Acidic Globes
Evocation
Level: Wiz/Sor 3
Components: V, S
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Targets: Up to one creature or object per round
Duration: One minute/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
You create one 1-inch diameter globe of acid per level that
orbits around your head not unlike an ioun stone. Once you
create the globes, you can launch them, as a free action, at a
target you designate. You may not launch more than one
globe per round. The globe inflicts 1d6 points of damage
upon targets who fail their saving throw
Alikaba’s Gift
Transmutation [Teleportation]
Level: Wiz/Sor 3
Components: V, S
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Target: One object or creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
Whatever you hold in your hands you immediately transfer
into the hands of a creature you designate at the time of casting.
If the subject holds something else, he drops what he’s
holding to hold your gifted object instead. Should the subject
have a free hand, it
appears in his free
hand, assuming it can
be held in one hand. If
both hands are full,
however, he drops all
other held objects to
hold the gift in both
hands. You may transfer
only a single object or
creature (with gear),
although it can be a complex object (a bucket
of water counts as one
object). The object or
creature must be something you can lift over your head. Failing
the saving throw means the subject does not grab the gift; it
appears and falls to the ground at his feet. If you transfer a
creature, neither the creature nor the subject of the gift get
an attack of opportunity. They now share the same space.
If you transfer an immediately harmful substance, such as
a handful of acid or a burning-hot coal, the subject suffers
damage immediately (if he fails his save) but can drop the
object as a free action on his turn. If you transfer something the subject cannot sustain due to its weight or unwieldy
nature, the subject drops it immediately and must make
another Reflex saving throw to avoid dropping it on himself
(such as on his foot) or falling down due to the weight, or
both, as the DM sees fit to adjudicate. Only items unattached
to a creature can be transferred or dropped because of
this spell. A sword in a locked gauntlet or certain cursed
items go unaffected.
Alikaba’s Theft
Transmutation [Teleportation]
Level: Wiz/Sor 3
Components: V, S
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Target: One object or creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
You must have both hands free to cast this spell, which
allows you to steal whatever someone is holding. Whatever
she has in her hands, you now hold in yours. You may steal
only a single object or creature, although it can be a complex
object (a backpack full of gear counts as a single object). You
may not steal an object the subject is wearing, such as a ring.
You can steal a creature grappled by another creature. The
object or creature must be something you can lift over your
head. See Alikaba’s gift for more details.
Arrow Deflection
Transmutation
Level: Wiz/Sor 1
Components: V, S
Casting Time: One action
Range: Personal
Target: You
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
You can deflect one ranged physical (nonspell) attack per
round as a free action if you make a Reflex saving throw
(DC 20); if the ranged weapon has a magical bonus to
attack, the Difficulty Class increases by that amount. If you
succeed, you deflect the weapon. You must be aware of the
attack and not flat-footed, however.
Arrow Redirection
Transmutation
Level: Wiz/Sor 4
Components: V, S
Casting Time: One action
Range: Personal
Target: You
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
As arrow reflection†, except that you may redirect the
ranged attack at anyone of your choosing within the attack’s
normal range. The attack retains its initial attack roll to
determine whether it hits the new target and inflicts damage
normally. Thus, if an archer fires an arrow at you with an
attack roll of +25, you direct it at another target, striking if
the new target’s Armor Class is 25 or less. You can redirect
attacks back at the original attacker if you wish.
Arrow Reflection
Transmutation
Level: Wiz/Sor 3
Components: V, S
Casting Time: One action
Range: Personal
Target: You
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
You can force one ranged physical (nonspell) attack
back at its source each round as a free action. The attack
retains its initial attack roll to determine whether it hits
the source and inflicts damage normally. Thus, if an
archer fires an arrow at you with an attack roll of +25, you
reflect it back at the archer, striking if the archer’s Armor
Class is 25 or less. You must be aware of the attack and
not flat-footed, however.
Change Weapon
Transmutation
Level: Wiz/Sor 1
Components: V, S
Casting Time: One action
Range: Touch
Target: One weapon
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell alters one weapon, transforming it into another
weapon of your choice with the same quality and magical
abilities (if any). Change weapon can increase or decrease a
weapon’s size by up to three categories, so one could transform
a dagger into a dire flail but not into a Huge
greatsword. For the purposes of this spell, a “weapon” is anything designed specifically for fighting; a dagger or sword
counts as a weapon, but a butter knife or a chair leg does
not. This spell cannot affect or create siege engines or ranged
weapon ammunition (bolts, arrows, and so on).
This spell can transform a weapon’s ammunition, such
as an arrow or a sling stone, into another weapon, such
as a melee weapon. However, the ammunition’s magical
abilities (if any) can be used only once before they are
forever lost.
Energy Lash
Evocation [Force]
Level: Blk 1, Wiz/Sor 2
Components: V, S,M
Casting Time: 1 action
Range: Personal
Effect: 10-foot-long whip
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No
You create a whip made of energy that comes out of the
palm of your hand. You can wield the whip as though you
were proficient with it. The weapon has a 10-foot reach and
inflicts 1d6 points of force energy damage plus 1 point for
every two levels (maximum +10). You can also make grapple
attacks with the weapon without provoking attacks of
opportunity.
Material Component: A 3-inch strip of leather
Gird the Warrior
Transmutation
Level: Wiz/Sor 4
Components: V, S
Casting Time: One action
Range: Touch
Target: One creature
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell enshrouds its target with tangible, visible force
energy in the form of a mighty set of plate armor. The target
gains a +10 armor bonus to Armor Class and a +4 enhancement
bonus to attack and damage rolls made with melee
weapons. The armor has no associated armor check penalties
or spell failure chances and weighs nothing. No proficiency
is needed to use this armor.
