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New Spells
Anarchist's Watch |
| Abjuration (Chaos) |
| Level: Clr 5 |
| Components: V, M, DF |
| Casting Time: 1 full round action |
| Range: Close (25 ft. +5 ft./ 2 levels) |
| Area: 5 ft./ level radius emanation centered on a point in space |
| Duration: 2 hours/level (D) |
| Saving Throw: None |
| Spell Resistance: No |
| You designate an area which becomes aware of lawful creatures. When ever a lawful creature enters the area of the spell a mental or audible alarm (you choose which at the time of casting) alerts you to the creature's presence. At the same time you and a number of creatures equal to half your caster level (chosen at the time of casting) each receive the benefits of a Protection from Law spell as if it had been cast by you on the round that the evil creature entered the area.
Material Component: A small silver bell that has been crushed into a fine powder that you apply to the perimeter of the area to be affected
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Astral Dissection |
| Conjuration (Evil) (Teleportation) |
| Level: Clr 5 |
| Components: V, S, DF |
| Casting Time: 1 standard action |
| Range: Close (25 ft. + 5 ft./ 2 levels) |
| Effect: Ray |
| Duration: Instantaneous, 1 round/ level; see text |
| Saving Throw: Fortitude half, partial; see text |
| Spell Resistance: Yes |
| A clear ray, like that of focused heat waves, projects from your hand. You must succeed on a ranged touch attack to strike a target. The subject must make a Fortitude save or take 1d6 points of damage per 2 caster levels (maximum 10d6) as the spell teleports random bits and pieces of the target to the astral plane and the target also becomes nauseated for the duration of the spell. A successful Fortitude save means the target takes half damage and is only sickened for the duration of the spell.
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Awaken Traitor |
| Enchantment (Charm, Compulsion) (Mind-affecting) |
| Level: Brd 4, Wiz/Sor 5 |
| Components: V, S |
| Casting Time: 1 standard action |
| Range: Close (25 ft. + 5 ft./ 2 levels) |
| Target: One living creature |
| Duration: 1 hour/level |
| Saving Throw: Will negates |
| Spell Resistance: Yes |
| This charm makes a creature believe that its most trusted ally has betrayed them in the worst possible way imaginable to the creature. The creature will stop at nothing in an attempt to kill the false enemy. In addition, the creature now views you as inconsequential and will only turn its attention on you should you try and come between it and its new-found enemy. |
Body Charge |
| Evocation (Electricity) (Chaotic) |
| Level: Clr, Drd 1 |
| Components: V, S, DF |
| Casting Time: 1 standard action |
| Range: Touch |
| Target: Creature or Object Touched |
| Duration: 1 min./ level; see text |
| Saving Throw: Fort (harmless) |
| Spell Resistance: Yes (harmless) |
| By touching a creature or object you channel electrical energy that becomes stored energy. When the creature or object is touched or struck by a metal weapon, or if the creature strikes an opponent with her bare hands or a metal weapon, a portion of the electrical energy discharges into the opponent. Damage dealt by such a discharge is 1d4 + 1 point per caster level (maximum +5), no save. The creature or object has enough energy to discharge a number of times equal to the caster’s level +1. If all the energy is discharged before the duration of the spell is up, the spell effectively ends. If there are still charges left at the end of the spell’s duration, the target flashes in harmless glow of electrical static when the spell ends.
It is possible for friends to be affected by the spell. Any spell that requires the friend to touch the target discharges electricity against the friend as normal. The target cannot choose who is affected by the spell.
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Cloak of Warmth |
| Abjuration (Cold) |
| Level: Clr 4, Drd 4, Rng 3, Wiz/Sor 4 |
| Components: V, S, F, DF |
| Casting Time: 1 standard action |
| Range: Touch |
| Target: Up to one creature touched per two levels |
| Duration: 24 hours; see text |
| Saving Throw: Fortitude negates (harmless) |
| Spell Resistance:Yes (harmless) |
| Cloak of Warmth grants temporary immunity to natural cold and damage dealt by natural cold sources, such as snow storms, to each creature protected by the spell. In addition, each creature protected by Cloak of Warmth is able to absorb 6 points of cold damage per caster level from unnatural sources, such as a white dragon's breath, (to a maximum or 120 points at 20th level). When the spell absorbs the maximum amount for a given creature it no longer absorbs unnatural cold damage but continues to grant immunity to natural cold sources.
Note: Cloak of Warmth overlaps (and does not stack with) protection from energy and resist energy.
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Detect Thoughts, Greater |
| Divination (Mind-affecting) |
| Level: Wiz/Sor 4, Brd 4 |
| Components: V, S, F/DF |
| Casting Time: 1 standard action |
| Range: 60 ft. |
| Area: Cone-shaped emanation |
| Duration: Concentration, up to 1 min./level (D) |
| Saving Throw: Will negates; see text |
| Spell Resistance: No |
| As Detect Thoughts, save that on the 4th round, if a target has previously failed its Will save, you may focus on one particular subject and gain information from the mind of the target about that subject beyond the surface thoughts of the target. Viable subjects include, the target's lover, the target's greatest fear, a specific memory of the target, etc. You can gain only one piece of information about a specific subject from a target per round, and the piece of information is limited to a sentence in length.
