (not temporary hit points, but as if the creature actually had 5 more hit points in its normal total), and a +1 bonus to "level" whenever it matters for the purposes of some calculation (such as spell duration or damage). In addition, a temporary level grants a psionic manifester a number of additional power points equal to the cost of its highest-level power, and a spellcaster gains one additional spell slot at the highest spell level it can normally cast. Of course, all listed benefits are cumulative when a creature gains more than one temporary level. Constructs and other non-living, non-undead creatures are completely unaffected by temporary levels, but are invalid targets for this spell anyway. The save DC for this spell, when it matters, is 22 + the caster's primary ability modifier.
    Focus: A Medallion of Power, and a book of heroic legends written on pages of the finest paper, bound in covers of leather made from dragon scales or other exotic, dangerous creatures, with ink of gold, ruby, and other precious gems used in place of normal ink. The book costs 1000 gp to create, and requires skill checks against Craft (Bookbinding) DC 35 and Profession (Scribe, Writer, or Playwright) DC 35 to successfully finish. The Craft checks are used to create 500 gp of the work, while the Profession checks are used as though they were Craft checks to finish the remaining 500 gp worth of the book. Once completed, this book may be used for any number of castings of the spell, though it is quite flammable and vulnerable to item-destroying effects so most casters keep their books well protected. The book must remain free of any enhancements or enchantments, or the spell cannot be cast with it, so there is no way to protect the book supernaturally while still remaining useful.

Power Word, Chaos [Chaotic]
Expose 100-foot radius to primal Chaos for 1d4 rounds.
       Type: Arcane Ultraspell, Quest Spell (Chaos), Supersource Ultraspell (Quintessence, Force, Animal, Entropy, Material, Plant)
Arcane Prerequisites: Polymorph Any Object, Symbol of Insanity, any three Power Word spells, any non-Lawful alignment, Caster level 24.
Divine Prerequisites: Polymorph Any Object, Symbol of Insanity, Word of Chaos, any non-Lawful alignment, Caster level 20.
Naturalist Prerequisites:
Spell Components: V
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: emanation, 100 ft. radius
Duration: 1d4 rounds
Saving Throw: None (but see text)
Spell Resistance: No (but see text)
Personal Cost: 4 INT, 4 WIS, 4 CHA, 4 PRM, 5000 XP

    The most powerful summation of Chaos in a single utterance, Power Word, Chaos exposes the area of its effect to raw, untamed, primal Chaos for 1d4 rounds. All creatures, objects, and even the very land itself inevitably come out of the exposure changed, and frequently the worse for wear. While the Chaos is present, the area appears to be cloaked in flashing, roiling, shifting mists of every imaginable color (and probably even some that sren't). Anything which enters the area during the exposure is treated exactly the same as objects and creatures which were in the area when the spell was cast; they are affected by the Chaos for however long they are exposed to it. Furthermore, anything within the field of Chaos finds itself unable to get out by any means, until the field dissipates normally at the end of the spell's duration. Finally, once the Chaos ends, the land in the area of the effect will have undergone a permanent change of some kind, which cannot be countered or removed by anything short of direct divine intervention. Roll on the table below to find out what happens:
d% Effect
01-40 Normal. The area becomes an innocuous sort of terrain such as verdant fields, forest, or desert. It presents no hazards for creatures remaining in the area; however, it is always significantly different from whatever was there before. For instance, an area of jungle affected by Power Word, Chaos might leave behind a barren desert, an arctic snowfield or tundra, or something else equally strange- or alternatively, it might just leave behind a clearing, or a forest of completely different trees.
41-70 Liquid. Some sort of liquid area- either actual lake or ocean, or just thoroughly drenched swamp or marsh. 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, creatures present in the area at the end of the spell immediately fall into the liquid (no save allowed), and take any damage the liquid would normally cause them.
71-80 Earth Upheaval. A mountain or plateau literally fades into being within the area, the air actually solifying and becoming rock. Creatures within the stone take 1d4 damage from sudden compression, and if they need to breathe, they must make Fortitude saves (DC 21 + the caster's primary ability modifier) or instantly die, as the air in their lungs solidifes and bursts their 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 victim is not freed in subsequent rounds, 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).
81-90 Eruption. A volcano, or some other dangerous eruption, occurs under the area. Creatures which are in the area during the eruption take (1d10)d6 damage of the appropriate kind each round, though a Reflex save (DC 21 + the caster's primary ability modifier) is allowed for half damage. The eruption will last 1d10 minutes before burning out, and creatures which elect to stay in the area take damage as described above, each round that they do so.
91-00 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. The storm lasts 1d10 minutes before dissipating.
    Creatures within the Chaos while it is there find that spells, psionic powers, and other actions requiring careful thought or concentration are extremely difficult to use. Each attempt to use such an ability requires a Concentration check (DC 10, plus the caster level of the Power Word, Chaos, plus the caster's primary ability modifier); if the check fails, the attempt is wasted. Spell slots, psionic power points, and any other resources are spent, but nothing happens. Furthermore, creatures within the Chaos take (1d6)d10 damage each round, with no save allowed to reduce it; Lawful creatures take a further 6d10 points of damage per round on top of this. Any creature killed by this damage leaves no remains behind, and is unrecoverable save by Miracle, True Resurrection, Wish, or the like. Finally, every creature within the Chaos is affected by some other random effect each round. Unless otherwise noted, all effects are permanent, and are treated as Ultramagic effects for purposes of removal. Roll on the table below for each effect:
d12 Effect
1 Power Word. The creature is struck as if by a random word of power of less-than-Ultramagic status. These words include (but are not necessarily limited to) Power Word, Stun, Power Word, Blind, Power Word, Kill, Blasphemy, Dictum, Holy Word, and Word of Chaos. The DM is free to select whatever method of choosing the word that seems appropriate, as long as the method includes all possible choices and is random.
2 Symbol. The creature is affected as if by a randomly chosen effect of the Symbol spell. Regardless of how many creatures the particular Symbol is supposed to affect, only this creature is affected by it now.
3 Mutation. The creature gains a Mutation feat, rolled at random. This mutation uses the rules for "effect" mutations, since it is not caused by natural radiation.
4 Wild Surges. 1d4 Wild Surges affect the creature simultaneously. Reroll any results which state that the "Intended effect happens."
5 More Wild Surges. 2d4 Wild Surges affect the creature simultaneously. Reroll any results which state that the "Intended effect happens." Furthermore, for 1d4 days after the Chaos ends, if the creature survives, any supernatural effects it attempts to create- whether magical or psionic- generate Wild Surges instead of their normal effects.
6 Polymorph. The creature is Polymorphed into a random creature different from its own race/species.
7 Continual Polymorph. The creature is affected as if by Continual Shapechange for 1d4 weeks; however, even low-level removal effects such as Remove Curse and Dispel Magic can get rid of it and restore the creature's natural form, and such effects do not suffer the normal 10-level penalty against Ultramagic effects.
8 Dispatcher. The creature will be Plane Shifted to a randomly selected plane of existence after the Chaos ends. Observers may believe it dead, since it will not leave any remains behind. If a creature rolls this result twice, use the later roll to decide which plane it ends up on.
9 Energy Surge. The creature gains 1d4 negative levels (50% chance), or gains 1d4 hit dice/levels (the other 50%), when the Chaos ends. If this result is rolled twice for one creature, then any negative levels rolled will cancel out a like number of positive ones, and vice versa, leaving only the difference behind. For instance, a creature which first gains 2 negative levels, and then gains 3 levels the next round, will gain 1 level overall when the Chaos ends.
10 Ruination. All inanimate objects that the creature perceives to be its posessions, including all clothes and equipment, vanish forever. The creature is left stark naked, if it was wearing any clothes.
11 Treasure. The creature gains (50%) 2d4 Medium or (the other 50%) 1d4 Major items, which appear in some way as to unambiguously establish this creature as their owner/guardian. For instance, a Helm of Brilliance may appear on the creature's head, if it was not wearing a helmet before, or in a bag or pack carried by the creature otherwise. There is a 50% chance that any given item appearing in this manner carries a drawback or curse of some kind.
12 Statue. The creature is turned into some kind of inanimate object, though its mind remains intact. The creature must make a Will save (DC 21 plus the Power Word, Chaos caster's primary ability modifier) or go permanently insane, as if affected by the Insanity spell. The creature's equipment and posessions, if any, fall to the ground next to where it used to be, with the new "item" among them; the item does not radiate any kind of supernatural aura, and does not seem special in any way other than the way it appeared. A creature which makes the Will save might, at the DM's option, be able to animate its new body, effectively making it an animated object of the appropriate size.

