Difference between revisions of "Custom Spells"
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Tortoise Shell maximum bonus reduced to eight. Interval changed. See spell description. | Tortoise Shell maximum bonus reduced to eight. Interval changed. See spell description. | ||
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+ | Shadow Conjuration has been given new variants. See spell description. | ||
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+ | Greater Shadow Conjuration has been given new variants. See spell description. | ||
=Epic Spells= | =Epic Spells= | ||
Please see [[Custom Feats]] for our epic spellcasting feat and requirements. | Please see [[Custom Feats]] for our epic spellcasting feat and requirements. |
Revision as of 16:05, 23 May 2016
Contents
- 1 Arcane Spells
- 2 Divine Spells
- 3 Changes to Existing Spells
- 4 Epic Spells
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, Pal 1, 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.
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, Paladin 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
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.
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.
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
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.
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.
Read Magic
Level: Brd 0, Clr 0, Drd 0, Pal 1, 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.
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.
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, Paladin 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, Paladin 4
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.
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.
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.
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.