New Spells

Airmantle

Abjuration [Air]
Level: Drd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Caster
Area: Special
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

 The caster of this spell is surrounded by an invisible layer of clean air that moves with him.  While it lasts, the airmantle confers several benefits upon the caster, as follows:

First, the caster is rendered immune to the effects (both harmful and beneficial) of non-magical gases and gaseous effects, as the airmantle continuously replenishes the air the caster breaths, filtering out such fumes.

Also, when subjected to gaseous effects of fantastic nature (spells, spell-like effects, breath weapons, etc.), the airmantle reduces all damage inflicted upon the caster by 1/2.  If the caster also makes her saving throw vs. such effects, the damage is nullified completely.  If such a gaseous effect is such that it is not expressed by hit-point damage (death, petrification, paralyzation, nausea, etc.) the caster receives a +4 bonus to her saving throws.  If the effect does both damaging and 'other' effects, the airmantle confers both advantages.

Lastly, the airmantle provides the caster with breathable air even in a hostile atmosphere, such as underwater or in a vacuum.

The material components for this spell are a handful of crushed charcoal and a small air bladder.

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Alternate Reality

Wild Magic
Level: Wild Mage 3
Components: V, S, M
Casting Time: 1 action
Range: 0
Area:
Creature touched
Duration: Instant
Saving Throw: None
Spell Resistance: Usually Harmless

 With this spell, the caster creates a small variation in probabilities.  This variation lasts only a moment, but creates alternate results for one recent even.  When the spell is cast, any one event attempted by the recipient during the past round is recalculate, requiring the creature to make new die rolls.

Only events that began within the last round can be affected, and only one die roll can be rerolled. However, if this die roll involved multiple dice (a 6d6 fire ball, for example), all dice are rerolled.  If the creature affected is an unwilling recipient, he must choose the 2nd result.  However, if the spell target was a willing subject, he may choose which result, the original or the new one, affects him.

The material component of this spell is a small, un-marked die.

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Apparition

Illusion [Glamer]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

 This spell causes the caster to seem to turn wispy and insubstantial.  The caster's outline becomes fuzzy and indistinct, his body becomes translucent, and his features become difficult to distinguish.

The spell is distinct from blur in that it does not afford any AC bonus or make the caster harder to attack in any way.  The caster does appear very much as a ghost, however, and enemies may be frightened away, attack him with holy water, or attempt to turn him.

The caster is, however, fully corporeal, and can use spells, talk, and move about normally.  The spell can be very effective if the caster briefly mouths words to strangers, moves away silently, and passes through an illusory wall.

The material component is smoke or steam, which caster must create or carry somehow.

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Arcane Bolt

Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft.
apart
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of damage.

For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can strike only one creature. You must designate targets before you roll for SR or roll damage.

This spell counts as magic missile for spell, items, or special qualities that protect a target from magic missile, such as a brooch of shielding and shield.

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Aria of Peace

Enchantment [Charm]
Level: Brd 6, Sor/Wiz 7
Components: V, [S], [F]
Casting Time: 1 round
Range: Centered on Caster
Area: 60' radius
Duration: Special
Saving Throw: Will Negates
Spell Resistance: Yes

 The caster of Aria of Peace must sing or play an instrument to cast the spell.  The sweet calming tunes of many instruments fill the air to accompany her after 1 round.  The sound instantly calms all who hear it, and affected creatures cannot attack anyone while under the spell's affects.  Weapons cannot be drawn, violent spells (even defensive spells with violent effects, such as Wall of Fire) cannot be cast, and movement into positions for an attack cannot be performed by those affected.  Creatures which make a successful saving throw can attack others who are affected, and their targets may defend themselves normally against the attacking creature only.  These defenses however cannot include area-of-effect spells that would attack other creatures that are not assaulting the defender.

The soothing sounds of the spell last as long as the caster continues to play or sing, plus 1 round per 4 caster levels after he stops.

The optional somatic and focus component of the spell reflect that the caster may choose to sing, in which case the spell is verbal only.  If the caster plays an instrument to generate the spell, then the instrument used is considered the focus and the motions of playing the somatic components.

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Attempted Enhancement

Wild Magic
Level:
Wild Mage 1
Components: V,S,M.
Casting Time: 1 Action.
Range: special.
Target: special.

Duration
: 1 round.
Saving Throw: None.
Spell Resistance: No.

When Casting this spell, the Wild Mage can attempt to enhance one aspect of the next spell they cast. This second spell must be cast in the round immediately following the casting of Attempted Enhancement. The Wild Mage casts the spell and announces the aspect of the second spell they wish to enhance. The DM rolls a d6, 4-6 the effect is doubled, 1-3 the result is halved and a Wild Surge ensues.

Material component needed is exactly what is needed for the next spell to be cast.

Bladesong

Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Bladesong makes a bladed weapon emit magical music in combat. Any round that the weapon is used in melee combat, this spell allows the wielder to make a single, additional touch attack with the sword as a free action. The attack uses the wielder's normal attack bonus with that weapon but inflicts no damage. Instead, anyone successfully touched by the weapon in this way is dazed for one round. Dazed characters cannot take actions but can defend themselves normally.

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Captain's Voice/
Priest's Sermon

Alteration
Level: Brd 2, Sor/Wiz 2, Clr 2
Components: V, S, M
Casting Time: 1 action
Range: Close
Area: Target creature
Duration: 10 minutes / level
Saving Throw: Harmless, will save
Spell Resistance: Harmless

 Captain's Voice allows the target to speak in a normal voice (or louder if desired) and be heard clearly by all within a 90' radius, as if the listeners were standing right beside the speaker.  Ship captains and military commanders often use the captain's voice spell for giving commands to large groups of people simultaneously.  Likewise, bards will use this spell to help carry their performances when before large audiences.

The caster's voice will carry through wooden walls and doors with no restrictions, but stone walls of greater than 6" thickness stop the captain's voice from carrying.

Unwilling targets of this spell are allowed a will save each minute to notice the magnification of their voices.

The clerical variant of this spell is known as Priest's Sermon.

The material component is a small bullhorn made of ivory or horn.

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Chaos Shield

Wild Magic
Level:
Wild Mage 2
Components
: V,S.
Casting Time: 1 Action.
Range: Touch.
Target: Caster.
Duration: 1d10 rounds + 2 rounds / level.
Saving Throw: special.
Spell Resistance: No.

When Casting this spell, the Wild Mage protects himself from harmful effects of their own surges. When a caster surge's their spell but has Chaos Shield activated, the mage gets a saving throw dependant upon the effect. If successful, the mage is not affected by the spell, others in the area of effect might be though. The Chaos Shield protects the Mage from both positive and negative effects of surges while the spell is in effect.

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Chorus of Valor

Conjuration [Creation]
Level: Brd 2, Clr 2, Pal 2
Components: V, S, F
Casting Time: 1 round
Range: 30'
Area: All singers within 30' radius of caster
Duration: One round/ level
Saving Throw: None
Spell Resistance: Harmless

 This spell is unusual in that those who wish the benefit from the magic must sing along with the caster.  The caster sings for the first round (when casting) alone, and any who wish to join may participate in subsequent rounds for as long as they are in the area of effect.  The lyrics are easy to follow, and the perform (singing) skill is not needed to gain the spell's benefits.

All those who participate in the chorus receive a +3 morale bonus on all saves vs. magical fear or fear-like effects.

Each member of the chorus may also attack courageously, receiving a +1 morale bonus on attack rolls.

The material Focus is a small brightly colored banner.

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Chromatic Orb

Transmutation, Evocation
Level: Sor/Wiz 1, Bar 2
Components: V, S, M
Casting Time: 1action
Range: Close (25' + 5/2 levels)
Target: 1 creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes

This spell causes a 4-inch-diameter sphere to ap-pear in your hand. Within the limits described be-low, the sphere can appear in a variety of colors; each color indicates a different special power. You can hurl the sphere with a +3 enhancement bonus at an opponent up to 30 yards away, providing there are no barriers between you and the target.

The orb has a range increment of 10. If the chromatic orb misses its target, it dissipates without effect. If the target creature makes a successful Will saving throw, the chromatic orb is also ineffective. Other-wise, the color of the orb determines the amount of damage inflicted and its special power, as summarized below; details about the special powers are listed below.

