Custom Spells

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Arcane Spells

Cantrips

Assay Entity

Level: Wizard/Sorcer 0
School: Divination
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Saving Throw: None
Spell Resistance: No

You speak the words and point in a dramatic gesture at your intended target, and the abilities, physical and otherwise, of the creature begin to unfold in your mind.

The subject of the spell has it's features copied for later use in the creation of Arcane Manifestations

OOC Note: Casting this spell on yourself allows you to manage your summons.

Detect Magic

Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
School: Divination
Components: V, S
Casting time: 1 standard action
Range: 60 ft
Area: Cone-shaped emanation
Duration: Concentration, Up to 3 rounds (D)
Saving Throw: None
Spell Resistance: No

Irritated by the incompetence of arcane casters to perceive magic without having to experiment with an item, Skiah spent countless hours trying to figure out a new pattern from the Obelisk to allow him to do such.

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round Presence or absence of magical auras

2nd Round Number of different magical auras and the power of the most potent aura

3rd Round The strength and location of each aura. If the items or creatures bearing the auras are in line of sight.

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Prestidigitation

RP ONLY - this spell is not selectable in game. At DM discretion you can exchange a cantrip for a use of this spell.

Prestidigitation categorization is thanks to Adept Myl'eathelin Nae'lynl'ean.

Components: verbal (runic pronunciation including effect designation) and somatic (control gesture)
Casting speed: Normal (performance of components under normal speed)
Affected field: Variable targets or effect radius within a few feet
Effect duration: Variable to a span from instant to approximately one hour, independent of casting skill.
School theory alignment: Core (no school alignment)

Prestidigitation is a basic cantrip often taught in the basics of Arcane Theory due to more than a few reasons. It encompasses the core principles of spell formation, including variable effects, targets and duration, but maintains a minimal complexity. It is both easy to understand and flexible in its demonstration capabilities. Its potential sometimes goes beyond simple convenience, allowing for tasks that would take a very long time or would simply be impossible by mundane means, but its effects could never be considered "powerful". Still, it proves to be extraordinary practice to a novice caster's willforming and often one's work on imagination, too.

Well known effects include the following:

Alteration

[This option approximates an alignment to Transmutation]
A small, light, simple, unenchanted object can be transformed to a similar one. Mass and volume are mostly maintained (variance factor never exceeds 10%), and the attempted complexity of the resulting object is a factor for spell failure. The object remains within the same core material group (e.g., animal, vegetable, mineral). Alterations of volatile substances or complex items lasts for seconds, while alterations of relatively static items can last up to an hour.
Examples of use: Changing an apple to a pear, water to ale, a coin to a ring, a piece of wood to a scrap of paper.

Clean

[This option approximates an alignment to Transmutation]
Any diminutive foreign objects or material of different composition than the host on the target object or area are transformed into a faintly lingering luminescent material which fades in approximately one minute, leaving no traces. The targeting options include a single object of a volume of approximately 1 cubic foot or an area of 1 square foot on a larger surface. The caster can maintain concentration on this effect to continue it on a different object or area, for up to ten minutes. Objects affected by this effect are permanently lost, although it appears that high density objects are not affected, such as gold or gem dust.
Examples of use: Clean dirt or dust, remove stains from clothes, sterilize healing implements, remove mold from food.

Color

[This option approximates an alignment to Illusion and Transmutation]
The color of a single object of any complexity can be enhanced, reduced or changed. Each color on the targeted object can be altered separately, although all alterations must remain in the visible spectrum.
Enhancing or reducing the hue of an existing color by a factor of up to 30% on an inorganic target is permanent.
Changing the target's colors affects the duration of the effect, from a few minutes for dozens of wildly altered colors to one hour for a single-colored object changed to another color. This effect cannot introduce patterns to a color, although it can emulate the removal of patterns by changing both affected colors to the same one.
Examples of use: Restore color to faded clothes, restore visibility to fainted letters, hide spots of blood on a carpet, hide words on a parchment.

Combust

[This option approximates an alignment to Evocation]
A combustible material is set on fire. This effect requires a few seconds of concentration, often leading up to a minute, rendering it useless against mobile targets. The target must be readily combustible by an open flame to be affected by this effect.
Examples of use: Light a campfire, light a torch, set spilled oil on fire

Count

[This option approximates an alignment to Divination]
A single object is targeted. The number of all objects of a similar size, material and shape within 10 feet is known to you, excepting those hidden by magic or behind a barrier of three feet of wood or soil, one foot of stone or one inch of metal.
Examples of use: Count the gold pieces on a hoard, find out if there is another gem like the one you found nearby.

Discern Material

[This option approximates an alignment to Divination] A single, inanimate object is targeted. A generic composition of its main materials (those which are included for more than 5% of the object's mass) is known to the caster. Attempting this effect on an enchanted object will always return the result of "magic", regardless of material composition.
Examples of use: Find if a gold coin is genuine, learn the metal of a sword's construction, identify alloys.

Flavor

[This option approximates an alignment to Illusion]
A single object or a contained mass of approximately the same distribution of material within its volume can be affected to change its current flavor. To alter an existing flavor, the caster must know the current flavor. To set a completely different flavor, the caster must know the intended flavor. Results obviously vary depending on the caster's experience with flavors, but they are always a complete illusion, not affecting the target's actual quality or nutritional characteristics.
Examples of use: Maintain a wine's taste to conceal poison within, change a medicine's taste to pleasant for a patient, or bad to prevent children using it accidentally.

Gather

[This option approximates an alignment to Transmutation]
A single, small object is targeted. All objects of similar size, material and shape within 10 feet from it are gathered around it in a neat pile. High mass of the targeted object may hinder the total of gathered objects by effectively reducing the affected radius. Placing the targeted object within a container prior to using this effect will result in the gathering within the container (unless it is sealed).
Examples of use: Pick up the coins from an area, separate spilled salt from sugar, remove all worms from a pile of apples.

Lift

This spell was developed by Abelia La Dorotea as she undertook further studies in telekinetic phenomena.

[This option approximates an alignment to Transmutation]
A single object weighting no more than one pound is rendered completely weightless for up to an hour. All other external forces, like a push or friction are applied normally. The object's mass is unaffected by the spell. Upon the end of the spell's duration the weight of the object resumes its effect upon it, the object dropping to the surface below if otherwise unsupported. The caster may terminate the effect of the spell at will.
Examples of use: Lift a rose certainly to the maiden at the balcony, toss a potion to a friend without fear of fall. Combine with Maneuver to retrieve a dropped handkerchief from the floor below or a key hanged across a cell.

Maneuver

[This option approximates an alignment to Transmutation]
One flexible object of high relative tensile strength - such as a rope, cord, string or twine - can be moved in specified patterns without touch. The accuracy of that control is inversely proportional to the mass of the object.
Examples of use: Gather a spread rope to a coil, tie one's bootlaces together, sew a patch on a cloak, stitch a wound closed.

Moisture Control

[This option approximates an alignment to Conjuration]
A single object can be dried, removing all excess moisture, or dampened. The effect is instant and permanent in both cases, although the object's state can be changed back as normal. Using this effect on a mass of contained liquid will aid or hinder evaporation by a factor of 10% for one hour.
Examples of use: Dampen a cloth for cleaning or medical use, dry an article of clothing, dry an applied bandage to aid blood clotting

Polish

[This option approximates an alignment to Abjuration]
A single object is enhanced so that its material rejects non-magical interactions of a microscopic scale. This results in an immediate and obvious luster as if the material of the object has never weathered the ravages of air and moisture. This luster will remain intact from any non-magical effects for up to an hour, depending on the complexity of the object, after which it can start becoming dull as normal.
Examples of use: Polish a shield, prevent a weapon from damage by acid for up to an hour, keep boots polished while walking through mud.

Sketch

[This option approximates an alignment to Illusion]
A two-dimensional visual figment is created. The complexity of the figment depends on the imagination of the caster - mimicking something the caster has seen is simple, but its size cannot exceed 1 square foot. The image can be displayed hanging in the air, in which case it is immobile and lasts for one minute, or placed on an object where it remains on its surface for one hour.
Examples of use: Displaying the face of a seen criminal to guards, superimpose an image on a scroll to hide the message underneath.

Temperature Change

[This option approximates an alignment to Transmutation]<br< A single object or a contained mass of approximately the same distribution of material within its volume can be affected to change its current temperature by up to approximately 5 Standard degrees (41 Imperial degrees) towards either 0 Standard (32 Imperial) or 60 Standard (140 Imperial). These are also the limits of the temperature change, and any object below 0 Standard degrees or above 60 Standard degrees is unaffected by this effect. There is a deviation of observed temperature change tied to the target's mass, with a mass over 5 kg (aprx. 10 lb) featuring obvious deviation from the intended effect. The duration depends on the complexity of the target and can last for up to one hour for simple materials and objects.
Examples of use: Chill the contents of a mug, warm a blanket.

Read Magic

Level: Brd 0, Clr 0, Drd 0, Rgr 1, Sor/Wiz 0
School: Divination
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instant

Having enough experience with other forms of magic back in Halmor, Skiah knew better than to read aloud magical invocations and runes found in long forgotten places. But aside from traps, such runes might hide the knowledge he required to better understand the Obelisk.

By means of read magic, you can decipher magical inscriptions on books & scrolls and the like that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained within the writing, although it may do so in the case of a cursed scroll.