Power Word, Evil [Evil]
All within 100-foot radius save or their alignments shift one step towards Evil, plus Good-aligned creatures take damage.
       Type: Quest Spell (Evil)
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Power Word, Good [Good]
All within 100-foot radius save or their alignments shift one step towards Good, plus Evil-aligned creatures take damage.
       Type: Quest Spell (Good)
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Power Word, Law [Law]
100-foot radius affected as if by Dictum, Forbiddance, and Order's Wrath simultaneously.
       Type: Godsong Verse (Luthor 40), Quest Spell (Law)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Primal Fury
Calls one Primal Elemental to fight.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Godsong Verse (Gaeya 65), Quest Spell (Elemental), Supersource Ultraspell (Force, Animal, Material)
Arcane Prerequisites: Any three Summon Monster spells, either Elemental Swarm or Summon Monster IX, Speak Language (any elemental tongue), Caster level 26.
Bard Prerequisites: Any three Summon Monster spells, including Summon Monster VI, Speak Language (any elemental tongue), Caster level 30.
Divine Prerequisites: Elemental Swarm, Any two Summon Monster or Summon Nature's Ally spells, Speak Language (any elemental tongue), Caster level 26.
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components: V, S, M, F/DF
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Personal Cost: 4 STR, 4 CON, 1000 XP

    This mighty summoning spell brings a single Primal Elemental (or Paraelemental) to the caster's plane, appearing and acting immediately upon final completion of the spell (after the tenth full-round action of casting). The elemental appears where the caster designates, and performs whatever tasks the caster requests of it (typically, attacking the caster's opponents). The caster must summon an elemental that he or she can communicate with; i.e., the caster and elemental must both have one language in common. For instance, a caster who can only speak Ignan cannot summon any elemental that does not speak Ignan- but that still potentially allows the summoning of a Smoke, Fire, or Magma creature.
    A summoned Primal Elemental or Paraelemental cannot use any summoning or calling abilities it may have, nor can it use any teleportation or planar travel abilities. Also, a Primal Elemental cannot be summoned into an environment that cannot support it; for instance, a Fire Elemental cannot be summoned into an aquatic environment.
    When you use this spell, it takes on the type of the creature it is used to summon. For instance, if you use Primal Fury to summon a Fire Elemental, then it is a Fire spell; if you use it to summon an Air Elemental, then it is an Air spell. Summoning Paraelementals causes the spell to be multiple types: both of the Paraelemental's base elemental types, and the Paraelemental's own type (an Ice Paraelemental counts as Cold, and an Ooze Paraelemental counts as Acid).
    Material Component: Incense and crushed gems worth 5000 gp. The type of gems used is different for each elemental type; for instance, rubies are used to summon a Fire Elemental, while sapphires are used to summon a Water Elemental.
    Focus: A Medallion of Power, a Bag of Holding (type IV), and a gold-and-mithral brazier (used to burn the incense) of exceptional workmanship and engraved with arcane symbols. The brazier costs 5000 gp, and must be crafted by a smith with at least 5 ranks in Knowledge (Arcana). It requires Craft (Blacksmithing) checks of DC 25 to create.