You can create a single orb of any color listed for his level or lower; for instance, a 3rd-level wizard can create an orange, red, or white orb.

The material component for this spell is a gem of the appropriate hue or any diamond. The gem must have a value of at least 50 gp.

Light from the orb causes the victim to become surrounded by light to a burst radius of 20 feet, as if affected by a light spell. The effect lasts for 1 round, during which time the victim makes his attack rolls and saving throws at a -4 penalty, and his AC is penalized by 4.

Heat from the orb is intense enough to melt 1 cubic yard of ice. The victim suffers a loss of 1 point of Strength and 1 point of Dexterity for 1 round.

Fire from the orb ignites all combustible materials within 3 feet of the victim.

Blindness from the orb causes the victim to become blind as per the spell. The effect lasts for 1 round/level of you.

Stinking cloud from the orb surrounds the victim in a 5-foot-radius noxious cloud. The victim must make a Fortitude saving throw or will be reeling and unable to attack until he leaves the area of the vapors.

Magnetism from the orb has an effect only if the victim is wearing armor made from iron. The iron armor becomes magically magnetized for 3-12 (3d4) rounds. Other iron objects within 3 feet of you will stick tight to the magnetized armor; only dispel magic or a similar spell can release the stuck items. At the end of the spell's duration, the stuck items are released.

Paralysis from the orb causes the victim to be-come paralyzed for 6-20 (2d8 + 4) rounds; a successful Will saving throw halves the number of rounds.

Petrification from the orb turns the victim to stone. If the victim successfully makes a Fortitude saving throw, he avoids turning to stone and instead is slowed (as per the spell) for 2-8 (2d4) rounds.

Death from the orb causes the victim to die. If the victim makes a Will saving throw, he avoids death and instead is paralyzed for 2-5 (1d4 +1) rounds.

Chromatic Orb Effects
Level of Caster  Color of Orb  Hit Points Damage  Special Power
1st  White  1d4  Light
2nd  Red  1d6  Heat
3rd  Orange  1d8  Fire
4th  Yellow  1d10  Blindness
5th  Green  1d12  Stinking Cloud
6th  Turquoise  2d4  Magnetism
7th Blue  2d8  Paralysis
8th  Violet  slow  Petrification
9th  Black  paralysis  Death

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Chromatic Shield

Abjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25' + 5'/2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Harmless
Spell Resistance: Harmless

Chromatic shield creates a sparkling shield of a colors, with one color dominating dependant on the caster's level, providing a bonus of +4 against one class of attacks as detailed on the table below.  The caster may choose a lesser-level effect at the time of casting if he so desires.

The required material component is a small golden shield replica, costing 25 gp, which is consumed in the casting.

Caster Level Predominant Color Protects vs.
1 White Cold
2 Red Fire/Heat
3 Orange Acid
4 Blue Electricity
5 Yellow Petrification/paralyzation
6 Turquoise Poisons
8 Green Force effects
10 Teal Mental attacks
12 Violet All spells
14 Prismatic All saving throws

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Cloak of Winter

Alteration
Level: Drd 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: 0
Area: Cube (10'/level)
Duration: 1 week/level
Saving Throw: Harmless
Spell Resistance: Harmless

 This spell works on an enclosed area such as a cave or building.  It coats the entire area in a thin coat of ice (roughly an inch thick), covering all inanimate objects within the area of effect, and keeping the area constantly cooled, despite external weather conditions.

Movement rates in the affected area are reduced by 2/3rds within the area of effect, and dexterity related bonuses are negated for those not used to movement in such conditions.  (Creatures attempting to move faster than 1/3rd their normal move must make a Reflex save for each 5' moved or fall prone).

Cold spells functions with greater effectiveness in the area (+1 per damage die or -1 to saves).  Fire can melt one square foot of ice per 5 hp damage rendered, negating the effects in that area; the ice will reform in one day, provided the spell duration has not expired.  The caster can place this effect over any size area, up to the maximum area of effect.  It can, for instance, merely be cast inside a small larder, or even upon a single keg or flask.

The material component of this spell is a piece of clear crystal and a winter bloom.

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Cloud Cushion

Conjuration [Creation] [Air]
Level: Clr 1, Sor/Wiz 1, Drd 1
Components: V, S, M
Casting Time: Instant
Range: Close (25' + 5'/2 caster levels)
Area: 10' x 10' x 5' cushion
Duration: 1 round/caster level
Saving Throw: Special
Spell Resistance: Yes

 This spell creates a 5' thick, 10' square mass of billowing, semi-solid fog that serves as a cushion for a falling object or creature.  The caster may place the cushion anywhere within the spell's range, but it must rest upon a solid surface.  Once placed, the cloud cushion cannot be moved.  The cloud cushion negates the damage inflicted by falls of up to 10 feet / level of the caster.  Falls of greater distance cause damage to the victim for only the additional distance fallen.

Individuals who fall from heights of 300 feet or greater must make a reflex save vs. DC 10 + 2/100' fallen or miss the cloud cushion altogether and suffer normal falling damage.

The cloud cushion can be negated by dispel magic and similar effects, as well as by a silent act of will from the caster.  Otherwise, it remains in place until the spell's duration expires.

The material component for this spell is a fist-sized ball of cotton or wool and a handful of fine sand.

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Deaden Senses

Enchantment
Level: Brd1, Sor/Wiz1
Components: V, M
Casting Time: 1 action
Range: Touch
Area: 1 creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

 The victim of this spell becomes lethargic and slightly unaware of his surroundings.  The victim has a penatly of -2 to all listen, spot and search skill checks for the duration of the spell.  Additionally, the victim suffers a -2 penalty to any initiative rolls.

The material component for this spell is the blossom of the poppy plant (or similar flower).

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Dirge of Despondency

Enchantment [Charm]
Level: Brd 3, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Centered on caster
Area: 10' radius + 5' / 2 caster levels
Duration: 1 round / level
Saving Throw: Will negates
Spell Resistance: Yes

 The dirge of despondency is cast by playing a mournful tune on a deep string instrument.  The sound affects all intelligent creatures within the area of effect, overwhelming them with deep hopelessness.  Targets who fail their saving throw submit to demands of their opponents such as surrender, flee, etc.  If not commanded to surrender or leave, the creatures are 75% likely to nothing each round, and 25% likely to flee.  This song can be countered with the Hope effect of the emotion spell.

The focus of the spell is the string instrument which must be played for the duration of the spell.

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Dirge of Discord

Enchantment (Compulsion) [Chaos, Sonic]
Level: Clr 5
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft.-radius spread
Duration: 2d4 rounds + 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates an unholy, chaotic dirge that fills the subject's head with the screams of the dying, the wailing of the damned, and the howling of the mad. Affected creatures suffer a -4 profane penalty to attack rolls and Concentration checks, a -8 enhancement penalty to effective Dexterity (with Reflex saves reduced accordingly for the spell's duration), and halved movement due to the subject's equilibrium being thrown off by the dirge.

Focus: A tiny urn containing some ashes of a destrachan.

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Divine Guidance

Divination
Level: Clr 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: None
Spell Resistance: Yes

Your deity's chosen avatar imbues the subject with divine power. The creature gets a +20 competence bonus on a single skill check and must choose to use the bonus before making the roll to which it applies. (Renamed from WotC web enhancement, Guidance of the Avatar)

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Divine Interdiction

Abjuration
Level: Clr 4
Components: V, S, DF
Casting Time: 1 action
Range: Close (25ft. +5ft./2 levels)
Area: 10-ft.-radius emanation, centered on a creature, object, or point in space
Duration: 1 round/level
Saving Throw: Will negates or none (object)
Spell Resistance: Yes

Divine interdiction interferes with a cleric's connection to his or her divine source of power, resulting in a temporary loss of the ability to turn or rebuke undead. Paladins, blackguards, and other classes capable of rebuking, turning, or otherwise commanding the undead can also suffer a temporary loss of this ability through divine interdiction.

This spell creates a beam of invisible disruptive energy that streaks out from the caster’s pointed finger to strike the target(s) automatically. As usual, a target benefits only from his or her size modifier, Dexterity modifier, and deflection bonus (if any); armor bonuses, shield bonuses, or natural armor bonus do not apply.

