Magic is rare in Atheles.
Under the SagaBorn rules, mages are able to cast spells due to mana. Mana is a mix between personal energy, energy from the environment around the caster, and energy from the Navirim, the Dream World. They have a limited amount of mana per day, although by ravaging or focusing, a mage might be able to cast more spells than their mana pool normally allows.
Mana Pool (mana per day)
After 8 hours of rest, a spellcaster gains a base mana pool to pull from in order to cast spells. This mana is based on two factors: (1) the character’s caster level and (2) their Int score.
MANA POOL = BASE MANA + MANA BONUS
The following table indicates the base mana gained each day (after 8 hours of rest) based on the caster’s level.
Mana Pool Table 1: Base Mana per Day
Caster Level | Wylder, Luminar Mana per Day | Bard Mana per Day |
1st | 2 | 0 |
2nd | 4 | 0 |
3rd | 7 | 1 |
4th | 11 | 2 |
5th | 16 | 6 |
6th | 24 | 9 |
7th | 33 | 11 |
8th | 44 | 14 |
Spellcasters can also receive bonus mana if their Int Score is high enough.
To determine your mana bonus, simply consult Table 2 and find the intersection of the row for your Int score and the column for the maximum spell level your character is capable of casting.
Mana Pool Table 2: Mana Bonus (Based on Int Score vs. Spellcaster Level)
Int Score | Level of Spellcaster | |||
1-2 | 3-4 | 5-6 | 7-8 | |
+1 | 1 | 1 | 1 | 1 |
+2 | 1 | 4 | 4 | 4 |
+3 | 1 | 4 | 9 | 9 |
+4 | 1 | 4 | 9 | 16 |
+5 | 2 | 5 | 10 | 17 |
+6 | 2 | 8 | 13 | 20 |
To calculate your total mana allowed per day, referred to as your mana pool, just add your base mana to your mana bonus.
For example, a 5th level luminar with an Intelligence of 17 would gain 9 extra mana points per day to add to their base mana of 16, for a total of 25 mana per day (assuming their base ability is Intelligence).
Max Mana
An adventurer can never have more mana than their standard mana (base mana+bonus mana) per day. No spell, Talent, item, or creature ability can grant higher mana unless it specifically says it grants extra standard mana.
Elemental Type: A magic user gets to choose the elemental energy that they can infuse into elemental spells. They choose from: Fire, Water, Earth, Air, Ice, Electricity
Luminar can use all types, wylders can use two types, and bards one type.
In general elemental types counteract each other:
Fire damages Ice and Air.
Water (Ice) damages Fire and Electricity.
Air damages Earth and Electricity.
Electricity damages Earth and Water.
Earth damages Fire and Air.
Some damaging spells are imbued with properties of other natural substances such as acid, sonic, light, or force. These are not considered tied to any of the Elemental spells or foci.
Preparing Spells
A spellcaster can cast any spell that they know. They do not have to memorize or pray to gain access to the spell. If the spell is on their known spells list, they are allowed to cast it, as long as they have the mana to do so.
Learning New Spells
Since magic has been gone for so long, much of the knowledge and lore of spellcasting has been lost as well. Magic users do not automatically learn new spells as they level, which means finding spells through adventuring is of utmost importance. While being part of a magic group such as the Otari or Druid Council gives a better chance of expanding your spell knowledge, most spells are learned from ancient scrolls, books, or directly from other casters. One of the most common ways to learn is through Spell Sight, which is detailed later in this section. If a spellcaster receives spells at level-up, their mana cost cannot be higher than the spellcaster’s level. A spellcaster can learn spells higher than their level.
“Some say the world was barren before the gods came. The Elves believe it was the gods who came down and brought life to the world, singing a song taught to them by the creator and drawing creatures and animals from throughout the heavens to come to Uteria. But I believe that the Creator infused everything with song, so that magic courses through all of creation.
Of course none of this can be proven. For the past 700 years we have said that the elves had been little more than our imagination and that magic was a divine gift lost to the world. Now it has blessed us again.
I believe that we had just turned a deaf ear to the song of the Creator. We had lost our faith in the dark times, and now that we have shown him our devotion, we have been blessed with miracles once again. Miracles and tests. Not all those who find their way to his song use their power for good. Some are tempted by the dark forces that forever tempt men. They use their power for personal gain, to harm some and elevate others.
This is why we must be diligent in our own faith, and root out those who would cause evil to fall upon our world.”
Archbishop Leon of the Unelesia Church of Sea Haven
Learning Spells from Spellbooks, Scrolls, or other recorded media.
A spellcaster can learn a new spell from any written form, but they must understand the language it is written in. The time it takes to learn is equal to the base mana cost x2 in days. Variable mana spells take 14 days to learn. If it is in a language they do not understand, but they have a translation, it will take an additional 2 days per base mana cost. If the spells are encoded into a secret language or set of symbols, the spellcaster must first decipher this, with the amount of time then needed to learn at the discretion of the SG.
Spell Sight: Any mage class can use Spell Sight to learn a spell they witness being cast, except for a spell cast from a device. To successfully memorize a new spell, a mage must make a Spellcraft check (DC 15 + the spell’s mana cost) immediately when they see a spell being cast. If the Spellcraft check is successful, the spell can be recorded in the luminar’s spellbook, or take a part of the bard or wylder’s Spell Memory. If a wylder already knows the max amount of spells, they must forget one in order to memorize the new one.
A Luminar must scribe the spell into their spellbook before they can cast it. A wylder may casta spell as soon as it is part of their Spell Memory.
If a mage is trying to learn a spell from someone who is teaching them, they receive a +5 to their Spellcraft check.
Spellbook
A Luminar has a spellbook to track the spells they know. As spellbook can be many things, scraps of leather with runes, a leatherbound book, tattoos covering the mage, but the spellbook must be a physical object. For a spell to be cast by the Luminar, it must be scribed in their spellbook.
Scribing a new spell in a spellbook takes Spell Mana cost x 3 days and costs Spell Mana cost x 10gp.
Spell Types
- Buff: Spells that give a character a bonus, a protection, or an ability.
- Creation: Bringing a thing into being, or reanimating.
- Damage Spells: Something that hurts others.
- Debuff: A spell that takes away an ability, lowers a stat, or disables a character.
- Mind spells: Spells that affect a characters mind.
- Utility spells: Spells that do small tasks.
- Trap: A spell that sets a trap or snare for a character.
Regaining Mana
Mana is the source of a spellcaster’s essence. As their mana is consumed, it puts a strain on a spellcaster’s mind and body. Even though this might not manifest as actual damage or a condition affecting your character, consider this when roleplaying your character to add a layer of story to your gaming session.
A spellcaster regains their full mana pool (base mana and bonus mana) after a full 8 hours of rest.
Casting Spells
Each spell has a specific minimum or Base Mana Cost.
Spell Saves
If there is a saving throw versus a spell, the player is rolling against the spell DC. Spell DC is based on the spell’s mana cost.
Spell Save DC Chart
Spell Mana Cost | Save DC |
0 | 13 |
1 | 14 |
3 | 15 |
5 | 16 |
7 | 17 |
Casting spells: Components, incantations, and gestures.
Casting a spell in Atheles uses energy, foci, and personal connections. The energy is pulled from the Navirim; small objects, runes, or components create the focus, and the spellcasters gestures, voice, or stance creates the personal connection to the spellcasting.
These elements allow for other spellcasters to use spell sight to understand the spell they see being cast.
For simplicity, there are no rules for the amount of components, incantations, or gestures needed for spellcasting, but each mage character should describe how they cast. If a spell is cast on a mage that affects the way they describe their spellcasting, it could stop them from casting at SG discretion.
For example, Patren is a faun spellcaster who sings their spells into existence. For players, this creates a story driven feeling of personal connection between the spellcaster and the spell. If Patren is under the influence of the spell Silence, the SG should rule that Patren can not cast as normal.
Concentration
Some spells require concentration. A spellcaster can complete other actions while concentrating, but can not concentrate on another spell. Being Confused, Disabled, Nauseated, Panicked, or Scared breaks a spellcaster’s concentration. Being attacked, taking damage, or being threatened does not break a spellcaster’s concentration.
Armor and Magic
A mage can cast any spell in armor, unless the armor consists of steel or iron. Iron and steel impede the drawing of magical energy, and can harm the spellcaster if the metals and spellcasting are combined. See the section on special materials and metals for more information.
Focusing and Ravaging
Once a spellcaster has exhausted all their mana for the day, they must typically rest for 8 hours to regain it. Resting and meditating are the best and safest ways to regain mana, but sometimes spellcasters find themselves in a situation where they need enough mana for one last spell. If this is the case, then a spellcaster can either focus or ravage to gain more mana. These are not common or safe ways to regain mana and they have consequences, either to the caster or those around them.
We are wardens of the land. We need to find a balance in life and in our magic. A lust for power leads to destruction. People have long ravaged our lands when it comes to magic, seeking power and control. To be wardens, not only must we seek the balance for ourselves, but we must stop those who tip the scales towards destruction.
Felwiyn, Librarian of Kowal.
Focusing: Wardens
Spellcasters can pull from their own life energy for mana through Focusing, a concentrated effort by the spellcaster to draw energy only from within themselves, and not from the life force of any other creatures or plant life nearby. This philosophy is called “warding,” and in ancient texts some identified themselves as “Wardens of the Lands.”
Converting life energy in this manner is extremely dangerous and draining, and can cause great harm to the spellcaster. When casting a spell without sufficient mana, a spellcaster must make a Spellcraft check (DC 10 + spell mana cost). If they fail this check, the spell fails and their Standard Action is spent. If they succeed, they take Mental Fatigue damage equal to the spell’s mana cost.
Roll a Spellcraft Check: Focusing DC = 10 + spell’s mana cost
Accidental Ravaging
Ravaging is a dark and violent act, even when a caster does it out of desperation, or by accident. If a mage is about to die, but must use magic to save their companions, they must make a tough decision to turn to such a desperate act. Other times a mage might make a careless mistake. If a Warden mage rolls a natural one (fumble) on their Spellcraft check to Focus, they will accidentally ravage their surroundings, despite their best intentions.
When a warden accidentally ravages, all creatures within a radius equal to 10 ft. times the spell’s mana cost take one hit point of damage. The mage will also take 1 Ravage Point. If the same warden tries to Focus again on the same day, before recovering their mana and fatigue, and they accidentally ravage again, all living creatures within a 10 ft. radius of the caster will take physical damage equal to the spell’s mana cost and take 1 Ravage Point.
Mental Fatigue
Mental Fatigue damage is treated similar to nonlethal damage. It is not deducted from your current hit points, but a running total is kept. If, at any point, your Mental Fatigue exceeds your current hit points, you fall unconscious. Also, as long as a character has at least one point of Mental Fatigue, he is considered fatigued.
Mental Fatigue is also unique to other forms of damage; it cannot be healed using the Heal spell. After a full 8 hours of rest, all Mental Fatigue is removed and all mana is recovered.
Ravaging: Ravagers
Ravaging is a way to gain mana for those who do not concern themselves with where the energy comes from—as long as it is not from themselves. Once they exhaust their mana points, the Ravager can attempt to continue casting spells by drawing on the life force of all living things around them.
Ravagers have no need to concentrate on where the energy originates from, and no concern for what is harmed by their evil acts. When casting spells in this manner, all living creatures within a specific radius of the spellcaster take physical damage. Ravaging always drains health and is not affected by Damage Reduction (DR). At the ravager’s discretion, one of the following occurs:
(1) All living creatures and flora within a 10 ft. radius take damage equal to the spell’s mana cost, or
(2) All creatures within a radius equal to 10 ft. times the spell’s mana cost take 1 hp of damage.
A Ravager’s act is instantly recognizable. Anyone within the circle feels their life essence drain from them, usually accompanied by a headache and chills. But even those outside of the affected radius are instantly aware. Small plants, such as grass and weeds, shrivel and turn black. Nearby lakes and streams become speckled with dead fish, and insects are instantly desiccated, like a cicada’s molted skin.
When a caster Ravages, they roll a d20. On a natural 1, they fail their casting check and will pull the mana directly from themselves, causing physical damage equal to the mana cost of the failed spell.
As Ravagers continue to perform these heinous acts, many experience physical changes to their appearance. The effects are subtle at first; dark bags under the eyes, a lingering cough, dry or chapped lips, and the like. The effects become more noticeable over time, as the Ravager displays sunken or discolored eyes, sickly complexion, and dark veins running under their skin, and so forth. Some scholars claim that tales of hideous twisted crones with greenish skin, long hooked noses, and warts were the result of Ravagers who overused their powers. If you choose to play a Ravager, be creative with the effects the magic has upon your character, to individualize and make your character distinctive.