Helm of Warding
Abjuration
Level: Sor/Wiz 2
Components: V, S,M
Casting Time: One action
Range: Touch
Target: One creature
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No
The creature that you touch—if the creature has a head
but is currently not wearing a helmet, hat, headband, or
other headgear—suddenly appears to don a golden helmet
of energy. The creature then gains a +5 resistance bonus to
all saving throws against mind-affecting spells and powers.
Material Component: A small piece of metal hammered to
near paper thinness
Minor Wall of Force
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S,M
Casting Time: One action
Range: Close (25 feet+5 feet/two levels)
Effect: A wall whose area measures up to one 10-foot
square/level
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No
You create an invisible wall of force. The minor wall of force
cannot move. It has no hardness but can absorb up to 10
points of damage per caster level before being destroyed.
Unlike greater versions of
this spell, it does not
prove immune to dispel
magic. Disintegrate immediately
destroys it, as
does a rod of cancellation,
a sphere of annihilation, or
Mord’s disjunction. Spells
and breath weapons cannot
pass through the wall
in either direction, but
they may inflict damage
normally upon the wall
and can potentially destroy it as easily as physical attacks. Dimension door, teleport,
and similar effects can bypass the barrier. It blocks ethereal
creatures as well as material creatures (though ethereal creatures
usually can get around the wall by floating under or over
it through material floors and ceilings).
The minor wall of force must be continuous and unbroken
when formed. If any object or creature breaks its surface, the
spell fails.
Material Component: A pinch of powdered glass
Oroster’s Revenge
Abjuration [Force]
Level: Wiz/Sor 6
Components: V, S
Casting Time: One action
Range: Personal
Target: You
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: Yes
Any creature that attacks you suffers magical feedback
that inflicts 2d6 points of force energy damage + 1 point per
caster level. For the purposes of this spell, an attack is any
action that requires an attack roll, whether or not the attack
succeeds. If you willingly allow someone to touch you (such
as a cleric casting a curative spell), no attack roll is needed,
and thus the action does not trigger this spell’s effect.
Plunge Deep to the Core
Transmutation
Level: Wiz/Sor 2
Components: V, S
Casting Time: One action
Range: Touch
Target: One weapon
Duration: One hour/level (D)
Saving Throw: None
Spell Resistance: No
A weapon affected by this spell bypasses damage reduction.
This spell allows a weapon to ignore +1 DR for every five caster
levels (maximum +4 DR). Thus, a 10th-level caster allows a
weapon to ignore all damage reduction of +2 or less. This spell
does not reduce damage reduction. A weapon that ignores
+3 DR or less gains no special benefit of striking a creature
with +4 DR. This spell does not stack with weapon bonuses.
Proficiency
Transmutation
Level: Wiz/Sor 1
Components: V, S
Casting Time: One action
Range: Personal
Target: You
Duration: One hour/level
Saving Throw: None
Spell Resistance: No
You gain proficiency with a single weapon that you hold
in your hand at the time of casting. This spell gives you no
special bonus with the weapon, but you do not suffer the
nonproficiency penalty while using the weapon
Quintelemental Blast
Evocation
Level: Wiz/Sor 5
Components: V, S
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A blast of quintelemental energy shoots from your fingertips
in a cone, inflicting 1d6 points of damage per level (maximum
12d6). This energy affects creatures as the energy type
to which they are most vulnerable, if applicable. Thus, the
spell affects a creature with fire resistance 30 as if it were an
energy type other than fire. Creatures with a vulnerability to
an energy type, such as cold creatures suffering double damage
from fire, suffer as if exposed to their vulnerability. Even if
a creature has both protection and a vulnerability to one
energy type, this spell bypasses the protection and still affects
the vulnerability. So if a wizard cast protection from elements
(fire) on a frost worm, quintelemental blast would ignore the
protection spell and inflict double damage on the frost worm.
Creatures with resistance or immunity to all elements
have appropriate protection from the damage this spell
inflicts. A cleric carrying the effects of five different resist
elements spells (for all five energy types—acid, cold, fire,
lightning, and sonic) subtracts 12 points of the damage she
normally would suffer from this spell.
Shrapnel Globe
Conjuration (Creation)
Level: Wiz/Sor 2
Components: V, S,M
Casting Time: One action
Range: Touch
Affect: One metal sphere
Duration: 2 rounds/level
Saving Throw: Reflex half
Spell Resistance: Yes
You create a small metal sphere that exists for no longer
than the duration. At any point during the duration, if you
hurl or drop the globe, it detonates, spraying metal shards in
all directions within a 20-foot radius. The shrapnel inflicts
1d6 points of damage per two caster levels, to a maximum of
5d6. Throwing or dropping the sphere where you want
requires a standard action, resolved as a grenadelike missile.
You can give the globe to another creature to use, but it
requires a standard action to do so.
Material Component: 1 ounce of steel
Strength to Strike
Transmutation
Level: Wiz/Sor 4
Components: V, S,M
Casting Time: One action
Range: Touch
Target: One weapon
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You devote 2 points of your own Strength (which you suffer
as temporary damage) to a weapon you touch. That
weapon inflicts +2d6 points of damage for the duration of
the spell. (Note to DMs: This spell should not become the
basis for a magic item, nor should it be made permanent
with a permanency spell.)
Material Component: A needle
Susar’s Death
Transmutation
Level: Wiz/Sor 6
Components: V, S,M
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Target: One living creature (see text)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Susar created this spell as a means of taking down a powerful
enemy quickly. It transforms the blood of a living creature
(one that has blood) to molten lead. If the target creature
fails its saving throw and has no immunity to fire and
heat, it dies immediately.
If the creature
fails its save but does
have immunity to fire
and heat, it dies in
1d4 agonizing
rounds; a heal spell
cast during this time
saves the creature’s
life. Creatures successful in their saving throws but not
immune to fire and heat suffer 4d6 points of heat damage
from the partial transformation.
