Some spells are new, others are revisions of existing spells.
Acid Pilum
Conjuration (Creation) [Acid]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One javelin of acid
Duration: 2 rounds + 1 round per six levels
Saving Throw: None
Spell Resistance: No
A magical javelin of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The javelin deals 4d6 points of acid damage, and additionally 2d6 splash damage to adjacent creatures. For every six caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 4d6 points of damage in that round.
Additionally, while the acid persists, the primary target is Entangled (though not anchored).
Material Component
Powdered rhubarb leaf and an adder's stomach.
Focus
A dart.
Alter Self (revised)
Transmutation
Level: Brd 2, Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You disguise yourself as another creature similar to yourself in form, or you gain gross physical characteristics that enhance your own physical form. You may choose either or both of the effects below, though they may conflict -- for example, there are very few elves with vulture wings. First, you may gain a specific physical appearence. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check. Second, you may gain any one of the following gross physical enhancements:
- Winged flight (30 ft., Poor)
- Climb speed (1/2 base move)
- Gills and fins (water breathing, +8 on swim checks and may always take 10 on swim checks)
- Claws and/or bite appropriate for size (1d4/1d6 Medium, 1d3/1d4 Small)
- Scales or tough hide (up to +1 Natural Armor bonus per three levels, +4 maximum)
Ash Storm
Evocation [Fire, Earth]
Level: Drd 6, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20 ft. radius, 40 ft. high)
Duration:Instantaneous
Saving Throw: None
Spell Resistance: No
Flaming hunks of magma and ash rain down, dealing 7d6 points of damage to creatures in their path. The damage is 4d6 Blugeoning and 3d6 Fire.
Arcane Material Component: A hunk of lava rock or burnt wood.
Divine Mote
Abjuration [Light]
Level: Clr 7, Nobility 7
Components: V
Casting Time: 1 action
Range: Personal
Effect: Protective mote
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
The caster creates a shining spark of light, which acts as a Daylight spell for the spell's duration. In addition, the mote provides one additional effect, which the caster can select on her action as a free action.
- Cover: The mote provides 3/4 cover (+7 AC, +3 Reflex save) without restricting the caster's actions in any way.
- Spell Absorption: The mote can absorb up to the caster's level in spell levels over the spell's duration. Once these levels are exhausted, the mote cannot absorb any more spell levels, but the other functions remain available.
- Searing Beam: The mote can project a beam of light, similar to the Searing Light spell, which requires a successful ranged touch attack roll and inflicts 2d6 damage. To undead, the Searing Beam inflicts 2d8+2 damage. This beam has a range of Medium (100 ft. + 10 ft./level), and counts as a standard attack.
Enhance Companion Beast
Transmutation [see below]
Level: Drd 5, Sor/Wiz 5
Components: V, S, M, XP
Casting Time: 1 day
Range: Touch
Target: 1 magical beast
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: No
By means of this ritual, the caster imbues a magical beast with additional power. She draws upon and channels into a willing subject elemental, divine or fiendish energies.
Upon completion of the spell, the magical beast targeted permanently changes type to "Outsider", and permanently gains one template from the following list:
- Abyssal
- Anarchic
- Axiomatic
- Celestial
- Infernal
- Shadow
- Elemental Air
- Elemental Ash
- Elemental Earth
- Elemental Fire
- Elemental Ooze
- Elemental Storm
- Elemental Water
- Elemental Wood
Material Component: A gem or gems worth 5,000 gp, the type of which varies depending on the template imbued.
XP Cost: 2,000 XP.
Elder Tentacles
Conjuration (Creation) [Acid, Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 5 rounds
Saving Throw: None
Spell Resistance: No
This spell duplicates the effects of black tentacles and acid fog, except as follows. Those within the fog cloud, no matter what elevation, are grappled by rubbery tentacles and held fast.
Those within the cloud suffer 4d6 acid damage on your action.
The tentacles are [Force] effects, and can grapple incorporeal or ethereal creatures with no miss chance. (The acid damage still suffers an incorporeal miss chance.)