The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use SR, if any. Should the save fail, the target’s turning abilities are immediately negated for the spell’s duration.

While under the influence of divine interdiction, the target is treated as though he or she has no ability to turn, rebuke, or command undead. Note that the spell does not prevent positive or negative energy from affecting undead within the area (it merely becomes a barrier to activating such powers).

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Echolocation

Alteration
Level: Brd 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Area: 1 creature
Duration: 10 minutes/caster level
Saving Throw: Harmless
Spell Resistance: Harmless

 This spell allows the spell's recipient to emit a constant high-pitched sound that reflects back to him like a bat's sonar.  The magic of the spell allows the recipient to hear and interpret these reflected sounds, allowing him or her to 'see' up to 180 feet.  Darkness, fog, and steam can be pierced without inhibiting the recipients 'vision' and illusions or phantasms without physical substance (most of them) will be completely unnoticed.

The sense is good enough for the spell recipient to cast targeted spells such as magic missiles.  However, the spell recipients 'line of sight' is only a 60 degree arc, and magical deafens or silence renders this sense useless.  Additionally, the acuity of the echolocation is not great, allowing the recipient to identify people he knows if they are within 30', but only general shapes and sizes can be determined beyond this distance.  The 'range increment' for missile weapons is halved when echolocation is used for targeting.

The material component of this spell is a bit of bat fur.

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Fantastic Famulas

Conjuration [Creation]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close
Area: 30' radius + 5' / 2 levels.
Duration: 1 hour / level
Saving Throw: None
Spell Resistance: No

 This spell creates a specialized type of unseen servant.  The sole purpose of the fantastic famulas is to prevent flames from spreading within the area of effect.  Any flame of campfire size or less that begins to spread beyond its usual confines is immediately snuffed by the famulus before extensive damage can occur.  For example, the flame of a candle is not affected, but if the candle tips over and ignites a stack of papers, the resulting fire will be snuffed out before it can spread.  Fires larger than a campfire and magical flames are not affected by the famulas, but other small fires touched off by such blazes are extinguished.

When cast, the area of effect is centered upon the caster, but she has the option to make the area remain stationary or move with her.  Once the decision is made, however, it cannot be changed.

The fantastic famulas cannot undertake the tasks of a normal unseen servant, its sole purpose being the extinguishing of flame, thus it is typically used to protect the caster's library or a similar location where combustible items are stored.  Otherwise, it conforms to the characteristics of a normal unseen servant in all respects.

Although this spell seems more limiting then Unseen servant, it should be noted that an ordinary unseen servant cannot put out fires without being commanded to fetch and pore water on it (or something similar) which may or may not be performed quickly enough.  A famulas, on the other hand, can instantly snuff out any such fires and does so without being commanded, even in the absence of its master.

The material component for the spell is a bit of charred wood and a drop of water, both of which are consumed in casting.

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Fireflow

Wild Magic
Level: Wild Mage 3
Components: V, S, M
Casting Time: 1 action
Range: Short (25' + 5' / 2 levels)
Area:
1 fire source
Duration: 1 rd. / level
Saving Throw: None
Spell Resistance: Object

 This spell allows a wizard to control natural fires by manipulating randomness and adjusting probabilities to cause them them to spread and take shape in any direction he desires.  Once cast, the wizard points at any fire within range.  He can then cause that fire to move in any direction desired within spell range, as long as the flames contact a solid surface.  The fire cannot be raised into the air.

The caster must maintain concentration or the spell fails.  The flames can be spread at the rate of 50 square feet per round.  Thus a caster manipulating a campfire could create a flaming line 1 foot by 50 feet long, or fill a 5 foot by 10' square.

The flames are not limited by a lack of burning material and can be directed to spread over water, snow, ice and other nonflammable surfaces.  The surface is not harmed, but objects and creatures caught in the flames suffer damage as if they had stepped into the original fire source.  Thus, a creature caught in flames created from a candle will suffer only minor damage, while one caught in a blaze that originated from a huge bonfire will be severely burned. 

The material components are a small paint-brush and a pot of pitch.

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Fool's Speech

Wild Magic
Level: Wild Mage 3
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Area:
Caster + 1 creature/level
Duration: 1 hour/level
Saving Throw: Harmless
Spell Resistance: Harmless

 With this spell the caster empowers himself and others of his choosing with the ability to speak a secret language incomprehensible to others.  Creatures designated to speak the language must all be touching each other as the spell is cast.

Once cast the characters can choose to speak normally in their secret language and fully understand it.  Others however will not recognize it as any known language, and even spells such as comprehend language or tongues will not translate it.

The material component is a small whistle made of bone.

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Gamble's Bridgeway

Evocation (Force)
Level: Sor/Wiz 2
Components:V, S, M
Casting Time: 1 acton
Range: Close (25' + 5' / 2 levels.)
Effect: bridge of force
Duration: Concentration + 1 round.
 
This spell creates a horizontal bridge of force that supports 125 lbs per caster level and can stretch 20 ft. + 5 ft. / level.  The bridge can not have an incline greater than or less than 30 degrees.  This requires the Ladder version, below.

 Ladder version makes a vertical 5 foot ladder + 5 feet /  caster level composed of force that can be climbed easily.  Weight Supportable is as the bridge version, above.

Both Versions of Bridgeway last as long as the caster concentrates on the effect.  Thus, the caster can move about and perform light, routine activities, but cannot attack, cast spells, etc. while maintaining the spell.  A successful 'concentration' check is required if the caster is struck for damage, or otherwise greatly disturbed while maintaining concentration.

Material component:  A handful of sawdust.

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Gamble's Fattening Ray

Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet per level)
Effect: Ray
Target: Living Creature
Duration: 1minute per level
Saving Throw: Fortitude negates.
Spell Resistance: Yes
 
This spell causes target to get fat.  The subject suffers a 1d6 enhancement penalty to Dexterity, with an additional -1 per 2 caster levels (maximum additional penalty of -5).  The subject's Dexterity cannot be reduced below 1.

If the subject fails the initial save to avoid the spell's effects, he must make an additional  fortitude save or suffer a mild heart attack reducing his movement to half speed.  This speed reduction lasts even after the effects of the fattening ray have expired.  Any healing spell, or one day bedrest, will negate the speed reduction penalties.

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Glide

Alteration [Air]
Level: Drd 2, Rgr 2,  Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Area: 1 creature
Duration: Special
Saving Throw: Harmless
Spell Resistance: Harmless

This spell combines aspects of the spells feather fall and fly.  Like feather fall, this spell allows the recipient to descend from high altitudes at a decreased rate of speed (15' per round), though the spell does not reduce the recipient's mass.  However, like fly, glide enables the recipient to perform direction changes during the descent as well, thus providing limited horizontal movement.  The recipient can choose to travel a linear distance equal to twice the vertical distance he drops.  Thus, in a given round, the recipient will descend 15' and can traverse up to 30' of horizontal distance as well.  A recipient who does not wish to make the full horizontal movement can make a spiraling "dive" instead.

Under no circumstances does the glide spell enable the recipient to gain altitude, and in fact the gliding creature must descend the full 15' each round, only horizontal movement is optional.  However, certain magical and mundane effects (powerful winds, the windshear spell, etc.) should be factored in as appropriate by the DM.

The spell ends when the recipient lands and the recipient must begin gliding within 1 round of the spell being cast or the magic is wasted.  Dispel magic will not end the effect prematurely, but if the glider enters an antimagic shell, dead magic zone, or is subject to a wish or limited wish the recipient immediately plummets to the ground and suffers normal falling damage.

The material component for this spell is a pinch of dandelion fluff. (or similar material).

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Hornung's Baneful Deflector

Wild Mage
Level: Wild Mage 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Area:
Creature Touched
Duration: 2 rds./level
Saving Throw: None
Spell Resistance: Harmless

 This spell creates a shimmering, hemispheric field of force.  This field is transparent and moves with the recipient, forming about 1 foot away from his body.  The force serves as a shield spell against all forms of individually targeted missile attacks (including magic missiles and other such spells).  The caster designates the position of the shell (front/rear, left, right, or on top).  The spell does not protect against area effects spells or other attacks that strike multiple targets at once.

