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  • 7/29/2019 3rd Edition - Arcane Creations - Voadams Mystical Compendium Vol 1 - Spell Mastery

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    Voadams Mystical

    Compendium

    Volume I: Spell Mastery

    A Sourcebook Supplement

    For Arcane Magic

    34 Feats

    166 Spells

    5 Magic Items

    by John Henry Stam

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    Writing and Editing by John Henry Stam

    Copyright 2001 John Henry Stam

    All Magical Metaphysical Phenomena, Feats, Spells, and

    Magic Items are designated Open Content.

    OPEN GAME LICENSE Version 1.0a

    The following text is the property of Wizards of the Coast,Inc. and is Copyright 2000 Wizards of the Coast, Inc

    ("Wizards"). All Rights Reserved.

    1. Definitions: (a)"Contributors" means the copyright and/ortrademark owners who have contributed Open Game

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    3

    INTRODUCTION

    So you want to learn some new

    magic? New techniques to apply to old

    spells? Knowledge of arcane laws and

    advice for the practitioner? Or are yousearching for every wizards delight, a

    trove of new spells? This book contains

    all of the above but caveat emptor,magic varies from world to world and

    what works wonderfully on one world

    may fail utterly on another.I have sojourned on many worlds

    and sailed among different planar

    dimensions. I have dealt with students ofthe arcane arts ranging from hedge

    mages to mighty dragons. Myobservations, researches, and

    accumulated mystical arcana are basedon an understanding of the power flows

    of magic that may or may not apply to

    the world or planar dimension that youare practicing in.

    My advice to you is to evaluate

    the bounty contained in this book,consider what you will find useful, and

    see if it fits the magical metaphysics ofthe world you are working in. Try out

    the spells, magical feats, and item

    enchantments. If at first they do notwork in your worlds magical laws, do

    not despair. See if the ideas behind these

    powers can be made to accommodate

    your world by researching them at newpower levels or altering some portions

    that do not fit. One of a wizards greatest

    abilities is the power to master newmagic through research.

    Shipmaster Voadam

    WHAT THIS GUIDE IS

    This book is intended to

    supplement the arcane magic rules and

    content of the d20 system. There are

    sections on spell research, world- orarea-affecting metaphysical magical

    phenomena, new feats, new spells, and

    new magic items.This supplement is designed as

    an electronic file that is easy to print out

    and use. There is no interior art, shadingor border filler. A simple double column

    format is used to reduce paper usage but

    maintain reasonable readability onscreen. Bold and italic formatting are

    used to emphasize content entries. Thissupplements style format was chosen so

    that the Open Game Content will be easyto read, copy (under the terms of the

    OGL), and use.

    For spells, this means that spellchains each refer to the first link of the

    spell chain so that copying or cross-

    referencing to gain all pertinentinformation is minimized.

    OPEN GAME CONTENT

    DESIGNATION

    The following sections of this book are

    designated Open Game Content under

    the open game license version 1.0a:

    Magical Metaphysical Phenomena,

    Feats, Spells, and Magic Items.

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    4

    MAGICAL METAPHYSICS

    Different worlds can house

    different laws of magic. The world

    traveler must be aware that the operation

    of magic can be drastically differentdepending on a world or dimensions

    metaphysics and cosmology. Similarly,it is possible for some of these

    phenomena to be isolated to defined

    areas such as a specific region or atemple complex.

    ALIGNED MAGIC

    The powers of good and evil, lawand chaos are usually powerful factors

    that drive heroes and villains and theservants of the divine. For the most partpractitioners of magic observe this but

    are little impacted professionally. Ethics,

    morals, good and evil are motivationsthat generally drive what goals people

    take and what methods they chose to

    employ. What methods are physically

    open to them are generally the same formystical champions of good as evil. For

    example, any stripe of wizard can cast

    protection from good, evil, law, or chaosas needed. However, on some worlds the

    alignments are more directly tied to the

    forces of magic. On these worlds, spellswith an alignment descriptor may only

    be cast by those of the appropriate

    alignment.On some worlds the flow of

    magic is so personally tied to the caster

    that every spell cast gains descriptors

    according to the casters alignment. A

    detect good spell cast upon a roguebearing a mage armor spell cast by a

    good wizard would reflect the goodnessof both the rogue and the mage armor

    spell.