Primal Urge
Return targets to the slime they came from.
       Type: Elemental Ultraspell (Water), Godsong Verse (Juiblex 50), Quest Spell (Ooze), Supersource Ultraspell (Animal), 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:

    

Prismatic Fortess
As Prismatic Sphere, but much larger area, and shaped however you want.
       Type: Arcane Ultraspell, Elemental Ultraspell (Fire), Supersource Ultraspell (Quintessence, Force)
Arcane Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components: V, S
Casting Time: 5 rounds
Range: Extreme (1000 ft. + 100 ft./level)
Effect: Structure up to 8000 cubic ft./level, equivalent to 2 stronghold spaces/level
Duration: 1 day/level (D)
Saving Throw: See text
Spell Resistance: See text
Personal Cost: 8 WIS, 4 PRM, plus 100 XP per stronghold space

    This mighty working creates what amounts to a series of carefully-shaped Prismatic Walls which may be oriented in any direction (as opposed to just vertically) and may be shaped however the caster desires, allowing the creation of a literal castle or other building formed of prismatic energy. The structure may have holes in it as desired by the caster, to form windows and other such openings, and it also creates shaped planes or objects of force which may be used to fill such holes if the caster wishes it. The force objects may not be individually larger than a 5-foot square, and are more often used to create utensils such as lab equipment in a Prismatic Fortress version of an alchemical lab, since by definition a pure-force object offers less protection than the prismatic energy creating the main structure itself- but they can be used to create large observation windows too.
    In effect, the spell allows the caster to design and instantly (or at any rate, instantly after the 5-round casting time) create a fortress containing whatever rooms, chambers, or corridors he or she pleases, so long as the final volume does not exceed the maximum of 8000 cubic feet per caster level, and the caster has enough XP to pay for the entire thing (see below). Using rules from the Stronghold Builder's Guidebook, the caster is free to shape the spaces within the Prismatic Fortress into any collection of stronghold components desired. The cost in gp of typical stronghold components of the types being added to the Prismatic Fortress is irrelevant to the spell, and the caster need not worry about paying such costs as part of the casting; however, some cost for properly stocking the fortress once it exists will likely be incurred since the spell cannot create actual servants to staff "Luxury" areas, nor supplies other than basic containers crafted of magical force (as described above). For example, if the caster creates an area designed to be a tavern, the food and drink to stock the place must be brought in from elsewhere and the caster will have to pay whatever costs are associated with doing that, though the tavern chamber itself and whatever decorations such as "carvings" would normally be added to the structural part of the chamber are instead done in "prismatic material" created by the spell. Should the quality of the caster's work in shaping such decorations be called into question for any reason, the caster should be allowed a Craft check of an appropriate type (typically, Sculpture will be the best) to see how well the construction appears. Once created, a Prismatic Fortress remains absolutely immobile and immovable, even if (for example) all the ground underneath what would be the foundations of a normal castle is removed.
    The Fortress being crafted (effectively) from Prismatic Walls presents some particular challenges. Under normal circumstances, the components of the Prismatic Fortress affect nearby creatures exactly like a typical Prismatic Wall would; for example, any creature with less than 8 HD that gets within 20 feet of any wall of the Fortress is blinded (the blinding effect of a Prismatic Fortress lasts for 2d4 hours). The effects experienced by a creature actually touching part of the Fortress are based on color, and identical in all respects to those of a normal Prismatic Wall (including, particularly, the fact that each color checks the target's SR independently); likewise, the walls of a Prismatic Fortress block spells exactly like a Prismatic Wall or Prismatic Sphere does. Since, though, even the floors and ceilings within the Prismatic Fortress are constructed of the prismatic energies, and creatures within the Fortress must usually walk on them, it can be a rather inconvenient place for the caster to use as a base of operations without further enhancements. Therefore, three extra conditions are built into the Prismatic Fortress spell to make things more convenient for the caster (and more importantly, his or her allies). First, the caster is able to treat each and every 5-foot-by-5-foot section of all walls, floors, and ceilings of the Fortress as either solid, or insubstantial, whichever happens to be more convenient at the time. Second, the caster may designate up to 1 creature/level during the casting who is able to treat prismatic sections of the Fortress in the same manner, including being unaffected by any effects the prismatic energies might otherwise have on creatures other than the caster. Third, the caster is able to designate up to 10 creatures/level during the casting who will treat the prismatic sections of the Fortress as solid for all purposes, as if they were made of magical force without any prismatic energy attached; further, these creatures are rendered immune to the blinding effect of the Prismatic Fortress, though they are not immune to other effects of the prismatic components should they somehow interact with them (since they treat the energy as solid, this is not normally possible).
    It is possible to attack a Prismatic Fortress in the same manner as a standard Prismatic Wall or Sphere, but each attack can only affect a single 5-foot-by-5-foot section of the prismatic energy no matter how large the area of effect of the attacking spell is. No form of Dispel Magic can get rid of any portion of the Fortress, nor can such spells penetrate the energy to strike at creatures behind the walls, just as with other Prismatic defenses. Unlike the standard Wall and Sphere, however, a Prismatic Fortress is also immune to Disjunction attempts; a Disjunction is stopped by the Fortress just as a normal Dispel effect would be. True Disjunction, however, being Ultramagic itself, can destroy a Prismatic Fortress. A Rod of Cancellation cannot destroy even a 5-foot section of a Prismatic Fortress, and will itself be destroyed immediately if the Rod's user tries; however, a Rod of Epic Cancellation can be used against single sections to destroy them (each section costing one charge from the Rod).
    At casting time, the caster must be able to pay 100 XP per 4000 cubic feet of space the Fortress is to occupy, in addition to the ability point cost of 8 WIS and 4 PRM; for a maximum-sized Fortress the total cost would therefore be 200 XP per level. If the caster is unable to pay the full XP cost of the desired fortress design, the spell fails and is wasted, though no XP is spent nor is any ability damage taken in the casting attempt. A Prismatic Fortress cannot be made permanent by a normal Permanency spell, but an Improved Permanency may be used to render it permanent at a cost of 1 CON and 1000 XP per 4000 cubic feet (or 1 stronghold space) in the Fortress. Alternately, the caster can recast the spell on an existing Prismatic Fortress to extend its duration by 1 day/level without otherwise altering it in any way; this incurs the same costs of casting as creating the Fortress in the first place did.