Whenever an individual missile attack is directed at a protected creature, the baneful deflector activates.  Instead of striking the target creature, the missile's target is determined randomly among all creatures within a 15' radius, including the targeted creature itself.  The missile then changes course toward its new target with ac and attack roll determining if it hits or not.  If the new target is beyond the range of the missile, no target is hit.  If several people in a group are all protected by the baneful deflector, a missile may change course several times before reaching its target.

The material component of this spell is a small prism which shatters when the spell is cast.

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Hornung's Guess

Wild Magic
Level: Wild Mage 1
Components: V
Casting Time: 1 action
Range: Long (1,000 feet)
Area:
Special
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 This spell provides the caster with an instant and highly accurate estimate of the number of person's or objects in a group.

The spell's area of effect is one group of a general class of objects or creatures.  All of the objects in the group must be within the spell's range and the entire group must be visible to the caster.

For example, a wizard on a hill in the forest could look down and estimate the number of trees before him, but he could not get an estimate of the number of goblins within the forest, as not all of them would be visible to him, having the trees for cover.

The estimate is accurate to the nearest factor of ten, rounded up.

Hornung's guess could be used to quickly estimate the size of a treasure hoard or a unit of advancing pikemen.  It is particularly popular among moneylenders and generals.

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Hostile Image

Illusion [Figment]
Level: Brd 2, Sor/Wiz 2
Components: V, S, M, F
Casting Time: 1 action
Range: Medium (100' + 10' / caster level)
Area: Target Creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 The target of a hostile images spell might think at first that the caster has gone mad, for 1d4 + 1 / 3 caster levels duplicates appear around the duplicate, as if the caster had performed mirror image upon the target.  (to a maximum of 8 images)

Once these images come into being, however, they turn on and attack the target.  If the target changes weapons or casts spells, the images do the same.  If he runs, the images follow at the same speed, although they may not move out of the spell range from the caster.

The illusions cause no damage, though they appear to be trying to kill the target with great vigor.  When struck for even 1 point of damage an image disappears.  Their main useful effect, other than confusing and possibly scaring the target is to occupy flanking spaces, allowing real attackers to take positions which provide flanking bonuses.

Although the images appear identical to the target, it is quite easy for others to determine which is the real target and which are hostile images, as all images will be focusing their efforts on the /real/ target.  Note, however, when only one image remains, if the target is engaging the image, anyone new to the battlefield or who was not paying attention to the original target will not be able to determine which is which.

The material component is a mobius strip and the focus required is a small mirror.

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Hornung's Random Dispatcher

Wild Magic
Level: Wild Mage 8
Components: V
Casting Time: 1 action
Range: Medium (100' + 10' / level)
Area:
1 creature
Duration: Instant
Saving Throw: Will Negates
Spell Resistance: Yes

 With the utterance of a few words, this spell can hurl a creature to a random plane of existence and leave him there.  The creature, if unwilling, is allowed a saving throw.  If successful, the spell fails.  If unsuccessful, the creature and all items it carries are sent to a random plane.  To determine which plane, roll on the table.

The caster has no control over the destination of the target creature, nor is he aware of what the randomly determined destination is.  The conditions of the destination may very well kill the creature or merely make life difficult.

Random Dispatcher Table

d% roll Plane   d% roll Plane
01-06 Alternate Prime material   59-61 Mount Celestia
07-12 Prime material plane   62-64 Bytopia
13-17 Ethereal plane   65-67 Elysium
18-21 Demiplane (shadow, nighmare, dread, etc.)   68-70 Beastlands
22-25 Elemental Plane (air, earth, fire, water)   71-73 Arborea
26-28 Para-elemental plane (smoke, magma, ooze, ice)   74-76 Ysgard
29-31 Positive Quasi-plane (Lightning, radiance, minerals, steam)   77-79 Limbo
32-34 Negative Quasi-plane (Ash, Vacuum, Dust, salt)   80-82 Pandemonium
35-37 Positive Material plane   83-85 Abyss
38-40 Negative Material plane   86-88 Carceri
41-47 Astral Plane   89-91 Gray Wastes
48-52 The Outlands (concordant opposition)   92-94 Gehenna
53-55 Mechanus   95-97 Baator
56-58 Arcadia   98-00 Acheron
** Targets sent to the same plane as which they are already on are merely teleported 'elsewhere' on the plane.

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Hypnotic Harmonies

Enchantment [Charm]
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Centered on Caster
Area: 60' radius
Duration: Performance (see below)
Saving Throw: Will negates
Spell Resistance: Yes

 This enchantment is similar to the Hypnotic Pattern spell, except that its effects are produced by sound rather than sight, and its magic is drawn from a different school.

The caster sings or plays a musical instrument to to cast the spell, causing any affected creatures to become fascinated and stand listening for as long as the caster maintains the music plus 1 additional round.  The spell can captivate a total hit dice value of creatures equal to 2d4 + 1/caster level (maximum +10).  Creatures with the lowest hit dice and those closest to the caster are affected first.  Any damage inflicted upon those affected frees it from the spell.

This spell is popular among bards, who can disguise its casting amidst their non-magical music.  It can guarantee a captive audience at the inn, if nothing else.

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Image Trap

Illusion (Figment), Evocation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: 0
Area: 1d4+1 images, 5' radius
Duration: 1 round/level
Saving Throw: Reflex nullifies
Spell Resistance: Yes

 This spell resembles mirror image, but is in fact an illusion-covered trap.  The Image trap creates 1d4+1 images which behave in all ways and functions other than those specified here as per the mirror image spell.

Whenever a missile or melee blow strikes an image, it not only disappears, but also explodes outward in a scintillating ball of color and sound.  The attacker, if within 5', must immediately make a reflex save or be stunned for 1d6 rounds.

The material component for this spell is a clay figure soaked in naphtha.

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Improved Reckless Dweomer

Wild Magic
Level: Wild Mage 2

As Reckless Dweomer but needs no components of either V,S.

Light Amplification

Alteration
Level: Brd 4, Rgr 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Caster
Area: 10' radius burst
Duration: 10 minutes/level
Saving Throw: Mostly harmless, Will negates
Spell Resistance: Yes, mostly harmless

 Human spellcasters love this spell, since it can confer low-light vision to multiple recipients.  The spell has the downside of blinding creatures who already have lowlight vision for the duration of the spell (will-negates).

All creatures, whether hostile or benign, in the area of effect when the spell is cast are afforded low-light vision.  Creatures which enter the area after the spell is cast are not affected.

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Master’s Touch

Divination
Level: Brd 1, Sor/Wiz 1
Components: V, F
Casting Time: 1 action
Range: Self
Targets: Self
Duration: 1 minute per level
Saving Throw: None
Spell Resistance: No

Master’s touch is a spell often found in the repertoire of the adventurers that specialize in casting arcane spells. It grants casters the knowledge and experience to claim proficiency in whatever single weapon or shield they hold in their hands when the spell is cast. The lack of a somatic component means the spell may be cast in the midst of a fight while keeping ready whatever items stand between the caster and danger.

Proficiency is granted for only a single, specific item, although multiple castings allow for multiple proficiencies. For example, a sorcerer holding a short sword and rapier, with a buckler strapped to his off hand, could cast the spell three times, once for each weapon and shield.

Note that this spell does not grant proficiency for a class of item, but only for the one specific item held in the hand at the time the spell is cast. Should the caster set that item down or otherwise lose his or her grip on it, proficiency does not fade away; the proficiency is due to knowledge gained, not due to any transmutation of the caster or the item. The caster may therefore recover that specific item and continue to use it with proficiency until the spell’s effect runs out.

Master’s touch does not convey any information about a magic item to the caster. The caster may not even be aware that an item is magical at all.

Arcane Focus: The item in whose use the caster wishes to be proficient.

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Mass Flight

Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Area: 1 creature/3 levels
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Harmless

 This is an improved version of the third-level spell fly.  Mass flight allows the caster to bestow the ability to fly upon multiple subjects.  The caster may affect 1 creature / 3 caster levels.

The material component for mass flight is one wing feather from any bird for each recipient of the spell.