Material Component: A small glass vial, a drop of blood,
and a small piece of lead
Vicious Summons
Conjuration (Summoning) [Evil]
Level: Wiz/Sor 5
Components: V, S,M
Casting Time: Full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One fiendish dire weasel
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You summon a fiendish dire weasel as if using a summon
monster spell. The difference is, the monster appears on top of a
creature within range (caster’s choice), with its teeth already
sunk into the creature as if it had made a successful bite attack.
The weasel then uses its attach and blood drain powers on subsequent
rounds. If the fiendish dire weasel kills the target or
becomes unattached, it attacks normally, as it would under the
effects of a normal summon monster spell. Unlike other summoned
monsters, even if the caster speaks the creature’s language,
it cannot receive commands other than to attack.
Material Component: An animal’s tooth
Animated Tattoo
Illusion
Level: Brd 0, Wiz/Sor 0
Components: V, S,M
Casting Time: One hour
Range: Touch
Effect: A 3-inch-square area of flesh
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You create a tattoo with the ability to move in place upon
a creature’s skin. Thus, the spell can create an animated tattoo
of a lion roaring or a dragon breathing fire, a moving
waterfall, or a warrior swinging a sword. The image and its
movements are preset; once the spell is cast, one cannot
change them.
The image is decorative only, with no other effects.
Apolioth’s Condemnation
Evocation
Level: Clr 5, Drd 5, Wiz/Sor 4
Components: V, S,M
Casting Time: One action
Range: Medium (100 feet + 10 feet/level)
Area: 20-foot-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You create a burst of magical energy that deals 1d6 points
per level in subdual damage (maximum 10d6). Further,
those failing their saving throw become entangled by lingering
threads of magical energy for 1d6 rounds. An entangled
creature suffers a –2 penalty to attack rolls and a –4 penalty
to effective Dexterity. He can move at half speed but can’t
run or charge. An entangled character who attempts to cast a
spell must make a Concentration check (DC 15) or lose the
spell. The spell affects only living creatures—objects,
undead, and constructs remain unharmed.
Material Component: A ball of cotton and some spiderweb
Betray the Years
Abjuration
Level: Adp1, Brd 1, Clr 1, Drd 1, Wiz/Sor 1
Components: V, S,M
Casting Time: One action
Range: Touch
Target: One nonmagical object of no more than 10 lbs.
per level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You make one object immune to the effects of time.Wood
doesn’t rot, paper doesn’t yellow, water doesn’t evaporate,
and so on. This spell does not protect against forces other
than time. So, for example, a rock can still be worn down by
the erosion of running water.
Material Component: A tiny hourglass-shaped piece of blue
quartz worth 10 gp
Blissful Sleep
Abjuration
Level: Adp1, Brd 1, Clr 1, Drd 1, Wiz/Sor 1
Components: V, S,M
Casting Time: One action
Range: Touch
Target: One willing, living creature
Duration: Eight hours
Saving Throw: None
Spell Resistance: Yes
The target can get a good night’s sleep even in horrible
conditions. Even wearing armor, lying on a slimy dungeon
floor surrounded by corpses, a character can sleep soundly.
This sleep is not a compulsion, however—it affects only
willing targets.
Characters who sleep for the full duration of this spell
wake up so refreshed, they gain a +1 circumstance bonus to
the first skill or ability check they make that day. Characters
sleeping under the effects of this spell are immune to
nightmare.
Material Component: A tuft of sheep’s wool
Blue Bolt
Evocation
Level: Wiz/Sor 1
Components: V, S,M
Casting Time: One action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You point your finger and from it erupts a thin blue bolt.
You must make a ranged touch attack to use the bolt to strike
a foe. If it hits, you deal 1d6 points + 1 point per level of subdual
damage (maximum +10). This spell has no effect on
objects, undead, or constructs.
Material Component: Any blue stone
Comrades’ Trail
Conjuration (Creation)
Level: Adp1, Wiz/Sor 0
Components: V, S,M
Casting Time: One action
Range: Touch
Area: A trail up to one mile long/level
Duration: One hour/level (D)
Saving Throw: None
Spell Resistance: Yes
You create a trail, like a glowing thread, visible only to
those whom you name while casting the spell. You can
name only one creature per level. Nothing can disturb the
trail physically, but it can be dispelled, and even 1 point of
damage inflicted from a magical source destroys it. You can
use this spell to create a visible trail through a maze,
through a thick woods, or anywhere where you want your
friends to follow.
Material Component: A handful of bread crumbs
Detect Disease
Divination
Level: Adp 0, Clr 0, Drd 0, Pal 1, Wiz/Sor 0
Components: V, S
Casting Time: One action
Range: 60 feet
Area: A quarter circle emanating from you to the extreme of
the range
Duration: Concentration, up to one minute/level (D)
Saving Throw: None
Spell Resistance: No
You can detect in a creature the presence of disease or
disease-causing filth or conditions, etc. The amount of
information revealed depends on how long you study a
particular area or subject:
1st Round: Presence or absence of disease
2nd Round: Number of disease or disease-ridden areas
and the location of each. If a disease source lies outside
your line of sight, then you discern its direction but not its
exact location.
3rd Round: The general type of disease: the damage it
inflicts, the incubation period, contagion factors, and the relative
difficulty of the save.
Note: Each round, you can turn to detect disease in a new
area. The spell can penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 1 yard of
wood or dirt blocks it
Enhance Familiar
Transmutation
Level: Wiz/Sor 1
Components: V, S
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Target: Your familiar
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Your familiar gains a +2 enhancement bonus to
Constitution and Dexterity. It gains a +10-foot bonus to its
speed. You cannot share this effect, nor can it be cast on any
other creature.