Psychic Mirror
Powers targeting you rebound on manifester while mirror is active.
       Type: Ultrapsionic Power
Psionic Prerequisites: Reddopsi, manifester level 20
Display: Au, Vi (see text)
Manifestation Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 19
Personal Cost: 50 XP/level

    Psychic Mirror creates a shimmering shield of pure psionic energy around you, which literally reflects any psionic attack back at its initiator. Powers targeted at you rebound to affect the original manifester, unless you deliberately choose to open the mirror and let them through, and this applies to all powers used against you during the time Psychic Mirror is active. There is no limit to the number of powers that Psychic Mirror can reflect, and none of these effects do any harm to the Psychic Mirror itself unless they are themselves Ultrapsionic powers. Any Ultrapsionic power that targets you rebounds as a normal psionic power would have, but also shatters the Psychic Mirror, ending it prematurely.
    This effect reverses powers that have you has a target specifically (except Negate Psionics and similar powers and effects). Powers that affect an area you happen to be within are not affected by the Psychic Mirror, even if you are specifically the target for the center of a burst or spread (for example), and any power that affects multiple targets (of which you happen to be one) only reflects that portion of the effect that specifically targeted you. Powers which produce "effects" (that is, they have an Effect entry as opposed to a Target or Area entry) are unaffected just as area effects are, Finally, powers with a range of Touch cannot be reversed, since the initiator of any such effect has to reach through the Psychic Mirror to affect you with it in the first place.
    Should you rebound a power back against a manifester who is protected by Reddopsi, you roll a manifester level check against a DC of 11 + the manifester level of the character so protected. If you succeed at this check, the power breaks through the Reddopsi effect and does not rebound back upon you; otherwise, the power is reflected away from both of you and dissipates with no effect. Should you reflect a power back at a manifester who is also protected by Psychic Mirror, or raises it in response to the rebound off of yours, then the power affects both of you equally at full effect. This does not bring down either Psychic Mirror unless the effect reflected happens to be an Ultrapsionic power, but it does cause quite a show of energy and might in the process as the power reflects and resonates between the two mirrors spectacularly and at ever-increasing speed until the final explosive discharge.
    You can manifest this power instantly, quickly enough to gain its benefits even in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it's not your turn.
    Unlike most Ultrapsionic powers, Psychic Mirror can be used more than once per day- it may be used as often as any other psionic power. Of course, its XP cost (50 XP per manifester level) tends to discourage excessive use.

Quelabi's Sea [Water]
Drag an enormous sphere of water from the Plane of Water to your plane.
       Type: Arcane Ultraspell, Elemental Ultraspell (Water), Godsong Verse (Marna 40), Quest Spell (Water), Supersource Ultraspell (Animal, Plant), Ultrapsionic Power
Arcane Prerequisites: Control Water, Tsunami, Waterball, Whirlpool, PRM 22, Caster level 24.
Bard Prerequisites: Permanent Image, Shadow Walk, Caster level 28.
Divine Prerequisites: Control Water, Elemental Swarm, Waterball, Caster level 24.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Control Water, Major Creation, Tsunami, Waterball, 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)
Effect: One sphere of elemental water, up to 60 ft. + 15 ft./level in radius
Duration: Instantaneous
Saving Throw: None (but see text)
Spell Resistance: No
Power Points: 23
Personal Cost: 1 STR or 1 CON, and 500 XP, per 15 ft. in the sphere's radius beyond 60 ft.

    This spell brings energy and material from the Elemental Plane of Water to the caster's own plane, causing the formation of a gigantic sphere of water above the target area. Once created, the huge water ball crashes to the ground below, unless suspended somehow. Creatures or objects under the sphere are briefly crushed by the enormous weight of it; each such creature must make a Reflex save (DC 22 + the caster's primary ability modifier) or take 1d10 points of subdual damage per caster level. Furthermore, air-breathing creatures must immediately make Fortitude saving throws to avoid drowning as described in the DMG; the water continues falling for 2d4 rounds, and the drowning save must be made each round until it is done. Any creatures which are harmed by contact with normal water, such as Fire Elementals, must make Fortitude saving throws (DC 42 + the caster's primary ability modifier) or die immediately from the overwhelming amount of water. Those which survive are subjected to 4d12 points of damage per 10 feet in the radius of the sphere; thus, a 120-foot radius sphere would deal 48d12.
    If the water sphere is created above solid ground (as opposed to another body of water larger than itself), it spreads out upon impact, creating a vast wave in a ring out to 100 feet in radius per 10 feet in the radius of the original sphere. For example, a 120-foot radius sphere would create a ring 1200 feet in radius. Every creature within that radius is subject to 1d6 points of subdual damage per caster level, and a Bull Rush attack as if from a Colossal opponent with a STR score of 40 + 10 per 15 feet in the sphere's radius beyond 60 feet (i.e. a 120-foot radius sphere would have an effective STR score of 80). Creatures which have a Swim speed may make Reflex saving throws (DC 22 + the caster's primary ability modifier) to avoid these effects, and creatures with the Water subtype each receive a +10 circumstance bonus to their saves. Immobile objects such as buildings take 1d10 points of impact damage per 10 feet in the radius of the sphere; thus, a 120-foot radius sphere would deal 12d10 points of damage to such structures.
    Finally, when the wave is finished, the water sinks into the ground and may change the terrain; desert becomes arable plainsland (though the spell does not itself create plants to grow there), and plains or forest become swamp or marsh. Swamp or marsh essentially stays as it was; while the newly-created water is pure and clean, the existing brackish water from the natural land will quickly mix with the new water and dirty it again. This feature of the spell has been used occasionally to create areas of fertile land in especially remote wildernesses, or oases in harsh deserts.
    If the Sea is created above a body of water larger than itself, it simply falls into that body of water, and produces no effects other than those noted for its actual fall.
    The caster pays 1 ability point and 500 XP per 15 feet in the radius of the sphere beyond 60 feet, at casting time; thus, a 300-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 60 feet or less, he or she pays 1 ability point and 500 XP- the minimum cost to cast the spell.
    Material Component: A vial of water collected from a whirlpool on the Elemental Plane of Water.