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Mindless Rage

Enchantment (Compulsion) [ Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft/2 levels)
Targets: One person or creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Creatures affected by the spell mindless rage become so filled with rage that they can do nothing but focus on engaging the caster in personal physical combat. The affected creature cannot use any spells, spell-like or supernatural abilities, or ranged weapons while attacking the caster. The subject's only thoughts are of killing the caster -- if not with bare hands, then with a hand-held melee weapon at best.

It's worth noting that the recipient of this spell, though overcome with rage, is by no means rendered an idiot or suicidal. For example, an affected creature will not charge off a cliff in an attempt to reach the target.

While under the effect of a mindless rage spell, the subject can make use of all normal melee combat skills, abilities, and feats -- either offensive or defensive. However, the affected creature cannot use any ability that requires activation or concentration.

An interesting side effect of mindless rage occurs when the spell is cast upon any character capable of the rage ability (such as a barbarian). In these cases, the mindless rage episode counts as one of the character's uses of rage for that day.

Mindless rage is a fairly uncommon spell. It’s believed to have been developed by dwarven fighter/wizards who preferred to face their opponents in melee combat over magical conflicts. Of course, many of the stories tracing this spell's origins to the battle-mages also note that this dwarven method of ensuring melee combat against spellcasters backfired when the group ran afoul of a band of sorcerer/barbarians.

Arcane Focus: Successful casting of mindless rage requires the caster to utilize a scarlet handkerchief or similar piece of cloth, which is waved in the target's direction while the caster vocalizes the verbal component.

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Mirror Move

Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level

Mirror move allows you to reproduce any general feat with an obvious physical effect that you observed another perform within the past 10 rounds, providing you meet the prerequisites for that feat.

For example, Mialee is proficient with the shortbow but does not possess the Point Blank Shot feat. However, she can watch Soveliss perform the feat, then, using mirror move, she can mimic his Point Blank Shot feat to better attack an orc advancing on her. When the spell dissipates, Mialee can no longer access this feat (unless she later acquires it herself or recasts mirror move for the same effect).

With a single casting, you may mirror move a number of feats equal to your Intelligence bonus, but always at least one. That is, a caster with an Intelligence of 10 can mirror one feat, while a caster with 18 Intelligence can mirror up to four feats with a single use of the spell. The effects of multiple castings of mirror move do not stack. Each new casting wipes out the previous one.

You can mirror move the following feats:

  • Ambidexterity
  • Combat Casting
  • Combat Reflexes
  • Dodge
    • Mobility
    • Spring Attack
  • Exotic Weapon Proficiency
  • Expertise
    • Improved Disarm
    • Improved Trip
    • Whirlwind Attack
  • Improved Critical
  • Improved Initiative
  • Improved Unarmed Strike
    • Deflect Arrows
    • Stunning Fist
  • Lightning Reflexes
  • Martial Weapon Proficiency
  • Mounted Combat
    • Mounted Archery
    • Trample
    • Ride-By Attack
    • Spirited Charge
  • Point Blank Shot
    • Far Shot
    • Precise Shot
    • Rapid Shot
    • Shot on the Run
  • Power Attack
    • Cleave
    • Improved Bull Rush
    • Sunder
    • Great Cleave
  • Quick Draw
  • Run
  • Shield Proficiency
  • Simple Weapon Proficiency
  • Two-Weapon Fighting
    • Improved Two-Weapon Fighting
  • Weapon Finesse
  • Weapon Focus

The DM may allow mirroring of feats from sources other than the Player's Handbook, as long as they are feats with observable physical effects.

Spellcasters who do not meet the prerequisite(s) for the feat they wish to mirror can sometimes find clever ways around this limitation. For example, Mialee has the Improved Unarmed Strike feat but a Dexterity of only 11. She casts cat's grace on herself, receiving 2 additional Dexterity points for a 13 Dexterity. She then casts mirror move, adopting Ember's Deflect Arrows feat. When mirror move dissipates, Mialee retains her heightened Dexterity until her cat's grace spell ends but she loses access to Deflect Arrows. If she somehow lost the effects of cat's grace before the end of mirror move’s duration, she would lose access to the Deflect Arrows feat.

One interesting note about mirror move is that the spell conveys all the nuances of the mirrored character's style. Using the previous example, Mialee not only gains the ability to Deflect Arrows but the arcane power results in her deflecting arrows exactly as Ember would do it. Although Ember may not be with Mialee when she cast the mirror move spell, anyone familiar with Ember's style (for instance, a lifelong enemy or former trainer) may recognize that Mialee's arrow deflection is actually borrowed from Ember. Anyone familiar with Ember's defensive style should be allowed a Spot check (DC 15) to recognize the similarities.

It's worth noting that Item Creation Feats and Special Feats can not be duplicated by mirror move. Likewise, Metamagic Feats are too subtle and/or complex to be mirrored.

Material Component: Any reflective surface, including highly polished shields or armor and even surfaces of water, can be used for this spell. Many spellcasters carry small mirrors with them for material components.

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Mute

Alteration
Level: Sor/Wiz 2
Components: S, M
Casting Time: 1 action
Range: Close (25' + 5'/2 caster levels)
Area: 1 creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes

 The mute spell is used to keep a target from casting spells that require verbal components, to keep a traitor or witness silent, or to teach a verbose companion a lesson.

If the spell target fails its save, it cannot produce any vocalization from the mouth or throat (it cannot speak, scream, roar, etc.).  No cure spells alleviate this effect, but the caster can end the spell at any time by a silent act of will.  Dispel magic and similar spell-effects are also effective at removing the mute spell, and the death of the original caster immediately ends it as well.  Undead, constructs, and other creatures with no ordinary vocal cords are not affected by a mute spell.

The material component of the spell is a pair of small cotton balls or a set of small wax plugs.

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Nahal's Nonsensical Nullifier

Wild Magic
Level: Wild Mage 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Area:
Creature touched
Duration: 1d6 rounds + 1 round/level
Saving Throw: None
Spell Resistance: Harmless

 This spell scrambles the aura of the affected creature, giving random results to know alignment, detect evil, detect lie, and other similar spells of level 4 or less.

When a protected creature is the focus of one of these divinations, the information gained is randomly determined.  Thus, if a know alignment is used against a chaotic evil creature protected by the nullifier, the response could be any alignment combination.  If two different casters use the same divination on the same target, two randomly determined results are generated...most likely giving different results to each.

A new random result is determined each round as well, thus continued observation of a protected creatures results in readings which change over time.  Roll on the table below for each column which applies for the given divination:

1d6  

Law/Chaos Axis  

Good/Evil Axis  

Truth/Honesty

1-2 Lawful Good Truth
3-4 Neutral Neutral Lie
5-6 Chaotic Evil Non-conclusive

The material component for this spell is a small amount of egg yolk which must be smeared on the target's scalp.

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Otto's Triple Chime

Alteration, Abjuration
Level: Sor/Wiz 6, Brd 5
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 feet + 10'/caster level)
Area: 10' radius burst.
Duration: 1 minute
Saving Throw: Object
Spell Resistance: Object

 This spell creates a resonant tone that repeats 3 times over the course of 1 minute.  At the end of the first chime, every closure (door, chest lid, clasp, buckle, etc.) is effected by a dispel magic, to remove all protective abjurations and trap magics.  This dispelling effect does not impact other magical enchantments or dweamors upon the closures.

After the second chime, and again after the third, each closure is affected as if by the knock spell.  Up to four closures will be affected by each of the two chimes.

Although this spell may affect unwanted targets as well, it is a quick way to gain access to a large number of closed items quickly.  The triple chime is highly favored because of its great range, allowing it to be used against doors or chests from a distance too great for the caster to be affected by traps which may be triggered.

If more closures are present than what the spell can affect, those closest to the center of burst effect are opened first.

The focus for this spell is a set of copper, silver and gold keys worth 10gp, 50gp, and 250gp respectively.

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Part Vapors

Alteration [Air]
Level: Clr 3, Drd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close
Area: Path 10' x 10' x 20'/caster level
Duration: 1 round/level
Saving Throw: Special, usually harmless
Spell Resistance: Harmless

 By means of this spell, the caster parts smoke, fog, mist and similar vapors, creating a stationary path 10 feet wide, 10 feet long, extending to a distance of 20' per level of the caster.  This spell sunders vapor-producing spells and spell-like effects of third-level or below.  When opposing more powerful vapors (cloudkill, green dragon breath, etc.), the path is not fully cleared, but allows creatures within the area of effect a +2 bonus to their saving throws or -1 damage / damage dice if no save is allowed.