Material Component
A piece of tentacle from an aboleth or grell.
Ice Dagger
Evocation [Cold]
Level: Drd 2, Sor/Wiz 2, Ice 1
Components: V, S, F/DF
Casting Time: 1 action
Range: Personal
Effect: Dagger-like blade
Duration: 1 minute/level or until thrown
Saving Throw: None
Spell Resistance: No
A thin blade of pure ice grows from the caster's hand. She can use it as a weapon for the duration, in which case it is treated as a magical dagger with a +1 enhancement bonus, which also does an additional +1d4 cold damage. The caster may choose to create the Ice Dagger in the form of a normal dagger or a punching dagger.
Should the caster elect to throw the dagger, it deals normal damage (1d4 piercing, 19/x2) and then explodes in a burst of frost, dealing an additional +1d4/2 levels (max +5d4) cold damage.
Underwater this spell cannot produce a shard of ice. Instead, it grants the caster a touch attack which deals 1d4 cold damage for the duration.
Arcane Focus: A diamond worth at least 100 gp.
Lunar Gravity
Transmutation
Level: Drd 9, Moon 8
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Up to one 10-ft. cube/level (S)
Duration: 1 round/level (D)
Saving Throw: None (see text)
Spell Resistance: No
This spell causes gravity to shift, drawing all caught within its area towards the moon (which must be visible at the time of casting). All unattached objects and creatures within the spell's area will "fall" towards the moon's disc. If some solid object (such as a tree or ceiling) is encountered in this fall, the objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the border of the area without striking anything, it remains there (if it is strictly above the area) or falls to the ground, as normal gravity affects it. At the end of the spell, any affected creatures or objects fall downward.
Provided there's something for them to hold onto, creatures caught within the area can attempt Reflex saves to secure themselves when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.
Magma Blade
Evocation [Earth, Fire]
Level: Drd 3, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Effect: Swordlike beam
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
A blade of white-hot magma springs from the caster's hand. She can mentally command it to take the form of any sword-like bladed weapon: a dagger, short sword, scimitar, long sword, rapier, bastard sword, or greatsword. The Magma Blade allows her to weild it as though it were a weapon of the appropriate type, including any bonuses from Feats or penalties for non-proficency.
The Magma Blade is a magic weapon, with an enhancement bonus of +1/4 caster levels (max +5). In addition, the Magma Blade is a Flaming Burst weapon, dealing +1d6 Fire damage on a successful strike, and an additional +1d12 Fire damage on a critical hit.
This spell does not function underwater.
Arcane Material Component: A hunk of lava rock or burnt wood.
Martial Avatar
Transmutation
Level: Clr 4, Battle 5, Blades 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: Weapon held (see below)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The caster must be weilding her Deity's Favored Weapon for this spell to work. If she is weilding her Deity's Favored Weapon, this spell causes her weapon to gain one or more temporary enchantments. The specific enchantment depends on the caster's Deity. If the caster's weapon already has the specified enchantment(s), the spell fails.
First, the spell grants the caster's weapon a +1/4 levels enhancement bonus.
Second, if the caster is at least 8th level, the weapon gains the following enchantment for the spell's duration:
- Alrainna: Mace -- Merciful
- Cernunos: Axe -- Shock
- Eilonwy: Rapier -- Seeking
- Kassoth: Hammer -- Corrosive
- Raelor: Longsword -- Flaming
- Selene: Spear -- Frost or Ghost Touch (player's choice when casting)
If the caster is at least 12th level, the weapon gains the following enchantments instead:
- Alrainna: Mace -- Merciful, Defending
- Cernunos: Axe -- Shocking Burst, Thundering
- Eilonwy: Rapier -- Keen, Seeking
- Kassoth: Hammer -- Corrosive Burst, Flaming
- Raelor: Longsword -- Flaming, Holy
- Selene: Spear -- Icy Burst, Ghost Touch
Mephitic Spray
Conjuration (Creation)
Level: Drd 2, Sor/Wiz 2, Ash 1
Components: V, S, M/DF
Casting Time: 1 action
Range: 20 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
A spray of choking smoke blasts from the caster's outstretched hand. Any creatures caught within must make a Fortitude save or be nauseated for 1d4 rounds, unless it is immune to poison.