First Circle

Appraising Touch

Level: Bard 1, Sorcerer 1, Wizard 1 School: Divination
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Yourself
Duration: 1 hour/level

Encircling your eye with thumb and forefinger as if holding a jeweler's lens, you speak the arcane words that complete the spell. Objects near you suddenly seem clearer, more in focus. You note blemishes and imperfections you had missed before.

You gain an intuitive insight into the value of objects you come into contact with. You gain a +10 insight bonus on Appraise checks to determine the value of items you touch while this spell is in effect. Using the Appraise skill in this fashion requires 2 minutes instead of the normal 1 minute.

Even if you fail an Appraise check while this spell is in effect, you never mistakenly estimate the worth of an item by more than 50%.

Benign Transposition

Level: Sorcerer/Wizard 1
School: Conjuration (Teleportation)
Components: V
Casting Time: 1 action
Range: Long
Target: One Ally and yourself
Duration: Instant
Metamagic: Silent, Quicken

While working on a complex arcane equation, Mara Guisepi used some of her findings to develop two simpler spells that would allow her to change position in space with either a willing ally or an unwilling creature. This is the first transposition spell she developed'.'

You and target Ally instantly swap positions. Objects carried by you and the Ally go with them, but other creatures do not.

This spell only works on players, not on summons, familiars, companions or henchmen.

Create Manifestation I

Level: Wiz/Sor 1
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells creates a Manifestation that fights for you to the best of its ability.

Delve Vein

Caster Level(s): Sorcerer / Wizard 1
School: Divination
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One continuous vein of ore
Duration: Instant
Save: No
Spell Resistance: No

Devloped by the Arcanist Thraximunder this spell, when cast on an Ore Vein, will give the approximate amount of 5.1 Pound Nuggets of ore contained therein.

Erase

Spell School: Transmutation
Level: Bard 1, Wizard/Sorcerer 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One scroll or page
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

In one of his more fiscally challenged moments Edan Cohen set out to create a spell that would allow him to save money on expensive parchment and vellum. Though it was eventually a success, it should be noted that if not for a well placed candle the creator would have met an unfortunate and somewhat ironic end during the testing phase.

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check). If you fail to explosive runes, a glyph of warding or a sepia snake sigil, you accidentally activate that writing instead.

Sudden Impact

Level: Sorcerer/Wizard 1
School: Evocation
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: One melee weapon
Duration: Till the end of your next round
Metamagic: Quicken, Silent, Still, Extend.

Annoyed by his inability to do much damage with his rapier, Soral turned to magic to solve his problem. After long hours of research, study and sudden explosions he finally managed to get this spell to work.

Adds 5d4 magic damage to a weapon for the next round

Second Circle

Baleful Transposition

Level: Sorcerer/Wizard 2
School: Conjuration (Teleportation)
Components: V
Casting time: 1 standard action
Range: Long
Target: One creature and yourself
'Duration: Instant
Save: Will Negates
SR: Yes
Metamagic: Silent, Quicken

While working on a complex arcane equation, Mara Guisepi used some of her findings to develop two simpler spells that would allow her to change position in space with either a willing ally or an unwilling creature. This is the second transposition spell she developed.

You and target creature instantly swap positions. Objects carried by you and the creature go with them, but other creatures do not. If the creature succeeds on its Will save, the spell is negated.

Boomstick

Level: Sorcerer/Wizard 2
School: Evocation
Components: V, S
Range and Target: 1 staff or club
Target: One creature and yourself
'Duration: 1 round / level

While adventuring with a mage by the name of Marcus, Mara Guisepi was impressed by his reckless use of explosive magic to obliterate everything in his path. This inspired her to design a special evocation that she could use to enchant her staff with sonic kinetic energy, releasing upon every successful strike of her stick a tremendous booming sound.

You enchant your weapon with explosive sonic force. Every time it hits something, it releases a burst of sonic energy in a 10' radius that does an additional 1d6 damage to everyone in range. (Fortitude save for half).

The caster and his allies are affected by this as well, unless they take the proper precautions to prevent the damage.

Comprehend Languages

School: Divination [Mind Affecting]
Level: Brd 1, Sor/Wiz 2, Clr 2
Casting Time: 1 Standard Action
Range: Medium
Target: one creature
Duration: 10 mins/level
Save: Will negates
SR: Yes


Frustrated with his inability to communicate with native races in their own language, especially those with no knowledge of the Trade Tongue, the mage Claude Avarell started developing a spell to help with the problem. As a result, he found a way to tap into the mind of any creature and understand their language.

The caster will understand anything the target says, regardless of language spoken in. He cannot speak in the same language, and the spell doesn't help the target understand the caster, nor the caster understand others speaking with the same language as the target.

Create Manifestation II

Level: Wiz/Sor 2
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells creates a Manifestation that fights for you to the best of its ability.

Glitterdust

Level: Sorcerer/Wizard 2
School: Conjuration
Components: V, S
Range: Medium
Area: 10' Radius sphere
Duration: 1 Round/level
Save: Will negates
Metamagic: Still, Silent, Quicken, Extend, and Persistent

After adventuring for a while Soral came to the realization that if he found to take advantage of his special training in battle he could inflict far more damage on his enemies, normally this would require that the target be distracted, but Soral often went out alone, so he turned to distract his enemies and give him openings. After some time he came to the conclusion that blinding opponents would be most effective, so he set out to create a spell that would blind many opponents at once, he eventually came up with this spell.

All creatures in the area of effect are blinded and lose invisibility, and suffer a -40 to hide for the duration of the spell.

Lesser Orb of Destruction

Level: Sorcerer/Wizard 2
School: Conjuration
Components: V, S
Casting time: 1 standard action
Range: Medium
Target: Single
Duration: Instant
Save: None
SR: No

Veron A. Leonset studied the properties of the elements: fire, water, air, and earth. He combined all of the elements into one small orb. When launched at his opponents the elements clash erupting a sonic force that erupts on impact.

An orb of chaotic energies about 2 inches across shoots from your palm at its target dealing 1d8 points of elemental damage. The damage is divided between fire, cold, electricity, acid and sonic subtypes. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum 5d8 at 9th level or higher.


Lock

Spell level: Sorcerer/Wizard 2, Knowledge Domain 2
Innate level: 2
School: Transmutation
Components: Verbal
Range: Personal
Target/Area: Up to two locks which must be on the same object
Duration: Instantaneous
Save: None

Curious that ancient texts would refer to a spell capable of manipulating locks, but that current knowledge seemed to address only a portion of that function, Abelia La Dorotea began working with the arcane runic scripture of various spells to include the Knock spell itself. Her research was finally realized with the means by way of an arcane spell to manipulate a locking mechanism such that it would lock with its casting and leave the lock otherwise unaffected and fully functional.

The target lock becomes firmly locked, but otherwise is still fully functional.

Third Circle

Create Manifestation III

Level: Wiz/Sor 3
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells creates a Manifestation that fights for you to the best of its ability.

Force Wave

Level: Sorcerer/Wizard 3
School: Evocation [Force]
Components: V, S
Range: 10' Radius
Target: Wave of force centered on caster
Saving Throw: None
SR: Yes
Metamagic: Still Silent, Quicken

One of a trio of spells 'liberated' by the mage, Marcus Auror, from an unknown source. When asked, his only reply on the subject was "Acquisition of Knowledge is the only reason to resist the embrace of final death. I will not allow this knowledge to be selfishly kept by one man."

The spells initiates a Knockdown against all creatures within a 10' radius with a +10 bonus to your roll.

Icelance

Level: Druid 4, Sorcerer 3, Wizard 3
School: Transmutation
Components: Verbal, Somatic
Range: Long (40 meters)
Area of Effect/Target: One creature
Duration: Instant
Save: Fortitude partial
Spell Resistance: Yes

The caster must make a ranged touch attack. If successful, the target takes 5d6 Piercing, 5d6 Cold damage and is stunned for 1d4 rounds (Fortitude negates stunning).

Imbue Knowledge

Level: Sorcerer/Wizard 3
Components: V, S
Range: Touch
Target: 1 item
Duration: 10 min/level
Metamagic: Still, Silent, Quicken, Extend, Persistent

A targeted item gains +1 to each and every knowledge skill. Multiple castings of this spell stack.

Nondetection

Level: Ranger 4, Sor/Wiz 3, Trickery Domain 3
School: Abjuration
Components: V, S
Range: Touch
Target: One Creature
Duration: 1 hour / level

After having assassins, Black Bazzar mages, and other nefarious individuals with bad intentions track and pester her, Mara Guisepi spent some time developing an arcane invocation that would allow her to avoid various divinations.

The warded creature is invisible to all spells such as Detect Alignment, Detect Person, and most Divination spells that target the caster.

Rainbow Blast

Level: Sorcerer/wizard 3
School: Evocation [Light]
Components: V, S, M
Casting Time: 1 standard action
Range: Long
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex for half
Spell Resistance: Yes

Radiant Arcane Intense Narrow Beamed Omni-elemental Weapon!

From your splayed fingers shoots a beam of mixed energy and multi-hued lights. The beam burns and freezes, sizzles and screams. This spell is a wide-spectrum blast of radiant energy composed of all five energy types. Rainbow blast deal 1d6 points of damage from each of the five energy types (acid, cold, electricity, fire, and sonic), for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type of damage.