Part vapor may also be used as an attack against vaporous creatures (smoke elementals, beings in gaseous form, etc.).  Any such creature that enters the area of effect or is within the area of effect when it forms, suffers 2 hp of damage per level of the caster, plus a similar amount for each round it remains in the area of effect.  When trying to target such a creature directly, the creature is allowed a reflex save for half damage.  Once the path is set, it is not moveable, and such a creature can easily move out of its area of effect.

A successful dispel magic or similar effect causes the path to collapse prematurely, as does a silent act of will on the party of the caster.

The material component for this spell is a stoppered glass tube of any length which contains clean, clear air.

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Patternweave

Wild Magic
Level: Wild Mage 1
Components: V, S, F
Casting Time: 1 action
Range: Close (25' + 5' / 2 levels)
Area:
10 foot square
Duration: 1 round
Saving Throw: Special
Spell Resistance: Yes

 Patternweave allows the caster to make sense of apparent chaos.  The caster can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, or specific trails appearing out of a mess of overlapping footprints.  After casting the spell, the caster studies seemingly random elements.  The items to be studied must be tangible (coded flashing lights, garbled speech, or thoughts of any kind cannot be 'studied').

After studying the elements for 1 round the DM secretly rolls a wisdom check (DC 12) for the caster.  If the check is successful, the caster sees in his mind the pattern these objects form.

After the caster has successfully visualized the pattern, he can attempt to reassemble the parts into their original form.  This requires an intelligence check (DC15) to determine if the caster sufficiently remembers enough details to accomplish the task.

The focus of this spell is a small hand lens through which the caster studies the objects.

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Prismatic Blade

Abjuration
Level: Sor/Wiz 9
Components: V
Casting Time: 1 round
Range: Personal
Area: Special
Duration: 1 round/level
Saving Throw: Special
Spell Resistance: Yes, as prismatic wall

 This spell condenses the colors and powers of a prismatic sphere into a sword-shaped blade, which appears in the casters hand.  The caster may use the blade as a weapon, attacking with his normal attack bonuses for a long sword (but without non-proficiency penalties if he is not proficient with a long sword normally).

On a successful hit, the target is affected as if contact had been made with a prismatic sphere (See spell description in PHB), Thus the target takes from 70-140 damage (depending on success of 3 reflex saves), must make a fortitude save or die from poison, make a fortitude save or be turned to stone, make a will save or go insane, and make a will save or be sent to another plane.

As with Prismatic Sphere, creatures of fewer than 8 Hit dice/levels who look at the prismatic blade are blinded for 2d4x10 minutes.  Obviously, the caster is immune to all effects of his own prismatic blade and need not worry about accidentally harming himself. 

The blade cannot be handed to another creature, and attempting to do so affects the creature as if it where struck by the blade.

While the blade is in effect, the caster cannot cast other spells, save for those which are verbal only, nor can he perform any actions which require both hands (though he can perform any actions which require only one hand).

A prismatic blade can be destroyed by the same spells that bring down a prismatic sphere, and as each spell negate a color, the blade's efficiency is reduced.  Unlike prismatic sphere, these spells need not be cast in any special order to be effective.  Additionally, a rod of cancellation will destroy a prismatic blade on contact.

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Ray of Depletion

Necromancy
Level: Sor/Wiz 2, Brd 3
Component: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

A shimmering ray springs from your hand to disrupt the mental fabric of psionically empowered beings, causing them a loss of power points. You must succeed at a ranged touch attack to strike a target.

The ray of depletion affects only targets possessing psionic power points. Non-psionic beings hit by a ray register some momentary unpleasant sensory awareness, but not so much as to disrupt an action or concentration.

Affected targets suffer a temporary loss of a number of psionic power points equal to 1+ half the attacker's caster level (round down). Thus a 10th-level caster would deplete 6 points. The victim's available psionic power point total can never drop below 0. Lost psionic power points are regained through normal means.

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Reckless Dweomer

Wild Magic
Level:
Wild Mage 1
Components: V,S.
Casting Time: 1 Action.
Range: special.
Target: special.

Duration
: special.
Saving Throw: special.
Spell Resistance: yes.

When Casting this spell, the Wild Mage unleashes the Wild Forces within himself and channels it into a spell; this is generally used as a last resort spell as it is entirely unpredictable. Before casting, the Mage must announce the spell effect of one of their known spells regardless of level, once announced, roll randomly on any Wild Surge table you have and this is what happens.

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Slerotin's Fortitude

Abjuration
Level: Sor/Wiz 9
Components: V, M
Casting Time: 1 round
Range: Touch
Area: 10 cubic feet/level
Duration: Permanent
Saving Throw: None
Spell Resistance: No

 By means of this spell, up 10 cubic feet/level of non-magical, inorganic material is rendered impervious to harm from both physical and magical attacks.

The matter in question must be of the same general type. For example, a wizard seeking to protect a stone wall set with an iron bound wooden door would need to cast the spell three times, once to protect the stone wall, once to protect the wood of the door, and once to protect the iron hinges and binding of the door.

Slerotin's Fortitude can be removed only by a full wish, requiring one full wish to remove each casting of Slerotin's Fortitude.  Additionally, Slerotin's Fortitude can be layered, such that a stone wall could be protected by 3 layered castings of the spell, requiring 3 wishes to return it to a normal wall.  No other spell or force can harm protected area, not even spells such as disintegrate or earthquake.

An area protected by this spell will radiate very strong magical if detected.

The material component for this spell is 100gp worth of diamond dust for each 1 cubic foot of material being protected.  Note also that to protect a wall 10" thick, the ENTIRE 10" thickness must be protected.  A conniving caster cannot try to 'stretch' the spell by specifying protection of a thin surface of the wall only.

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Spell Shape

Wild Magic
Level: Wild Mage 7
Components: V, S, M
Casting Time: 1 round
Range: 0
Area:
The caster
Duration: 1d4+1 rds.
Saving Throw: Special
Spell Resistance: Special

 This spell allows the caster to seize magical energy directed at him and reshape it as he desires.  While it is in effect, the spell gives no visible signs of its existence.  It offers no protection against area-effect spells, save those centered directly on the wild mage.

If a wild mage is the target of a spell or magical item, this spell automatically allows him a saving throw.  Failure means the opponent's spell has its normal effects.  Success means the spell shape absorbs the magical energy of the opponent's spell.  The wild mage can then choose to let the energy dissipate or can instantly use it to cast a spell back at the opposing caster.  The return spell must be of an equal or lesser spell level than the original one and must be one the caster currently has memorized (or in his repertoire for bards/sorcerers).  The act of returning the spell does not cost the wild mage any of his daily allotment of spells.  Spell energy cannot be saved, if not used immediately, it dissipates.

This spell does not give the wild mage 'free actions' for the retaliatory spell, thus the wild mage must use 'ready actions' to be prepared to immediately make use of any absorbed spell energies.  If the wild mage is struck by two or more spells in a given round, he must choose which one he will shape.  All remaining spells effect him as normal once the choice is made.

The material component for this spell is a diamond worth at least 2,000 gp which is transformed into a lump of coal when the spell is cast.

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Stabilize

Wild Magic
Level:
Wild Mage 9
Target:
30' radius circle.
Duration
: 1d4 + 1 turns.
Range
: touch.
Casting Time
: 1 turn.
Components
: V,S.
Saving Throw
: None.
Spell Resistance
: No.

This spell negates the effects of a Wild Magic region, allowing the caster and all creatures in the area effect to cast spells and activate items normally. This spell is centered on the caster and follows their movements. The caster's own spells never cause Wild Surges when cast during the duration nor do the effects of surge's extend into the protected area. This spell affects Wildstrike and Wildzone.

Surge Mastery

Wild Magic
Level:
Wild Mage 2
Components:
V,S.
Casting Time: 1 Action.
Duration: instantaneous.
Range: special.
Target: special.
Saving Throw: None.
Spell Resistance: No.

This spell is similar to Reckless Dweomer, however, no spell is named before casting, the caster merely surge's the spell. The caster has a 33% chance of controlling one aspect of the surge once it happens. Eg, minimum or maximum parts of a spell (maximum damage if centered on target, minimum if on caster), or half or double the amount of something (two demons gate in to attack caster instead of four).