Quest of the Avatar
If subject completes the quest, it is ascended to divinity.
       Type: Godsong Verse (Jeldorn 110, Justice 100), Quest Spell (Trial)
Bard Prerequisites:
Divine Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Race War
Up to 100 subjects/level become fanatically xenophobic.
       Type: Godsong Verse (Patrin 65), Quest Spell (Prejudice), 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:

    

Reconstruction
Fully repair and recharge 1 device/4 levels.
       Type: Godsong Verse (Damok 45), Quest Spell (Technology), Supersource Ultraspell (Material)
Bard Prerequisites:
Divine Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Red Rage
Kill one subject/level by causing them to become so angry they explode.
       Type: Godsong Verse (Mob 60), Quest Spell (Anger), Supersource Ultraspell (Animal, 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:

    

Repeater
Cast spells without using up spell slots, for 1 round/level.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water)
Arcane Prerequisites: Mordenkainen's Lucubration, Rary's Mnemonic Enhancer, Extend Spell, Caster level 22.
Elemental Prerequisites:
Spell Components: V, S, M
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Personal Cost: 4 PRM, 4 CON, and 5000 XP

    This powerful effect causes spells cast by the caster to discharge without using up the preparations and energy stored in the character's mind- allowing them to be cast over and over again while the Repeater lasts, if the caster so desires. There are two limitations beyond the duration of the Repeater: first, a character may not cast the same spell from the same slot more than once per round, if the character has (for instance) a Quickened version of the spell prepared, or something else allowing the casting of multiple spells in a round; second, spells with a casting time of 1 minute or longer are not affected by the Repeater and use up their slots normally- even if the entire casting is completed within the duration of the Repeater effect. Despite coming from the same spell slot, each casting is fully independent of the others, and can be cast at different target(s) or in a different mode if the caster decides to do so.
    Material Component: A magic item which stores spell energy somehow, such as a Rod of Absorption or a Ring of Spell Storing. The object must be worth no less than 5000 gp to be effective for casting Repeater. Regardless of the object used, its enchantment is permanently drained by casting this spell, though the object itself is otherwise unharmed and may (at the DM's option) be re-enchanted.

Rolling Road
Magical road allows unhindered travel for 5 miles/level.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Quest Spell (Travel), Supersource Ultraspell (Material)
Arcane Prerequisites:
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

School Plague
Infects Arcane casters with a magical disease that prevents casting spells from one school of magic.
       Type: Arcane Ultraspell, Supersource Ultraspell (Animal, Entropy, Plant)
Arcane Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Seasonal Shift
As Control Weather, but vast area and lasts 2 days/level.
       Type: Elemental Ultraspell (Air, Water), Godsong Verse (Denor 35), Quest Spell (Weather), Supersource Ultraspell (Force, Plant)
Bard Prerequisites:
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Shagrox's Animate Army [Evil]
Up to 100 HD/level of creatures which died within the last hour become zombies under your control.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Supersource Ultraspell (Animal, Entropy)
Arcane Prerequisites: Animate Dead, Command Undead, Control Undead, Undeath to Death, Craft Wondrous Item, CON 13, PRM 22, WIS 13, Caster level 24.
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components: V, S, M
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Targets: One or more corpses, up to 100 HD/level
Duration: Instantaneous; plus 1 day/level (see text)
Saving Throw: None
Spell Resistance: No
Personal Cost: 4 CON, 4 PRM, plus 2 XP/HD targeted

    An Ultraspell that duplicates Animate Dead on a truly massive scale, this mighty Necromantic effect can animate a literal army of dead creatures. Corpses you target must have died within the hour prior to the beginning of the casting, but otherwise there is no limitation. The spell is even powerful enough to turn even a piece of the original creature into a nearly complete body for animation, though it will never create multiple bodies from the pieces of one (if, for example, a particular corpse is left in multiple pieces). All targeted corpses rise as Zombies (see page 265 of the Monster Manual for the Zombie template). You may animate up to 100 HD of dead creatures per caster level, far beyond the limitations of normal undead-creation magic, and furthermore all of these newly animated Zombies stay under your control for 1 day/level after the casting of the spell. This special control is entirely separate from any other undead you have animated in the past and still control, and none of the Zombies created by Shagrox's Animate Army count against your normal limit of 4 HD/level of undead controlled. After this special control duration expires, any Zombies still intact become uncontrolled and free-roaming, though being mindless they will typically continue fulfilling the last instructions you gave them for as long as they are not brought under another creature's control. Just as with Animate Dead, Zombies created by Shagrox's Animate Army remain animated until they are destroyed, regardless of whether or not they are controlled by something.
    You take 4 CON damage and 4 damage to your primary ability score during the casting, but the experience cost of the spell is variable. You pay 2 XP per HD of Zombies created by the spell. Thus, if you animate 1000 dead humans (1-HD creatures for the purposes of animation, regardless of class levels held in life), you pay 2000 XP.
    Material Component: An orb of black onyx or obsidian worth 5000 gp, enchanted with Animate Dead and Control Undead in a ritual requiring the Craft Wondrous Item feat and costing 21600 gp and 864 XP to complete. This ritual, unlike most item enchantment situations, can be completed in a single day. The orb is reduced to worthless, nonmagical powder by the casting of Shagrox's Animate Army, so most casters capable of using this spell prefer to create multiple orbs in advance.