    BLACK HOLES

    One of the odder phenomena I

    have observed is that of small black

    holes erupting beneath a persons feet and

    swallowing them whole. These holesappear to be non-magical rips in space

    and time that open in another locationsome time in the future. Spell resistance

    has no effect and I have never seen

    anybody react quickly enough to escapeone. They appear in less time than it

    takes to make a single stride and are

    wider than a person can reach, usually

    ranging from five to as many as twentyfeet wide.

    The holes seem to be randomlyoccurring and usually take only oneperson but sometimes as many as five

    have disappeared at one time either in

    one hole or in multiple. All who fall intothe same hole arrive together at the

    destination point. If multiple holes

    appear the destinations could be together

    or separate, both in time and space.Usually the holes bring the person to

    someone they have a connection to, but

    sometimes this is an enemy, andsometimes it brings the person to a

    random place the person has no apparent

    connection to. Every recorded instancehas placed the person on solid,

    unoccupied ground that does not have

    hazardous environmental effects.Always there has been a delay in the

    person disappearing into the hole and

    reappearing elsewhere. Recorded

    instances have ranged from 1 day to

    several months although from theperspective of the person going through

    the hole, it is instantaneous.

    DIVINE CONNECTIONSOn most worlds magic is a

    natural force that can be tapped by any

    with the skill and power to do so. On

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    5

    these worlds gods of magic are generally

    beings who are patrons of the art whoare the most powerful practitioners on

    those worlds. Sometimes they are

    caretakers of the force and flow of

    magic. On other worlds they are reputedto be the source of magic itself for that

    world. When arriving on new worlds it

    can be advantageous to find out therelationship between gods and magic. If

    you use extremely powerful magic it is

    important to know who will be watchingand generally whether there will be

    divine retribution. Some gods are

    rumored to divinely curse withoutwarning or exception any practitioner

    who violates certain professional orsafety strictures, therefore it is a good

    idea to find out what those strictures are.Sometimes these are power monopoly

    strategies for a god of magic to prevent

    anyone from researching divineascension as a magical deity. Other

    times it is to prevent the research of truly

    apocalyptic world ending magic. Myadvice is to learn and be aware. Some

    mystical gods followers are dedicated toteaching and spreading the art and can

    be a great resource. I myself have

    studied at such a temple dedicated to adivine patron of wizards.

    OPPRESSIVE CHAOS

    Some worlds house elementalchaos manifestations. On these worlds,

    chaos is not merely a force of

    individuality and freedom but adestructive, malevolent power without

    bounds. Exposure to raw chaos drives

    men insane and corrupts anything itcomes into contact with. Some say chaos

    is the source of magic, many times

    removed and filtered. Others say thatchaos is the building block of the

    universe. It is often said on these worlds

    that Chaos is bound by no rules for it

    can lie dormant in areas or erupt and

    rampage at random times. Sometimesthose of strong will can bend chaos to

    their ends, but usually they become

    wrecked shells of their former selves or

    warped abominations. Spells with thechaos descriptor tap into this power and

    potentially expose their casters to chaos

    effects. Divinations that focus on chaoseffects or spells expose their casters

    minds to chaos which can have dire

    results. Exact effects of chaos exposurevary but they often require either

    fortitude or will saves with failures

    leading to physical, mental or mysticalmutations, sometimes beneficial, usually

    horrific. Those who are overcome bychaos often lose their former selves as

    their minds are warped and they becomeinsane or fanatical followers of a new

    cause. Demons and deities of chaos arise

    on these worlds but power structures andhierarchies can be in flux at any time.

    Also it is rumored that those who pledge

    themselves to chaos can becomeimmune to many of its detrimental

    effects and be rewarded with great giftsor powers. Nothing is guaranteed,

    though, when dealing with elemental

    chaos.

    TAINT OF EVIL

    On some worlds, evil is not just a

    description but a physical presence.Using spells with the evil descriptor on

    these worlds, such as when summoning

    demons, has repercussions on the caster.There is a taint of evil that sticks to the

    soul and is carried from then on.

    Repeated taint makes it easier for thecaster to become inured to doing or

    seeing evil and can lead to either moral

    numbness or sadism as the castercorrupts himself. I would always

    recommend caution in the use of spells

    with the evil descriptor.