Corruption Points
Every time a spellcaster Ravages, on purpose or by accident, their appearance can change as well as how others perceive them. As you gain Corruption, you become tainted and your appearance shows it. If spellcaster ravages to gain mana, they gain Corruption. Even if they are doing it for the best reasons, Ravaging leaves a mark.
It takes at least one week in-game to remove one point of Corruption. An adventurer naturally loses one point of Corruption per week that they do not Ravage. They may do something that allows them to lose more than one point, but the effects of ravaging only recede at the maximum rate of three points of Corruption per week.
CorruptionPoints | Effects |
1-2 | No appearance change or effects. |
3-4 | Blemishes on face or nose, bags under eyes. |
5-6 | Dark shadows around eyes, bluish lips. |
7-8 | Pale skin, slight showing of veins. -1 to Persuasion skill checks. |
9-10 | Hair becomes stringy or turns gray or white, gain a cough. |
11-12 | Eyes become pale or bloodshot, and fingernails elongate. -2 to Persuasion skill checks. |
13-14 | Eyes sink, skin becomes pale and sickly, with a yellow, green, or bluish tint. |
15-16 | Loss of weight, people feel uncomfortable around you. -3 to Persuasion skill checks. Gain Ravaging Hunger |
17-18 | Teeth become stained or rotten and some might fall out, body stench. Ravaging Hunger |
19 | Stooped posture, pale skin becomes wrinkled or glossy. -4 to Persuasion skill checks. Ravaging Hunger |
20 | Eyes become all white. Cannot hide the aura of evil around you. Ravaging Hunger |
21-30 | Hair falls out, skin pulled tight over bones, lose 1 Con, -5 to Persuasion skill checks. Ravaging Hunger |
31+ | For every ten Corruption points after 30 you permanently lose 1 Con and gain an additional -1 to Persuasion checks. Ravaging Hunger |
Ravaging Hunger
If it’s been at least one day since you last Ravaged for spell energy, you become Fatigued. If it’s been two weeks, you become Exhausted. After four weeks, all of these effects fade, and you have broken your ravaging addiction. Any spell or effect that would remove these conditions instead suspends them for a period of one minute, after which they resume. Ravaging for any reason accidental or otherwise at any point in this process, including after your symptoms fade, will immediately relieve all of these symptoms, but you will have to start again from the beginning to attempt to break it again.
Spellbook
Spell Summaries: Detailed spell descriptions in the following section.
Variable Mana Spells
- Bend Sound Bend sound to your will.
- Bull’s Strength Subject gains Str for 1 min./level.
- Cat’s Grace Subject gains Dex for 1 min./level.
- Charm Subject views caster as an ally.
- Command Subject obeys caster’s command.
- Detect Hidden Detects hidden objects.
- Dispel Magic Cancels magical spells and effects.
- Elemental Arrow Fire a magic arrow of a chosen element.
- Elemental Blast An area effect blast of elemental energy.
- Elemental Cone A cone of elemental energy blasts from the caster’s fingertips.
- Elemental Rain An area effect of elemental energy rains down damage.
- Elemental Touch Spellcaster’s touch deals elemental damage.
- Elemental Trap A magical trap of elemental energy.
- Elemental Wall A wall of elemental energy.
- Heal Heals 1d6+3 per 2 mana spent.
- Fear Cause fear in target.
- Illusionary image Creates a visual illusion.
- Imbue Staff Caster’s staff gains +1 bonus to hit and extra subdual damage.
- Invisibility Make object or objects invisible.
- Light Command the power of light.
- Mage Hand Lift objects and move; weight based on mana spent.
- Magic Weapon Enchant a weapon, bonus based on mana spent.
- Nondetection Blocks divination spells.
- Orb of Acid Manifests a sphere of acid that can be used to attack or melt things.
- Orillot’s Fortitude Subject gains Con for 1 min./level.
- Polymorph Transforming you or others based on mana.
- Summon Creature Manifests a creature to do the spellcaster’s bidding.
0 Mana Spells: Zero mana spells can be cast at no cost to the mage
- Arcane Mark Inscribes a personal rune (visible or invisible).
- Daze Creature loses next action and suffers -2 on all rolls.
- Detect Disease Detects disease in one creature, object, or space.
- Detect Magic Detects spells and magic items within 60 ft..
- Detect Poison Detects poison in one creature or small object.
- Minor Trick Small tricks or sounds.
- Mystic Compass The caster discerns a cardinal direction of their choice.
- Open/Close Opens or closes small or light things.
- Resistance Subject gains +1 bonus on saving throws.
1 Mana Spells: One mana spells have a base cost of 1 mana point
- Alarm Wards an area for 2 hours/level.
- Blessberry Enchants 1d4 fresh berries. Gain +1 to Heroic Actions.
- Calm Animals Calms 2d4 +1/level HD of animals, beasts, and magical beasts.
- Comprehend Languages Understand all spoken and written languages.
- Detect Navirites Reveals creatures from the Navirim within 60 ft..
- Dream Call Knocks Unconscious, Blinds, or Stuns 1d6 weak creatures.
- Endure Elements Ignores hot or cold environmental conditions.
- Erase Mundane or magical writing vanishes.
- Expeditious Retreat Doubles the caster’s speed.
- Feather Fall Objects or creatures fall slowly.
- Goodberry Enchants 2d4 fresh berries, bestowing the ability for each to cure 1 hp.
- Grease Makes 10 ft. square area or one object slippery.
- Harm Touch, 1d8 +1 damage or heal undead for 1d8+1.
- Hold Portal Holds door shut.
- Identify Determines single feature of magic item.
- Invisible Minion Creates invisible force that obeys the caster’s commands.
- Jump Subject gets a bonus to Jump checks.
- Mage Bolt 1d4+1 damage which always hits the target. One bolt per two levels.
- Magic Acorn The acorn or other plant seed gain damage 1d6+1, plus entangles target for 1d3 rounds.
- Magic Stone Three stones gain +1 bonus to attack, deal 1d6+1 damage.
- Message Whispered conversation at distance.
- Nigel’s Energy Transfer Transfer mana to another mage.
- Pass without Trace One subject/level leaves no tracks.
- Ray of Enfeeblement Ray reduces target’s Str by 1.
- Remove Fear +4 bonus to saves against fear for one subject.
- Shield Invisible disc gives cover and blocks Mage Bolts.
- Sleep Put 2d4 HD of creatures into comatose slumber.
- Snare Plants entangle everyone in 40 ft. radius circle.
- Spider Climb Grants ability to walk on walls and ceilings.
- True Strike Adds +20 bonus to the caster’s next attack roll.
- Ventriloquism Throws voice for 1 min./level.
- Xavian’s Warding Armor Gives subject +4 bonus to armor.
3 Mana Spells: Three mana spells have a base cost of 3 mana points
- Aid +1 bonus to damage and saves against Fear, 1d8+CL temporary hit points.
- Animal Messenger Sends a Tiny animal to a specific place.
- Animal Trance Fascinates 2d6 HD of animals.
- Arcane Lock Magically locks a portal or chest.
- Blindness/Deafness Makes subject Blind or Deaf.
- Blur Subject gains Concealment
- Darkness 20 ft. radius of supernatural darkness.
- Darkvision See 60 ft. in total darkness.
- Delay Poison Prevents poison from harming the subject for 1 hour/level.
- Detect Thoughts Allows “listening” to surface thoughts.
- Elemental Sphere A globe of elemental energy rolls in whatever direction you wish.
- Fog Cloud Fog obscures vision.
- Gentle Repose Preserves one corpse.
- Glitterdust Blinds creatures, outlines Invisible creatures.
- Hold Creature Holds one creature Helpless; 1 round/level.
- Knock Opens locked or magically sealed door.
- Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
- Levitate Subject moves up and down at the caster’s direction.
- Locate Object Senses direction toward object (specific or type).
- Mirror Image Creates decoy duplicates of the caster (1d4 +1 images).
- Nigel’s Sacrificial Energy Convert hit points to mana and transfer it to another mage.
- Phantom Trap Makes item seem trapped.
- Protection from Arrows Subject immune to most ranged attacks.
- Protection from the Never All in a 10 ft. radius of charm gain +1 bonus vs. creatures from the Navirim, or protection from scrying through dreams.
- Pyrotechnics Turns fire into blinding light or choking smoke.Fills 20 ft. radius sphere with sticky spider webs.
- Remove Paralysis Frees one or more creatures from Paralysis, Hold, or Slow.
- See Invisibility Reveals invisible creatures or objects.
- Silence Negates sound in 15 ft. radius.
- Soften Earth and Stone Turns stone to clay or dirt to sand or mud.
- Syn’s Unstoppable Laughter Subject loses actions for 1d3 rounds.
- Web
- Whispering Wind Sends a short message one mile/level.
- Wood Shape Rearranges wooden objects to suit the caster.
- Zone of Truth Subjects within range cannot lie.
5 Mana Spells: Five mana spells have a base cost of 5 mana points
- Animate Dead Creates undead skeletons and zombies.
- Bestow Curse -3 penalty to an ability; -4 penalty to attacks, saves, and checks; or 50% chance of losing each action.
- Clairvoyance Hear or see at a distance for 1 min./level.
- Contagion Infects subject with chosen disease.
- Disconnect A spellcaster uses this spell to sever the ties to their body. They feel no pain or remorse, often focusing on the last thing they thought of before casting the spell.
- Displacement 50% chance of attacks missing.
- Dominate Animal Subject animal obeys silent mental commands.
- Explosive Runes Deals 6d6 damage when read.
- Gaseous Form Subject becomes insubstantial and can fly slowly.
- Glyph of Warding Inscription harms those who pass it.
- Gust of Wind Blows away or knocks down smaller creatures.
- Haste Extra partial action and +1 bonus to AC.
- Illusory Script Only intended reader can decipher.
- Invisibility Purge Dispels invisibility within 5 ft./level.
- Neutralize Poison Detoxifies venom in or on subject.
- Phantom Steed Magical horse appears for 1 hour/level.
- Plant Growth Grows vegetation, improves crops.
- Poison Touch deals 1d10 Con damage, repeats in 1 min.
- Protection from Elements Absorb 12 damage/level from one kind of energy.
- Protection from Ravaging 10 ft. radius that ravaging effects cannot penetrate.
- Remove Blindness/Deafness Cures normal or magical conditions.
- Remove Disease Cures all diseases affecting subject.
- Secret Page Changes one page to hide its real content.
- Shrink Item Object shrinks to one-twelfth size.
- Slow One subject/level takes only partial actions; also suffers -2 penalty to AC and melee rolls.
- Spike Growth Creatures in area of effect take 1d4 damage and might be slowed.
- Stinking Cloud Nauseating vapors, 1 round/level.
- Stone Shape Sculpts stone into any form.
- Stunning Trap Creates text symbol that immobilizes reader.
- Tongues Speak any language.
- Vampiric Touch Touch deals 2d6 damage; caster gains damage as HP.
- Water Breathing Subjects can breathe underwater.
- Water Walk Subject treads on water as if solid.
7 Mana Spells : Seven mana spells have a base cost of 7 mana points
- Arcane Eye Invisible floating eye moves 30 ft./round.
- Confusion Makes subject behave oddly for 1 round/level.
- Detect Scrying Alerts the caster of magical eavesdropping.
- Dimensional Anchor Bars extradimensional movement.
- Dismissal Forces a creature to return to the Navirim on successful Heroic Action.
- Dreamwalk A spellcaster can bring their waking consciousness into the Navirim.
- Elemental Shield A shield of element protects the caster.
- Emotion Arouses strong emotion in subject.
- Freedom of Movement Subject moves normally despite impediments.
- Hallucinatory Terrain Makes one type of terrain appear like another (field into forest, etc.).
- Illusory Wall Wall, floor, or ceiling looks real, but anything can pass through.
- Locate Creature Indicates direction to familiar creature.
- Minor Globe of Invulnerability Stops spells of lower cost.
- Rainbow Pattern Lights prevent 24 HD of creatures from attacking or moving away.
- Remove Curse Frees object or person from curse.
- Repel Vermin Insects, spiders, rodents, and other vermin stay 10 ft. away.
- Resilient Sphere Force globe protects, but traps, one subject.
- Restoration Restores level and ability modifier drains.
- Rusting Grasp The caster’s touch corrodes iron and alloys.
- Scrying Spies on subject from a distance.
- Sending Delivers short message anywhere, instantly.
- Shape Nature Mage asks natural object to change form. Must be a raw item.
- Solid Fog Blocks vision and slows movement.
- Stoneskin Stops blows, cuts, stabs, and slashes.
- True Seeing Subject sees things as they truly are.
- Void Tentacles 8d4 +2 tentacles grapple randomly within 20 ft. radius.