Fey Storage
Transmutation
Level: Wiz/Sor 1
Components: V, S
Casting Time: One action
Range: Personal
Target: You
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No
You create an extradimensional space hidden on your person
that can store up to 5 lbs. per level of objects able to fit
through a 6-inch-square opening. This space resembles a bag
of holding in most ways. If this spell ends with objects stored,
they fall to the ground at your feet. Although some say the
spell gains its name from the fact that you could store a pixie
in the space, it actually comes from the fact that it was created
by a fey caster.
Fey Ward
Abjuration
Level: Drd 3, Wiz/Sor 3
Components: V, S
Casting Time: One action
Range: Personal
Area: 20-foot-radius globe centered around you
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
A sphere of yellowish magical energy surrounds you. No
fey with fewer Hit Dice than you can get through the globe.
The spell moves with you.
Note: This spell may be used only defensively, not aggressively.
Forcing an abjuration barrier against creatures the
spell keeps at bay collapses the barrier.
Glamour
Illusion
Level: Brd 1, Wiz/Sor 1
Components: V, S,M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
You ensorcel yourself to appear beautiful to anyone looking
upon you. Not only will they find you attractive, but all Bluff,
Diplomacy, and Gather Information checks gain a +5 circumstance
bonus. This spell does not change any specifics of your
appearance, such as gender, race, and so forth, although it
proves useful to cast in conjunction with change self or alter self.
Material Component: A drop of perfume
Guide Craft
Transmutation
Level: Brd 1, Wiz/Sor 1
Components: V, S,M
Casting Time: One action
Range: Touch
Target: See text
Duration: One hour/level
Saving Throw: None
Spell Resistance: No
A cart, wagon, boat, or ship moves as you command. The
vehicle can be no larger than 10 feet long plus 2 feet per level
(a 10th-level sorcerer can steer a 30-foot-long vessel). The
craft must have its normal means of locomotion (or you
must cast power craft†). You do not need to concentrate to
maintain this effect, so you could cast it on a horse-drawn
wagon, command it to “go straight,” and take a nap. The
horse will pull the wagon straight until you tell it otherwise
or the spell’s duration ends. The spell does not imbue a craft
(or the animals pulling it) with intelligence. It cannot avoid
obstacles that you do not tell it to avoid. Nor can it follow a command that requires
intelligence, such as,
“Sail to the port city of
Andrecon” or even,
“Follow the road.” Only
simple instructions
work, such as “straight,”
“left,” “right,” and
so on.
Material Component:
An arrowhead
Hygiene
Transmutation
Level: Adp 0, Brd 0, Clr 0, Drd 0, Pal 1, Wiz/Sor 0
Components: V, S
Casting Time: One action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You clean one creature, ridding it of dirt, sweat, contamination,
foul odors, and so on. This spell not only makes its subject
presentable for fine company, it promotes better health.
For 24 hours after the casting, the affected creature gains a +1
circumstance bonus on all saves against disease. Used frequently,
this spell can help stave off tooth decay and other
such minor maladies, although this has no in-game effect.
Iced Fire
Conjuration (Creation)
Level: Asn 1, Wiz/Sor 1
Components: V, S
Casting Time: One action
Range: Touch
Effect: A small chunk of ice
Duration: Up to one hour/level
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates a chunk of ice about the size of a human
fist with a red, glowing center. Over the course of the duration,
the ice melts. You determine the spell’s exact duration
when you cast it, but it can be no longer than one hour per
level and no shorter than one minute. When the duration
ends, the ice finishes melting, and the exposed center bursts
with heat and flame, inflicting 2d6 points of damage to all
within 5 feet. This spell proves useful as a minor sort of
“time bomb” with a potentially long duration.
Heat, however, can alter the duration set by the caster.
Every point of fire or heat damage applied to the ice chunk
reduces the spell’s duration by 10 minutes. If the duration
falls to 0 or below, the ice’s core detonates
Instill Familiar
Transmutation
Level: Wiz/Sor 4
Components: V, S,M
Casting Time: One action
Range: Touch
Target: Your familiar
Duration: Up to one hour/level or until discharged
Saving Throw: None
Spell Resistance: No
Your familiar gains the ability to cast one 4th-level or
lower spell that you know, once. You actually cast the spell
you are transferring into the familiar, so you lose the prepared
spell or the spell slot. The familiar casts the spell when
it decides to do so, although you can give it instructions as
normal. It casts the spell as if it were you, using your level
and ability scores where applicable. If the spell requires
material components, you must provide them. If the spell
costs experience points, you must pay.
Material Component: An owl feather
Invisible Familiar
Illusion
Level: Wiz/Sor 1
Components: V, S,M
Casting Time: One action
Range: Touch
Target: Your familiar
Duration: One hour/level (D)
Saving Throw: None
Spell Resistance: No
Your familiar is rendered invisible to sight as if you cast
invisibility upon it. It must remain in physical contact with
you or it becomes visible. You cannot share this effect, and it
cannot be cast on any other creature.
Material Component: A dollop of wax
Keep Dry
Abjuration
Level: Adp 0, Brd 0, Clr 0, Drd 0, Wiz/Sor 0
Components: V, S,M
Casting Time: One action
Range: Touch
Target: One object
Duration: Eight hours (D)
Saving Throw: None
Spell Resistance: No
You magically protect one object from getting wet. Even if
submerged underwater, the object remains dry. Objects that
normally would absorb water (cloth, paper, a sponge) under
the influence of this spell do not. Characters often cast this
spell to protect their spellbooks or scrolls when in damp areas.
Material Component: A pinch of dust
Keep Fresh
Abjuration
Level: Adp 0, Brd 0, Clr 0, Drd 0, Wiz/Sor 0
Components: V, S,M
Casting Time: One action
Range: Touch
Target: 1 lb. of food
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Food under the effect of this spell does not spoil, rot, or
decay in any way. It doesn’t even change temperature (hot
food stays hot, cold
food stays cold). It
remains as fresh at
the end of the duration
as it was at the
beginning.