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    6

    FEATS

    Advanced Learning I [General]

    Benefit: The character is able to learn

    spells 1 level higher than he can cast.

    Advanced Learning II [General]

    Prerequisites: Advanced Learning I.

    Benefit: The character is able to learn

    spells 2 levels higher than he can cast.

    Advanced Learning III [General]

    Prerequisites: Advanced Learning II.

    Benefit: The character is able to learn

    spells 3 levels higher than he can cast.

    Advanced Unlimited Counterspelling[General]

    Prerequisite: Unlimited Counterspelling

    Benefit: The character can counterspell

    an unlimited number of times one spellhe has mastered through unlimited

    counterpelling. This spell need not be

    prepared for the character to use hiscounterspell ability.

    Special: The character can gain this featmultiple times. Its effects do not stack.

    Each time the character takes the feat, it

    applies to a new spell.

    Armored Casting I [General]

    Prerequisite: Dex 13+, Concentration 2ranks, and Light Armor Proficiency

    Benefit: The character reduces the

    arcane spell failure of any armor that he

    wears and is proficient in by 5 percent.

    Armored Casting II [General]

    Prerequisite: Armored Casting I,

    Concentration 3 ranks

    Benefit: The character reduces thearcane spell failure of any armor that he

    wears and is proficient in by 10 percent.

    Armored Casting III [General]

    Prerequisite: Armored Casting II,

    Concentration 4 ranks

    Benefit: The character reduces thearcane spell failure of any armor that hewears and is proficient in by 15 percent.

    Armored Casting IV [General]

    Prerequisite: Armored Casting III,

    Concentration 5 ranks

    Benefit: The character reduces the

    arcane spell failure of any armor that he

    wears and is proficient in by 20 percent.

    Armored Casting V [General]

    Prerequisite: Armored Casting IV,

    Concentration 6 ranks

    Benefit: The character reduces the

    arcane spell failure of any armor that he

    wears and is proficient in by 25 percent.

    Armored Casting VI [General]

    Prerequisite: Armored Casting V,Concentration 7 ranks

    Benefit: The character reduces the

    arcane spell failure of any armor that he

    wears and is proficient in by 30 percent.

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    Armored Casting VII [General]

    Prerequisite: Armored Casting VI,

    Concentration 8 ranks

    Benefit: The character reduces thearcane spell failure of any armor that he

    wears and is proficient in by 35 percent.

    Armored Casting VIII [General]

    Prerequisite: Armored Casting VII,Concentration 9 ranks

    Benefit: The character reduces thearcane spell failure of any armor that he

    wears and is proficient in by 40 percent.

    Efficient Spell Mastery [General]

    Prerequisites: Spell Mastery

    Benefit: One spell the character has

    mastered with spell mastery can be

    prepared using a spell slot one levellower than normal. A spells level can

    not be reduced below 0-level.

    Special: The character can gain this feat

    multiple times. Its effects do not stack.Each time the character takes the feat, it

    applies to a new spell.

    Dive Into the Pools of Magic [General]

    Prerequisites: Ability to learn spells

    Benefit: As Tread the Paths of Magic but

    the character is not limited by caster

    level in how many spells the charactercan learn at a time, however, the

    character can only learn up to one spell

    per Intelligence bonus through this feat.

    Empower Mastered Spell [Metamagic]

    Prerequisites: Empower Spell, Spell

    Mastery

    Benefit: All variable, numeric effects ofan empowered mastered spell are

    increased by one-half. An empowered

    mastered spell deals half again as muchdamage as normal, cures half again as

    many hit points, affects half again as

    many targets, etc., as appropriate. Savingthrows and opposed rolls (such as the

    one the character makes when the

    character casts dispel magic) are notaffected. Spells without random

    variables are not affected. Anempowered mastered spell uses up a

    spell slot one level higher than thespells actual level. This feat can only be

    applied to spells the character has

    mastered through spell mastery.

    An empowered, maximized mastered

    spell gains the separate benefits of eachfeat: the maximum result plus one-half

    the normally rolled result.