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Surge Selector

Wild Magic
Level: Wild Mage 7
Casting Time:
1 Action.
Components: V,S,M.
Range: touch.
Target: Caster
Duration:
special.
Saving Throw:
None.
Spell Resistance: No.

This spell gives the caster two rolls on the surge chart when surging a spell, the caster can then choose between the two results. This spell's duration is a fixed number of surges or 12 hours, whichever comes first. A wild mage is able to shape one surge per five levels of character experience.

The material component for this spell is a brass spinner.

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There/Not There

Wild Magic, Evocation
Level: Wild Mage 4
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 feet)
Area: 10 ft. cube
Duration: 10d6 minutes
Saving Throw: None
Spell Resistance: No

This peculiar wild magic creates a random fluctuation in the probabilities of existence.  The spell can be cast only upon nonliving objects and can affect only materials within a 10' x 10' x 10' cube.

Objects in the area of effect either remain normal and visible or they disappear (50/50 chance).  The state of existence of any object is determined randomly and changes with each viewing and viewer. Thus, a single object could appear and disappear several times during the course of the spell.  Furthermore it might be 'there' for one looker, but 'not there' for another at the same moment.

For example, the wild mage casts this spell on a doorway.  The DM rolls percentile dice and determines the door is "there" for the mage.  The mage's familiar also looks at the door, and again the DM rolls D%, determining that the door is "not there" for the familiar.  The pair then studies the door for several minutes, during which time the door does not change.  The pair then closes their eyes, and reopens them, requiring the DM to make new checks.  This time the door is "not there" for either of them.  They then step through the open archway in the wall, turn around and look again.  New checks by the DM determine that the door is "there" for both of them now, and they would have to actually open the door in order to step back through.

Objects which are "there" are normal in all respects.  Doors can be opened, locks can be picked, large rocks can be used as cover.  Objects which are "not there" are gone, although their absence does not cause ceilings to collapse or other damage.  A wizard could walk through a "not there" wall without difficulty.

When to parties perceive a "there/not there" object differently, the object functions for each party according to its own perceptions.  For example, a wizard hiding behind a rock that he sees as "there" when fired upon by an enemy archer who sees the rock as "not there" would perceive the arrow fired as bouncing off the rock, whereas the archer would perceive the arrow as merely falling short or missing the target.  In this case, only if both parties perceived the rock as "not there" would the rock not provide cover to the mage, as the mage simply would not be able to accept an arrow going THROUGH a rock which is "there" irregardless  of the archer's perceptions.

The material component is a small piece of cat fur sealed inside a small hardwood box.

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Tysiln's Wondrous Carriage

Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M, F
Casting Time: 1 round
Range: Close (25' + 5'/2 levels)
Area: Special
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell creates a translucent force-energy vehicle that glows with ghostly emerald light.  The vehicle forms anywhere within the spell's range, as desired by the caster.  The caster also determines what the vehicle will look like, but it must be some type of carriage, wagon, buggy, or the like.  Thus, the caster can make a fancy cabriolet, a stagecoach, a covered wagon, or even a chariot, but it must be a representation of a wagon-like vehicle in both size and appearance.

Accompanying the carriage is a team of four force-energy horses, and like the vehicle, they shed an eerie green radiance.  Again, the caster can determine the type of horse, but all must be of the same type (i.e. prancing stallions, draft horses, etc.).

At the caster's mental command, the carriage will move (at a movement rate of 30').  The caster must be a passenger in order to command the carriage to move.  If the caster vacates the carriage at any time, it will come to a halt.

The carriage can move through any terrain, so long as there is room to accommodate the carriage; it cannot pass through solid material.  The ride always feels completely smooth, as though the vehicle were traveling on a paved round, even when moving over rough ground.

The caster need not concentrate to maintain the spell, though one round of attention is required to make the vehicle begin movement, change speed or direction, or stop.  Otherwise the caster may perform any other actions, including spellcasting, reading, or the like.

Due to the carriage's force-energy composition, passengers are partially shielded from outside attacks, receiving a +4 cover bonus to their AC and saving throws.  Note that the force energy employed to create the vehicle is not nearly equal to a wall of force, so even if the passengers inside are entirely enclosed occupants never receive more protection than +4 bonus, though it does negate magic missiles directed from sources outside the carriage (due to the enemy caster not having line of sight).

The glow produced by the carriage extends to a distance of 30 feet, and can be seen up to 100 yards away in dim light, 500 yards in darkness.  It is a soft, non-blinding glow that allows reading, inspection of small items, and the like and negates magical darkness without harming the vehicle itself.

If the vehicle is destroyed or the spell's duration expires while it is moving, passengers suffer 1d4 damage per 5' of movement speed of the vehicle at the time of its dissipation.

The material focus for this spell is a miniature model of the vehicle to be created (carved from jade and worth at least 500 gp) and the components are 4 live mice and a lock of green-dyed hair from a horse's tail or mane.

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Understand Object

Divination
Level: Brd 1, Sor/Wiz 2
Components: S, M
Casting Time: 1 minute
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Understand object determines the non-magical functions of an object or technological item. The caster must handle or touch the object throughout the casting time and spell duration to gain any knowledge. If the item has more than one function, the spell identifies its most general or most likely use. Casters can gather further information about the item only through additional uses of the spell. Understand object does not reveal magical functions (as identify would), only mechanical operations.

The spell is used most often to help casters understand the nature and use of an object from another technological level (such as a firearm found in a world where such weapons don't normally exist), or to gain some clues to extremely complex gadgets or puzzles.

If used in the latter manner, however, this spell can prove very, very dangerous. Using understand object to figure out how a trapped device operates can be disastrous, as the spell does not distinguish a harmful nonmagical trap from any other gadget! And, since the spell starts with the easiest or most general effect first (and traps are often much easier to trigger than non-trap functions of an item), understand object may just tell you how to kill yourself.

For example, a character might cast the spell on three interlocking rings found on what appears to be the locking mechanism of a box. The first use of the spell tells the caster that the interlocking rings are, indeed, a locking mechanism and they have to be turned in a certain way to cause a needle to spring out of the box (a trap, though the spell doesn't tell the caster that). On a second use of the spell, the caster learns that turning the interlocking rings also can cause the box to open. Since the interlocking rings have no other function, further uses of the spell reveal nothing. If opening the box causes a fire trap to go off in the opener's face, that is not revealed, since fire trap is a magical effect.

But when the spell is used in its most basic way, it can be a boon to adventurers who encounter technological items and strange objects that they have no way of understanding without help. New exotic weapons, high-tech gadgets, and the like are the province of understand object

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Unluck

Wild Magic
Level:
Wild Mage 4
Components:
V,S,M.
Casting Time: 1 Action.
Range: close.
Target: one creature.
Duration: 2d10 rounds.
Saving Throw: Will Negates.
Spell Resistance: Yes.

This spell affects a creatures luck for the duration. Whenever the creature has to roll a result for anything, the creature must reroll the result and pick the worst of the two. Luckstones will negate this effect but will be rendered useless for 1d10 rounds after spell expires.

The material component for the spell is a shard of a broken mirror.

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Vortex

Wild Magic
Level:
Wild Mage 5
Component:
V,S,M.
Casting Time: 1 Action.
Range: close.
Target: one creature.
Duration: 1d4 rounds + 1 round / level.
Saving Throw: Reflex for half damage.
Spell Resistance: Yes.

This spell creates a wild vortex that travels randomly through the battlefield. On the round of creation, the vortex appears in the desired place as a multicoloured tornado. From this moment on, the caster must maintain concentration in order for the vortex to remain. Each round, the vortex moves 30 feet randomly in a grenade like direction. 50% chance of caster moving it in the desired direction.

The vortex is only 5 foot in diameter. Non magical creatures struck by the vortex suffer 1d4 points of damage per level of caster. Magical greatures and spellcasters suffer 1d6 damage per level of caster. Each time someone is struck by the vortex, there is a 5% chance the vortex explodes in a Wild Surge upon the creature. This will also cause the spell to end.

Material components for this spell are a handful of straw and some silk streamers.