As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of damage, at 9th level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of damage—one die for each of the five energy types.

Sunlight

Level: Bard 3, Cleric 3, Druid 3, Sorcerer/Wizard 3
School: Evocation [Light]
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No

Working from the spells light and sunburst, Scribe Aneesta Cirrculous developed this spell to allow the growing of foodstuffs in the dark, cool days of winter with an eye to sustainable crops for Eramere and Atalan. It is very effective in growing vegetables and low growing fruits. It's effects on tree growth and the Restless were undetermined when she completed the spell creation.

The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Stars of Leeya

Level: Cleric 4, Druid 4, Ranger 4, Sorcerer 3, Wizard 3
School: Evocation
Components: Verbal, Somatic
Range: Long (40 meters)
Area of Effect/Target: One creature
Duration: Instant
Save: None
Spell Resistance: No

The caster launches one twinkling star of energy per 4 levels (max 5) at the target enemy. Each star deals requires a successful ranged touch attack, and if they hit, they deal 1d20 magical damage each.

Water Breathing

Level: Clr 3, Drd 3, Sor/Wiz 3
School: Transmutation
Component: V, S
Casting time: 1 standard action
Range: Touch
Target: Living creature touched
'Duration: 1 hour/level

Long practiced by clerics and druids of Lilianthe, this ability was recently duplicated by an adept of the Obsidian Academy, allowing exploration of ruins found below lakes and rivers.

The transmuted creature can breathe water freely. The spell does not make creatures unable to breath air.

Wind Wall

Level: Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3
School: Evocation [Air]
Components: V, S
Casting time: 1 standard action
Range: Personal
Target: Caster
Duration: 1 round/level

Few can ever be sure of the blessings of Lilianthe, much less agree on the purpose. If there is a purpose you can be sure that this spell makes evident the sheer manifestation of Lilianthe's element. Discovered and bestowed, or perhaps unleashed, upon the world by Lilianthe through her faithful priest, Waynottin of the Four Winds.

You create an invisible wall of wind around yourself. It provides a 30% miss chance vs ranged attacks, immunity to Gust of Wind, Cloud of Bewilderment, Cloud Kill, Acid Fog, Stinking Cloud, and Gaseous attacks (i.e. Green Dragon Breath).

Fourth Circle

Absorb Strength

Level:' Wiz/Sorc 4, Corruption Domain 4
School: Necromancy
Components: V,S
Effect: One Target, Caster Only
Range: Touch
Duration: 10 Min/Level
Save: Fort
0 SR: Yes

In an attempt to increase one's intelligence by reducing the own physical strength, Kell sAcrobaticsd upon a quite different spell... Maybe he shouldn't have practiced the leech physical energy -part that much – the hundreds of bandits and pirates who served as guinea pigs would have welcomed that as well. But now after hard weeks of work he found another use for that energy – draw it from someone else to make yourself even stronger!

You absorb a portion of the target's strength and vitality. You drain 1/4 of the target's strength and constitution scores from them transferring it to yourself as an enhancement bonus.

The bonus to enhancement cannot exceed +12 and cannot bring your stats above 50.

This spell does not effect undead or constructs

Corruption Cost: 1d4 Wis Damage for 1 hour

Arcane Eye

Level: Sor/Wiz 4
School: Divination
Components: V, S
Casting time: 1 standard action
Duration: 1 turn/level
Effect: 1 Magical sensor
Saving Throw: None
Spell Resistance: No

Experiencing no end of frustration from seeing the world through a static, unmoving arcane sensor, the Blindfolded diviner Matthemy Seragrim had determined the methods of strengthening the bond between sensor and receiver. After many days of analysis and experimentation the sensor acquired mobility.

You create a possessable magical sensor. It is similar to a familiar in all ways except that it does not grant you familiar abilities (skill bonuses, touch spell casting, etc).

It has no special vision properties unless it is enchanted with them (cannot see in the dark, cannot see invisible creatures, etc).

Arcane Eyes are invisible and very small, and are near impossible to sense because of this. They are also EYES, not EARS.

Create Manifestation IV

Level: Wiz/Sor 4
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells creates a Bizarre Manifestation that fights for you to the best of its ability.

Dimensional Anchor

Level: Clr 4, Sor/Wiz 4
School: Abjuration
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft +10 ft/level)
Effect: Ray
Duration: 1 min/level
Saving throw: None
Spell resistance: Yes

This spell was first developed to help keep disruptive and troublesome students of the Academy from using the Transposition spells to cause harm and general mischief. It was later discovered the same spell was able to prevent the use of teleportation quite fortuitously.

A green ray springs from your outstretch hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by dimensional anchor include: dimension door, teleport, and similar spell like abilities.

A dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell

Dimension Door

Level: Brd 4, Sor/Wiz 4, Monk 13
School: Conjuration (Teleportation)
Components: V
Casting Time: 1 Standard action
Range: Long
Target: Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired whether by simply visualizing the area or by stating direction. After using this spell, you cannot take any other actions until your next round.

Extract Ore

Caster Level(s): Sorcerer / Wizard 4
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One continuous vein of ore
Duration: Special
Save: No
Spell Resistance: No

Devloped by the Arcanist Thraximunder this spell, when cast on an Ore Vein, will mine one 5.1 pound chunk of ore per round. This spell lasts so long as the user maintains contact with the vein. However movement from the location of the spell will disrupt it.

Force Ward

Level: Sor/Wiz 4
School: Abjuration [Force]
Components: V, S
Target: Caster
Duration: 1 round / level One of a trio of spells 'liberated' by the mystic, Marcus Auror, from an unknown source. When asked, his only reply on the subject was "Acquisition of knowledge is the only reason I need when following Ephaesus' tenets. I will not allow this knowledge to be selfishly kept by only one man."

You create a tangible shield of force around yourself. The shield negates all force effects striking it and provides a +20 AC bonus vs incorporeal creatures.

[Force effects include missiles, and all of the "Hand" sequence of spells, along with any other spell with the FORCE descriptor]

Ray of Slumber

Level: Sor/Wiz 4
School: Enchantment (Compulsion) [Mind-Affecting]
Components: S
Casting Time: 1 standard action
Range: Long
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: No
Metamagic: Quicken, Still, Extend

This spell was created by Adept Gralin Hovis.

A blue, sparkling ray shoots from your outstretched fingers, causing the target to fall into a comatose slumber. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.

This spell only affects creatures of up to 8 + 1/2 caster level in Hit Dice. You must also succeed on a ranged touch attack to affect the subject.

Polymorph Self II: The Wild

Level: Ranger 4, Sor/Wiz 4, Innate level 4 School: Transmutation
Components: V
Range: Personal
Target: Caster
Duration: 60 seconds / level

After spending many days meditating within Tir'Ehtele and speaking with the druids there, Sara was finally able to understand how to shift her form from the inside. Though only for a short time, she was able to change into the same form as her companion Kaelle, much to her delight.

You transform yourself into one of the following forms:
Badger, Wolf, Panther, Boar, Brown Bear

Stasis

Level: Wiz/Sor 4
School:' Transmutation
Range: Short
Duration: 1 minute / level
Saving Throw: Fortitude Negates (if hostile)
Spell Resistance: Yes

In an attempt to perfect the art of arcane healing, Mirar Gray stumbled upon a way to, through his speciality of transmutation, control the cells and organic reactions happening within the body of a creature by varying thermodynamic factors. This allowed him to simply paralyze a being, not by will, but to simply put every chemical reaction on which activity depends, to a temporary halt.

You cause a lapse in target's physiological and cognitive function. The target may not take actions or be damaged through the duration of the spell.

Translocation

Caster Level(s): Wizard 4/ Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: See Description
Area of Effect / Target: See Description
Duration: Instant
Save: Will (See Text)
Spell Resistance: Yes

The Zvarkglar scholar Hakkar Khazad began his career in the Academy by delving into the mysteries surrounding instantaneous transport. Specifically, he focused on finding a way to alter the targeting of Benign and Baleful Transport to a single target rather than a switching of places, and to include inanimate objects as well as living beings. His successful experimentation ended with him transporting several large boulders about a field and moving a person from one spot to the next without needing to switch places.

This spell has two mods of operation, the first mode allows you to mark up to four locations in an area (done by casting one of the Location 1 to 4 variants, you can only have four locations in an area marked at once, and it will not overwrite an existing location, unless you have marked another location in a different area first), upon the second casting of your chosen location you, and any allies within 10 feet, will be recalled to the marked location (given mechanical restrictions this cannot be used on enemies, however were you to do so, they would get a will save). The second variation of this spell allows you to recall all summoned creatures to you from wherever they area in the area.

Fifth Circle

Baleful Polymorph

School: Transmutation
Level: Sorcerer/Wizard 5
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will Negates, Fortitude Negates
Spell Resistance: Yes

Developed by Lady Actura of the Obsidian Academy, this spell is meant to render the subject briefly immobile and then change them into a new and harmless form.

The subject of this spell is transformed into a Chicken, gaining all the physical stats there of (including Attack Bonus, and Saving Throws), it however retains it's mental facilities and is capable of understanding speech (though not speaking). It is incapable of using any of it's class features or casting any spells. The subject is entitled to first a Will save (to prevent paralysis), and then a Fortitude Save (to prevent transformation), if it succeeds on either the spell has no effect.