    Enlarge Mastered Spell [Metamagic]

    Prerequisites: Enlarge Spell, Spell

    Mastery

    Benefit: An enlarged mastered spell hasits range doubled. Spells whose ranges

    are not defined by distance do not have

    their ranges increased. A spell whosearea or effect is determined by its range

    has the dimensions of its area or effect

    increased proportionally. An enlargedmastered spell uses up a spell slot of the

    spells normal level, modified by other

    metamagical feats. This feat can only beapplied to spells the character has

    mastered through spell mastery.

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    Extend Mastered Spell [Metamagic]

    Prerequisites: Extend Spell, Spell

    Mastery

    Benefit: An extended mastered spelllasts twice as long as normal. Spells with

    a concentration, instantaneous, or

    permanent duration are not affected bythis feat. An extended mastered spell

    uses up a spell slot of the spells normal

    level, modified by other metamagicalfeats. This feat can only be applied to

    spells the character has mastered through

    spell mastery.

    Flexible Metamagic [General]

    Prerequisites: Ability to prepare 1st levelspells.

    Benefit: the character is able to leave aprepared slot open and use this open slot

    to apply any metamagic ability the caster

    has to a prepared spell so long as thesum of the levels of the prepared spell

    and the metamagic level cost are at leastone less than the open slot. Using this

    feat increases the casting time by one

    factor per metamagic ability used. Thecharacter may leave as many slots open

    for use of this feat as he desires. Casting

    the spell uses up both the prepared slot

    and the open slot.

    Gift Spell [Metamagic]

    Benefit: A gifted spell has its range

    changed to touch and its target changed

    to creature touched. This metamagic featcan only be applied to spells with a

    range of personal and a target of the

    character. This metamagic feat can notbe applied to spells that affect spell

    preparation. If the recipient wishes to

    resist the spell they get a will saving

    throw. A gifted divine spell may only be

    cast upon a recipient who is the samealignment or faith as the caster. A gifted

    spell uses up a spell slot three levels

    higher than the spells actual level.

    Innate Cantrip [General]

    Prerequisites: Ability to cast 0-levelspells

    Benefit: The character chooses onecantrip that he can cast. The character

    can then cast that cantrip one time per

    day as an innate spell-like ability of thecasters spell caster level. This feat can

    be taken multiple times and applied todifferent cantrips or to increase the

    number of uses of the spell-like abilityper day.

    Maximize Mastered Spell [Metamagic]

    Prerequisites: Maximize Spell, Spell

    Mastery

    Benefit: All variable, numeric effects ofa maximized mastered spell are

    maximized. A maximized mastered spell

    deals maximum damage, cures themaximum number of hit points, affects

    the maximum number of targets, etc., as

    appropriate. Spells without random

    variables are not affected. A maximizedmastered spell uses up a spell slot two

    levels higher than the spells actual

    level. This feat can only be applied tospells the character has mastered through

    spell mastery.

    An empowered, maximized mastered

    spell gains the separate benefits of each

    feat: the maximum result plus one-halfthe normally rolled result.

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    Quicken Mastered Spell [Metamagic]

    Prerequisites: Extend Spell, Spell

    Mastery

    Benefit: Casting a quickened masteredspell is a free action. The character can

    perform another action, even casting

    another spell, in the same round as thecharacter casts a quickened mastered

    spell. The character may only cast one

    quickened or quickened mastered spellper round. A spell whose casting time is

    more than 1 full round cannot be

    quickened. A quickened mastered spelluses up a spell slot three levels higher

    than the spells actual level. This featcan only be applied to spells the

    character has mastered through spellmastery.

    Reflexive Counterspelling [General]

    Prerequisite: Improved Initiative,

    Lightning Reflexes

    Benefit: The character can counterspellone spell per round as a free action.

    Resistance of Will [General]

    Prerequisites: Spell Resistance

    Benefit: The character can apply hiswisdom bonus to the characters spell

    resistance score.

    Rote Counterspelling [General]

    Prerequisite: Spell Mastery

    Benefit: The character can counterspell

    one spell per round as a free action. Thespell must be one that the character has

    mastered through spell mastery.

    Selfish Spell [Metamagic]

    Benefit: A selfish spell is only able to

    target the character. This metamagic feat

    can only be appplied to a spell with

    target creature touched. A selfish spelluses up a spell slot one level lower than

    the spells actual level. A spell's level

    cannot be reduced below 0-level.