Shivering Ecstasy
Up to 100 subjects/level are overcome with a surge of pleasure.
       Type: Elemental Ultraspell (Water), Godsong Verse (Bast 60), Quest Spell (Pleasure), 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:

    

Siege Ward
As Guards and Wards, but vast area and lasts longer.
       Type: Elemental Ultraspell (Earth), Quest Spell (Wards), Supersource Ultraspell (Quintessence)
Divine Prerequisites:
Elemental Prerequisites:
Naturalist Prerequisites:
Spell Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Personal Cost:

    

Silmarillium Skin
Stops or reduces all damage; only powerful attacks reduce protection.
       Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Quest Spell (Protection), Supersource Ultraspell (Quintessence, Animal, Material), Ultrapsionic Power
Arcane Prerequisites: Iron Body, Metal Skin, Stoneskin, any Globe of Invulnerability, Caster level 22.
Divine Prerequisites: Miracle, Spell Immunity, Stoneskin, Caster level 22.
Elemental Prerequisites:
Naturalist Prerequisites:
Psionic Prerequisites: Inertial Barrier, Iron Body, any Globe of Invulnerability, PRM 21, Manifester level 22.
Spell Components: V, S, M
Psionic Display: Ma, Ol, Vi
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Power Points: 21
Personal Cost: 2 STR, 4 DEX, 5000 XP

    Among the most powerful individual protection effects known, Silmarillium Skin grants the target Damage Reduction 100/- while it lasts. It can protect against 50 points of damage per caster level before being discharged; however, not all forms of damage can actually reduce this protection. Only physical attacks from creatures with at least as many hit dice or levels as the caster level of the Silmarillium Skin, or damage from spells or powers of 6th or higher level, count against the spell's limit.
    Thus, a creature protected by Silmarillium Skin is utterly immune to falling damage below 170 feet, and cannot be crushed in a typical crushing trap (though the crushing surfaces of such a trap would likely keep the target confined quite well). It cannot be harmed by the natural attacks of an average bulette, and a Fireball spell will do nothing to it unless the caster Magnifies it (and then, only if the spell is also Maximized or the caster gets a lucky damage roll). Finally, because none of the mentioned attack/damage forms actually count against the spell's protective limit, with the exception of the Metamagiced Fireball spell, since they neither come from a creature of at least 22 hit dice, nor spells of 6th or higher level. A spell/power which is effectively raised to 6th or higher level with Metamagic/Metapsionic feats counts as a normal spell or power of that level for purposes of counting against the Silmarillium Skin protection, so a Magnified Fireball (which is a 6th-level spell) would reduce the level of protection accordingly.
    It is important to note that this effect only prevents damage; it does not and cannot prevent other effects resulting from attacks the creature suffers while the Silmarillium Skin is active. It is, for instance, possible for the creature to be Charmed, or for it to become scared in the presence of a creature with the Frightful Presence ability. Furthermore, even if the creature itself takes no damage, its equipment is not necessarily immune; thus, while a human protected by Silmarillium Skin could walk through a typical bonfire without harm, his or her clothes would likely burn off within seconds of entering the fire (though this, too, would deal no actual damage to the protected person).
    Material Component: A piece of Silmarillium (any variety) weighing at least one pound/caster level. Even a psionic character needs this component, as the object actually physically merges with the target creature to grant the protection. Coldstone may not be used for the psionic version, and Darkstone may not be used for either magic version. Whatever variety is used, the target's skin and body take on an appearance similar to the type of Silmarillium used, though the target does not actually become crystalline or lose flexibility (unless it also happens to be the caster, and takes the DEX damage).
    Optional Power Component: A piece of Mirrorstone weighing at least one pound/caster level, in addition to the normal component above, or a single piece of Mirrorstone weighing at least 2 pounds/caster level (without the above component). If the spell is cast using this component, then it has the additional effect of reflecting any Ray or Beam attack that strikes the protected creature's touch AC. The ray is reflected in a random direction, using the Grenade-Like Missiles table; effectively, the original attack roll is instead used against a new target of the DM's choice in the indicated direction. This component (and special change to the spell's functioning) is only allowed if the DM approves its use.

Singularity
Create a temporary Sphere of Annihilation.
       Type: Arcane Ultraspell, Supersource Ultraspell (Force, Entropy)
Arcane Prerequisites: Dimension Door, Disintegrate, Reverse Gravity, Time Stop, Warp Accelerator, PRM 22, Caster level 24.
Elemental Prerequisites:
Naturalist Prerequisites: either Bigby's Crushing Hand or Weird, Bottomless Pit, Disintegrate, Reverse Gravity, Warp Accelerator, PRM 22, Caster level 24.
Spell Components: V, S, M
Casting Time: 1 action
Range: Extreme (1000 ft. + 100 ft./level)
Area: 50-ft./level-radius Emanation
Duration: Concentration, up to 1 round/level
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes (but see text)
Personal Cost: 1 STR or 1 CON, and 500 XP, per round