Create Manifestation V

Level: Wiz/Sor 5
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
'Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells creates a Bizarre Manifestation that fights for you to the best of its ability.

Echoing Thunderburst

Level: Wizard 5, Sorcerer 5, Bard 5
School: Illusion
Range: Personal Area of Effect: Huge/Medium (see text)
Duration: 1 Round/level
Save: Will
Spell Resistance: Yes

"Through old Valkshir drumming techniques, Maeva learned how to amplify and repeat the sound of her drum with magic, to stun those nearby with the sound."

Every round, a random nearby enemy in a huge radius around the caster and all enemies within a medium area of effect around it take 2d6 sonic damage (will half). Those who fail their saves are also stunned for a round.

Shadow Evocation

Caster Level(s): Bard 5, Wizard / Sorcerer 5
Innate Level: 5
School: Illusion
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Special
Duration: Special
Save: Special
Spell Resistance: Yes

One of the few things the shadow mage Tarran Horn learned from his father growing up was that a good craftsman always uses the best tool for the job.

One of the first lessons that Tarran learned as an adventurer was that even the best of plans could be thrown into chaos by the introduction of an unforeseen variable.

Respecting the precepts of both lessons, Tarran decided to adapt the subtleties of illusionary shadow magic to create the best tool for when the best laid plans go bust. The result was this spell of utility, which a caster could call on in order to extricate themselves from dangerous situations by means of evocation.

You conjure a shadow variant of one of the following spells: Lesser Missile Storm (Multiple Variant), Scintillating Sphere, Wall of Fire, Rainbow Blast, or Cloud of Bewilderment.

Teleport

Level: Sor/Wiz 5, Travel 5
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You and willing creatures in short radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell instantly transports you and willing creatures within the spell's radius to a destination of known coordinates or the Obelisk. Since the Academy is warded against teleportation, attempting to teleport to the Obelisk results in the nearest valid location, the Church district of Atalan. You can bring along objects as long as their weight doesn’t exceed your maximum load. The spell places safety before precision so attempting to teleport to unknown or uncertain coordinates either fails or teleports to the Obelisk.

Using the spell in the shortest casting possible omits any coordinates. The resulting effect ignores any target within range that the target doesn't implicitly consider an ally, and teleports everyone to the Obelisk.

Alternatively, the spell can be used to align in the caster's location. The process takes a few seconds as the spell evaluates the location and automatically makes the hundreds of calculations necessary to retrieve its coordinates. Unless the caster is distracted or the spell is disrupted, the coordinations of the nearest safe location become known to the caster.

Tongues

School: Divination
Level: Brd 4, Sor/Wiz 5, Clr 5
Casting Time: 1 Standard Action
Range: Touch
Target: one creature
Duration: 1 min/level
Save: Will negates
SR: Yes

Frustrated with his inability to communicate with native races in their own language, especially those with no knowledge of the Trade Tongue, the mage Claude Avarell started developing a spell to help with the problem. As a result, he found a way to tap into the mind of any creature and understand their language.

The target will understand any creature regardless of language spoken, all creatures that can hear the caster will be able to understand him. This does not help with written languages if the target is unfamiliar with the alphabet.

Wall of Force

Level: Sorcerer/Wizard 5
School: Evocation [Force]
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: 1 round /level (D)
Saving Throw: None
Spell Resistance: No

What is that? Some form of barrier? That's brilliant! An unbreakable protective shield! I must know what caused this, my spell couldn't have done that! I'll remember to research that later.
-Roipipithanlten Feln

A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.

The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

Wall of force can be made permanent with a permanency spell.

Wall of Stone

Level: Cleric 5, Druid 6, Earth 5, Sorcerer/Wizard 5 School: Conjuration (Creation) [Earth] Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Stone wall whose area is up to one 5-ft. square/level (S) Duration: Instantaneous Saving Throw: See text Spell Resistance: No

Alright, now how do I get it to fall how I want? - Aulus

Used extensively in the Battle for Torica, this spell is a staple of High Reaches Mages.

This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell1s area by half. The wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the area.

Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

Sixth Circle

Arcane Blade Barrier

Caster Level(s): Sorcerer/Wizard 6
Innate Level: 6
School: Evocation
Component(s): Verbal, Somatic
Range: Medium / Personal
Area of Effect / Target: Wall 30 ft Long / Sphere 30 ft diameter
Duration: 6 seconds / Level
Save: Reflex 1/2
Spell Resistance: Yes

Impressed by the power of the spell, and inspired by one of the Obelisk's many violent reactions to Arcane testing, Gralin spent long months replicating this Divine miracle using the Arcane. Much like its Divine counterpart, this spell evokes a wall of blades that swirl for a duration, damaging any who get within reach of its twirling blades.

Blade Barrier brings into being a 30-ft long and 3-ft wide wall of whirling blades. All those passing through the wall take 1d6 points of slashing damage per caster level (maximum of 15d6).

The Blade Barrier can also be cast as a 30-ft diameter curtain of blades surrounding the caster. Anything caught in the blades takes 1d6 points of slashing damage per caster level (maximum of 15d6). When the spell is used this way, the duration is halved (6 seconds for every two caster levels).

Create Manifestation VI

Level: Wiz/Sor 6
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells creates a Bizarre Manifestation that fights for you to the best of its ability.

Force Missiles

Level: Sor/Wiz 6
School: Evocation [Force]
Components: V, S
Range: Medium
Target: Creatures in a 25' burst / 10' burst
Saving throw: Reflex for half damage
Spell Resistance: Yes

One of a trio of spells 'liberated' by the mystic, Marcus Auror, from an unknown source. When asked, his only reply on the subject was "Acquisition of knowledge is the only reason I need when following Ephaesus' tenets. I will not allow this knowledge to be selfishly kept by only one man."

You create force missiles, 1 for ever 4 caster levels. Each missile does 2d6 damage to a target.

Wall of Iron

Level: Sorcerer/Wizard 6
School: Conjuration (Creation)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Iron wall whose area is up to one 5-ft. square/level; see text
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

Oh I see! You just have to push it! - Aulus

You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

A wall of iron is 1 inch thick per four caster levels. You can double the wall1s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.

Seventh Circle

Arcane Blade Barrier

Caster Level(s): Cleric 6, Sorc/Wiz 7
Innate Level: 6
School: Evocation
Component(s): Verbal, Somatic
Range: Medium / Personal
Area of Effect / Target: Wall 30 ft Long / Sphere 30 ft diameter
Duration: 6 seconds / Level
Save: Reflex 1/2
Spell Resistance: Yes

Impressed by the power of the spell, and inspired by one of the Obelisk's many violent reactions to Arcane testing, Gralin spent long months replicating this Divine miracle using the Arcane. Much like its Divine counterpart, this spell evokes a wall of blades that swirl for a duration, damaging any who get within reach of its twirling blades.

Blade Barrier brings into being a 30-ft long and 3-ft wide wall of whirling blades. All those passing through the wall take 1d6 points of slashing damage per caster level (maximum of 15d6).

The Blade Barrier can also be cast as a 30-ft diameter curtain of blades surrounding the caster. Anything caught in the blades takes 1d6 points of slashing damage per caster level (maximum of 15d6). When the spell is used this way, the duration is halved (6 seconds for every two caster levels).

Create Manifestation VII

Level: Wiz/Sor 7
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells creates a Bound Manifestation that fights for you to the best of its ability.

Eighth Circle

Create Manifestation VIII

Level: Wiz/Sor 8
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells creates a Shaped Manifestation that fights for you to the best of its ability.

Greater Shadow Evocation

Caster Level(s): Bard 8, Wizard / Sorcerer 8
Innate Level: 8
School: Illusion
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Special
Duration: Special
Save: Special
Spell Resistance: Yes

With great power comes great possibility.

Developed by the shadow mage Tarran Horn, this utility spell allows the capable user of illusionary shadow magic to have a wide variety of powerful evocations at their fingertips, all under the guise of a single spell.

You conjure a shadow variant of one of the following spells: Greater Missile Store (Multiple Variant), Firebrand, Arcane Blade Barrier, Wall of Force, and Prismatic Spray

Ninth Circle

Create Manifestation IX

Level: Wiz/Sor 9
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells creates the Beyond Given Form that fights for you to the best of its ability.




Divine Spells

Orisons

Detect Magic

Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
School: Divination
Components: V, S
Casting time: 1 standard action
Range: 60 ft
Area: Cone-shaped emanation
Duration: Concentration, Up to 3 rounds (D)
Saving Throw: None
Spell Resistance: No

Irritated by the incompetence of arcane casters to perceive magic without having to experiment with an item, Skiah spent countless hours trying to figure out a new pattern from the Obelisk to allow him to do such.

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round Presence or absence of magical auras

2nd Round Number of different magical auras and the power of the most potent aura

3rd Round The strength and location of each aura. If the items or creatures bearing the auras are in line of sight.

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Druidcraft

RP ONLY - this spell is not selectable in game. At DM discretion you can exchange a cantrip for a use of this spell.

Components: verbal and somatic
Casting speed: Normal
Affected field: Variable targets or effect radius within a few feet
Effect duration: Variable to a span from instant to approximately one hour, independent of casting skill.
School: Core (no school alignment)

Druidcraft was created by the work of Lyaera Vai'eiryn, after watching the simple but diverse cantrip of prestidigitation being used by mages for so many varying small tasks. The blessing of druidcraft replicates many of the uses of prestidigitation in more natural ways, along with some minor nature-specific blessings.