    Shield Casting I [General]

    Prerequisite: Dex 13+, Concentration 2

    ranks, and Shield Proficiency

    Benefit: The character reduces the

    arcane spell failure of any shield that hewears by 5 percent.

    Shield Casting II [General]

    Prerequisite: Shield Casting I,Concentration 3 ranks

    Benefit: The character reduces thearcane spell failure of any shield that he

    wears by 10 percent.

    Shield Casting III [General]

    Prerequisite: Shield Casting II,

    Concentration 4 ranks

    Benefit: The character reduces thearcane spell failure of any shield that he

    wears by 15 percent.

    Spell Resistance [General]:

    Prerequisites: Ability to cast 1st levelspells.

    Benefit: The character gains spellresistance of 6 + the character's highest

    caster level

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    Touch Spell [Metamagic]

    Benefit: A touch spell is treated as if it

    had range: touch and target: creature

    touched. This metamagic feat can only

    be applied to spells with a range of short,medium, long, unlimited or with a range

    of at least 5 feet. A touch spell uses up a

    spell slot one level lower than the spellsactual level. A spell's level cannot be

    reduced below 0-level.

    Transfer Vision Spell [Metamagic]

    Benefit: A transferred vision spell istreated as a touch spell. The creature

    touched is treated as if it were the casterof the spell. This metamagic feat can

    only be applied to divination spells. Thetransferred vision spell retains its normal

    range as measured from the spell

    recipient. If the recipient wishes to resistthe spell they get a will saving throw. A

    transferred vision divine spell may only

    be cast upon a recipient who is the samealignment or faith as the caster. A

    transferred vision spell uses up a spellslot three levels higher than the spells

    actual level.

    Tread the Paths of Magic [General]

    Prerequisites: Ability to learn spells.

    Benefit: The character can astrally

    project to track down the forms of spells.

    To find a spell formula on the astralplane requires one hour per spell level.

    To find a specific form the character

    must make a spellcraft check against aDC of 10 +2x spell level plus the private

    and rarity factors of the spell. Named

    spells (Bigby's, Nystul's, etc.) have a +2private factor. Spells that are held only

    by a small group have a private factor of

    +4. Spells that are held by only one

    individual have a private factor of +8.

    Spells from the system referencedocument have no rarity factor. Spells

    from a specific world sourcebook have

    no rarity factor on that world.

    Supplemental sourcebooks for a worldare considered a little more uncommon

    and have a rarity factor of +2. General

    spell supplements that are incorporatedinto a world are considered even more

    uncommon and have a rarity factor of

    +4. Spells from other worlds that areincorporated into the specific game

    world cosmos have a rarity factor of +8.

    Private factors do not stack. Neither dorarity factors. If the character has five

    ranks of knowledge (arcana) thecharacter gains a +2 synergy bonus on

    the spellcraft check. If the check is failedthe character may not attempt to learn

    that spell again until he has gained a new

    caster level. If the check is successfulthen the character has access to the spell

    for purposes of learning it as if it were in

    a spellbook. The character may learn upto one spell per caster level through this

    feat.

    Unlimited Counterspelling [General]

    Prerequisite: Spell Mastery

    Benefit: The character can counterspell

    an unlimited number of times one spellhe has mastered through spell mastery.

    The spell must still be one the character

    currently has prepared but the act ofcounterspelling does not expend the

    spell.

    Special: The character can gain this feat

    multiple times. Its effects do not stack.

    Each time the character takes the feat, itapplies to a new spell.

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    SPELL RESEARCH ADVICE

    The exact means of magical

    experimentation and spell research

    varies from world to world. The

    processes of accessing magical power,the static versus elastic nature of magic,

    and the general stability of the force ofmagic can vary depending upon the

    world you are on. There are however,

    some general principles that will hold upwell in most worlds and that can be a

    guide to disciplined spell research.