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Holy Watch |
| Abjuration (Good) |
| Level: Clr 5 |
| Components: V, M, DF |
| Casting Time: 1 full round action |
| Range: Close (25 ft. +5 ft./ 2 levels) |
| Area: 5 ft./ level radius emanation centered on a point in space |
| Duration: 2 hours/level (D) |
| Saving Throw: None |
| Spell Resistance: No |
| You designate an area which becomes aware of evil creatures. When ever an evil creature enters the area of the spell a mental or audible alarm (you choose which at the time of casting) alerts you to the creature's presence. At the same time you and a number of creatures equal to half your caster level (chosen at the time of casting) each receive the benefits of a Protection from Evil spell as if it had been cast by you on the round that the evil creature entered the area.
Material Component: A small silver bell that has been crushed into a fine powder that you apply to the perimeter of the area to be affected.
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Magical Masochism |
| Illusion (Phantasm) (Mind-affecting) |
| Level: Wiz/Sor 9 |
| Components: V, S |
| Casting Time: 1 standard action |
| Range: Medium (100 ft. + 10 ft./level) |
| Target: One living creature |
| Duration: 1 round/ level |
| Saving Throw: Will disbelief |
| Spell Resistance:Yes |
| You cause another creature to believe that he is you and you are he and all spells that the creature directs at you are instead directed at himself and all spells directed at himself are directed at you. The creature will do its best in attempt to close in on you so as to deliver touch attacks to himself and beneficial touch spells to you. This spell does not affect the nature of other spells, and so any spell with a range of personal cannot be directed towards you, though the creature can deliver area effect and ray spells on himself.
If the target damages himself (for the first time) he may make a Will save to disbelieve the illusion, yet even if successful he still has a 50% chance of choosing the wrong target (either you or himself) when casting spells. If the save fails, the creature will believe the illusion despite any additional damage dealt to himself.
If the target is not a spellcaster, or has no more spells or spell-like abilities to use, they will move at their base speed towards you and then remain still as they attempt to see themselves (you) do what ever necessary to capture, subdue or kill you (himself).
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Merchant Tongue |
| Divination |
| Level: Brd 2, Clr 3, Wiz/Sor 3 |
| Components: V, S, M/DF |
| Casting Time: 1 standard action |
| Range: Creature Touched |
| Target: You |
| Duration: 10 min./level |
| When casting Merchant Tongue you must touch the creature that you wish to communicate with. Upon completion of the spell, you are able to understand, read, write and speak the native tongue of the creature touched (the DM chooses a random language if the creature has no native tongue) regardless of whether the creature touched is speaking or another creature is speaking the same language.
Written material can be read at a rate similar to Comprehend Languages, but you can also write in the given language at a rate of 1 page (250 words) per 10 minutes.
Arcane Material Component: A small cube of salt wrapped in silk.
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Order's Watch |
| Abjuration (Lawful) |
| Level: Clr 5 |
| Components: V, M, DF |
| Casting Time: 1 full round action |
| Range: Close (25 ft. +5 ft./ 2 levels) |
| Area: 5 ft./ level radius emanation centered on a point in space |
| Duration: 2 hours/level (D) |
| Saving Throw: None |
| Spell Resistance: No |
| You designate an area which becomes aware of chaotic creatures. When ever a chaotic creature enters the area of the spell a mental or audible alarm (you choose which at the time of casting) alerts you to the creature's presence. At the same time you and a number of creatures equal to half your caster level (chosen at the time of casting) each receive the benefits of a Protection from Chaos spell as if it had been cast by you on the round that the chaotic creature entered the area.
Material Component: A small silver bell that has been crushed into a fine powder that you apply to the perimeter of the area to be affected.
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Ray of Wasting |
| Necromancy |
| Level: Clr 3, Wiz/Sor 3 |
| Components: V, S, M |
| Casting Time: 1 standard action |
| Range: Close (25 ft. + 5 ft./ 2 levels) |
| Effect: Ray |
| Duration: 1 min./ level |
| Saving Throw: None |
| Spell Resistance: Yes |
| A sickly green ray shoots from your outstretched finger. You must make a ranged touch attack to strike a target. The subject takes a penalty to Constitution equal to 1d4 plus 1 per 2 caster levels (maximum +5). Thus subject's Constitution score cannot drop below 1 due to this spell.
Material Component: A piece of rotted flesh.