Material
Component: A pinch
of salt
Lethality Denied
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 3, Wiz/Sor 2
Components: V, S,M
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature
Duration: One minute/level or until triggered
Saving Throw: Will negates
Spell Resistance: Yes
The next time the target makes a melee or ranged attack
that will kill a foe by inflicting more hit points than the foe
has left, the damage becomes subdual instead—the attack
does not slay the foe but merely knocks her unconscious. This
spell does not affect the attack roll, only the type of damage
inflicted. No more than one creature can be saved with a
single casting of this spell, regardless of the circumstances.
Material Component: A bit of cotton fluff
Long Flame
Transmutation
Level: Adp 1, Wiz/Sor 0
Components: V, S
Casting Time: One action
Range: Touch
Target: One candle, lantern, or torch
Duration: See text
Saving Throw: None
Spell Resistance: No
You take one lit candle, torch, or lantern and increase the
amount of time it will burn without consuming additional
fuel or wick by a factor of 1 + your level. Thus, a 1st-level
caster increases the amount of time a torch lasts—usually an
hour—by 2 (thus, three hours).
Magical Performance
Transmutation
Level: Brd 0, Clr 1, Wiz/Sor 1
Components: V, S
Casting Time: One action
Range: Personal
Target: You
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
You gain a +5 circumstance bonus to Perform checks. This
bonus applies only to checks made while attempting normal
Perform checks, not for checks that have to do with feat or
item activation or for bardic special abilities
Minor Lasting Image
Illusion
Level: Brd 1, Wiz/Sor 1
Components: V, S
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Area: 1 square foot
Duration: Permanent
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
You create a very small, immobile illusion of any
object, force, or creature you visualize. The illusion does
not create sound, smell, texture, or temperature, nor does
it move. The resulting illusion matches your visualization
exactly, even if the image in your mind differs somehow
from the real object, force, or creature—if such
exists at all.
Power Craft
Transmutation
Level: Wiz/Sor 2
Components: V, S,M
Casting Time: One action
Range: Touch
Target: See text
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You provide a source of locomotion for a cart, wagon, boat, or
ship. The vehicle can be no larger than 10 feet long plus 2 feet
per level (a 5th-level sorcerer can power a 20-foot-long vessel).
The vehicle can move at any speed up to its normal maximum
speed as if it had a natural source of locomotion. Thus, a carriage
could be made to move without a horse pulling it, up to the
speed it could normally attain with a horse to pull it. Likewise,
a sailing ship moves as if powered by a favorable wind.
Prevailing conditions—wind, inclines, and so on—affect
movement normally. Thus, this spell cannot move a sailing
ship against a gale-force wind.
Material Component: A white feather
Private Conversation
Transmutation
Level: Asn 1, Brd 1, Wiz/Sor 1
Components: V, S
Casting Time: One action
Range: Touch
Target: Two creatures plus one creature/three levels
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes
The targets can converse without anyone overhearing
what they are saying. Characters who can read lips might
still be able to determine what is said, but no Listen check
can possibly allow one to overhear the conversation.
While under the effect of this spell, a character can speak
to someone not affected by this spell, but anyone can hear
that conversation normally. Only when an affected character
speaks to another affected character does the conversation
remain private.
Protect Familiar
Abjuration [Force]
Level: Wiz/Sor 1
Components: V, S
Casting Time: One action
Range: Touch
Target: Your familiar
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Your familiar gains a +1 armor bonus per caster level (up to
a maximum of +10). The armor is invisible and made of magical
force. It proves useful against incorporeal attacks. You cannot
share this effect, nor can you cast it on any other creature
Recent Occupant
Divination
Level: Asn 1, Brd 0, Drd 1, Rgr 1, Wiz/Sor 0
Components: V, S
Casting Time: One action
Range: 20 feet
Area: 20-foot radius centered around you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You learn the name and race of the last creature with
Intelligence 3 or higher who occupied the area for at least
1 round. You also learn how long ago this creature occupied
it. This spell proves very useful for tracking (or avoiding) foes.
Rogue’s Stab
Transmutation
Level: Asn 1, Blk 1, Brd 2, Rgr 1, Wiz/Sor 2
Components: V, S
Casting Time: One action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The target gains the ability to make sneak attacks as a
rogue against opponents denied their Dexterity bonus or
those that are flanked. The target inflicts +1d6 points of
damage making such an attack. If the target can already
make sneak attacks, the damage she inflicts with her sneak
attacks increases by +1d6.
Safe Search
Abjuration
Level: Brd 1, Rgr 1,
Wiz/Sor 1
Components: V, S
Casting Time: One
action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You can thoroughly search an object or area (within the
limits of the spell’s duration) without fear of personal harm.
While searching an area slowly and carefully, you will not set
off traps, although other actions—such as stepping on a
pressure plate—may still activate one. Neither will you
unleash curses or contract a disease when you perform a
search, even of dangerous, trapped, or hazardous substances.
However, this spell does not influence whether characters
find what they’re searching for—they still must succeed at a
Search check.
Sample
Abjuration
Level: Wiz/Sor 0
Components: V, S, F
Casting Time: Full round
Range: Touch
Target: 1 ounce of a liquid or solid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You gather a small bit of some hazardous or potentially
hazardous substance and magically place it within a crystal
flask—casting the spell transports the sample into the
flask instantly. Sample protects you from harm in the
process. You don’t even have to physically touch the substance.
This spell allows you to safely handle and store, for
instance, poison from a wyvern’s stinger, a small amount of
acid found in an ancient vat, or a tiny piece of a diseaseridden
robe.
Focus: A crystal flask worth at least 10 gp
Transcribe
Transmutation
Level: Brd 0, Clr 0, Wiz/Sor 0
Components: V, S
Casting Time: Full round
Range: Touch
Target: One piece of paper or parchment up to 1 foot square
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You fill a piece of paper or parchment up to 1 foot square
with nonmagical text of your choosing. For example, if you
needed to create a message to give to a courier or leave for a
friend, you could do so instantly. You can make such a transcription
only in languages you know. The resulting text
appears in your handwriting.