Spell Descriptions
Aid
Mana: 3
Casting Time: 1 Standard Action
Range: Touch
Target: 1 creature
Duration: 1 minute per level
Saving Throw: None
Type: Buff
Aid grants the target a +1 bonus to damage rolls and saves against Fear effects, plus temporary hit points equal to 1d8 + caster level.
Alarm
Mana: 1
Casting Time: 1 Standard Action
Range: 25 ft.
Target: 20 ft. radius from target: point
Duration: 2 hours per level
Saving Throw: None
Type: Utility
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the Alarm. You decide at the time of casting whether the Alarm will be mental or audible.
Animal Messenger
Mana: 3
Casting Time: 1 Standard Action
Range: 25 ft.
Target: One Tiny animal
Duration: One day per level
Saving Throw: None
Type: Utility
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
Animal Trance
Mana: 3
Casting Time: 1 Standard Action
Range: 25 ft.
Target: Animals or magical beasts
Duration: Concentration
Saving Throw: Will negates
Type: Mind
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures you fascinate. The closest targets are selected first until no more targets within range can be affected.
A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.
Animate Dead
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: One or more corpses
Duration: See below
Saving Throw: None
Type: Creation
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead.
The undead you create remains under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly-created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.)
Skeletons
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies
A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Arcane Eye
Mana: 7
Casting Time: 10 minutes
Range: Unlimited
Target: N/A
Duration: 1 minute per level
Saving Throw: None
Type: Utility
You create an invisible magical sensor that sends you visual information. You can create the Arcane Eye at any point you can see, but it can then travel outside your line of sight without hindrance. An Arcane Eye travels at 30 ft. per round (300 ft. per minute) if viewing an area ahead as a person would (primarily looking at the floor) or 10 ft. per round (100 ft. per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.
The Eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1” in diameter. The Eye can’t enter another plane of existence, even through a gate or similar magical portal.
You must concentrate to use an Arcane Eye. If you do not concentrate, the Eye is inert until you concentrate again.
Arcane Lock
Mana: 3
Casting Time: 1 Standard Action
Range: Touch
Target: Door, chest, or portal
Duration: Permanent
Saving Throw: None
Type: Utility
An Arcane Lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own Arcane Lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking it or with a successful Dispel Magic or Knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A Knock spell does not remove an Arcane Lock; it only suppresses the effect for 10 minutes.)
Arcane Mark
Mana: 0
Casting Time: 1 Standard Action
Range: Touch
Target: Any non-living
Duration: Permanent
Saving Throw: None
Type: Utility
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An Arcane Mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible Mark is made, a Detect Magic spell causes it to glow and be visible, though not necessarily understandable.
Bend Sound
Mana: Varies
Casting Time: 1 Standard Action
Range: 30 ft.
Target: Varies, see text
Duration: 1 round per level
Saving Throw: Will disbelief (if interacted with)
Type: Damage
Mana 0: You can bend sound to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound Ghost Sound creates when casting it and cannot thereafter change the sound’s basic character. You can enhance the effectiveness of a Silent Image spell with this.
Mana 1: You create a loud, ringing noise. It can break brittle, non-magical objects; deafen an opponent, non-magical object; or damage a crystalline creature.
Used as an area attack, this can destroy non-magical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5 ft. radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than one pound per your level are not affected, but all other objects of the appropriate composition are shattered.
You create a loud clap that deafens one target for 2d4 rounds. A successful Fortitude save reduces the time by half.
Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 8d6), with an Fortitude save for half damage.
Mana 3: You bend sound to counter and dispel a Silence spell by a Heroic action vs the opposing mage using the Spellcraft Skill.
Mana 5: You blast an area with a tremendous cacophony. Every creature in the area takes 3d8 points of sonic damage and must succeed on an Fortitude save to avoid being Stunned for 1 round. Creatures that cannot hear are not Stunned but are still damaged. This cannot penetrate a Silence spell, so a mage would have to dispel the silence
Mana 7: You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful Will save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level. This cannot penetrate a Silence spell, so a mage would have to dispel the silence
Bestow Curse
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Type: Mind
You place a curse on the subject. Choose one of the following three effects:
– A -3 penalty to an ability modifier (minimum ability modifier -2).
– A -4 penalty to attack rolls, saves, ability checks, and skill checks.
– Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You can also invent your own curse, but it should be no more powerful than those described above.
Blessberry
Mana: 1
Casting Time: 1 Standard Action
Range: Touch
Target: Edible berries
Duration: Berries last 1 day per level; Effects of eating last 1 hour per level
Saving Throw: None
Type: Buff
You enchant berries to enhance those who eat them. A single berry gives the consumer a +1 bonus to Heroic Actions and sustenance for a day.
Blindness/Deafness
Mana: 3
Casting Time: 1 Standard Action
Range: 100 ft.
Target: One living creature
Duration: Permanent
Saving Throw: Fortitude negates
Type: Debuff
Twisting the energies of magic, you cause one subject to become Blind or Deafened, as you choose.
Blur
Mana: 3
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 1 minute per level
Saving Throw: Will negates (harmless)
Type: Buff
The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject Concealment (+2 to AC) against Ranged and Ranged Magic attacks. Melee and Touch attacks bypass this Concealment.
Bull’s Strength
Mana: Varies
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 1 minute per level
Saving Throw: Will negates (harmless)
Type: Buff
The subject becomes stronger. The spell grants a bonus to a creature’s Strength score, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
1 Mana +1 to Str
3 Mana +2 to Str
5 Mana +3 to Str
7 Mana +4 to Str
Calm Animals
Mana: 1
Casting Time: 1 Standard Action
Range: 30 ft.
Target: Animals within 30 ft. of each other
Duration: 1 minute per level
Saving Throw: Will negates
Type: Mind
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two can be more than 30 ft. apart. The maximum number of hit dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.
The affected creatures remain where they are and do not attack or flee. They are not Helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Cat’s Grace
Mana: Varies
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 1 minute per level
Saving Throw: Will negates
Type: Buff
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement bonus to the creature’s Dexterity score, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
1 Mana +1 to Dex
3 Mana +2 to Dex
5 Mana +3 to Dex
7 Mana +4 to Dex
Charm
Mana: Varies
Casting Time: 1 Standard Action
Range: 25 ft.
Target: One creature
Duration: 1 hour per level
Saving Throw: Will negates
Type: Mind
This spell makes a creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Heroic Action to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
1 Mana: Charm affects one creature 3HD or lower.
3 Mana: Charm affects one creature 5HD or lower.
5 Mana: Charm affects one creature 7HD or lower.
7 Mana: Charm affects one creature of any size, HD, or type.
Clairvoyance
Mana: 5
Casting Time: 10 minutes
Range: 400 ft.
Target: Magical sensor
Duration: 1 minute per level
Saving Throw: None
Type: Utility
Clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10 ft. radius around the center of the spell’s effect. Clairvoyance functions only on the plane of existence you are currently occupying.
Command
Mana: Varies
Casting Time: 1 Standard Action
Range: 25 ft.
Target: One living creature
Duration: Varies
Saving Throw: Will negates
Type: Mind
You give the subject a simple or complex command and they are forced to obey. The complexity of the command determines its mana cost as does the duration it will take the creature to complete the task. The spell has no effect on undead or a creature that doesn’t understand your language. The command cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
1 Mana: Single word command like “drop, halt, or flee.” Target’s obeys on their next action and can do nothing but follow the command for 1 round.
3 Mana: Simple command like “pick that sword up” or “don’t hurt him.” Target’s obeys on their next action and can do nothing but follow the command for one round per caster level.
5 Mana: Complicated command like “Throw all your weapons in the river” or “Stop fighting and behave yourself.” Target’s obeys on their next action and can do nothing but follow the command for 1 minute per caster level.
7 Mana: Complex command to carry out some service or to refrain from some action or course of activity, as desired by you. Target obeys on their next action and must continue to obey for One Day per caster level or until discharged.
If the duration is longer than 1 round and the subject is prevented from obeying the Command, it takes a -1 penalty to each of its ability modifiers. Each day, another -1 penalty accumulates, up to a total of -4. No ability modifier can be reduced to less than -4 by this effect. The ability modifier penalties are removed 24 hours after the subject resumes obeying the Command.
Comprehend Languages
Mana: 1
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 10 minutes per level
Saving Throw: None
Type: Utility
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the Secret Page and Illusory Script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Confusion
Mana: 7
Casting Time: 1 Standard Action
Range: 100 ft.
Target: All creatures in 15 ft. radius
Duration: 1 round per level
Saving Throw: Will negates
Type: Mind
This spell causes the targets to become Confused, making them unable to independently determine what they will do.
Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.
d% Behavior
01-10 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20 Act normally.
21-50 Do nothing but babble incoherently.
51-70 Flee away from the caster at top possible speed.
71-100 Attack the nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A Confused character who cannot carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a Confused character. Any Confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still Confused when its turn comes. Note that a Confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Contagion
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Living creature touched
Duration: Instant
Saving Throw: Fortitude negates
Type: Damage
The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use Contagion’s normal save DC for the initial saving throw).
Disease DC Damage
———– —— —————–
Blinding sickness 16 1d4 Str
Cackle fever 16 1d6 Wis
Filth fever 12 1d3 Dex and 1d3 Con
Mindfire 12 1d4 Int
Red ache 15 1d6 Str
Shakes 13 1d8 Dex
Slimy doom 14 1d4 Con
Darkness
Mana: 3
Casting Time: 1 Standard Action
Range: Touch
Target: Object touched
Duration: 10 minutes per level
Saving Throw: None
Type: Utility
This spell causes an object to radiate shadowy illumination out to a 20 ft. radius. All creatures in the area gain full concealment (+4 AC). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by Darkness.
If Darkness is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effect is blocked until the covering is removed.
Darkness counters and dispels a Light spell (one with the light descriptor) by a Heroic action vs the opposing mage using the Spellcraft Skill.
Darkvision
Mana: 3
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 1 hour per level
Saving Throw: Will negates (harmless)
Type: Buff
The subject gains the ability to see 60 ft. even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Daze
Mana: 0
Casting Time: 1 Standard Action
Range: 25 ft.
Target: One creature of 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Type: Mind
This enchantment clouds the mind of a creature with 4 or fewer Hit Dice so that it loses its next action and suffers -2 to all rolls during that round. Creatures of 5 or more HD are not affected. A Dazed subject is not stunned, so attackers get no special advantage against it.
Delay Poison
Mana: 3
Casting Time: Reaction
Range: Touch
Target: Creature touched
Duration: 1 hour per level
Saving Throw: Fortitude negates (harmless)
Type: Buff
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay Poison does not cure any damage that poison might have already done in previous rounds.
Detect Disease
Mana: 0
Casting Time: 1 Standard Action
Range: 25 ft.
Target: One creature, one object, or a 5 ft. cube
Duration: Instantaneous
Saving Throw: None
Type: Utility
You determine whether a creature, object, or area has been diseased. You can determine the exact type of disease with a DC 20 Will check. The spell can penetrate barriers, but one foot of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt blocks it.
Detect Hidden
Mana: Varies
Casting Time: 1 Standard Action
Range: 60 ft.
Target: Cone-shaped emanation
Duration: Concentration, up to 1 minute per level
Saving Throw: None
Type: Utility
1 Mana: Detect Snares, Pits, Traps, and Secret Doors under DC20 Thievery checks.
3 Mana: Detect Snares, Pits, Mundane Traps, Magical Traps, and Secret Doors at or above DC20 Thievery checks.
You can detect hidden, non living, mortal made objects. It does not detect natural hazards or objects hidden by natural means (vines, undergrowth, fallen rocks). The spell may detect any of the above listed at the same time, but does not reveal how a trap may be disarmed, or a hidden door may be opened.
Detect Magic
Mana: 0
Casting Time: 1 Standard Action
Range: 60 ft.
Target: Area Around Caster
Duration: Concentration, up to 1 minute per level
Saving Throw: None
Type: Utility
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject:
1st Round
Presence or absence of magical auras.
2nd Round
Number of different magical auras and the power of the most potent aura.
3rd Round
The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the type of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a non-spell effect.)
Magical areas, multiple types of magic, or strong local magical emanations might distort or conceal weaker auras.
Aura Strength
An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura
A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but one foot of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt blocks it.
Detect Navirites
Mana: 1
Casting Time: 1 Standard Action
Range: 60 ft.
Target: Area around caster
Duration: Concentration up to 1 minute per level
Saving Throw: None
Type: Utility
You can detect the aura that surrounds creatures from the Navirim. The amount of information revealed depends on how long you study a particular area:
1st Round
Presence or absence of Navirite auras.
2nd Round
Number of Navirite auras in the area and the strength of the strongest aura present.