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Song o' the Wisp |
| Evocation (Electricity, Sonic) |
| Level: Brd 6, Sor/Wiz 6 |
| Components: V, S |
| Casting Time: 1 standard action |
| Range: Personal or touch |
| Target: Creature touched |
| Duration: 1 round/ 3 levels; see text |
| Saving Throw: Reflex half |
| Spell Resistance: Yes |
| Upon casting this spell, the target of the spell begins to crackle and hum with energy. On the target's next turn (one full round later if cast as personal), enough energy has built up that electricity visibly arcs across the target's body and anyone with 30 feet is able to hear the buzzing of the spells energy. At this point the target is able to release the energy in the form of lightning and thunder strikes at targets within 30 feet. The target has a reserve of 1d8 points of damage per 2 levels of the caster (20d8 maximum) which can be use to strike at opponents for the rest of the duration of the spell. The target of the spell may choose to divide damage dice amongst as many opponents as are within range of the spell. For example, a 16th-level wizard casts Song o' the Wisp on herself. The amount of energy built up by the following round is enough to do 8d8 points of damage and she could choose to focus the damage on one creature, on 2 creatures for 4d8 points of damage each or on 8 creatures for 1d8 points of damage.
Releasing the energy is a standard action regardless of the number of opponents that are attacked. If the target of the spell chooses to build up the energy (see below), they are able to perform only partial actions on those rounds in which they are storing the energy.
The target of the spell may choose to continue to build up energy over the duration of the spell. Any unused dice add to the total amount of damage that can be dealt on the following round. For example, the 16th-level wizard casts this spell (duration of 5 rounds) and on the first round the spell builds its energy. On the second round she has access to 8d8 points of damage. If she chooses to wait, and not release any of the energy, by the third round she will have access to 16d8 points of damage.
Anytime the amount of stored energy's damage dice exceed the target's own Hit Dice, the target must make a Will save (DC 16) at the beginning of her turn or take damage equal to the total number of damage dice on that round minus her Hit Dice in d8. For example, our 16th-level wizard reaches her fourth round with 22d8 points of damage, 22d8 minus 16d8 (not d4 as per wizard's HD), equals 6d8. If she fails her save at the beginning of the fourth round she takes 6d8 points of damage, but will still have 16d8 left to use on that round.
Half the damage dealt by Song o' the Wisp is electrical (round up) while the other half is sonic (round down).
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Temut's Bindings |
| Conjuration (Healing) |
| Level: Wiz/Sor 2 |
| Components: V, S, M |
| Casting Time: 1 full round action |
| Range: Touch |
| Target: Creature Touched |
| Duration: 2 hour/ level |
| Saving Throw: Will half (harmless); see text |
| Spell Resistance: Yes (harmless); see text |
| When wrapping specially prepared gauze strips around the wounds of a living creature, which requires a full round action, you draw upon ambient positive energy to temporarily cure the creature of 1d6 points of damage +1 point per caster level (maximum +10). The creature being healed can take no actions other than speaking for the time it takes you to bind the wounds. If you are binding your own wounds, you may take no other actions during the casting time.
A creature healed by Temut's Bindings cannot gain more hit points than their standard maximum for their level and at the end of the spell's duration, the bindings dissolve and fall away at which time the creature looses the temporary hit points gained from the spell.
It is possible to harm undead by using Temut's Bindings, save that it requires the undead to be immobile for the casting time. If this is possible the spell causes damage to the undead rather than curing them.
Material Component: Length of cloth gauze that has been treated, but not necessarily wet, with holy water.
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Unholy Watch |
| Abjuration (Evil) |
| Level:Clr 5 |
| Components: V, M, DF |
| Casting Time: 1 full round action |
| Range: Close (25 ft. +5 ft./ 2 levels) |
| Area: 5 ft./ level radius emanation centered on a point in space |
| Duration: 2 hours/level (D) |
| Saving Throw: None |
| Spell Resistance: No |
| You designate an area which becomes aware of good creatures. When ever a good creature enters the area of the spell a mental or audible alarm (you choose which at the time of casting) alerts you to the creature's presence. At the same time you and a number of creatures equal to half your caster level (chosen at the time of casting) each receive the benefits of a Protection from Good spell as if it had been cast by you on the round that the good creature entered the area.
Material Component: A small silver bell that has been crushed into a fine powder that you apply to the perimeter of the area to be affected.
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Zeal of Cleanliness |
| Transmutation |
| Level: Brd 1, Wiz/Sor 1 |
| Components: V, S, M |
| Casting Time: 1 standard action |
| Range: Personal |
| Target: You |
| Duration: 1 min./level (D) |
| Your clothes become clean and free from stain, you skin becomes clean and radiant as if freshly bathed, and your voice becomes more resonant. You gain a +2 enhancement bonus to Bluff, Diplomacy, Disguise, Gather Information, and Perform checks for the duration of the spell. The enhancement bonus increases to +5 at caster level 5th, and +10 (the maximum) at caster level 9th.
When the spell ends your voice returns to normal and though you are still clean you can become soiled again even during the duration of the spell.
Material Component: A sliver of soap.
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Alphabetical Spell Listing
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