Arcane Material Component: A bit of lead.
Metal Shape
Transmutation [Earth]
Level: Clr 6, Drd 4, Sor/Wiz 6, Artifice 4
Components: V, S, F/DF
Casting Time: 1 action
Range: Touch
Target: Up to 10 cu. ft. +1 cu. ft./level of a single piece of metal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Except as noted above and below, this spell is identical in effect to Stone Shape.
Arcane Focus: An ounce of mercury.
Phantom Steed, Mass
Conjuration (Creation)
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting Time: 10 minutes
Range: 0 ft.
Effect: One quasi-real, horselike creature per three levels
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
As phantom steed, except as noted here.
Plasma Spear
Evocation [Electricity, Fire]
Level: Drd 4, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 action
Range: Personal
Effect: Spearlike beam
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
A shaft of white-hot plasma springs from the caster's hand. She can mentally command it to take the form of any spear-like weapon: a halfspear, short spear, or longspear. The Plasma Spear allows her to weild it as though it were a weapon of the appropriate type, including any bonuses from Feats or penalties for non-proficency. She can choose to change the form of the Plasma Spear on her initiative as a free action.
The Plasma Spear is a magic weapon, with an enhancement bonus of +1/4 caster levels (max +5). In addition, it is both a Flaming Burst and a Shocking Burst weapon, dealing +1d6 Fire and +1d6 Electrical damage on a successful strike, or +3d12 Fire and +3d12 Electrical damage on a critical hit.
This spell does not function underwater.
Arcane Focus: A hunk of meteorite iron worth at least 1,000 gp.
Ray of Disruption
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
The character directs a shock wave of positive energy. The character must make a ranged touch attack roll to hit, and if the ray hits an undead creature, it deals 1d6/level (max 10d6) points of damage to it.
Wall of Magma
Conjuration (Creation) [Earth, Fire]
Level: Drd 7, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magma wall whose area is up to one 5-ft. square/level (see text)
Duration: 1 minute/level (D)
Saving Throw: See text
Spell Resistance: No
This spell creates a flat, vertical wall of white-hot molten metal. The wall can be used to seal off a passage or close a breach, for 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.
The Wall of Magma deals 2d4 Fire damage to creatures within 10 ft., and 1d4 Fire damage to creatures beyond 10 ft. but within 20 ft. of its surface. It requires a Strength check (DC 10 + caster level) or an Escape Artist check (DC 15 + caster level) to penetrate, and doing so deals 7d6 Fire damage to the penetrator (whether successful or not). The magma is liquid held in place by the spell, so holes re-seal immediately -- each creature who wishes to penetrate the wall must make its own check.
Dealing more than 40 points of Cold damage to a segment of the wall (with a single attack) will reduce that 5 ft. segment to solid iron (as though it were a Wall of Iron). These segments can be breached and traversed without damage.
At the end of the spell's duration, the wall dissipates harmlessly.
Weapon Afire
Transmutation [Fire]
Level: Sor/Wiz 3, Drd 3, Fire 3
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 melee weapon per 4 levels
Duration: 2 rounds/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The caster causes one or more weapons to burst into flame, giving them the effect of having the Flaming enhancement (+1d6 fire damage).
If a weapon alredy has the Flaming enhancement, this spell has no effect on it.
Weapon Energized
Transmutation [see below]
Level: Sor/Wiz 4, Drd 4
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 melee weapon per 4 levels
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The caster causes one or more melee weapons to radiate destructive energy, as though they had gained one of the following abilities (which also determines the type of this spell):
- Flaming Burst -- [Fire]
- Icy Burst -- [Water]
- Shocking Burst -- [Earth]
- Thundering -- [Air]
The caster chooses which ability to grant when casting the spell. The chosen ability determines the spell's descriptor. If a weapon already had the appropriate special ability, this spell has no effect on that weapon.
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