3rd Round
The strength and location of each Navirite aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength
The strength of an aura is determined by the HD of the creature, as given on the following table:
HD Strength
1 or lower Faint
2-4 Moderate
5-10 Strong
11 or higher Overwhelming
Lingering Aura
A Navirite aura lingers after its original source is destroyed. If Detect Navirite is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6×10 minutes
Overwhelming 1d6 days
Each round, you can turn to detect Navirites in a new area. The spell can penetrate barriers, but one foot of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt blocks it.
Detect Poison
Mana: 0
Casting Time: 1 Standard Action
Range: 25 ft.
Target: One creature, one object, or a 5 ft. cube
Duration: Instantaneous
Saving Throw: None
Type: Utility
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. The spell can penetrate barriers, but one foot of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt blocks it.
Detect Scrying
Mana: 7
Casting Time: 1 Standard Action
Range: 40 ft. radius emanation centered on you
Target: Self
Duration: 24 hours
Saving Throw: None
Type: Utility
You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area.If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scryer’s result, you get a visual image of the scryer and an accurate sense of his or her direction and distance from you.
Detect Thoughts
Mana: 3
Casting Time: 1 Standard Action
Range: 60 ft.
Target: Cone-shaped emanation
Duration: Concentration, up to 1 minute per level
Saving Throw: Will negates; see text
Type: Mind
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject:
1st Round
Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round
Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round
Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but one foot of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt blocks it.
Dimensional Anchor
Mana: 7
Casting Time: 1 Standard Action
Range: 100 ft.+ 10 ft. per level
Target: Ray
Duration: 1 minute per level
Saving Throw: None
Type: Debuff
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extra dimensional travel.
A Dimensional Anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extra-dimensional perception or attack forms. Also, Dimensional Anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
Disconnect
Mana: 5
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 1 hour per level
Saving Throw: None
Type: Utility
The spellcaster uses this spell to sever their ties to their body. They feel no pain or remorse, often focusing on the last thing they thought of before casting the spell. During this trance, the spellcaster has a much higher chance of connecting their consciousness to the Navirim.
While affected by the Disconnect spell, the spellcaster’s body can no longer be detected by Detect Thoughts.
Dismissal
Mana: 7
Casting Time: 1 Standard Action
Range: 30 ft.
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Heroic Action, see text
Type: Utility
This spell forces an extraplanar creature back to its proper plane if it fails a Heroic Action: Caster Spellcasting vs. Will of defender. If the spell is successful, the creature is instantly whisked away to the Navirim.
Dispel Magic
Mana: Variable
Casting Time: Free Action or Reaction
Range: 100 ft.
Target: One spellcaster, creature, or object; or 20 ft. radius burst
Duration: Instantaneous
Saving Throw: None
Type: Debuff
You can use Dispel Magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by Dispel Magic. Dispel Magic can dispel (but not counter) spell-like effects just as it does spells.
You choose to use Dispel Magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
5 Mana: Targeted Dispel
One object, creature, or spell is the target of the Dispel Magic spell. You make a dispel check (1d20 + your Spellcraft) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s mana. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes non-magical for the duration of the effect. An interdimensional interface (such as a satchel of holding) is temporarily closed. A magic item’s physical properties are unchanged: a suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
5 Mana: Area Dispel
When Dispel Magic is used in this way, the spell affects everything within a 20 ft. radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the Dispel Magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area of effect spell whose point of origin is within the area of the Dispel Magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the Dispel Magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You can choose to automatically succeed on dispel checks against any spell that you have cast.
Variable Mana: Counter Spell
You may cast Dispel Magic as a Reaction. This means you can cast Dispel at a spell currently being cast. The spellcaster must state they are casting Dispel Magic before they know what spell the opposing mage is casting. They must state how much Mana they are using with Dispel Magic. If the mana spent is equal to or greater than the mana used by the opposing spell, they have a chance to dispel that magic. Both casters roll a Heroic Action using their spellcraft skill, the higher roll winning. If the caster using Dispel Magic wins, the other spellcaster uses mana as if they cast their spell, but the spell is dispelled.
Displacement
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 1 round per level
Saving Throw: Will negates (harmless)
Type: Buff
The subject of this spell appears to be about two feet away from its true location. The creature benefits from +4 AC as if it had Total Concealment. However, unlike actual Total Concealment, Displacement does not prevent enemies from targeting the creature normally. True Seeing reveals its true location. Once a displaced target takes any damage, Total Concealment from this spell is lost until the creature’s next action, when they must spend a Free Action to reestablish Total Concealment.
Dominate Animal
Mana: 5
Casting Time: 1 round
Range: 30 ft.
Target: One animal
Duration: 1 round per level
Saving Throw: Will negates
Type: Mind
You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.
Dominate Animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it can undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell counts as a Move Action.
Dream Call
Mana: 1
Casting Time: 1
Range: 15 ft.
Target: Cone-shaped burst
Duration: Instant
Saving Throw: Will Negates
Type: Mind
A cone of swirling energy springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
Each creature within the cone is affected according to its Hit Dice.
2 HD or less
The creature is Unconscious, Blinded, and Stunned for 2d4 rounds, then Blinded and Stunned for 1d4 rounds, and then Stunned for 1 round. (Only living creatures are knocked Unconscious.)
3 or 4 HD
The creature is Blinded and Stunned for 1d4 rounds, then Stunned for 1 round.
5 or more HD
The creature is Stunned for 1 round.
Sightless creatures are not affected by Dream Call.
Dreamwalk
Mana: 7
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 1 hour per level
Saving Throw: None
Type: Utility
A spellcaster can bring their waking consciousness into the Navirim during sleep. They cannot control where they end up. Anything that happens to them in this state also happens to their physical body. They can wake from this dream at any time, unless bound to the Navirim by another entity or spell.
Elemental Arrow
Mana: Varies
Casting Time: 1 Standard Action
Range: Varies
Target: One creature or object
Duration: 1 round +1 round per three levels
Saving Throw: None
Type: Damage
A magical arrow(s) of a chosen energy type (fire, water, earth, air, ice, or electricity) springs from your hand and speeds to its target(s) . You must succeed on a Magical Attack vs touch AC to hit a target. You cast a separate arrow for each d6 worth of damage, and you may direct each arrow at a different target. Arrows must all be of a matching elemental energy.
Each arrow deals damage with no splash damage. The effect lasts for an additional round for every three caster levels, unless somehow neutralized, dealing another 1d4 points of damage per arrow in each additional round.
Mana 1: 1d8+3 Damage 60 ft. Range.
Mana 3: 2d8+4 Damage 120 ft. Range
Mana 5: 3d8+5 Damage, 250 ft. Range
Mana 7: 4d8+6 Damage, 350 ft. Range
On top of the base damage, elemental blast has the following effects:
- Fires cause flammable items to catch fire and burn. Low melting point metals melt.
- Water puts out mundane fires.
- Ice slows creatures by 1/2. Athletics savings throw to negate.
- Earth covers the objects in dust and dirt, outlining any invisible objects or creatures.
- Electricity does an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, or full plate).
- Air knocks Medium or smaller creatures prone. Reflex savings throw to negate falling.
Elemental Blast
Mana: Varies
Casting Time: 1 Standard Action
Range: Varies
Target: Varies
Duration: Instant
Saving Throw: Reflex save for half
Type: Damage
A small ball of energy leaves your hand and travels to an intending target area and bursts into a spherical blast of elemental energy. You can choose any elemental energy (fire, water, earth, air, ice, or electricity) available to you that you have control over.
1 Mana 1d6 damage, 5 ft. radius sphere, 50 ft. range.
3 Mana 3d6 damage, 10 ft. radius sphere, 100 ft. range.
5 Mana 5d6 damage, 20 ft. radius sphere, 200 ft. range.
7 Mana 7d6 damage, 30 ft. radius sphere, 300 ft. range.
On top of the base damage, elemental blast has the following effects:
- Fire causes flammable items to catch fire and burn. Low melting point metals melt.
- Water puts out mundane fires.
- Ice slows creatures by 1/2. Athletics savings throw to negate.
- Earth covers the objects in dust and dirt, outlining any invisible objects or creatures.
- Electricity does an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, .or full plate).
- Air knocks Medium or smaller creatures prone. Reflex savings throw to negate falling.
Elemental Cone
Mana: Varies
Casting Time: 1 Standard Action
Range: 15 ft.
Target: Cone-shaped burst
Duration: Instant
Saving Throw: Reflex save for half
Type: Damage
A cone of energy shoots from your fingertips. Any creature in the area of the energy takes elemental damage based on mana. You can choose any elemental energy (fire, water, earth, air, ice, or electricity) available to you that you have control over.
1 Mana 1d4+1 damage, 15 ft. cone.
3 Mana 2d4+2 damage, 15 ft. cone.
5 Mana 3d4+3 damage, 15 ft. cone.
7 Mana 4d4+4 damage, 15 ft. cone.
On top of the base damage, elemental cone has the following effects:
- Fire causes flammable items to catch fire and burn. Low melting point metals melt.
- Water puts out mundane fires.
- Ice slows creatures by 1/2. Athletics savings throw to negate.
- Earth covers the objects in dust and dirt, outlining any invisible objects or creatures.
- Electricity does an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, .or full plate).
- Air knocks Medium or smaller creatures prone. Reflex savings throw to negate falling.
Elemental Rain
Mana: Varies
Casting Time: 1 Standard Action
Range: Varies
Target: Varies
Duration: 1 round
Save: Reflex for half
Type: Damage
A chosen element (fire, water, earth, air, ice, or electricity) rains down from above in the area of effect.
1 Mana 1d4 damage, 10 ft. radius sphere, 50 ft. range.
3 Mana 3d4+1 damage, 15 ft. radius sphere, 100 ft. range.
5 Mana 5d4+3 damage, 30 ft. radius sphere, 200 ft. range.
7 Mana 7d4+5 damage, 40 ft. radius sphere, 300 ft. range.
On top of the base damage, elemental cone has the following effects:
- Fire causes flammable items to catch fire and burn. Low melting point metals melt.
- Water puts out mundane fires.
- Ice slows creatures by 1/2. Athletics savings throw to negate.
- Earth covers the objects in dust and dirt, outlining any invisible objects or creatures.
- Electricity does an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, .or full plate).
- Air knocks Medium or smaller creatures prone. Reflex savings throw to negate falling.
Elemental Shield
Mana: 7
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 1 round per level
Saving Throw: None
Type: Damage
This spell wreaths you in elemental energy (fire, water, earth, air, ice, or electricity) and causes damage to each creature that attacks you in melee.
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6+1 points of damage. Creatures wielding weapons with reach are not subject to this damage if they attack you.
The special powers of each version are as follows:
Fire Shield
The flames are warm to the touch. You take only half damage from ice-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. You cast light for 30 ft. Successful attacks from water or ice-based attacks cut the remaining duration in half.
Cold Shield
The shimmering shield is cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Water Shield
This liquid shield flows over your body. You take only half damage from fire and earth-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Electric Shield
Arcs of lightning crisscross your body. You take only half damage from air and earth-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. Successful attacks from water-based attacks cut the remaining duration in half.
Earth Shield
Rough earth covers your body. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Air Shield
An invisible barrier covers you. You take only half damage from air and electrical-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. Successful attacks from earth-based attacks cut the remaining duration in half.
Elemental Sphere
Mana: 3
Casting Time: 1 Standard Action
Range: 100 ft.
Target: 5 ft. diameter sphere
Duration: 1 round per level
Saving Throw: None
Type: Damage
A globe of elemental energy rolls in whichever direction you point, and strikes a target with a successful Magic Attack. It moves 30 ft. per round. If it enters a space with a creature, it stops moving for the round and deals an effect based on the elemental type. An Elemental Sphere rolls over barriers less than 4 ft. tall. You can choose any elemental energy (fire, water, earth, air, ice, or electricity) available to you that you have control over.
An Elemental Sphere gains the following powers based on the type of element.
- Fire causes flammable items to catch fire and burn. Low melting point metals melt. This causes 2d6 damage and lasts for an additional round unless put out.
- Water puts out mundane fires and does 3d6 damage to creatures of the elemental type fire.
- Ice slows creatures by 1/2 and does 2d6 cold damage.
- Earthen spikes impale the target for 2d6 damage. Caster may try to surround and grapple the target with the Sphere with a successful Heroic action (Int vs target Dex). If successful, the target is grappled and the sphere can not move until the target is let loose.
- Electricity does 2d6 damage, with an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, or full plate).
- Air causes a Medium or smaller target to lift into the air and crash down for 1d6 damage. The target can be moved up to 10 ft. and lands prone.