Well known effects include the following:

Clean

Any diminutive foreign objects, or material of different composition than the host on the target object or area, are gathered from the target and returned to the ground. The targeting options include a single object of a volume of approximately 1 cubic foot, or an area of 1 square foot on a larger surface. The caster can maintain concentration on this effect to continue it on a different object or area, for up to ten minutes.
Examples of use: Clean dirt or dust, remove stains from clothes, sterilize healing implements, remove mold from food.

Count

A single object is targeted. The number of all objects of a similar size, material, and shape within 10 feet is known to you, excepting those hidden by magic or behind a barrier of three feet of wood or soil, one foot of stone, or one inch of metal.
Examples of use: Count the berries on a bush, find out if there is another stone like the one you found nearby.

Dirty

Earth or dust is gathered from the area, and covered upon a single object of a volume of approximately 1 cubic foot, or an area of 1 square foot on a larger surface. The caster can maintain concentration on this effect to continue it on a different object or area, for up to ten minutes.
Examples of use: Minor aid in camouflage, return a campsite area that has been used to one that appears more untouched.

Discern Material

A single, inanimate object is targeted. A generic composition of its main materials (those which are included for more than 5% of the object's mass) is known to the caster. Attempting this effect on an enchanted object will always return the result of "magic", regardless of material composition.
Examples of use: Find if a certain mushroom matches the one you're looking for, learn the wood used in a staff, identify alloys.

Element Trick

A small, fleeting expression of a particular natural element (earth, air, fire, or water) is called upon by the caster. This elemental expression can be summoned at the caster's choice of location within 25 feet.
Examples of use: Conjure a small gust of wind, the smell of damp earth or a skunk, a moment of cool mist on the skin, or a glint of sunlight.

Encourage Growth

A single natural plant, or part of a plant, is encouraged with accelerated growth. This does not harm the plant, and has no other lasting effects.
Alternatively the caster can focus on an area of 1 square foot to encourage multiple plants' growth more slowly. They can maintain concentration on this effect for up to ten minutes, including moving to other areas nearby.
Examples of use: Helping a flower blossom, a seed pod open, or a leaf bud unfurl. Assisting plants to grow in places that are just outside their normal tolerance (with other horticultural care).

Gather

A single, small object is targeted. All objects of similar size, material, and shape within 10 feet from it are gathered around it in a neat pile. High mass of the targeted object may hinder the total of gathered objects by effectively reducing the affected radius. Placing the targeted object within a container prior to using this effect will result in the gathering within the container (unless it is sealed).
Examples of use: Gather all the comfrey roots on your table, separate spilled salt from sugar, remove all worms from a pile of apples.

Lift

A single object weighting no more than one pound is rendered completely weightless for up to an hour. All other external forces, like a push or friction, are applied normally. The object's mass is unaffected by the spell. Upon the end of the spell's duration the weight of the object resumes its effect upon it, the object dropping to the surface below if otherwise unsupported. The caster may terminate the effect of the spell at will.
Examples of use: Lift a rose certainly to the maiden at the balcony, toss a potion to a friend without fear of fall. Combine with Maneuver to retrieve a dropped scarf from the floor below or a key hung across a cell.

Maneuver

One flexible object of high relative tensile strength - such as a rope, cord, string or twine - can be moved in specified patterns without touch. The accuracy of that control is inversely proportional to the mass of the object.
Examples of use: Gather a spread rope to a coil, tie one's bootlaces together, sew a patch on a cloak, stitch a wound closed.

Moisture Control

A single object can be dried, removing all excess moisture, or dampened. The effect is instant and permanent in both cases, although the object's state can be changed back as normal. Using this effect on a mass of contained liquid will aid or hinder evaporation by a factor of 10% for one hour.
Examples of use: Dampen a cloth for cleaning or medical use, dry an article of clothing, dry an applied bandage to aid blood clotting.

Spark

A combustible material is set on fire. This effect requires a few seconds of concentration, often leading up to a minute, rendering it useless against mobile targets. The target must be readily combustible by an open flame to be affected by this effect.
Examples of use: Light a campfire, light a torch, set spilled oil on fire

Warm or Cool

A single object or a contained mass of approximately the same distribution of material within its volume can be affected to change its current temperature by up to approximately 5 Standard degrees ((Celsius)) towards either 0 Standard (32 Imperial) or 60 Standard (140 Imperial). These are also the limits of the temperature change, and any object below 0 Standard degrees or above 60 Standard degrees is unaffected by this effect. There is a deviation of observed temperature change tied to the target's mass, with a mass over 5 kg (approx. 10 lb) featuring obvious deviation from the intended effect. The duration depends on the complexity of the target and can last for up to one hour for simple materials and objects.
Examples of use: Chill the contents of a mug, warm a blanket, cool a cloth to help with heatstroke.

Weatherproof

A single object can be made waterproof for one hour, repelling all moisture. The caster can maintain concentration on this effect to continue to ward a different object or area, for up to ten minutes. When the waterproofing fades, water resistance will remain for up to 24 hours afterwards.
Examples of use: Weatherproof your bandages, protect your hood, cloak, or helmet from a downpour to keep yourself dry.

Read Magic

Level: Brd 0, Clr 0, Drd 0, Rgr 1, Sor/Wiz 0
School: Divination
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instant

Having enough experience with other forms of magic back in Halmor, Skiah knew better than to read aloud magical invocations and runes found in long forgotten places. But aside from traps, such runes might hide the knowledge he required to better understand the Obelisk.

By means of read magic, you can decipher magical inscriptions on books & scrolls and the like that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained within the writing, although it may do so in the case of a cursed scroll.

First Circle

Appraising Touch

Level: Bard 1, Sorcerer 1, Wizard 1 School: Divination
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Yourself
Duration: 1 hour/level

Encircling your eye with thumb and forefinger as if holding a jeweler's lens, you speak the arcane words that complete the spell. Objects near you suddenly seem clearer, more in focus. You note blemishes and imperfections you had missed before.

You gain an intuitive insight into the value of objects you come into contact with. You gain a +10 insight bonus on Appraise checks to determine the value of items you touch while this spell is in effect. Using the Appraise skill in this fashion requires 2 minutes instead of the normal 1 minute.

Even if you fail an Appraise check while this spell is in effect, you never mistakenly estimate the worth of an item by more than 50%.

Call Divine Servant I

Level: Cleric 1, Bard 1
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells summons a Firefly that fights for you to the best of its ability.

Hawkeye

Level: Druid 1, Ranger 1
School: Transmutation
Components: V
'Range: Personal
Duration: 10 minutes / level

This spell gives you the ability to see accurately at long distances. You gain a +5 competence bonus on all spot checks, and a +1 on all attacks.

Longstrider

Level: Drd 1, Rgr 1, Travel 1
School: Transmutation
Components: V, S
Range: Personal
Target: Caster
Duration: 1 hour/level

For several days, Thuldan ran the plains, imagining the touch of his Lady speeding him on. He had no destination except within his mind. He rested only to pray and meditate. On the 3rd day, Thuldan's limbs were so stiff and tired he could barely move them as he rose from his prayers. As he took his first steps , he felt an electric tingle within his legs and he grinned widely. The words spilled forth from his mouth and Thuldan ran easily again, each step sped on by a small electric shock. As he ran, Thuldan laughed wildly. "Thank you, My Lady!"

This spell increases your base land speed by 10 feet.

Summon Nature's Ally I

Level: Druid 1, Ranger 1
School: Conjuration (Summoning)
Components: V, S
Casting time: 1 round
Range: Close (25 ft + 5ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spell summons a wolf that fights for you to the best of its ability.

Second Circle

Adrenaline Surge

Level: Druid 2
School: Transmutation
Components: V, S
Range: 30' Radius centered on you
Duration: 1 round/level

Still flush from his victory in discovering Long Strider, Thuldan sought yet more ways to apply the same principle. While experimenting with expanding the electric field outward from his body. Thuldan found that his summoned animals would behave oddly around him. Frowning to himself in thought, he spend several days tweaking the effect so that it would stimulate their adrenal gland, giving them a burst of strength.

Gives a +4 STR bonus to all your summoned animals in range.

Call Divine Servant II

Level: Cleric 2, Bard 2
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells summons a Cloudwalker that fights for you to the best of its ability.

Comprehend Languages

School: Divination [Mind Affecting]
Level: Brd 1, Sor/Wiz 2, Clr 2
Casting Time: 1 Standard Action
Range: Medium
Target: one creature
Duration: 10 mins/level
Save: Will negates
SR: Yes

Frustrated with his inability to communicate with native races in their own language, especially those with no knowledge of the Trade Tongue, the mage Claude Avarell started developing a spell to help with the problem. As a result, he found a way to tap into the mind of any creature and understand their language.

The caster will understand anything the target says, regardless of language spoken in. He cannot speak in the same language, and the spell doesn't help the target understand the caster, nor the caster understand others speaking with the same language as the target.

Consecrate

Level: Cleric 2
School: Evocation [Good]
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No

This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.

If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.

If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Consecrate counters and dispels desecrate.

Find Traps

School: Divination
Level: Brd 3, Clr 2
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level
Save: Will (harmless)
SR: No

You gain intuitive insight into the workings of traps. You can use the Search and Disable Device skills (if applicable) to detect and disable traps just as a rogue can. In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.