Web Splat
Conjuration (Creation)
Level: Wiz/Sor 0
Components: V, S
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Area: 3 inches by 3 inches
Duration: 1 round/level or until destroyed
Saving Throw: Reflex negates
Spell Resistance: Yes
You create a tiny bit of spiderweb that possesses the
strength of an average person. You can use this webbing to
stick two objects together, stick an object to the floor, or
attempt to stick a creature’s foot to the floor or its hand to an
object. You can even attempt to put the webbing over the
creature’s eyes to partially blind it (everything has 50 percent
concealment to the creature). The creature gets a saving
throw, and those who fail it must take a standard action and
attempt a Strength check (DC 10) to tear the webs away.Likewise, if you web
together two objects, a
creature can tear them
apart with a Strength
check (DC 10), using a
standard action. The
webbing can support
about 100 lbs., which
means you could stick a
100-lb. rock to the ceiling
for the duration, if
you wanted. The web
splat can be destroyed in
1 round by fire.
Web Strand
Conjuration (Creation)
Level: Wiz/Sor 1
Components: V, S
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Area: A 1-inch-thick strand that measures 25 feet + 5
feet/two levels long
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
You create a single ropelike strand of spiderweb that possesses
the strength of an above-average person. One end of
the strand is adhesive, the rest is not. You can use the sticky
end to shoot the strand to the ceiling of a cave and swing
across a chasm on it. You could even attempt to stick one
end to a creature so it could not get away. In this case, the
creature gets a saving throw, and those who fail must take a
standard action to attempt a Strength check (DC 15) to tear
the strand away. The web strand can support the weight of
about 200 lbs. If you use it as rope (tying it to something
rather than relying on the adhesive) it proves about twice as
strong as a normal rope. The web strand can be destroyed in 1
round by fire. The strand has a hardness of 2 and 5 hit points
Bestow Malady
Transmutation [Intelligent Item-Affecting]
Level: Sor/Wiz 3
Components: V, S
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Target: One intelligent item
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You give an intelligent item one malady of your choosing,
Charm Item
Enchantment (Charm) [Intelligent Item-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Target: One intelligent item
Duration: One hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes an intelligent item regard you as its
trusted friend and ally. If the item is currently under threat
or attack by you or your allies, however, it receives a +5
bonus on its saving throw.
The spell does not enable you to control the charmed item,
but it perceives your words and actions in the most favorable
way. You can try to give the item orders, but you must win an
opposed Charisma check to convince it to do anything it
wouldn’t ordinarily do (retries not allowed). A charmed item
never obeys self-destructive or obviously harmful orders. Any
act by you or your apparent allies that threatens the charmed
item breaks the spell. Note also that you must speak the
item’s language to communicate your commands, or else be
good at pantomiming
Dominate Item
Enchantment (Charm) [Intelligent Item-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: One action
Range: Medium (100 feet + 10 feet/level)
Target: One intelligent item
Duration: One day/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You can control the actions of any intelligent item.
Through this spell you establish a telepathic link with the
subject’s intelligence. If you share a common language, you
can generally force the item to perform as you desire, within
the limits of its abilities. With no common language, you
can communicate only basic commands, such as “come
here,” “go there,” “fight,” “stay still,” etc. You know what
the subject is experiencing but receive no direct sensory
input from it.
Subjects resist this control, and those forced to take actions
against their natures receive a new saving throw with a bonus
of +1 to +4, depending on the type of action required. Subjects
do not carry out obviously self-destructive orders. Once you
establish control, there is no limit to the range at which you
can exercise it, as long as you and the subject are on the same
plane. You need not see
the subject to control it.
Magic circle against
evil or a similar spell
can prevent you from
exercising control or
using the telepathic link
while the subject
remains so warded, but
it does not prevent the
establishment of dominate
item or dispel it.
Grant Mobility
Transmutation [Intelligent Item-Affecting]
Level: Wiz/Sor 3
Components: V, S,M
Casting Time: One action
Range: Touch
Target: One intelligent item
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An intelligent item that you designate can move as if it
had the Float item feat (see page 53). It can also make
attacks as if it had the Attack item feat (see page 51?).
Material Component: A feather
Grant Senses
Transmutation [Intelligent Item-Affecting]
Level: Wiz/Sor 2
Components: V, S
Casting Time: One action
Range: Touch
Target: One intelligent item
Duration: One minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An intelligent item that you designate now can see
and hear.
Grant Speech
Transmutation [Intelligent Item-Affecting]
Level: Wiz/Sor 2
Components: V, S
Casting Time: One action
Range: Touch
Target: One intelligent item
Duration: One minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An intelligent item that you designate now can speak,
using any language that you know.
Stun Item
Enchantment (Compulsion) [Intelligent Item-Affecting]
Level: Clr 2, Wiz/Sor 2
Components: V, S
Casting Time: One action
Range: Touch
Target: One intelligent item
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You stun an intelligent item, preventing it from taking any
actions or allowing another to use its powers. A magic sword
is still a sword, however, and can be used as such.
Abuashne (Share Armor)
Abjuration
Level: Wiz/Sor 3
Components: V, S, Dragon Magic
Casting Time: One action
Range: Touch
Target: One creature
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
The caster transfers some of his or her natural armor
bonus (up to half the caster’s total bonus) to the chosen target,
who gains the benefit of it. This natural armor bonus
stacks with existing natural armor bonuses that the target
may have, but it does not stack with multiple castings of this
spell (whether from the same caster or others)
Cuigna Arthanath (Consume Man)
Necromancy [Death]
Level: Wiz/Sor 9
Components: V, S, Dragon Magic
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Target: One humanoid
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Calling upon ancient pacts and forgotten powers, the dragon
(or dragon mage) annihilates a humanoid target, causing
the target to cease to exist. Only a wish or miracle spell, followed
by a true resurrection, can restore the target to life again.