The Elemental Sphere moves as long as you actively direct it (a Move Action for you); otherwise, it merely stays at rest. The surface of the Sphere has a spongy, yielding consistency and so does not cause damage except by its elemental energy. It cannot push aside unwilling creatures or batter down large obstacles. An Elemental Sphere winks out if it exceeds the spell’s range.
Elemental Touch
Mana: Varies
Casting Time: 1 Standard Action
Range: Touch
Target: One target
Duration: Instant
Saving Throw: None
Type: Damage
Your grasp is imbued with the power of an element. You can choose any elemental energy (fire, water, earth, air, ice, or electricity) available to you that you have control over.
1 Mana 1d8+1 damage.
3 Mana 2d8+2 damage.
5 Mana 3d8+3 damage.
7 Mana 4d8+4 damage.
On top of the base damage, elemental cone has the following effects:
- Fire causes flammable items to catch fire and burn. Low melting point metals melt.
- Water puts out mundane fires.
- Ice slows creatures by 1/2. Athletics savings throw to negate.
- Earth covers the objects in dust and dirt, outlining any invisible objects or creatures.
- Electricity does an extra 1d4 damage to anyone in heavy metal armor.
- Air knocks Medium or smaller creatures prone. Reflex savings throw to negate falling.
Elemental Trap
Mana: Variable
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: Reflex half; see text
Type: Trap
Elemental Trap creates an explosion when an intruder opens the item or touches the surface that the trap protects. An Elemental Trap can ward any object that can be opened and closed or touched. You can choose any elemental energy (fire, water, earth, air, ice, or electricity) available to you that you have control over.
When casting Elemental Trap, you select a point on the object as the spell’s center. When someone other than you opens, closes, or touches the object, an explosion fills the area within a variable radius around the spell’s center. The item protected by the trap is not harmed by this explosion.
1 Mana 1d4 damage, 5 ft. radius sphere.
3 Mana 2d4 damage, 5 ft. radius sphere.
5 Mana 3d4 damage,10 ft. radius sphere.
7 Mana 4d4 damage, 10 ft. radius sphere.
An Elemental-Trapped item cannot have a second closure or warding spell placed on it.
A Knock spell does not bypass an Elemental Trap. An unsuccessful Dispel Magic spell does not detonate the spell.
The caster can use the Elemental-Trapped object or space without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning an Elemental-Trapped object to an individual usually involves setting a password that you can share with friends.
Note: Magic traps such as Elemental Trap are hard to detect and disable. A rogue (only) can use the Thievery skill to find the runes and to thwart them. The DC in each case is 25.
Elemental Wall
Mana: Varies
Casting Time: 1 Standard Action
Range: 100 ft.
Target: Chosen location
Duration: Concentration + 1 round per level
Saving Throw: None
Type: Damage
You summon forth a wall of elemental energy, blocking a pathway or encircling yourself. You can choose any elemental energy (fire, water, earth, air, ice, or electricity) available to you that you have control over.
Mana 1: A 10 ft. long by 10 ft. tall by 1 ft. wide wall that does 1d4+1 damage to any who pass through.
Mana 3: A 20 ft. long by 10 ft. tall by 1 ft. wide wall that does 3d4+3 damage to any who pass through.
Mana 5: A 40 ft. long by 10 ft. tall by 1 ft. wide wall that does 3d6+3 damage to any who pass through. The wall may also be used to encircle the caster with a 5 ft. radius. The wall can be off center so there is space for other medium or small creatures.
Mana 7: A 50 ft. long by 10 ft. tall by 1 ft. wide wall that does 5d6+5 damage to any who pass through. The wall may also be used to encircle the caster with a 10 ft. radius. The wall can be off center so there is space for other medium or small creatures. The caster may also cause energy to radiate off of one side of the wall to do 1d4+1 damage to any within 10 ft. of the wall.
Emotion
Mana: 7
Casting Time: 1 Standard Action
Range: 100 ft.
Target: All creatures in 15 ft. radius
Duration: Concentration
Saving Throw: Will negates
Type: Mind
This spell arouses a single emotion of your choice in the target. You can choose any one of the following versions:
Despair
The enchanted creatures suffer a –2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion: Despair dispels Emotion: Hope.
Fear
The enchanted creatures flee from you whenever they are in sight of you. Emotion: Fear dispels Emotion: Rage.
Friendship
The enchanted creatures react more positively toward others. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally. Emotion: Friendship dispels Emotion: Hate.
Hate
The enchanted creatures react more negatively toward others. Their attitude shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile). Emotion: Hate dispels Emotion: Friendship.
Hope
The enchanted creatures gain a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion: Hope dispels Emotion: Despair.
Rage
The enchanted creatures gain a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a -1 penalty to AC. They are compelled to fight heedless of danger. Emotion: Rage does not stack with berserker Rage or with itself. Emotion: Rage dispels Emotion: Fear.
Endure Elements
Mana: 1
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Type: Buff
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected.
Endure Elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Erase
Mana: 1
Casting Time: 1 Standard Action
Range: 30 ft.
Target: One scroll, or two pages
Duration: Instant
Saving Throw: See text
Type: Utility
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove Explosive Runes, a Glyph of Warding, or an Arcane Mark, but not Illusory Script or a Stunning Trap spell. Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is 90%.
Magic writing must be touched to be erased, and you also must succeed on a Spellcaft skill check (1d20 + Spellcraft) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase Explosive Runes or a Glyph of Warding you accidentally activate that writing instead.
Expeditious Retreat
Mana: 1
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 1 minute per level
Saving Throw: None
Type: Buff
This spell doubles your base land speed (this adjustment does not stack with Talents or other spells). There is no effect on other modes of movement, such as burrow, climb, fly, or swim. This effect is broken if the subject does any action except movement.
Explosive Runes
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: One touched object weighing no more than 10 lb
Duration: Permanent until discharged (D)
Saving Throw: See text
Type: Damage
You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 ft. of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).
You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful Dispel Magic or Erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.
Note: Magic traps such as Explosive Runes are hard to detect and disable. A rogue (only) can use the Thievery skill to find the runes and to thwart them. The DC in each case is 25.
Fear
Mana: Varies
Casting Time: 1 Standard Action
Range: 60 ft.
Target: Varies
Duration: 1 round per level; see text
Saving Throw: Will
Type: Mind
You cause fear to creatures based on the mana spent.
Mana 1: With a successful magic attack, a single target becomes Shaken.
Mana 3: With a successful magic attack, a single target becomes Scared.
Mana 5: With a successful magic attack, one creature per caster level becomes Scared.
Mana 7: With a successful magic attack, one creature per caster level becomes Panicked.
After the initial round, a Scared or Panicked creature may roll a Will check Vs 10+ spellcaster’s Spellcraft skill. With a successful save, the target recovers and only becomes Shaken for the duration of the spell.
Feather Fall
Mana: 1
Casting Time: 1 Reaction
Range: 30 ft.
Target: One Medium or smaller free falling object or creature per level, no two of which can be more than 20 ft. apart
Duration: Until landing or 1 round per level
Saving Throw: Will negates (harmless) or Will negates (object)
Type: Utility
The affected creatures or objects fall slowly. Feather Fall instantly changes the rate at which the targets fall to a mere 60 ft. per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is an immediate action, allowing you to cast this spell even when it isn’t your turn.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather Fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
Fog Cloud
Mana: 3
Casting Time: 1 Standard Action
Range: 100 ft.+ 10 ft. per level
Target: Fog spreads in 20 ft. radius, 20 ft. high
Duration: 10 minutes per level
Saving Throw: None
Type: Utility
A bank of fog billows out from the point you designate. The fog obscures all sight, including Darkvision, beyond 5 ft.. A creature within 5 ft. has Concealment (attacks have a 20% miss chance). Creatures farther away have Total Concealment (50% miss chance, and the attacker can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The spell does not function underwater.
Freedom of Movement
Mana: 7
Casting Time: 1 Standard Action
Range: Self or touch
Target: Self or creature touched
Duration: 10 minutes per level
Saving Throw: None
Type: Buff
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as Paralysis, Solid Fog, Slow, and Web. The subject automatically succeeds on any Heroic Action made to resist a Grapple attempt, as well as on Grapple checks or checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The Freedom of Movement spell does not, however, allow water breathing.
Gaseous Form
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Willing corporeal creature touched
Duration: 2 minutes per level
Saving Throw: Fortitude if resisted
Type: Buff
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, natural bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10 vs. magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can’t run, but it can fly at a speed of 10 ft. (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects might be moot.
Gentle Repose
Mana: 3
Casting Time: 1 Standard Action
Range: Touch
Target: Corpse touched
Duration: One day per level
Saving Throw: Will negates (object)
Type: Utility
You preserve the remains of a dead creature so that it does not decay. Doing so effectively extends the time limit on raising that creature from the dead (see Raise Dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.
The spell also works on severed body parts and the like.
Glitterdust
Mana: 3
Casting Time: 1 Standard Action
Range: 100 ft. + 10 ft. per level
Target: Creatures and objects within 10 ft. radius spread
Duration: 1 round per level
Saving Throw: Will negates (blinding only)
Type: Utility
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and creates visible outlines around invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust can not hide.
Glyph of Warding
Mana: 5
Casting Time: 10 minutes
Range: Touch
Target: Object touched or up to 5 ft. square per level
Duration: Permanent until discharged
Saving Throw: See text
Type: Trap
This powerful inscription harms those who enter, pass, or open the warded area or object. A Glyph of Warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
You set the conditions of the Ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively, or in addition to a password trigger, Glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple Glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately Warded.
When casting the spell, you weave a tracery of faintly-glowing lines around the warding sigil. A Glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the Glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, Polymorph, and Nondetection (and similar magical effects) can fool a Glyph, though non-magical disguises and the like can’t. Comprehend Languages allows you to identify a Glyph of Warding with a DC 13 Spellcraft check. Identifying the Glyph does not discharge it and allows you to know the basic nature of the Glyph (version, type of damage caused, what spell is stored).
Note: Magic traps such as Glyph of Warding are hard to detect and disable. A rogue (only) can use the Thievery skill to find the runes and to thwart them. The DC in each case is 20.
Depending on the version selected, a Glyph either blasts the intruder or activates a spell.
Blast Glyph
A Blast Glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 10 ft. of him or her. The damage type is chosen by the caster upon casting (fire, ice, acid, electricity or sonic) Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.
Spell Glyph
You can store any harmful spell of 3 mana or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the Glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect it is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the Glyph.
Goodberry
Mana: 1
Casting Time: 1 Standard Action
Range: Touch
Target: Fresh Berries
Duration: Permanent until eaten or food spoils
Saving Throw: None
Type: Healing
The spellcaster enchants 2d4 fresh berries, fruit, or vegetables; bestowing the ability for each to cure 1 hp (max 8 hp per 24 hours for any one creature). Eating one also provides the sustenance of an entire meal.
Grease
Mana: 1
Casting Time: 1 Standard Action
Range: 30 ft.
Target: One object or a 10 ft. square
Duration: 1 round per level (D)
Saving Throw: See text
Type: Trap
A Grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item.
Gust of Wind
Mana: 5
Casting Time: 1 Standard Action
Range: 60 ft.
Target: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates
Type: Debuff
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 ft., taking 1d4 points of nonlethal damage per 10 ft.. If flying, a Tiny or smaller creature is blown back 2d6×10 ft. and takes 2d6 points of nonlethal damage due to battering and buffeting.
Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 ft..
Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 ft..
Large or larger creatures can move normally within a Gust of Wind effect.
A Gust of Wind can’t move a creature beyond the limit of its range.
Any creature, regardless of size, takes a -4 penalty to ranged attacks and Awareness checks in the area of a Gust of Wind.
The force of the Gust of Wind automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a Gust of Wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, capsize a small boat, and blow gasses or vapors to the edge of its range.
Hallucinatory Terrain
Mana: 7
Casting Time: 10 minutes
Range: 500 ft.
Target: One 30 ft. cube per level (S)
Duration: 2 hours per level (D)
Saving Throw: Will disbelief (if interacted with)
Type: Mind
You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.
Harm
Mana: 1
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Type: Damage
Harm charges a subject with negative energy that deals damage and gives the target a negative aura per mana spent. If the creature successfully saves, harm deals half this amount and suffers no negative aura. If Harm is used on undead, it heals them instead of harming them and the negative aura becomes a positive bonus.
1 Mana 1d8 damage and negative aura causes target to suffer -1 to all rolls for 1 round.
3 Mana 2d8 damage and negative aura causes target to suffer -1 to all rolls for 2 rounds.
5 Mana 3d8 damage and negative aura causes target to suffer -2 to all rolls for 2 rounds.
7 Mana 4d8 damage and negative aura causes target to suffer -2 to all rolls for 4 rounds.
The negative aura can be dispelled with the spells Heal or Dispel Magic.