Note that you must be wearing some sort of headgear in order for the trapfinding ability to take effect.

Listening Lorecall

Level: Druid 2, Ranger 2
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 10 minutes / level

You feel conscious of your ears as they warm noticeably. Sounds that seem as though they should be muffled become clear to you. You gain a +4 insight bonus on Listen checks. In addition, if you have 12 or more ranks in Listen, you gain blindsight out to 15 feet. A silence spell or effect negates the blindsight granted by Listening Lorecall.


Make Whole

Spell School: Transmutation
Level: Cleric 2
Components: v, s
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object of up to 10 cu. ft./level

Not satisfied with Mending, Edan continued his prayer and his move to fix that which he had broken, and eventually Ephaesus saw fit to grant him this greater miracle. It is at the same time Edan's greatest success, and ultimately his greatest failure. Not content to take it slowly and simply fix that which he had broken, he overreached and fixed the Obelisk within the goblin city of Hoar's Bastion, spawning events that lead to a bloodbath upon the shores of Lake Snowmyst.

This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).

Summon Nature's Ally II

Level: Druid 2, Ranger 2
School: Conjuration (Summoning)
Components: V, S
Casting time: 1 round
Range: Close (25 ft + 5ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spell summons a dire badger that fights for you to the best of its ability.

Third Circle

Call Divine Servant III

Level: Cleric 3, Bard 3
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells summons a Undine that fights for you to the best of its ability.

Dust Storm

Level: Druid 3
School: Conjuration
Components: Verbal, Somatic
Range: Personal
Area of Effect/Target: Huge (6.67 meter radius)
Duration: 1 Round/Level
Save: No
Spell Resistance: No

The caster surrounds himself in a swirling cloud of dust that provides 30% concealment and deals 1d6 slashing damage to all creatures (apart from the caster) within it every round.

Holy Ice Javelins

School: Transmutation
Level: Clr 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Targets: One or more creatures within a 5' radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The spell creates a number of javelins of frozen holy water equal to your caster level (maximum 15), which hurl themselves toward one or more targets that are no more than 10 feet away from each other. You must succeed at a ranged touch attack with each javelin in order for them to hit. The javelins deal 1d6 bludgeoning damage each, plus 1 point of cold damage and 1 point of divine damage. Against undead, the 1 point of divine damage is increased to 1d6.

Material Component: A flask of holy water.


Pass Without Trace

Spell School: Transmutation
Level: Druid 4, Ranger 3
Innate Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 10 min./level

A veil of shadows and silence radiates from the target, masking them from detection. For the duration the target has a +10 bonus to all Stealth (Hide, and Move Silently) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Summon Nature's Ally III

Level: Druid 3, Ranger 3
School: Conjuration (Summoning)
Components: V, S
Casting time: 1 round
Range: Close (25 ft + 5ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spell summons a dire wolf that fights for you to the best of its ability.

Sunlight

Level: Bard 3, Cleric 3, Druid 3, Sorcerer/Wizard 3
School: Evocation [Light]
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No

Working from the spells light and sunburst, Scribe Aneesta Cirrculous developed this spell to allow the growing of foodstuffs in the dark, cool days of winter with an eye to sustainable crops for Eramere and Atalan. It is very effective in growing vegetables and low growing fruits. It's effects on tree growth and the Restless were undetermined when she completed the spell creation.

The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Ultimate Sacrifice

Level: Cleric 3
School: Conjuration
Components: V, S
Range: Touch
Target: 1 Dead creature
Metamagic: Quicken, Still, Silent

An option granted, that was never used, this prayer was the answer Overseers like Lethe and Faergol would have given to a dilemma faced by a young but devout priestess of Leeya. She chose a way sans sacrifice, a path far more difficult, far more complicated, and far more time consuming. Few know if she succeeded or not. This option remains.

In the ultimate act of sacrifice, a cleric can surrender their life to bring back a fallen friend. The cleric immediately dies. The target is brought back to life with no XP loss and fully rested.

Water Breathing

Level: Clr 3, Drd 3, Sor/Wiz 3
School: Transmutation
Component: V, S
Casting time: 1 standard action
Range: Touch
Target: Living creature touched
'Duration: 1 hour/level

Long practiced by clerics and druids of Lilianthe, this ability was recently duplicated by an adept of the Obsidian Academy, allowing exploration of ruins found below lakes and rivers.

The transmuted creature can breathe water freely. The spell does not make creatures unable to breath air.

Wind Wall

Level: Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3
School: Evocation [Air]
Components: V, S
Casting time: 1 standard action
Range: Personal
Target: Caster
Duration: 1 round/level

Few can ever be sure of the blessings of Lilianthe, much less agree on the purpose. If there is a purpose you can be sure that this spell makes evident the sheer manifestation of Lilianthe's element. Discovered and bestowed, or perhaps unleashed, upon the world by Lilianthe through her faithful priest, Waynottin of the Four Winds.

You create an invisible wall of wind around yourself. It provides a 30% miss chance vs ranged attacks, immunity to Gust of Wind, Cloud of Bewilderment, Cloud Kill, Acid Fog, Stinking Cloud, and Gaseous attacks (i.e. Green Dragon Breath).

Fourth Circle

Bane Bow

Level: Ranger 4
School: Evocation
Components: V, S
Range: Caster Only
Duration: 1 round / level

When cast, the spells effects the ranger's currently equipped ranged weapon and its currently equipped ammo.

The weapon gets +5 to Attack bonus on it. The ammo gains +5 damage. In addition the weapon gains an additional +2 to attack and the ammo gains +2d6 damage VS any creature the ranger currently has a favored enemy feat for.

Blinding Beauty

Level: Bard 4, Druid 4, Ranger 4
School: Transmutation
Components: V, S, Abstinence
Area: 60' radius around you
Duration: 1 round / level
Save: Fortitude

A dreamstate manifestation is just a vision of one's self, yet it can be without faults, or traces of age. Skin as perfect as in the prime of your life, not hampered by time. The Skaldi known as Ticla is one of the few to have a Dreamstate manifestation as a spirit guide, and thus discovered the ability to evoke the beauty of her own Dreamstate manifestation, for all to see for a brief but brilliant moment.

You gain the physical beauty of a nymph with some supernatural accompaniment. All humanoids within 30' of you must succeed on a fortitude save or be blinded for 24 hours. This effects both allies and enemies alike.

Any humanoids entering the area during the duration must also save or be blinded. A creature need only save once to ignore the effect.

Call Divine Servant IV

Level: Cleric 4, Bard 4
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells summons a Earthen Bastion that fights for you to the best of its ability.

Dimensional Anchor

Level: Clr 4, Sor/Wiz 4
School: Abjuration
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft +10 ft/level)
Effect: Ray
Duration: 1 min/level
Saving throw: None
Spell resistance: Yes

This spell was first developed to help keep disruptive and troublesome students of the Academy from using the Transposition spells to cause harm and general mischief. It was later discovered the same spell was able to prevent the use of teleportation quite fortuitously.

A green ray springs from your outstretch hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by dimensional anchor include: dimension door, teleport, and similar spell like abilities.

A dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell

Dimension Door

Level: Brd 4, Sor/Wiz 4, Monk 13
School: Conjuration (Teleportation)
Components: V
Casting Time: 1 Standard action
Range: Long
Target: Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired whether by simply visualizing the area or by stating direction. After using this spell, you cannot take any other actions until your next round.

Energy Vortex

Level: Cleric 4
School: Evocation
Components: Verbal, Somatic
Range: Personal
Area of Effect/Target: Huge (6.67 meter radius)
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

The caster is able to cast two versions of this spell. Both cause a vortex of energy to burst around the caster. In the first version of the spell, all creatures except the caster take 1d8 + 1 per level (max 1d8 + 20) magical damage. The second version targets all creatures in the area of effect including the caster and deals 2d8 + 2 per level (max 2d8 + 40) magical damage. The caster does not get a reflex save against this damage, but spell resistance does apply.

Icelance

Level: Druid 4, Sorcerer 3, Wizard 3
School: Transmutation
Components: Verbal, Somatic
Range: Long (40 meters)
Area of Effect/Target: One creature
Duration: Instant
Save: Fortitude partial
Spell Resistance: Yes

The caster must make a ranged touch attack. If successful, the target takes 5d6 Piercing, 5d6 Cold damage and is stunned for 1d4 rounds (Fortitude negates stunning).

Nondetection

Level: Ranger 4, Sor/Wiz 3, Trickery Domain 3
School: Abjuration
Components: V, S
Range: Touch
Target: One Creature
Duration: 1 hour / level

After having assassins, Black Bazzar mages, and other nefarious individuals with bad intentions track and pester her, Mara Guisepi spent some time developing an arcane invocation that would allow her to avoid various divinations.

The warded creature is invisible to all spells such as Detect Alignment, Detect Person, and most Divination spells that target the caster.

Polymorph Self II: The Wild

Level: Ranger 4, Sor/Wiz 4, Innate level 4
School: Transmutation
Components: V
Range: Personal
Target: Caster
Duration: 60 seconds / level

After spending many days meditating within Tir'Ehtele and speaking with the druids there, Sara was finally able to understand how to shift her form from the inside. Though only for a short time, she was able to change into the same form as her companion Kaelle, much to her delight.