    My advice to the prospective

    researcher is to follow these steps in hisendeavors. First, decide what effect you

    want to create. Alterations of existingspells are a valid goal in this respect.Second, see if there are existing spells to

    model your new spell on. If not, then see

    if there are elements of your desiredeffect that are used by other spells so

    that you can have a frame of reference

    for these elements of the spell. Third,

    examine the differences of your newspell to existing spells or frames of

    references and determine how much

    more or less powerful this makes thenew spell. Consider the factors of spell

    level, components, casting time, range,

    target(s), damage caused, resistability,general usability versus specific purpose,

    incorporated limits and expansions, and

    compliance with existing magicalconcepts. Pay particular attention to the

    relationship of spell level to the variables

    of these factors. The more original a

    spells effects and factors are, the more

    consideration must be put into properlyevaluating the spell level. Fourth, if you

    have the resources, time, and patience,then develop a spell chain from low

    levels to the desired level. This shouldprovide a good understanding of the

    spell concept and make researching the

    higher level versions easier than if

    research was started directly at the high

    level.

    If a practitioner is using research

    as a means of developing his magicallore and understanding, then he should

    first pick a theme to investigate insteadof a specific effect. A spell chain should

    then be created ranging from cantrips to

    9th-level spells. For example, say youwant to investigate complete protection

    from spells and spell-like effects. The

    spells minor globe of invulnerability and

    globe of invulnerability are existingspells that provide such protection but

    only against spells of up to certain levelsand they are only available at a castingcost of 4th- and 6th-level spell levels.

    Examining the differences they are an

    increase of 2 levels of spell casting toprotect against one more level of magic.

    This formula can be applied and

    repeated in either direction as far as

    there are existing spell levels resulting inthis chain: 0-level least globe of

    invulnerability protects against 1st-level,

    2nd-level lesser globe of invulnerabilityprotects against 2nd-level, 4th-level

    minor globe of invulnerability protects

    against 3rd-level, 6th-level globe ofinvulnerability protects against 4th-level,

    and 8th-level greater globe of

    invulnerability protects against 5th-level.This provides a good selection of spell

    ranges and applicability.

    Now to continue the

    investigation and fill in the holes of the

    odd-level spells a variation is requiredthat will make the base spells one-level

    more or less powerful. Turning the globespells from protecting everyone in a

    small area to just the caster in that area isa reasonable one-level reduction. This

    leads to the creation of personal versions

    of all of the above spells except forleast

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    globe of invulnerability as spells cannot

    go below 0-level and the creation of a9th-level personal major globe of

    invulnerability, which protects the caster

    from 6th-level spells.

    Examining the other aspects ofthese new spells, one of the major

    drawbacks is the immobility of the

    globes. Sometimes wizards in combathave the opportunity to be protected by a

    barrier of warriors and stand immobile

    casting spell after spell. More oftenhowever, tactics or self preservation

    necessitate moving from place to place.

    Modifying these spells to becomemobile with the caster would be a useful

    variation. A two-level increase, similarto the protection spell-level increase

    seems an appropriate power trade. Thismodifier can be applied to the globe and

    personal globe spell chains to come up

    with a new set ranging from 0-level

    mobile globe of invulnerability tocantrips to 9th-level personal mobile

    greater globe of invulnerability.Sometimes you know you are

    going against a specific threat and youwould like to sacrifice breadth of

    protection for a focused protection that is

    more efficient. Say you were planningon confronting mind-flayers and were

    only concerned about psionic attacks, or

    you were taking on a wizardly cabal of

    evokers and protection from divinemagic is not that necessary. Restricting

    the magical type or school of effects that

    a globe protects against is another viableway of altering the spell chains. Limiting

    the protection to one type of magic

    (from among arcane, divine, naturalabilities, or psionic), or one of the eight

    schools of magic, will balance down, on

    most worlds, to a one level reduction inspell level. This leads to twelve spell

    variations for each of the globe, mobile

    globe, personal globe, and personal

    mobile globe spell chains. It is possible

    on some worlds that picking one type orschool at the time of casting would be

    worth a level reduction and then spells

    for only specific individual types or

    schools would be reduced two-levels.Some schools can be further

    reduced down to subschool for an

    additional spell level reduction. Thecalling subschool of conjuration is so

    limited that there would be little point in

    researching that variety of subschool.Now spells have another

    categorical breakdown in the form of

    descriptors. These are a little moredifficult to judge and are likely to vary

    most in their proper balance from worldto world. Protecting against only evil

    spells or language-dependent spells, forinstance, seems well balanced against

    any of the subschools, say Illusions

    subschool of shadow. The elementaldescriptors are more powerful but

    generally evocation effects can create

    any of the elemental attack descriptors.However, these descriptors can be

    applied to spells from multiple schoolssuch as ray of frost being a conjuration

    spell. And finally there is the mind-

    affecting descriptor which is actuallybroader than the entire school of

    enchantment as that entire school by

    definition includes the mind-affecting

    descriptor.Restricting by descriptor can

    therefore be a reduction at the level of

    schools, subschools or vary by type(with elemental descriptors being at the

    school level and others being at

    subschool) and mind-affecting could beat the level of schools (if enchantment

    were considered less powerful than the

    other schools) or not a workable optionto retain a reduction by itself (although

    possibly with other minor reductions).