Haste
Mana: 5
Casting Time: 1 Standard Action
Range: 30 ft.
Target: Self or creature touched
Duration: 1 round per level
Saving Throw: Fortitude negates (harmless)
Type: Buff
The transmuted creatures move and act more quickly than normal. This extra speed has several effects:
A hasted creature gains an additional Move Action.
Once per round while hasted, a hasted creature may make one extra attack with any weapon they are holding using a Move Action. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Multiple haste effects don’t stack. Haste dispels and counters Slow.
Heal
Mana: Varies
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Type: Healing
When laying your hand upon a living creature, you channel energy that cures the target.
1 mana heals 1d6 +3
3 mana heals 2d6+6
5 mana heals 3d6+9
7 mana heals 4d6+12
Hold Creature
Mana: 3
Casting Time: 1 Standard Action
Range: 100 ft.
Target: One creature
Duration: 1 round per level; see text
Saving Throw: Fortitude negates; see text
Type: Debuff
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject can attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
A winged creature who is paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and will drown.
Hold Portal
Mana: 1
Casting Time: 1 Standard Action
Range: 100 ft.
Target: One portal, up to 20 ft. sq. per level
Duration: 1 minute per level
Saving Throw: None
Type: Utility
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A Knock spell or a successful Dispel Magic spell can negate a Hold Portal spell.
For a portal affected by this spell, add 10 to the normal DC for forcing open the portal.
Identify
Mana: 1
Casting Time: 1 hour
Range: Touch
Target: One touched object
Duration: Instantaneous
Saving Throw: None
Type: Utility
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not function perfectly when used on an artifact, but may provide clues to the artifact’s properties.
Illusionary Image
Mana: Varies
Casting Time: 1 Standard Action
Range: 300 ft.
Target: Empty space
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Type: Mind
Mana 1: The illusion can be seen, but lacks sound, smell, texture, or temperature.
Mana 3: The illusion can be seen and has minor sounds, but not speech, smell, texture, or temperature.
Mana 5: The illusion can be seen and has full speech, smell, and temperature.
Mana 7: The illusion can be seen and has full speech, smell, texture, and temperature.
This spell creates the visual illusion of an object, creature, or force, as visualized by you.
Illusory Script
Mana: 5
Casting Time: 1 minute or longer; see text
Range: Touch
Target: One touched object weighing no more than 10 lb
Duration: One day per level
Saving Throw: Will negates; see text
Type: Mind
You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character.
Any unauthorized creature attempting to read the Illusory Script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the Illusory Script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include “Close the book and leave,” “Forget the existence of the book,” and so forth. An affected creature never obeys suicidal or obviously harmful orders. If successfully dispelled by Dispel Magic, the Illusory Script and its secret message disappear. The hidden message can be read by a combination of the True Seeing spell with the Comprehend Languages spell.
The casting time depends on how long a message you wish to write, but it is always at least 1 minute.
Illusory Wall
Mana: 7
Casting Time: 1 Standard Action
Range: 30 ft.
Target: Image 1 ft. x 10 ft. x 10 ft.
Duration: Permanent
Saving Throw: Will disbelief (if interacted with)
Type: Mind
This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.
Imbue Staff
Mana: Varies
Casting Time: 2 minutes
Range: Touch
Target: Self
Duration: 1 hour per caster level
Saving Throw: None
Type: Buff
1 Mana: The spellcaster’s staff gains +1 to hit and +1d4 subdual damage.
3 Mana: The spellcaster’s staff gains +1 to hit and +2d4 subdual damage.
5 Mana: The spellcaster’s staff gains +1 to hit and +3d4 subdual damage.
Invisibility
Mana: Varies
Casting Time: 1 Standard Action
Range: Self or touch
Target: You or a creature or object weighing no more than 100 lb per level
Duration: 1 minute per level
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Type: Buff
3 Mana: The creature or object touched becomes Invisible, vanishing from sight, even from Darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see Invisible things or you employ magic to do so. Detect Magic senses that magic is being used in the area, but can not pinpoint the invisible creature.
Items dropped or put down by an Invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the Invisible creature. Light, however, never becomes Invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 ft. from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature or casts any other spell,
5 Mana: This spell functions like Invisibility, except that this spell confers invisibility upon all creatures within 10 ft. of the recipient. The center of the effect is mobile with the recipient.
Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become Invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends..
7 Mana: This spell functions like the 3 mana Invisibility, except it doesn’t end if the subject attacks or casts a spell.
Invisibility Purge
Mana: 5
Casting Time: 1 Standard Action
Range: Self
Target: You
Duration: 1 minute per level
Saving Throw: None
Type: Buff
You surround yourself with a sphere of power with a radius of 5 ft. per caster level that negates all forms of invisibility.
Anything Invisible becomes visible while in the area.
Invisible Minion
Mana: 1
Casting Time: 1 Standard Action
Range: 30 ft.
Target: One invisible, mindless, shapeless servant
Duration: 1 hour per level
Saving Throw: None
Type: Utility
An Invisible Minion is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 ft..
The minion cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the minion ceases to exist.
Jump
Mana: 1
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 1 minute per level
Saving Throw: Will negates (harmless)
Type: Buff
The subject’s jump abilities are doubled for the duration of the spell.
Knock
Mana: 3
Casting Time: 1 Standard Action
Range: 100 ft.
Target: One door, box, or chest with an area of up to 10 ft. sq. per level
Duration: Instantaneous; see text
Saving Throw: None
Type: Utility
The Knock spell opens stuck, barred, locked, held, or Arcane-Locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open an Arcane Locked door, the spell does not remove the Arcane Lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.
Lesser Restoration
Mana: 3
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Type: Healing
Lesser restoration dispels any magical effects reducing one of the subject’s ability modifiers or cures 1d4 points of temporary ability damage to one of the subject’s ability modifiers. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. Lesser Restoration also darkness restores 20 Sanity damage.
Levitate
Mana: 3
Casting Time: 1 Standard Action
Range: Self or 25 ft. + 5 ft. per 2 levels
Target: You or one willing creature or one object (total weight up to 100 lb per level)
Duration: 1 minute per level
Saving Throw: None
Type: Utility
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 ft. each round; doing so is a Move Action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).
A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty to attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.
Light
Mana: Varies
Casting Time: 1 Standard Action
Range: 100 ft.
Target: creatures and objects in a 5 ft. radius
Duration: 1 minute per level
Saving Throw: Varies
Type: Utility
The Light spell conjures a magical light of varying strength.
Mana 0: Light causes an object to glow like a torch, shedding bright light in a 20 ft. radius (and dim light for an additional 20 ft.) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
Mana 1: You create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely creature-like shape. They must stay within 10 ft. of each other. The lights move at 100 ft. per round. You can use these lights to blind or distract a foe giving them a -1 to all rolls until the light spell is canceled or the caster stops concentrating. These lights can also be used to outline hidden foes. Outlined creatures do not benefit from the concealment normally provided by darkness-based effects (though a 2nd-level or higher magical Darkness effect functions normally), Blur, Displacement, Invisibility, or similar effects.
Mana 3: You may enchant an item that sheds light as bright as full daylight in a 60 ft. radius, and dim light for an additional 60 ft. beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. This is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. A mana 3 (or above) Light spell counters and dispels a Darkness spell (one with the darkness descriptor) by a Heroic action vs the opposing mage using the Spellcraft Skill.
If cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.
Mana 5: Focusing light like a ray of the sun, you project a blast of light from your open palm. You must succeed on a magic attack to strike your target. A creature struck takes 2d8 points of damage. An undead creature takes an additional 4 damage per caster level.
Mana 7: A 10 ft. glowing ball of light energy comes into existence casting light as bright as the sun. You may summon this within the 100 ft. range of the spell, and the light fills a 300 ft. radius. Any within 40 ft. of the sphere take 3d8 damage. Undead take 6d8 damage. This is the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
Locate Creature
Mana: 7
Casting Time: 1 Standard Action
Range: 400 ft.
Target: Circle, centered on you, with a radius of 400 ft.
Duration: 10 minutes per level
Saving Throw: None
Type: Utility
This spell functions like Locate Object, except this spell locates a known or familiar creature.
You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.
The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 ft.) at least once.
Running water blocks the spell. It cannot detect objects. It can be fooled by Nondetection and Polymorph spells.
Locate Object
Mana: 3
Casting Time: 1 Standard Action
Range: 400 ft.
Target: Circle, centered on you, with a radius of 400 ft. + 40 ft. per level
Duration: 1 minute per level
Saving Throw: None
Type: Utility
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item first hand (not through Divination).
The spell can be blocked by a thin sheet of lead. Creatures cannot be found by this spell. Polymorph fools it.
Mage Bolt
Mana: 1
Casting Time: 1 Standard Action
Range: 100 ft.
Target: One creature per bolt
Duration: Instant
Saving Throw: None
Type: Damage
A bolt of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. You can summon one bolt for every two caster levels.
The bolt strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Each bolt can target a different creature.
Mage Hand
Mana: Varies
Casting Time: 1 Standard Action
Range: 50 ft.
Target: One person or object
Duration: Concentration / 1 round per caster level
Saving Throw: Reflex for half
Type: Damage
0 mana: You point your finger at an object (up to 5 lbs) and can lift it and move it at will from a distance. As a Move Action, you can propel the object as far as 15 ft. in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
1 Mana: Same as above, but now you can lift or move up to 40lbs.
3 Mana: Same as above, but now you can lift or move up to 80lbs.
5 Mana: Same as above, but now you can lift or move up to 120lbs. If desired, you can use the force of your Mage Hand to also pummel or pull a target for 2d6 damage per round as well as move it.
7 Mana: Same as above, but now you can lift or move up to 250 lbs, and cause 4d6+4 damage per round.
Magic Acorn
Mana: 1
Casting Time: 1 Standard Action
Range: Touch
Target: An acorn or plant seed
Duration: 48 hours
Saving Throw: Reflex partial
Type: Damage
The spellcaster enchants an acorn or other plant seed. The seed will then become a missile that causes 1d6+1 damage, with a chance to entangle the target for 1d3 rounds . If the target rolls a successful reflex save, they do not become entangled.
Magic Stone
Mana: 1
Casting Time: 1 Standard Action
Range: Touch
Target: Up to three pebbles touched
Duration: 30 minutes or until discharged
Saving Throw: Will negates (harmless, object)
Type: Damage
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 ft.. If slung, treat them as sling bullets (range increment 50 ft.). The spell gives them a +1 enhancement bonus to attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s enhancement bonus).
Magic Weapon
Mana: Variable
Casting Time: 1 Standard Action
Range: Touch
Target: Weapon touched
Duration: 1 minute per level
Saving Throw: Will negates (harmless, object)
Magic Weapon gives a melee weapon an enhancement bonus to attack and damage rolls. Up to 20 ranged ammo may also be affected.
1 Mana: +1 to attack and damage.
3 Mana: +2 to attack and damage
5 Mana: +3 to attack and damage.
You can’t cast this spell on a natural weapon, such as an unarmed strike.
Message
Mana: 1
Casting Time: 1 Standard Action
Range: 100 ft.
Target: One creature per level.
Duration: 10 minutes per level
Saving Throw: None
Type: Utility
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the Message. When you whisper, the whispered Message is audible to all targeted creatures within range. Magical Silence, one foot of stone, one inch of common metal (or a thin sheet of lead), or three feet of wood or dirt blocks the spell. The Message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the Message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Minor Globe of Invulnerability
Mana: 7
Casting Time: 1 Standard Action
Range: 10 ft.
Target: 10 ft. radius sphere, centered on caster
Duration: 1 round per level.
Saving Throw: None
Type: Buff
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area of effect of any such spells does not include the area of the Minor Globe of Invulnerability. Such spells fail to affect any target located within the Globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical Globe. Spells of 4th level and higher are not affected by the Globe, nor are spells already in effect when the Globe is cast. The Globe can be brought down by a targeted Dispel Magic spell, but not by an area Dispel Magic. You can leave and return to the Globe without penalty.
Note that spell effects are not disrupted unless their effects enter the Globe, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether Minor Globe of Invulnerability stops it.
Minor Trick
Mana: 0
Casting Time: 1 Standard Action
Range: 10 ft.
Target: See text
Duration: 1 hour
Saving Throw: See text
Type: Utility
A minor trick that novice spellcasters use for practice. Once cast, a Minor Trick spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A Minor Trick can slowly lift one pound of material. It can color, clean, or soil items in a 1 ft. cube each round. It can chill, warm, or flavor one pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Minor Trick can create small objects, but they look crude and artificial. The materials created by a Minor Trick spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a Minor Trick lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Mirror Image
Mana: 3
Casting Time: 1 Standard Action
Range: Self; see text
Target: Self
Duration: 1 minute per level (D)
Saving Throw: None
Type: Buff
Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.