Targets who make their saving throws suffer 10d6 points
of damage.
Detoim Nar (Guided Strike)
Divination
Level: Wiz/Sor 2
Components: V, Dragon Magic
Casting Time: One action
Range: Personal
Target: Caster
Duration: 1 round/level or until used
Saving Throw: No
Spell Resistance: No
This spell guides the caster’s claw (or other weapon) with
supernatural knowledge. The next attack the caster makes
during the duration that would miss its target gains a +20
bonus. The spell affects only one attack, and then ends.
Diabolich Portam (Devil’s Gate)
Conjuration (Summoning) [Evil]
Level: Wiz/Sor 7
Components: V, S, Dragon Magic
Casting Time: One action
Range: Close (25 feet + 5 feet/two levels)
Effect: A magical door leading to Hell
Duration: 1 round/level (D)
Saving Throw: No
Spell Resistance: No
The caster creates a doorway of balefire and brimstone.
Once per round, a barbazu, kyton, or erinyes (equal chance
of each) passes through the gate and arrives in the presence
of the caster. If the caster speaks an Infernal word of greeting
(a free action), there is a 50 percent chance the devil will remain and obey the caster’s commands for the duration of
the spell as if summoned by a summon monster spell. If it
chooses not to stay, there is a 5 percent chance that it attacks
the caster for the duration of the spell. Otherwise, it leaves.
If the caster does not speak the word of welcome, the devil
always chooses not to stay.
If the caster moves out of range of the gate, it ceases to
exist and the spell ends. Any summoned creatures disappear
Ferrod Adul Vestorimin
(Vestorimin’s Golden Aura)
Abjuration [Good]
Level: Wiz/Sor 6
Components: V, Dragon Magic
Casting Time: One action
Range: Personal
Area: 20-foot radius, centered on caster
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
Filling the area around the caster with golden light, this
spell acts like an antimagic field, but it suppresses only
magic with the evil descriptor. All such spells and effects
cease to function while in the spell’s area. Evil spells and
magic effects cannot enter the area, and evil spells cast
within the area are nullified and lost. Continuous evil magical
effects brought into the area are suppressed (but not
dispelled). Corporeal undead and evil outsiders can enter
the area, but evil creatures summoned or conjured cannot,nor can incorporeal undead. Spells and effects unaffected
by antimagic field, including artifacts, remain unaffected by
this spell as well.
Garris Adon (Seeming of Form)
Illusion (Glamer)
Level: Wiz/Sor 2
Components: V, S, Dragon Magic
Casting Time: One minute
Range: Touch
Target: One nonliving object no larger than the caster
Duration: One hour/level (D)
Saving Throw: Will negates (object) and Will disbelief
(if interacted with)
Spell Resistance: Yes (object) and No
This illusion makes an object seem to all senses to be
something else. The caster can change the shape, texture,
color, and smell as desired, and can even change the size by
one category. The spell also grants an object the inherent
qualities of another object—a chair can be wielded as a
battleaxe, or a table can serve as a hinged door.
However, the object retains its original hardness and hit
points. Objects not actually weapons used as such suffer a
–1 attack and damage penalty. This spell cannot bestow magical
abilities, nor grant masterwork quality. Magical qualities
in an item remain inaccessible while the character attempting
to use the item believes in the illusion.
Unattended magical items, and those in the possession of
another, get a saving throw to resist the effects of this spell.
Harroc Adulese (Hunter Serpent)
Evocation
Level: Wiz/Sor 5
Components: V, S, M, Dragon Magic
Casting Time: Full round
Range: Personal
Effect: One magical serpent
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The caster creates a serpent made of red energy that appears
in his talon (or hand). The caster then whispers a type of creature
(humanoid, fey, magical beast, etc.) to the hunter serpent
(as a free action). The serpent immediately flies through the
air at a speed of 90 feet toward the nearest creature of that
type. It travels until it reaches an appropriate target, no matter
how far it must travel, at which point it makes a touch attack
with a +10 bonus. If successful, it inflicts 1d6 points of damage
per caster level (maximum 15d6) and 1d3 points of
Strength damage as well. After the attack, it disappears.
The hunter serpent always goes for the closest appropriate
target, even if, as it travels toward one, the situation changes.In such a case, it immediately switches targets. The hunter
serpent cannot travel through matter. If the nearest target of
the named type remains within a closed area (such as in a
castle with all windows and doors shut), it waits for one
hour outside the area. If still unable to find an appropriate
target, it disappears. If, however, a closer appropriate and
available target appears during that waiting period, it leaves
to pursue that target.
There is a drawback to using the spell. As the hunter serpent
strikes, it speaks. It names and describes the caster and
gives his or her general current location—even if that location
changed since the spell’s casting. It speaks in whatever
language is appropriate to the target, or Common if the target
has no language. For example, the hunter serpent says, “I
am sent by Talgorim, the Black Dragon, who waits six miles
to the south in his lair.”
Material Component: A snake fang
Ilrosos Tobor (Roses of Life)
Conjuration (Healing)
Level: Wiz/Sor 4
Components: V, S, M, Dragon Magic
Casting Time: 10 minutes
Range: Touch
Effect: One magical rose/level
Duration: One hour/level
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
The caster creates roses made of glistening (positive)
magical energy. Characters can use one of these roses at
any time during the duration to heal themselves of 1d8
points of damage as a standard action. Thus, casters can
keep the roses they create for later, they can use them
immediately, or they can give them to allies. One also can
use a single rose to make a touch attack against an
undead creature that inflicts 1d8 points of damage as a
standard action.