    This spell causes the material component to collapse upon itself under unimaginably intense forces, combining with unseen cosmic particles and energies to form the titular Singularity. This is a pinpoint object with virtually infinite mass density which projects a field of extreme gravity around itself, so intense that even light is unable to escape it- forming an event horizon around the actual object that shields it from the rest of the cosmos. In effect, this is a miniature black hole, much like those created and used as weapons by Ancient technological devices such as Singularity Grenades and Singularity Guns, but the spell produces one much larger than any of those weapons known today are capable of producing. While the Singularities produced by the weapons are too small to produce easily visible event horizons, the spell-produced Singularity creates one up to several feet in diameter; the actual diameter is about 1 inch per caster level (so 1 foot per 12 levels).
    The effect of such a large Singularity suddenly coming into being within a space is difficult to overstate. Each round the object exists, it pulls in all matter near itself, via its intense gravity well, destroying it once it passes the event horizon where nothing can escape. In effect, this means that anything which is in the Singularity's space (one 5-foot square chosen at casting time) is forever gone and cannot be brought back into being by any mortal means short of a well-worded Wish or Miracle. Creatures in the Singularity's space that have room to move out of the space are allowed Reflex saves (DC 22 + the caster's primary ability modifier) to escape utter destruction, but still take both 1 point of damage per caster level and 2 points of CON drain on a successful save. Furthermore, each round a creature is in contact with the Singularity, the save DC goes up by 5, so most creatures that survive initial contact don't last long even if others don't arrive to prevent their movement and thus disallow the save altogether (see below). Spell Resistance may allow a creature to avoid being destroyed by direct contact with the Singularity, but the Singularity checks against the creature's SR every round, and gets a +10 cumulative bonus each round the resistant creature comes into contact or remains in contact with it.
    The gravity field of the Singularity creates a wide radius around the actual event horizon within which objects are pulled towards the center. In a vacuum this is powerful, but within an atmosphere or underwater it is much worse, as it forms a massive vortex of wind or water that must be fought against in addition to the gravity. As a base effect, this creates a Bull Rush every round towards the Singularity's space, on every creature within a radius of 50 feet per caster level from the central square; the Singularity does not provoke attacks of opportunity from any creature with this gravitational Bull Rush, and its base STR modifier for the check is +5 in the zone closest to the outer edge of the effect. For each 10-foot increment a creature is closer to the center than that outer radius, the Singularity's check modifier increases by +1; thus, every 50 feet brings a +5 increase to the effective STR modifier of the gravitational Bull Rush. In an atmosphere or underwater, however, there is air and water to fight against as well as gravity, and this makes the effect much stronger; the base modifier for the Singularity in this case is +20, and it increases by +2 for every 10 feet rather than +1. No matter how high the Singularity's check result is, it cannot move any creature into or through another creature's space, or past the actual space of the Singularity itself, though these restrictions mean that it can (and usually does) cause several large creatures to "pile up" in the area closest to the center and destroy them one by one until none are left and the area is clear again. This gravitational Bull Rush happens every round without fail, on the caster's turn, for the full duration of the Singularity, and no save may prevent it nor is Spell Resistance able to protect against it.
    Unattended objects, not being subject to Bull Rush attacks, are simply pulled towards the center of the effect by 50 feet per round. At the DM's discretion, particularly light objects may be pulled faster, or particularly heavy objects slower, if they are in contact with some unyielding and friction-producing surface such as rocky ground. Structures within the radius are not automatically pulled apart, but take 1d6 points of damage per caster level each round the Singularity lasts (so they do not often last very long).
    The caster must concentrate on the spell to maintain the Singularity; 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 event horizon around the actual core Singularity becomes unstable and evaporates, allowing energy to escape the core in the form of powerful radiation. For 1 round, the Singularity deals 1d6 points of Radiation damage per caster level to all creatures within a radius of 5 feet per caster level (that is, one tenth the radius of the original gravity effect). There is no saving throw to reduce this damage, but Spell Resistance applies normally. Because the radiation is released as a quick flash rather than long exposure, no radiation sickness or unconsciousness (other than through going to negative hit points) is possible as a result of exposure to this effect. However, for every 15 points of damage a creature takes from the radiating Singularity, it must make a Radiation save (not a standard save) against the base DC above (i.e. 22 + the caster's ability modifier) or be forced to undergo a Mutation. Creatures which are forced to make multiple saves this way might gain multiple mutations as a result. Mutations from this spell use the rules for "effect" mutations, as they are not caused by natural radiation.
    Finally, at the end of the round of radioactivity, the Singularity has lost enough energy to maintain its own integrity, and it explodes, dealing 1d6 points of Plasma damage per caster level to all within a radius of 10 feet per level, and 1d6 points per level of Fire damage within a radius between 10 feet per level and 20 feet per level (that is, the explosion produces concentric rings of damage with Fire on the outside and Plasma within). This final explosion allows a Reflex save (same DC as the Radiation) for half damage, and Spell Resistance applies regardless of which type of damage a creature may be taking.
    Material Component: A lump of unformed meteoric iron weighing at least 1 pound, collected from within a region of total vacuum (that is, above/outside any atmosphere).

Smog Cloud
Summons massive cloud of choking haze from the Plane of Smoke.
       Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire), Godsong Verse (Ehkahk 40), Quest Spell (Smoke), 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:

    

Soulmate
Two or more targets fall eternally in love with each other, regardless of previous feelings.
       Type: Godsong Verse (Amorus 55), Quest Spell (Love), 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:

    

Spell Shift
Spells you cast during duration of this spell don't affect targets you choose.
       Type: Arcane Ultraspell, Supersource Ultraspell (Quintessence, Force, Animal, Entropy, Material, Plant), Ultrapsionic Power
Arcane Prerequisites: Dispel Magic, Forcecage, Reality Ripple, Shape Spell, Caster level 20.
Naturalist Prerequisites:
Psionic Prerequisites: Forcecage, Negate Psionics, Psionic Reality Ripple, Burrowing Power, PRM 20, Manifester level 20.
Spell Components: V
Psionic Display: Me
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Power Points: 19
Personal Cost: 2 CON, 2 INT, 2d6 hit points, and 500 XP

    While this spell lasts, the caster's own area effect spells ignore potential targets which the character designates. For instance, a wizard casts a Fireball under the influence of Spell Shift. He chooses to harm only enemy creatures in the area, leaving his companions (who happen to be in melee with the enemy at the time) completely untouched. Additionally, because the wizard did not wish to harm the silk draperies that are hanging in the room the fight is occurring in, they are also left completely unharmed. The wizard's enemies, however, take the full force of the spell, and must roll saves and take damage normally. The Spell Shift allows a caster to protect up to five targets (creatures or objects) per caster level; thus, a 20th-level caster could potentially protect 100 creatures and/or objects from any spell he or she casts.
    Though this effect may not seem terribly impressive given that example, its utility is more obvious when one realizes that any spell the caster uses is affected, including extremely destructive Ultramagics such as Inferno and Nuke. It would, for instance, be possible to cast Spell Shift and follow it with a Nuke that only kills the rampaging Great Red Wyrm and its minions while leaving the rest of the area virtually untouched- without even a crater to show it ever happened, if the character designated the ground as a protected entity. In order to be affected, however, the caster must begin casting the spell to be Shifted during the duration of Spell Shift. If the spell's casting time is longer than the duration of Spell Shift, it can still be affected, provided the casting begins while Spell Shift lasts.
    Ultrapsionicists usually call this effect Power Shift rather than Spell Shift, but the effect is identical in each case.