Mirror Image creates 1d4 images plus one image. These figments separate from you and remain in a cluster, each within 5 ft. of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can’t use vision or hearing to tell which one is you and which is the image. The figments can also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.
Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball).
While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.
An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)
Mystic Compass
Mana: 0
Casting Time: 1 Standard Action
Range: Touch
Target: Self
Duration: 10 minutes
Saving Throw: None
Type: Utility
The spellcaster discerns a cardinal direction of their choice. They see a faint blue glow in the chosen direction for the duration of the spell.
Neutralize Poison
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Creature or object of up to 1 ft. cubed per level touched
Duration: 10 minutes per level
Saving Throw: Will negates (harmless, object)
Type: Utility
You detoxify any sort of poison or venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
The creature is immune to any poison it is exposed to during the duration of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
Nigel’s Energy Transfer
Mana: 1
Casting Time: 1 round
Range: 100 ft.
Target: Another spellcaster
Duration: Instant
Saving Throw: None
Type: Utility
A spellcaster meditates for one round and transfers some of their mana and energy to another spellcaster. The transferring spellcaster can decide to transfer as much mana as they have, minus the one mana cost of the spell.
Nigel’s Sacrificial Energy
Mana: 3
Casting Time: 1 round
Range: 400 ft.
Target: Another spellcaster
Duration: Instant
Saving Throw: None
Type: Utility
A spellcaster can transmute their hit points into mana for another spellcaster. Beyond the cost of the spell, the transfer is 3 hit points to 1 point of mana to another caster. The damage done is lethal damage to the casting spellcaster.
Nondetection
Mana: Varies
Casting Time: 1 Standard Action
Range: Touch
Target: Creature or object touched
Duration: 1 hour per level
Saving Throw: Will negates (harmless, object)
3 Mana: Hide an inanimate object from scrying.
5 Mana: Hide a creature and all of its carried possessions from scrying.
The warded creature or object becomes difficult to detect by divination spells such as Clairaudience/Clairvoyance, Locate Object, and Detect spells. Nondetection also prevents location by such magic items as crystal balls.
Open/Close
Mana: 0
Casting Time: 1 Standard Action
Range: 30 ft.
Target: Object weighing up to 30 lb or portal that can be opened or closed
Duration: Instant
Saving Throw: Will negates (object)
Type: Utility
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures might be beyond this spell’s ability to affect.
Orb of Acid
Mana: Varies
Casting Time: 1 Standard Action
Range: Varies
Target: Varies
Duration: Instant
Saving Throw: See text
Type: Damage
An orb of acid flies from your hand towards an intended target. You must succeed at a Magic Attack to hit. The acid does initial damage, and continues to burn the target for rounds afterwards.
The acid can be used to burn through inanimate objects such as doors, locks, and more. Damage to inanimate objects is the same as damage to a living target and it bypasses the hardness of the object.
Mana 1: 1d4 damage plus 1d4 damage for 1 round per caster level.
Mana 3: 3d4 damage plus 1d4+1 damage for 1 round per caster level.
Mana 5: 5d4 damage plus 2d4+2 damage for 1 round per caster level.
Mana 7: 7d4 damage plus 2d4+3 damage for 1 round per caster level.
Orillot’s Fortitude
Mana: 3
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 1 minute per level
Saving Throw: Will negates (harmless)
Type: Buff
The subject becomes filled with fortitude. The spell grants a bonus to a creature’s Constitution score, adding the usual benefits to Hit Points, Skills, and other uses of the Con modifier.
1 Mana +1 to Con
3 Mana +2 to Con
5 Mana +3 to Con
7 Mana +4 to Con
Gained hit points are lost at the end of the spell, affecting the Max Hit Points, not causing damage.
Pass without Trace
Mana: 1
Casting Time: 1 Standard Action
Range: Touch
Target: One creature per level touched
Duration: 1 hour per level
Saving Throw: Will negates (harmless)
Type: Utility
The target or targets can move through any type of terrain and leave neither footprints nor scent; tracking the target(s) is impossible by non-magical means.
Phantom Steed
Mana: 5
Casting Time: 10 minutes
Range: 10 ft.
Target: space within 10 ft.
Duration: 1 hour per level
Saving Throw: None
Type: Utility
You conjure a Large, quasi-real, horse-like creature. The Steed can be ridden only by you or by the one person for whom you specifically created the mount. A Phantom Steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.
The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the Phantom Steed disappears. A Phantom Steed has a speed of 20 ft. per caster level, to a maximum of 160 ft.. It can bear its rider’s weight plus up to 10 pounds per caster level.
Phantom Trap
Mana: 3
Casting Time: 1 Standard Action
Range: Object touched
Target: Small Mechanism
Duration: Permanent
Saving Throw: None
Type: Utility
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.
Plant Growth
Mana: 5
Casting Time: 1 Standard Action
Range: See text
Target: See text
Duration: Instantaneous
Saving Throw: None
Type: Utility
Plant Growth has different effects depending on the version chosen.
Overgrowth
This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within a long range (400 ft.) + 40 ft. per caster level to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 ft., or 10 ft. for Large or larger creatures. The area must have brush and trees in it for this spell to take effect.
At your option, the area can be a 100 ft. radius circle, a 150 ft. radius semicircle, or a 200 ft. radius quarter circle.
You can designate places within the area that are not affected.
Enrichment
This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.
This spell has no effect on plant creatures.
Poison
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Living creature touched
Duration: Instant
Saving Throw: Fortitude negates
Type: Damage
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d4 points of temporary Constitution damage immediately and another 1d4 points of temporary Constitution damage one minute later. Each instance of damage can be negated by a Fortitude save.
Polymorph
Mana: Varies
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 10 minutes per level
Saving Throw: Will
Type: Utility
Mana 1: You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem up to one foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
Mana 3: You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. You retain your own ability modifiers. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). You gain special abilities based on the new form such as low light or dark vision. You may also gain climb and or swim speed up to 20 ft. You can not gain any major special abilities such as breath weapons, water breathing, or flight*.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry on a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment separated from the whole reverts to its true form.
Mana 5: You assume the form of a creature of any type. The new form must be within one size category of your normal size. The assumed form can’t have more Hit Dice than your caster level. The subject’s creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities. You can gain special abilities such as breath weapons, water breathing, or flight*.
Mana 7: You can turn another into a creature of any type. The new form can be of the same type as the subject or any of the following types: aberration, animal, draconic, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower). You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities. You can gain special abilities such as breath weapons, water breathing, or flight*.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a Standard Action.
*Special abilities gained are decided between the SG and the player. Final say goes to the SG.
Protection from Arrows
Mana: 3
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 1 hour per level or until discharged
Saving Throw: Will negates (harmless)
Type: Buff
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10 vs. mundane ranged weapons. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
Protection from Elements
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 10 minutes per level or until discharged
Saving Throw: Fortitude negates (harmless)
Type: Buff
Protection from Elements grants temporary immunity to the type of energy you specify when you cast it (Fire, Water, Ice, Electricity, Earth, Air). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 96 points at 8th level), it is discharged.
Protection from Ravaging
Mana: 5
Casting Time: 1 Standard Action
Range: 30 ft.
Target: 10 ft. radius sphere
Duration: 10 minutes per level or until discharged
Saving Throw: Fortitude negates (harmless)
Type: Buff
The spellcaster creates a 10 ft. radius sphere of protection. Any spell cast with Ravaging magic can not penetrate this sphere.
Protection from the Never
Mana: 3
Casting Time: 1 Standard Action
Range: 10 ft.
Target: A small object
Duration: 10 minutes per level
Saving Throw: None
Type: Buff
All in a 10 ft. radius of charmed object gain a +1 bonus to AC vs. Fey (Navirite) creatures, or protection from scrying through dreams.
Pyrotechnics
Mana: 3
Casting Time: 1 Standard Action
Range: 400 ft.
Target: One fire source, up to a 20 ft. cube
Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
Saving Throw: Will negates or Fortitude negates; see text
Type: Utility
Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose. This spell requires Elemental Focus: Fire or a nearby source of flame.
Fireworks
The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 ft. of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.
Smoke Cloud
A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 ft. in all directions and lasts for one round per caster level. All sight, even Darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.
Rainbow Pattern
Mana: 7
Casting Time: 1 Standard Action
Range: 100 ft.
Target: Colorful lights with a 20 ft. radius spread
Duration: Concentration +1 round per level
Saving Throw: Will negates
Type: Mind
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow Pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.
With a simple gesture (a Free Action), you can make the Rainbow Pattern move up to 30 ft. per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the Pattern still try to follow it. If the Pattern leads its subjects into a dangerous area, each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures who can’t see them are no longer affected.
The spell does not affect sightless creatures.
Ray of Enfeeblement
Mana: 1
Casting Time: 1 Standard Action
Range: 30 ft.
Target: Single creature
Duration: 1 minute per level
Saving Throw: None
Type: Debuff
A coruscating ray springs from your hand. You must succeed on a magic attack to strike a target. The subject takes a -1 penalty to Strength. The subject’s Strength cannot drop below -2.
Remove Blindness/Deafness
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Type: Healing
Remove Blindness/Deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.
Remove Blindness/Deafness counters and dispels Blindness/Deafness.
Remove Curse
Mana: 7
Casting Time: 1 Standard Action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Type: Healing
Remove Curse instantaneously removes all curses on an object or a creature. Remove Curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. At the SG’s discretion, certains curses cannot be countered by this spell, or countered only by a caster of a certain level or higher,
Remove Curse counters and dispels Bestow Curse.
Remove Disease
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: Instant
Saving Throw: Fortitude negates (harmless)
Type: Healing
Remove Disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. At the SG’s discretion, certain special diseases cannot be countered by this spell, or countered only by a caster of a certain level or higher.
Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date
Remove Fear
Mana: 1
Casting Time: 1 Standard Action
Range: 30 ft.
Target: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes; see text
Saving Throw: Will negates (harmless)
Type: Healing
You instill courage in the subject, granting it a +4 morale bonus against Fear effects for 10 minutes. If the subject is under the influence of a Fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Remove Fear counters and dispels Cause Fear.
Remove Paralysis
Mana: 3
Casting Time: 1 Standard Action
Range: 30 ft.
Target: Up to four creatures, no two of which can be more than 30 ft. apart
Duration: Instant
Saving Throw: Will negates (harmless)
Type: Healing
You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a Slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
The spell does not restore ability modifiers reduced by penalties, damage, or drain effects.
Repel Vermin
Mana: 7
Casting Time: 1 Standard Action
Range: 10 ft.
Target: See text
Duration: 10 minutes per level
Saving Throw: None or Will negates; see text
Type: Utility
An invisible barrier holds back vermin. Vermin with Hit Dice fewer than one-third your level cannot penetrate the barrier.
Vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.
Resilient Sphere
Mana: 7
Casting Time: 1 Standard Action
Range: 30 ft.
Target: 8 ft. sphere
Duration: 1 minute per level
Saving Throw: Reflex negates
Type: Buff
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the Sphere. The Sphere contains its subject for the spell’s duration. The Resilient Sphere is not subject to damage from a targeted Dispel Magic spell. Nothing can pass through the Sphere, inside or out, though the subject can breathe normally.
The Sphere cannot be physically moved either by people outside it or by the struggles of those within.
Resistance
Mana: 0
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Type: Buff
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus to saves.
Restoration
Mana: 7
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Type: Healing
This spell dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by Restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability modifier (your choice if more than one is drained). It also eliminates any Fatigue or Exhaustion suffered by the target.
Rusting Grasp
Mana: 7
Casting Time: 1 Standard Action
Range: Touch
Target: One non-magical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature
Duration: See text
Saving Throw: None
Type: Utility
Any iron or iron-alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3 ft. radius, only a 3 ft. radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.
You can employ Rusting Grasp in combat with a successful melee touch attack. Rusting Grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.
Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
Against a ferrous creature, Rusting Grasp instantaneously deals 3d6 points of damage +1 per caster level per successful attack. The spell lasts for one round per level, and you can make one melee touch attack per round.
Scrying
Mana: 7
Casting Time: 1 hour
Range: See text
Target: Magical sensor
Duration: 1 minute per level
Saving Throw: Will negates
Type: Utility
You can see and hear some creature, which can be at any distance. You must be very familiar with the creature or person. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 ft. in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 ft.. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: Detect Magic, and Message. If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
Secret Page
Mana: 5
Casting Time: 10 minutes
Range: Touch
Target: Page touched, up to 3 ft. square in size
Duration: Permanent
Saving Throw: None
Type: Utility
Secret page alters the contents of a page so that it appears to be something entirely different. The text of a spell can even be changed to show another spell. Explosive Runes can be cast upon the Secret Page.