You transform yourself into one of the following forms:
Badger, Wolf, Panther, Boar, Brown Bear


Stars of Leeya

Level: Cleric 4, Druid 4, Ranger 4, Sorcerer 3, Wizard 3
School: Evocation
Components: Verbal, Somatic
Range: Long (40 meters)
Area of Effect/Target: One creature
Duration: Instant
Save: None
Spell Resistance: No

The caster launches one twinkling star of energy per 4 levels (max 5) at the target enemy. Each star deals requires a successful ranged touch attack, and if they hit, they deal 1d20 magical damage each.


Summon Nature's Ally IV

Level: Druid 4, Ranger 4
School: Conjuration (Summoning)
Components: V, S
Casting time: 1 round
Range: Close (25 ft + 5ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spell summons a dire wolverine that fights for you to the best of its ability.

Tongues

School: Divination
Level: Brd 4, Sor/Wiz 5, Clr 5
Casting Time: 1 Standard Action
Range: Touch
Target: one creature
Duration: 1 min/level
Save: Will negates
SR: Yes

Frustrated with his inability to communicate with native races in their own language, especially those with no knowledge of the Trade Tongue, the mage Claude Avarell started developing a spell to help with the problem. As a result, he found a way to tap into the mind of any creature and understand their language.

The target will understand any creature regardless of language spoken, all creatures that can hear the caster will be able to understand him. This does not help with written languages if the target is unfamiliar with the alphabet.

Tree Stride

Level: Druid 5, Ranger 4
School: Conjuration
Range: Personal
Target: Caster
Duration: 1 hour / level or until expended

As Master Crawling Faith sat in the glade he found that all of nature is connected, especially himself. When one reaches the state of completely becoming part of the world around him and instead of being themselves they become part of a whole. Focusing on a tree, then on a place away from where he was, he found that his perception had moved, and he could move again, and once his focus completely focused on a single space he found he himself had moved. The world state as he calls it allows him to travel vast distances just by focusing on the land and becoming one with it.

The caster gains the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range. You may choose to pass to any tree of the appropriate kind with the transport range.

You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.

Fifth Circle

Call Divine Servant V

Level: Cleric 5, Bard 5
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells summons a Storm Vanguard that fights for you to the best of its ability.

Echoing Thunderburst

Level: Wizard 5, Sorcerer 5, Bard 5
School: Illusion
Range: Personal Area of Effect: Huge/Medium (see text)
Duration: 1 Round/level
Save: Will
Spell Resistance: Yes

"Through old Valkshir drumming techniques, Maeva learned how to amplify and repeat the sound of her drum with magic, to stun those nearby with the sound."

Every round, a random nearby enemy in a huge radius around the caster and all enemies within a medium area of effect around it take 2d6 sonic damage (will half). Those who fail their saves are also stunned for a round.

Summon Nature's Ally V

Level: Druid 5
School: Conjuration (Summoning)
Components: V, S
Casting time: 1 round
Range: Close (25 ft + 5ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spell summons a dire panther that fights for you to the best of its ability.

Wall of Stone

Level: Cleric 5, Druid 6, Earth 5, Sorcerer/Wizard 5 School: Conjuration (Creation) [Earth] Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Stone wall whose area is up to one 5-ft. square/level (S) Duration: Instantaneous Saving Throw: See text Spell Resistance: No

Alright, now how do I get it to fall how I want? - Aulus

Used extensively in the Battle for Torica, this spell is a staple of High Reaches Mages.

This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell1s area by half. The wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the area.

Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

Sixth Circle

Anger of the Noonday Sun

Level: Druid 6
School: Evocation
Components: Verbal, Somatic
Range: Personal
Area of Effect/Target: Entire area
Duration: 1 Minute/Level
Save: None
Spell Resistance: No

The caster parts the clouds and allows the sunlight (or moonlight) to beam down. Creatures in the area effected by Anger of the Noonday Sun take a -2 penalty to their saving throws and 25% vulnerability to fire damage. This spell only works outdoors.

Call Divine Servant VI

Level: Cleric 6, Bard 6
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells summons a Solar Flare that fights for you to the best of its ability.

Fire Seeds

Level: Druid 6
Level: 6
School: Conjuration
Components: Verbal, Somatic
Range: Long (40 meters)
Area of Effect/Target: Huge (6.67 meter radius)
Duration: Instant
Save: Reflex (see text)
Spell Resistance: Yes

Creates four acorn grenades that are thrown and explode on contact. The caster must succeed a ranged touch attack, and if he is successful the target takes 1d6/level (max 20d6) fire damage (no save). All creatures near the target are also caught in the explosion, taking equal damage but are allowed a reflex save for half damage. OOC note: if either the caster or the creature holding the seeds rests or logs out from the game server, the seeds vanish.

Always enjoying being underestimated, Rugnar often could be seen hurling various objects at her foes ranging from small stones to the acorns she occasionally munched on. During one engagement Rugnar's ire was particularly high, and as she flung one of her snacks at the enemy she managed to channel her inner rage into an explosion centered on the acorn. Afterwards she was noted to be cackling as she continued to rain down a fiery acorn death upon her foes.

Summon Nature's Ally VI

Level: Druid 6
School: Conjuration (Summoning)
Components: V, S
Casting time: 1 round
Range: Close (25 ft + 5ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spell summons a dire bear that fights for you to the best of its ability.

Word of Recall

Level: Clr 6, Travel 5
School: Conjuration (Teleportation)
Range: Unlimited
Target: You and touched objects or other willing creatures
Duration: Instantaneous
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

Almost forgotten over millenia of neglect, the stone halo bearing the runes to this blessing was recovered through a joint effort by Atalan's House of Concordant Cycles and the Syl'vae. First observed, replicated and channeled by one Ashley Norstrom, the knowledge of this blessing has since spread throughout those on Eramere who venerate the Overseers.

Word of Recall teleports you instantly back to your sancturary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight does not exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A large creature counts as two medium creatures, a huge creature counts as two large creatures and so forth. All creatures to be transported must be in contact with you. Exceeding this limit cause the spell to fail.

An unwilling creature cannot be teleported by Word of Recall. Likewise a creature's will save (or spell resistance) prevents items in its possession from being teleported. Unattended nonmagical objects receive no saving throw.

Seventh Circle

Call Divine Servant VII

Level: Cleric 7, Bard 7
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells summons a Gnarled One that fights for you to the best of its ability.

Fortunate Fate

Caster Level(s): Luck 7
Innate Level: 7
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Creature touched
Duration: 10 minutes / level or until discharged
Save: None
Spell Resistance: No

Whenever the target suffers an attack that would bring them below 0 hit points, a heal spell is instantly cast on them.

Summon Nature's Ally VII

Level: Druid 7
School: Conjuration (Summoning)
Components: V, S
Casting time: 1 round
Range: Close (25 ft + 5ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spell summons a ancient crag wyrm that fights for you to the best of its ability.

Eighth Circle

Call Divine Servant VIII

Level: Cleric 8, Bard 8
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells summons a Waterweave that fights for you to the best of its ability.

Summon Nature's Ally VIII

Level: Druid 8
School: Conjuration (Summoning)
Components: V, S
Casting time: 1 round
Range: Close (25 ft + 5ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spell summons a Spirit of Nature that fights for you to the best of its ability.

Ninth Circle

Call Divine Servant IX

Level: Cleric 9, Bard 9
School: Conjuration (Summoning)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft +5 ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spells summons a Primal that fights for you to the best of its ability.

Elemental Swarm

Level: Druid 9, Fire 9, Water 9, Air 9, Earth 9
Innate level: 9
School: Conjuration (Summoning)
Descriptor(s): Air, Earth, Fire, Water
Components: V, S
Range: Personal
Duration: 10 min / level

This spell opens a portal to the plane of the Overseers and summons elementals from it.

You summon 1d4 Huge Elementals. The type of elemental is determined by the deity you worship. If you do not worship a deity of the four seasons, the elemental summoned is randomly chosen for you.

Mass Regeneration

Level: Healing Domain 9
School: Conjuration (Healing) [Good]
Components: V, S
Casting time: 1 Standard Action
Range: 30' Burst
Duration: 1 round / level
Save: None
Spell Resistance: No

You began your entreaty for aid in the lowest of whispers but as you reach the climax you find yourself thrusting up your outstretched hands and shouting at the heavens above which burst apart and pour golden radiance onto all within your sight and filling you with a sense of Renewal and Well-Being

All non-hostile, Living things, including plants, animals, and even summoned creatures, are immediately flooded with Regenerative energy, causing them to regenerate HP at a rate of One Tenth their maximum HP (minimum 6) per round.

Summon Nature's Ally IX

Level: Druid 9
School: Conjuration (Summoning)
Components: V, S
Casting time: 1 round
Range: Close (25 ft + 5ft / 2 levels)
Effect: One summoned creature
Duration: 1 round / level

This spell summons a Force of Nature that fights for you to the best of its ability.

Time Stop

Caster Level(s): Luck 9, Time 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 1d4+1 rounds
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster is able to defy the sands of time, casting spells, moving about, and attacking normally while the rest of the world appears suspended, as if in stasis.


Draconic or Eldryn Spells

(NOTE, some of these are Draconic only, or Eldryn only, or both)

Least Template

Breath of Night

Level:1st Level Spell

A misty cloud expands around you, granting 20% concealment to any within. This cloud lasts for 1 minute before dispersing.