Material Component: Crumbled rose petals and powdered
ruby worth at least 300 gp
Jisgus Sepa (Disguise Soul)
Necromancy
Level: Wiz/Sor 8
Components: V, S, Dragon Magic
Casting Time: One action
Range: Touch
Target: The caster and one creature
Duration: One year/level (D)
Saving Throw: No
Spell Resistance: Yes
This spell makes the caster’s soul appear to be the soul of
another creature and vice versa to all spells that target souls.Spells that target souls include any spells that require a caster
to know the name of the target or spells that require
preparation ahead of time regarding a specific target (like
binding), scrying, and similar divinations, and obviously soulrelated
spells like soul bind. Thus, someone attempting to
cast binding on a target with this spell cast would bind the
wrong target.
Kevessa Gul (Spines of Death)
Conjuration (Creation)
Level: Wiz/Sor 5
Components: V, S, Dragon Magic
Casting Time: One action
Range: Personal
Target: Caster
Duration: 1 round/level
Saving Throw: No (see text)
Spell Resistance: No
This spell conjures eight spines to grow on the caster’s
body. The caster can hurl them like longspears (with no proficiency
penalty), up to six at a time as a standard action,
with each spine requiring its own attack roll. The spine bearer
cannot target multiple foes in a single attack volley. Each
spine deals 1d8 points of damage (plus the caster’s Strength
modifier) as well as poison, with venom that inflicts 1d4
Constitution/1d4 Constitution. Those hit by the spines must
make a Fortitude save to avoid the effects of the poison.
In melee, the dragon (or dragon mage) can make attacks
with the spines as nonreach weapons that he is proficient with.
He deals 1d8 points of damage plus his Strength modifier no
matter how many spines he currently has. Each successful
strike with a spine in melee potentially injects poison as well.After throwing a spine, the dragon (or dragon mage) grows a
new poisoned spine each round of the spell’s duration, or until
he has eight again (he can never have more than eight spines at
once). So if, on the first round, the caster hurls six, he has two
left. But next round he grows another, so he has three. He can
wait 3 rounds more—perhaps making melee attacks during
that time—to get six, and then hurl them all at once, or hurl
three now and one each round thereafter, and so on.
If the caster is grappled, the grappler automatically suffers
spine damage and must make a save to resist the poison.
Margul (Dreaded Freeze)
Enchantment (Compulsion) [Mind-Affecting]
Level: Wiz/Sor 1
Components: V, Dragon Magic
Casting Time: One action
Range: Medium (100 feet + 10 feet/two levels)
Target: One creature/five levels
Duration: 1 round (D)
Saving Throw: Will partial
Spell Resistance: Yes
The target(s) of this spell freezes motionless, as described
in hold person. Targets who succeed at a saving throw still suffer
a –1 penalty to attacks, saves, and checks for the duration.
Noness Toma (Slip Between Sight)
Illusion (Figment)
Level: Wiz/Sor 1
Components: V, Dragon Magic
Casting Time: One action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This illusion obscures accurate vision. The caster gains a
+5 bonus to Hide checks and does not necessarily need
something to hide behind (but he must remain unobserved
while initially hiding). This spell negates any size penalties
as they apply to Hide checks.
Pretur ar Nuade (Hoard Ward)
Transmutation [Teleportation]
Level: Wiz/Sor 8
Components: V, S, M, Dragon Magic
Casting Time: 10 minutes
Range: Touch
Area: One 10-foot cube/level (S)
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The caster creates a powerful protective ward throughout
an area. If anyone enters the ward other than the caster or
those named by the caster at the time of casting, this spell
teleports the intruders to a specific location designated at the
time of casting, with none of their equipment. The equipment
remains in the ward, although intelligent magic items are
immune and do travel with the wielder, if they so choose.
Material Component: Gold dust worth at least 1,000 gp
Temporal Venom
Conjuration (Creation)
Level: Wiz/Sor 3
Components: V, S,M
Casting Time: One minute
Range: Touch
Effect: One dose of venom/level
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You create a number of drops of a magical “poison” that
you can deliver by a touch attack or put on a weapon for use
against a struck foe. Rounds the venom spends on a weapon
or your hand count against the total duration. Unlike true
poisons, there is no secondary effect a minute later, but creatures
immune or with
special resistances to
poison gain no benefit
against this spell.
Those afflicted with
temporal venom find
their ability to interface
with time damaged.
Their movements
become erratic, and they almost seem to flicker or stutter in and out of reality. At
the beginning of each round, roll on the following table to
determine the effects on the victim:
1d20 Effect
1–4 Victim “flickers” in time and gets no action this
round. Victim is unaware of time passing.
5–8 Victim “blinks” to a random spot within a single
move for that character (a spot she could physically
reach), although she retains no memory of
moving there (nor does anyone else).
9–10 Victim moves slowly, getting only a partial action
this round.
11–12 Victim can act normally but cannot sense anything
around her this round. She becomes effectively
blind and deaf, with no sense of smell or touch.
13–14 Victim appears disoriented as she stutters and
strobes through reality for a round. She suffers a
–4 circumstance penalty to attack rolls, saving
throws, and checks.
15–18 No effect. Victim can act normally for 1 round.
19–20 Victim speeds up in time, getting an extra partial
action this round.
The elven starlight mages created this spell centuries ago.
It is said to tie into the time-related (or time-resistant) properties
of the stars themselves.
Material Components: A mirror created under the stars at
night, and a drop from a basin of water with 1 gp worth of
powered silver in it
Vessa Kornari (Steal Heart)
Necromancy
Level: Wiz/Sor 7
Components: V, S, Dragon Magic
Casting Time: Full round
Range: Touch
Target: One corpse
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
The heart of a dead creature (or portion of the creature’s
body with similar symbolic importance) is torn from the
corpse and placed in the caster’s talon (or hand), whereupon
the caster must eat it. Thereafter, the dead creature cannot be
brought back to life until the dragon (or dragon mage) dies
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