Strafe [Fire]
Drop line of Fireballs while flying.
       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, PRM 20, Craft Universal Item, Manifester level 20.
Spell Components: V, S, F, Location
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

    Strafe is a less-common variant of the Chain Fireball effect. It creates a multitude of explosions, each of which fills a 20-foot radius spread and deals 10d6 damage, just like Chain Fireball does; however, the similarities between the two effects end there. Where each explosion of the Chain Fireball effect produces other explosions, those of the Strafe effect do not. Also, the caster cannot directly control the targetting of each Strafe explosion; each one simply appears exactly below the caster either at the first solid or liquid surface it hits, or at the limit of the spell's range if it doesn't encounter such a surface before then. The caster essentially drops one explosion per 10 feet of movement he or she has per round, dropping one at each second square of movement regardless of where that happens to be. A character who moves only vertically, or simply hovers in place, therefore creates a series of explosions all in the same spot. However, if two or more explosions have the same destination point, then only one of them actually deals damage- no more than one spread of fire is ever produced at any given point, so smart casters maximize their horizontal movement while the Strafe effect lasts.
    Creatures caught in any explosion may make Reflex saves (DC 20 + the caster's primary ability modifier) to take half damage from that 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 if the caster again swoops overhead; thus, creatures which aren't completely immune to fire damage would be well advised to get away from the caster (or underground) 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. Finally, although concentration normally does not allow a creature to move more than a 5-foot adjustment, the Strafe spell is less intensive than most effects requiring concentration, and may be maintained with a standard action each round rather than the normally required full-round action.
    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. 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.
    Location Component: The spell must be cast while the caster is not in contact with any solid or liquid structure, area, or surface; i.e., the caster must be flying or falling. Also, falling characters would be well advised to find a way of creating controlled horizontal movement before casting Strafe, in order to maximize the potential effects, as previously noted. It should be noted, however, that in an area of zero gravity, or certain planes of existence, there is no predetermined "down" direction for the Strafe explosions to follow, and in such places the caster may essentially reorient his or her "down" direction at will to send the explosions flying in more or less any direction he or she likes (though since the switch can only be made once per round, the explosions for that round will actually trace a line from the old "down" to the new one).

Summon Aquatic Army
Summon a large number of sea creatures to do your bidding.
       Type: Elemental Ultraspell (Water), Godsong Verse (Marna 55, Sekolah 60), Quest Spell (Sea), Supersource Ultraspell (Animal)
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Summon Nature's Army
Summon a large number of Nature's Allies to do your bidding.
       Type: Quest Spell (Animal), Supersource Ultraspell (Animal)
Divine Prerequisites: Animal Shapes, Summon Nature's Ally IV, Summon Nature's Ally VIII, Caster level 24.
Naturalist Prerequisites:
Spell Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: Several summoned creatures
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Personal Cost: 4 DEX, 4 WIS, 500 XP

    As Summon Nature's Ally I, except that you can summon 1d6+2 9th-level creatures, 1d8+3 8th-level creatures, 2d6+4 7th-level creatures, 2d8+5 6th-level creatures, 4d6+6 5th-level creatures, 4d8+7 4th-level creatures, 8d6+8 3rd-level creatures, 8d8+9 2nd-level creatures, or 16d6+10 1st-level creatures. You may make each creature a different type if you wish, and there is no upper limit to the number of creatures you may summon and control with this spell at one time.

Sun Sphere
Create a miniature sun that produces real sunlight, and shoots and moves at your command.
       Type: Elemental Ultraspell (Fire), Godsong Verse (Chlimbia 50), Quest Spell (Sun), Supersource Ultraspell (Quintessence, Force)
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Terrorize
Up to 100 subjects/level are affected as if by Fear, plus those who fail save are afflicted by Nightmares for 1 day/level.
       Type: Godsong Verse (Mob 50), Quest Spell (Fear), Supersource Ultraspell (Entropy, Plant), Ultrapsionic Power
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Thowchi's Spellbook Prank [Chaotic]
Alter the spellbook of a spellcaster who prepares spells from one, to cause spells to fail or malfunction.
       Type: Arcane Ultraspell, Godsong Verse (Eris 55), Supersource Ultraspell (Entropy)
Arcane Prerequisites: Fool's Speech, Illusory Script, Nahal's Wild Surge, Secret Page, Caster level 20.
Bard Prerequisites: Hypnotic Pattern, Illusory Script, Modify Memory, Caster level 24.
Naturalist Prerequisites:
Spell Components: V, S, M
Casting Time: 1 full round
Range: 1 mile
Target: 1 spellbook
Duration: 1 day/level
Saving Throw: Will negates (see text)
Spell Resistance: No
Personal Cost: 1d8 INT, 1d4 WIS, and 1000 XP

    Thowchi's Spellbook Prank has been pointed out as evidence that the Ultramage Thowchi is insane, or that Tabaxi (especially Chaotic ones) should never be given access to knowledge about Ultramagic because of the damage they could cause. Racial slurs aside, this effect certainly does seem an odd subject for something as powerful as an Ultramagic spell, though the fact that some bards who have sung to the demigoddess Eris have managed to duplicate the effect suggests that at least one Taeran deity considers it worthy of notice.
    Whatever its validity as a spell, Thowchi's Spellbook Prank certainly proves to be an annoyance (or worse) for its victims. It creates subtle changes in the symbols and words written in the target spellbook, While these changes are not noticeable to most owners, they are enough to cause malfunctions in any spell prepared using the book. The first time a caster attempts to use the book to prepare any spell, the DM makes a Will save for the book using the caster's save bonus. If the save (DC 30 + the Prank caster's primary ability modifier) succeeds, then the book's reader realizes something is wrong, and does not prepare any spells from the book; the Spellbook Prank may then be dispelled or removed by such effects as Greater Dispelling, Break Enchantment, or Disjunction, assuming of course that the effect used can overcome the power of Ultramagic. Realizing the book has been altered does not allow the owner to remove the alterations or use the book to prepare spells; any spell preparation using the affected book is subject to the effects described below.
    If the book's reader fails the save, or decides to prepare spells from the book anyway, then all spells prepared using the book may malfunction at casting time. When each such spell is cast, roll on the table below to discover what actually happens:<