A Comprehend Languages spell alone cannot reveal a Secret Page’s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its Secret Page form at will. You can also remove the spell by double repetition of the special word. A Detect Magic spell reveals dim magic on the page in question but does not reveal its true contents. True Seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with Comprehend Languages. A Secret Page spell can be dispelled, and the hidden writings can be destroyed by means of an Erase spell.
See Invisibility
Mana: 3
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 10 minutes per level
Saving Throw: None
Type: Buff
You can see any objects or beings that are Invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
Sending
Mana: 7
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round; see text
Saving Throw: None
Type: Utility
You contact a particular creature with which you are familiar and send a short message of no more than twenty-five words to the subject. The subject recognizes you if it knows you. It can answer in a like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes could worsen this chance considerably.)
Shape Nature
Mana: 7
Casting Time: 5 rounds
Range: 60 ft.
Target: One raw item
Duration: Permanent
Saving Throw: None; see text
Type: Utility
A spellcaster casts a spell which allows them to communicate to a natural object, such as a tree, stone, or ore. The caster can then ask the item to form to a desired item. The object cannot destroy itself, nor can it change size.
This spell was learned from the elves, and was used often when building elven living spaces.
Shield
Mana: 1
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 1 minute per level
Saving Throw: None
Type: Buff
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates Mage Bolt attacks directed at you. The disk also provides a +4 shield bonus to AC and a +2 bonus to Touch AC vs spells.This bonus applies against incorporeal touch attacks, since it is a force effect.
Shrink Item
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: One touched object of up to 2 ft. cubed per level
Duration: One day per level; see text
Saving Throw: Will negates (object)
Type: Utility
You are able to shrink one non-magical item (if it is within the size limit) to 1/12 of its normal size in each dimension. This change effectively reduces the object’s size by four categories. Optionally, you can also change its now shrunken composition to a cloth like one. Objects changed by a Shrink Item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.
Silence
Mana: 3
Casting Time: 1 Standard Action
Range: 400 ft.
Target: 20 ft. radius sphere centered on target creature, object, or space
Duration: 1 minute per level
Saving Throw: Will negates; see text or none (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. 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 spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.
Sleep
Mana: 1
Casting Time: 1 round
Range: 100 ft.
Target: See text
Duration: 1 minute per level
Saving Throw: Will negates
Type: Debuff
A sleep spell causes a magical slumber to come upon 2d4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a Standard Action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Slow
Mana: 5
Casting Time: 1 Standard Action
Range: 30 ft.
Target: One creature per level, no two of which can be more than 30 ft. apart
Duration: 1 round per level
Saving Throw: Will negates
Type: Debuff
An affected creature moves and attacks at a drastically slowed rate. A Slowed creature can take only a single Move Action or Standard Action each turn, but not both (nor can it take full-round actions). Additionally, it takes a -1 penalty to attack rolls, AC, and Reflex saves. A Slowed creature moves at half its normal speed (round down to the next 5 ft. increment), which affects the creature’s jumping distance as normal for decreased speed.
Multiple Slow effects don’t stack. Slow counters and dispels Haste.
Snare
Mana: 1
Casting Time: 1 Standard Action
Range: 100 ft.
Target: Plants in a 40-ft.-radius spread
Duration: 1 min per level
Saving Throw: Reflex partial
Type: Trap
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not snared but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to snare all creatures that have avoided or escaped entanglement.
Soften Earth and Stone
Mana: 3
Casting Time: 1 Standard Action
Range: 30 ft.
Target: 10 ft. sphere per level
Duration: Instantaneous
Saving Throw: None
Type: Utility
When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10 ft. square area to a depth of one to four feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.
A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge.
Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they might not have been able to affect before.
While Soften Earth and Stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.
A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed. .
Solid Fog
Mana: 7
Casting Time: 1 Standard Action
Range: 100 ft.
Target: Empty Space
Duration: 1 minute per level
Saving Throw: None
Type: Utility
This spell functions like Fog Cloud, but in addition to obscuring sight, the Solid Fog is so thick that any creature attempting to move through it progresses at a speed of 5 ft., regardless of its normal speed, and it takes a -2 penalty to all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into Solid Fog is slowed, so that each 10 ft. of vapor it passes through reduces falling damage by 1d6. A creature can’t take a 5 ft. step while in Solid Fog.
However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Spider Climb
Mana: 1
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 10 minutes per level
Saving Throw: Will negates (harmless)
Type: Utility
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner, but once they have stopped moving, they only need two points of contact with the surface. The subject may “hang” from the surface and use weapons, shields, or cast spells.
The subject gains a climb speed of 20 ft.; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A Spider-Climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the Sprint talent while climbing.
Spike Growth
Mana: 5
Casting Time: 1 Standard Action
Range: 100 ft.
Target: One 20 ft. square
Duration: 1 hour per level
Saving Throw: Reflex partial
Type: Trap
Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.
In areas of bare earth, roots and rootlets act in the same way. Typically, Spike Growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 ft. of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a Heal spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Stinking Cloud
Mana: 5
Casting Time: 1 Standard Action
Range: 100 ft.
Target: Cloud spreads in 20 ft. radius, 20 ft. high
Duration: 1 round per level
Saving Throw: Fortitude negates; see text
Type: Damage
Stinking Cloud creates a bank of fog that is nauseating. Living creatures in the cloud become Nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each Nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.
Stone Shape
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Stone or stone object touched, up to 10 ft. cubed + 1 ft. cube per level
Duration: Instantaneous
Saving Throw: None
Type: Utility
You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with Stone Shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
Stoneskin
Mana: 7
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 10 minutes per level or until discharged
Saving Throw: Will negates (harmless)
Type: Buff
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/amarnium or legacy. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an amarnium or legacy weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 80 points), it is discharged.
The subject has their movement halved for the duration of the spell.
Stunning Trap
Mana: 5
Casting Time: 10 minutes
Range: Touch
Target: One touched book or written work
Duration: Permanent until discharged
Saving Throw: Will negates
Type: Trap
The spellcaster creates a symbol hidden among the writing of a book. When someone reads the symbol, they must make a Will save or be stunned until released by the caster.
While trapped, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the spell provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends. A trapped subject can also be released with a Dispel Magic spell.
Summon Creature
Mana: Variable
Casting Time: 1 Standard Action
Range: 30 ft.
Target: Empty space
Duration: 1 round per caster level
Saving Throw: None
Type: Creation
This spell summons the consciousness of a creature in the Navirim and places it in a body formed of the caster’s mana. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability.
If the spellcaster spends more mana, they can summon more powerful creatures.
Examples of Summoned Creatures:
Summoned creatures are not actually living creatures, but instead manifestations of the mage’s power. They have the same powers, but might manifest in different forms to match the caster’s personality or desires. If the caster wishes, it can also take the form of an elemental-type creature.
Imp (Demon), Wolf, Fox, Large Cat
HP | AC | Initiative | Attacks | HD | Mana cost |
8 | 15 | +2 | (2) +1 1d4 | 2 | 1 |
16 | 16 | +3 | (2) +2 1d4+2 | 3 | 3 |
24 | 17 | +4 | (2) +3 1d6+1; and (1) 1d4 +1 | 4 | 5 |
32 | 18 | +5 | (2) +4 1d8 +3; and (1) 1d6 +1 | 5 | 7 |
Syn’s Unstoppable Laughter
- Mana: 3
- Casting Time: 1 Standard Action
- Range: Touch
- Target: Creature touched
- Duration: 10 minutes per level
- Saving Throw: Will negates (harmless)
- Type: Debuff
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster receives a +4 bonus to its saving throw, because humor doesn’t “translate” well.
Tongues
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 10 minutes per level
Saving Throw: Will negates (harmless)
Type: Utility
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it might be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
True Strike
Mana: 1
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: Single attack roll
Saving Throw: See text
Type: Buff
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
True Seeing
Mana: 7
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 min / Spellcaster level
Saving Throw: Will negates (harmless)
Type: Buff
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with other scrying magic.
Vampiric Touch
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Living creature touched
Duration: Instantaneous plus 1 hour; see text
Saving Throw: None
Type: Damage
You must succeed on a melee touch attack. Your touch deals 2d6 points of damage. You gain temporary hit points equal to the damage you deal. However, you can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.
Ventriloquism
Mana: 1
Casting Time: 1 Standard Action
Range: 30 ft.
Target: Any
Duration: 1 minute per level
Saving Throw: Will disbelief (if interacted with)
Type: Utility
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
Void Tentacles
Mana: 7
Casting Time: 1 Standard Action
Range: 100 ft.
Target: 20 ft. radius
Duration: Concentration + 1 round per level
Saving Throw: None
Type: Damage
This spell conjures a field of rubbery black tentacles, each 10 ft. long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
Every creature within the area of the spell must make a Heroic Action vs. the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base +4 attack bonus and a Str modifier of +4. The tentacles are immune to all types of damage.
Once the tentacles grapple an opponent, they can make a Heroic Action each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles can move through the area at only half normal speed.
Water Breathing
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: Living creatures touched
Duration: 2 hours per level; see text
Saving Throw: Will negates (harmless)
Type: Utility
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch.
The spell does not make creatures unable to breathe air.
Water Walk
Mana: 5
Casting Time: 1 Standard Action
Range: Touch
Target: One touched creature/level
Duration: 10 minutes per level
Saving Throw: Will negates (harmless)
Type: Utility
The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.
If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 ft. per round until they can stand on it.
Web
Mana: 3
Casting Time: 1 Standard Action
Range: 100 ft.
Target: 20 ft. radius circle
Duration: Concentration plus 1 round per spellcaster level (Dismissible)
Saving Throw: Reflex negates; see text
Type: Trap
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically-opposed points or else the web collapses upon itself and disappears. Creatures caught within a Web become Entangled among the gluey fibers. Attacking a creature in a Web won’t cause you to become Entangled.
Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is Entangled (creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -2 penalty to Dexterity. An Entangled character who attempts to cast a spell must make a Spellcraft check: DC 15 + the spell’s mana cost; or lose the spell), but not prevented from moving, although moving is more difficult than normal for being Entangled (see below). If the save fails, the creature is Immobilized and can’t move from its space, but can break loose by spending a full round action and making a DC 12 Strength check or a DC 18 Reflex check. Once free (either by making the initial Reflex save or a later Strength or Reflex check), a creature remains Entangled, but can move through the web very slowly.
A creature outside the area of effect during the initial casting of the web who moves into the affected area must make saves or suffer the same effects as if they had been within the area of effect during the spell casting.
Once out of the area of effect a creature is no longer Entangled.
If you have at least 5 ft. of Web between you and an opponent, it provides cover (-2 to attack). If you have at least 20 ft. of Web between you, it provides total cover (-5 to attack).
The strands of a Web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 ft. square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
Whispering Wind
Mana: 3
Casting Time: 1 Standard Action
Range: 1 mile per level
Target: Chosen location
Duration: No more than 1 hour per level or until discharged (destination is reached)
Saving Throw: None
Type: Utility
You send a message or sound on the wind to a designated spot. The Whispering Wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A Whispering Wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The Wind then dissipates.
You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the Whispering Wind seem to be a faint stirring of the air. You can likewise cause the Whispering Wind to move as slowly as one mile per hour or as quickly as one mile per ten minutes.
When the spell reaches its objective, it swirls and remains in place until the message is delivered.
Wood Shape
Mana: 3
Casting Time: 1 Standard Action
Range: Touch
Target: One touched piece of wood no larger than 10 ft. cubed + 1 ft. cube per level
Duration: Instantaneous
Saving Throw: Will negates (object)
Type: Utility
Wood Shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.
Xavian’s Warding Armor
Mana: 1
Casting Time: 1 Standard Action
Range: Touch
Target: Self
Duration: 1 hour per spellcaster level
Saving Throw: Will negates
Type: Buff
An invisible but tangible field of force surrounds the subject of a Xavian’s Warding Armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, Xavian’s Warding Armor entails no reduction to Max Dex or speed. Since it is made of force, incorporeal creatures can’t bypass it the way they do normal armor. Xavian’s Warding Armor is canceled by steel or iron armor on the recipient. AC bonus is to whichever is highest, armor AC or Xavian’s bonus.
Zone of Truth
- Mana: 3
- Casting Time: 1 Standard Action
- Range: 30 ft.
- Target: 20 ft. radius
- Duration: 1 minute per level
- Saving Throw: Will negates
- Type: Mind
Creatures within the emanation area (or those who enter it) can’t speak any deliberate or intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the Zone of Truth. Creatures who leave the area are free to speak as they choose.