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Wild Armour

Wild Magic
Level:
  Wild Mage 3
Components:
V,S,M.
Casting Time: 1 Action.
Range: touch.
Target: caster.
Duration: 1d6 + 1 round / level..
Saving Throw: None.
Spell Resistance: No.

This spell causes the caster's body to radiate Wild magic. When damaged in melee by another, a Wild Surge is rolled. Ranged attacks will not cause a surge.

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Wild Fire

Wild Magic
Level: Wild Mage 9
Components:
V, S
Casting Time:
1 action
Range:
0
Area:
Variable
Duration:
Variable
Saving Throw:
Variable
Spell Resistance:
Variable

 By means of this spell, the wild mage is able to channel raw magical energy through himself, shaping it into any form or effect he desires.  The energy is similar in many ways to a wish spell, but has unique differences as well.

Wildfire allows the caster to create the effect of any wizard spell of up to 8th level.  He need only have general knowledge of the spell and its effects; the spell does not need to be one which is in his own spellbook (or repertoire for bardic/sorcerous wild mages).

Any normal saving throws for the desired spell effect applies, but the DC for the save is as per a 9th level spell, rather than the spell-level of the imitated spell.

Wildfire can also be used in the creation of magical items.  The energy created by the spell may be used to generate effects that are not created by known spells, as well as effects of other spells as detailed above.

Wildfire can additionally be used to create an item out of nothing.  The magical energy is shaped and hardened to form a solid object.  Such objects created have a greenish, glowing tinge and radiate strong magic.  These objects are stronger than steel yet have almost no weight.  They are immune to fire, cold, electricity and all forms of magical attack except dispel magic and wish spells.  Even if they are subjected to these spell effects, a saving throw is allowed.  Such objects use their creator's saving throws.

When creating objects, the caster is limited only by his own skill and the dimensions of the object.  Items larger than a 10 foot radius sphere cannot be fashioned.  Creating the object requires only one round, regardless of size.  Thus a wizard could make an impenetrable dome or small boat with this spell.

Objects made of wildfire are neither stable nor permanent.  Since the object is made of magic separated from the magical continuum, the material gradually deteriorates until the magical bonds become too weak to hold the wildfire in the chosen form.  This decay takes 1d6+2 hours, plus a number of additional hours equal to the caster's wisdom bonus (reflecting that those with higher willpower fashion the original object more tightly).

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Wildmine

Wild Magic
Level:
Wild Mage 3
Components:
V,S.
Casting Time: 1 Action.
Range: touch.
Target: touched object.
Duration:
permanent until triggered.
Saving Throw:
None.
Spell Resistance: No.

Once cast upon an object, the next creature to touch it, even the caster, activates a Wild Surge. The creature is the target, the object is considered the caster.

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 Wildshield

Wild Magic
Level:
Wild Mage 6
Components:
V,S,M.
Casting Time: 1 Action.
Range: touch.
Target: caster.
Duration:
special.
Saving Throw: None.
Spell Resistance: No.

This spell gives the caster a magical shield that can absorb spell levels. It can absorb 2d6 spell levels worth of spells. It can be cancelled by the caster at any time. If the exact amount is met, the shield dissipates. If the shield is overloaded, then it surges affecting the caster.

The Material component for this spell is a small sponge.

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Wildstrike

Wild Magic
Level:
Wild Mage 6
Target:
one creature.
Duration: 2d4 rounds.
Range: close.
Casting Time: 1 Action.
Components: V,S,M.
Saving Throw: Reflex Negates.
Spell Resistance: No.

This spell can be cast on another creature affectively encasing them in Wild energy. If the creature casts a spell or activates a magical item, a surge is set off on the creature. This lasts for the duration of the spell and can be triggered multiple times.

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Wildwind

Wild Magic
Level: Wild Mage 9
Components: V, S
Casting Time: 1 action
Range: 100' + 10' / level
Area:
Special
Duration: 5d6 minutes
Saving Throw: Special
Spell Resistance: Yes

 When cast, this spell brings into being a wall of faint, multicolored lights at the point indicated by the caster.  These lights form a line 150 feet long.  After the first round of the spell, the wizard can move the wall of lights.  Each round, the caster can move the wall in the same direction or as much as 45 degrees to either side.  Once the wall is set in motion, it cannot be stopped unless the spell is cancelled or dispelled.  The lights can move 30 feet per round.

The wildwind has two significant effects.  First, all creatures struck by the magical lights suffer 2d6 points of damage.  Second, any spell-caster struck while attempting to cast a spell automatically triggers a wild surge.  Magical items that expend charges that touch the wall of lights automatically release one charge, also resulting in a wild surge.

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Wildzone

Wild Magic
Level: Wild Mage 8
Components
- V,S,M.
Casting Time - 1 Action.
Range - touch.
Target - 300' x 300' square.
Duration
- 2d6 turns.
Saving Throw - None.
Spell Resistance - No.

This spell enchants an area to become a Wild Area, this makes casting spells and activating items cause an automatic Wild Surge. The area can be made permanent as per a Permanancy spell.

The material component for this spell are several pots of paint which are spilled over a sheet of hammered silver worth no less than 2,000gp.

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Windshear

Alteration [Air]
Level: Drd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100' + 10'/level)
Area: 25' radius sphere
Duration: 1 round/level
Saving Throw: Special
Spell Resistance: Yes

 This spell enables the caster to cause a sudden, violent disruption in air currents within the area of effect, which the caster may move about within the spells range at a movement rate equal to 10' / caster level each round (max 120').

Flying into, out of, or through the area of effect requires a reflex save.  Failure results in the flying creature losing control and crashing to the ground (suffering falling damage as normal).  A falling creature is allowed additional saving throws for each 100 feet it falls.

Missile weapons that are fired into, out of, or through the area of effect suffer a -4 conditional modifier to attack rolls, but are otherwise unaffected.  Missile spells and ranged magical effects that require an actual attack roll also suffer this penalty.

Spells and effects that travel along air currents (gaseous form, stinking cloud, cloudkill, etc.) suffer a random course change upon entering or exiting a windshear spell's effective area and if the effect is not a controlled force, it continues along its new course as air currents demand.

When brought into contact with other wind-based magical effects, there is a 50/50 chance that either the other effect is negated, or the windshear is negated and absorbed into the other effect (increasing the effects duration by whatever remained of the windhsear's duration).

Lastly, when creatures from the elemental plane of air, particularly those composed exclusively of air (invisible stalkers, air elementals, air mephits), pass into, out of, or through the windshear's effect they suffer a sudden disruption of their own personal air currents.  This is sufficient to slow them down for a few moments while they pull themselves together and adjust.  Effectively, this results in them losing one action.

Note that this spell is not the same as gust of wind.  Although capable of disrupting flying creatures, missile weapons, and certain spells, it does not produce any force of its own.  It is simply a disruption of air currents, therefore it cannot be used to extinguish flames, move stationary objects, etc.

The material component of the spell is a handful of pollen scattered into the air as the spell is cast.

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Wizard Mark

Alteration
Level: Brd 1, Sor/Wiz 1
Components: S, M
Casting Time: 1 action
Range: Touch
Area:
up to 1 square foot
Duration: Permanent
Saving Throw: No
Spell Resistance: No

 When this spell is cast, the wizard is able to inscribe, either visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size.   A wizard mark spell enables the caster to etch the rune upon stone, metal, or any other softer substance without harm to the material upon which it is placed.  If an invisible mark is made, detect magic will cause it to glow and be visible for as long as  the mark is observed under the detect spell.  Additionally, detect invisibility, true seeing, read magic and other spells and items which have similar effects to those spells will reeal the maker's words.

The mark cannot be dispelled be dispelled by any dispelling magical effect, but it can be removed by the caster or by the erase spell.  If it is cast on a living being, normal wear will cause it to gradually fade away.

The material components of this spell are the dust of a gem (worth 100 gp) and a pigment or pigments for the coloration of the mark.  If the mark is to be invisible, the pigments are still used, but fade out after the runes are drawn.

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Blank spell Template

(this is only here to save the webmaster typing time when adding new spells, please ignore it. :)

Spell Name

type
Level:
Components:
Casting Time:
Range:
Area:

Duration:
Saving Throw:
Spell Resistance:

 

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