Command Obeisance

Level: 2nd Level Spell

All creatures in a 30' radius must make a will save or fall to the ground and grovel before the caster (be knocked prone) for 1 round.

Deafening Roar

Level: 2nd Level Spell

You utter a loud roar within a 30' cone. Those within must make a Fortitude save or be deafened for 1 hour.

Draconic Knowledge

Level: 2nd Level Spell

This Template grants you access to the great ancestral memories of dragonkind. You gain a +6 bonus to Spellcraft and Lore for 24 hours.

Endure Exposure

Level: 3rd Level Spell

This Template functions as the Resist Energy spell. In addition, the target is immune to your breath weapon's effects. This Template lasts for 24 hours.

Magic Insight

Level: 2nd Level Spell

This Template can function as either the Identify spell, or the Detect Magic spell, depending on if it's targeted upon an item, or upon the ground.

Oxymoronic Resin

Level: 2nd Level Spell

This spell creates an area of resin witha 30' radius, this resin is simultaneously both slippery and sticky. Any creature within the area must make a Reflex save each round or be knocked prone, creatures that are knocked prone become stuck to the resin and remain prone until the succeed on a Strength Check with a DC equal to that of the Template. Any who succeed on their check can move but at only half their normal movement rate. This Template lasts for 1 Round/Invoker Level and is not subject to Spell Resistance.

Razor Web

Level: 2nd Level Spell

This Template functions as the Web Spell, except that any creature that fails its save also takes 1d6 points of slashing damage as the razor fine edges of the web bite into them. This Templates Duration is 1 Minute/Invoker Level.

Scalding Gust

Level: 2nd Level Spell

You create a strong blast of searing wind as per the Gust of Wind spell. Creatures smaller than medium must make a Fortitude save or be knocked down, and all creatures within the area of effect regardless take 1 point of fire damage per caster level.

Sickening Echos

Level: 2nd Level Spell

You fill a 15' radius area with painful vibrations, any creature that finds itself in the area is subject to 1d4 points of sonic damage and is sickend each round, unless it makes it's fortitude save. This Template lasts for 1 Round/Invoker Level.

Spastic Tongue

Level: 2nd Level Spell

The target of this spell must make a fort save, if they fail then they become unable to speak intelligably as their tongue spasms uncontrollably in their mouth, effectively silencing them. This Template lasts for 1 Round/Invoker Level.

Wracking Cough

Level: 2nd Level Spell

on a failed fort save the muscles of the target begin to convulse causing it to choke and cough violently, effectively sickening and blinding it for the duration of the Template. This Template lasts for 5 rounds.

Lesser Template

Energy Resistance

Level: 3rd Level Spell

You gain resistance 10 to acid, cold, electricity, fire or energy, chosen when you cast the Template. If you cast this Template again before the duration ends, the new effect and duration replace the old. This Template lasts for 24 hours. At 7th level the resistance increases to 20, and further increases to 30 at 11th.

Frying Grease

Level: 4th Level Spell

This Template causes Sizzling and Popping grease to rain down upon the designated area (20' radius sphere), anyone caught in this area must make a reflex save or fall prone as they slip on the heated fat, those who succeed on the reflex save take only 1d6 points of scalding (fire) damage, however those who fall prone are covered in the grease and take 2d6 points of damage. This Template lasts for 1 Round/Invoker Level. Spell Resistance does not protect against this Template.

Frightful Presence

Level: 3rd Level Spell

You can cast this Template as a swift action. Any enemies who are within 30' and fail a Will save are shaken for 10 minutes. This is a mind-affecting effect.

Jolting Mist

Level: 4th Level Spell

You create an 20' Radius area of Mist that Crackles with electrical potential, it obscures sight as the spell Fog Cloud and in addition it discharges small jolts of electricity at each creature within each round, dealing 1d4 + 1 point/level (max +15) electric damage each round. The mist lasts for 1 Round/Invoker Level. Spell Resistance does not protect against this Template.

Multihued Mist

Level: 3rd Level Spell

A thin, multihued mist covers a 30' radius area for 1 round per invoker level, any creature caught in the mist is effected by one or more of Seven Different effects. This Template is not subject to Spell Resistance.

Oozing Pool

Level: 4th Level Spell

A thick green ooze appears and coats an 20' radius area. The ooze is sticky and make movement through it difficult, halving the movement rate of all creatures within its area. In additon each round all creatures in the ooze take 1d6 points of acid damage. This Template lasts for 1 Round/Invoker Level. Spell Resistance does not protect against this Template.

Rigor Mortis

Level: 4th Level Spell

This Template causes the target you touch to slowly stiffen and become immobile as if dead. Each round the target must make a fortitude save, if they fail the save they take a -4 penalty to Dexterity, and their movement speed is reduced by 1/10th. The effects continue to increase at that rate until they either make the save or reach 0 dexterity. If they are reduced to 0 dexterity then they are paralyzed for the rest of the Template's duration. When the Template ends all effects vanish, including the ability damage. This Template lasts for 1 Round/Invoker Level.

Stardust

Level: 4th Level Spell

You throw your hand up into the air and a cloud of sparkling motes spreads out to cover the land around you, outlining everyone and everything in motes of sparkling light.

This Template creates glowing motes which are attracted to all creatures and will unerringly fly and cling to them. Any creature struck by these motes is outlined, causing invisibile creatures to become visible, and every creature so struck to take a -40 penalty on all Hide Checks. The area this spell covers is a 40' radius. The glowing motes last for 1 Round/Invoker Level. Spell Resistance does not protect against this Template.

Greater Template

Aura of Flame

Level: 6th Level Spell

You become wreathed in an aura of orange fire. Any creature striking you in melee takes a number of points of fire damage equal to your caster level. Spell Resistance does not apply to this damage. This Template lasts for 24 hours.

Burning Tentacles

Level: 5th Level Spell

This Template functions like the spell Evard's Black Tentacles, except that it also deals 1 point of fire damage per Invoker Level to each creature within the area. This Template lasts for 1 Round/Invoker Level. Spell Resistance does not protect against this Template.

Chilling Fog

Level: 6th Level Spell

A misty cloud expands around a point you designate, granting 20% concealment to any within. The cloud is so thick any within are slowed to a crawl, and attacks by those within are at a -2 penalty. In addition, any within take 2d6 points of cold damage per round. This cloud lasts for 1 round per level before dispersing.

Draconic Toughness

Level: 5th Level Spell

You gain temporary hit points equal to your caster level. These hit points last for 24 hours or until the Template is cast again, in which case the new effect replaces the old.

Eternal Slumber

Level: 6th Level Spell

The subject of this Template must make a Will Save or fall into a magical slumber. The subject will wake up if attacked, or if the spell is dispelled, otherwise it remains in sleep for one minute per caster level. While in this slumber the subject requires neither food nor water and does not suffer the ravages of time.

Thunder Dome

Level: 6th Level Spell

You create dome of shimmering gold light over a 20' radius sphere, any creatures caught within the sphere must make a Fortitude Save or take 1d8 points of sonic damage, in addition they must also make a Reflex Save or be knocked prone, as they are assaulted with powerful bursts of sound that bounce around the interior of the dome.This Template lasts for 1 Round/Invoker Level.

Mythic Template

Instill Vulnerability

Level: 7th Level Spell

You imbue a single creature within 30' with 100% vulnerability to acid, cold, electricity, fire or energy, chosen when you cast the Template. If you cast this Template again before the duration ends, the new effect and duration replace the old. This Template lasts for 24 hours.

Insideous Whispers

Level: 8th Level Spell

You inflict one of the following conditions upon any creatures within a 30' radius burst that fail their will saving throws, the effects last for 1 Round/Invoker Level, these are mind affecting effects:

Irresistable Humor: The subjects fall into fits of uncontrollable laughing or crying (equal chance for either). This hysteria affects subjects as though they were nauseated; they are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action a subject can take is a single move action per turn.

Horrific Hummings: The subjects become panicked. If cornered, a panicked creature cowers.

Prophetic Murmerings: The subjects perceive any nearby creatures as dangerous enemies, attacking the nearest ones and fighting until the subjects are slain or until no more creatures are in sight.

Stupifying Statements: The subjects curl up on the floor and remain oblivious to events around them. Characters in a stupor are effectively stunned and prone.

Captured Thunderhead

Level: 7th Level Spell

You make a swirling motion with your hand and a dark funnel of clouds forms instantly over your target location.

Each creature within a 20' Radius takes 4d6 electric damage each round with a fortitude save for half that damage, if they fail the save they are also dazed for 1 round. This Template lasts for 5 Rounds.

Changes to Existing Spells

Greater Magic Weapon maximum bonus reduced to four, level bonus interval increased to five. See spell description.

Magic Vestment maximum bonus reduced to four, level bonus interval increased to five. No longer works on shields. See spell description.

Mage Armor bonus reduced to three. See spell description.

Improved Mage Armor bonus reduced to five. See spell description.

Spiderskin maximum bonus reduced to four. Interval changed. See spell description.

Barkskin maximum bonus reduced to four. Interval changed. See spell description.

Tortoise Shell maximum bonus reduced to eight. Interval changed. See spell description.

Shadow Conjuration has been given new variants. See spell description.

Greater Shadow Conjuration has been given new variants. See spell description.

Epic Spells

Please see Custom Feats for our epic spellcasting feat and requirements.