    For the spells provided in this

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    supplement, the descriptors were all set

    at the subschool levels and some mayneed to be reresearched to work in your

    worlds magical metaphysics.

    It is easier to modify existing

    spells than to create completely new

    effects. Existing spells work.Conceptualize for a moment that the

    force of magic is a great river. Spells are

    channels that direct parts of the river.Once a spell exists it is easy for the

    magical river to go down that spell

    channel. When you research a variant ofan existing spell the river is already

    going most of the way you want it to. Incontrast, when you create a wholly new

    effect, you have to force magic to go anew direction. If not done properly, a

    new channel will completely collapse

    upon itself.An alternative way to

    conceptualize spells is as patterns that,

    when powered by magical force causespecific effects to happen. When you

    research a variant spell, a great deal ofthe work is already done for you.

    Everything from the base spell already

    has a working pattern. The onlyvariables are the parts of the pattern that

    you alter.

    Wholly new effects can be much

    more difficult to create right. A properbalance of spell elements is harder to

    judge without a firm frame of reference.

    Research along these lines can lead tounbalanced spells which ultimately do

    not work on many worlds.

    The concept of patterns appliesnot just to individual spells but to the

    variables in spell variants and chains.

    For example, the spell haste and thevariant mass haste demonstrates a

    pattern variable for targets and spell

    level increase that can be applied to

    other spells with similar targets as haste.Additionally, if a spell chain is

    researched, the researcher gains more

    and more experience dealing with that

    type of spell and the variables involvedin the chain. This makes continuing

    along the chain easier. It is significantly

    easier to get a working spell chain from1st to 9th level than to create nine

    different levels of unrelated effects.

    It is important to understand thefactors involved in a spell for a balanced

    alteration of the spell. For example in

    researching the protection circle spell Iwanted a spell similar to the protection

    from good/evil/law/chaos spells butwithout an alignment component. These

    spells three effects are an alignmentbased deflection and resistance bonus,

    protection from mental control, and

    bodily protection from alignedsummoned or conjured creatures. To

    maintain the new spell at first level it

    must balance against the existing spells.Now the two alignment parts of the spell

    are the bonus against attacks and thehedging of creatures. Inprotection circle

    I decided to drop the bonuses but extend

    the protection against all summonedcreatures.

    In looking at the four spells there

    is a contradiction in the description of

    the base spell protection from evil andthe other three spell variants. Protection

    from evil states that only good

    summoned creatures can attack thecaster while the other three prevent

    attacks from only the targeted alignment.

    This can break down three differentways depending upon what world you

    are on. All can be asprotection from evil

    and allow only attacks by creatures ofthe spells descriptor. Or, all can be as

    the variants and prevent attacks only by

    summoned creatures of the targeted

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    alignment. Or, on some worlds it may be

    as stated, and good is a more powerfulforce than the other alignments, at least

    as respects these spells. The difference is

    significant because neutral summoned

    planar creatures, elementals, are acommon minion.

    The polar alignment spells I

    developed were based on a world wherethe spells operate on the second

    condition. Think of alignments as a

    number system. Good is positivenumbers, evil is negative and zero is

    neutral. We have protection from good

    and protection from evil as existingspells. Combining them into protection

    from good and evil was an increase ofone spell level and can be thought of as

    using an absolute value formula for thegood-evil alignment pole. This protects

    against both good and evil creatures and

    attacks but still leaves elementalsuntouched. The inverse then is the

    neutral point and so the protection from

    neutral spell is also a second-level spell.The same can be applied to the

    law/chaos spells. Again law would bepositive numbers, chaos negative, and

    neutrality would be zero. Taking these

    spells a level higher would be protectingagainst all with aligned descriptors and

    protection from anything with a neutral

    component and so we have protection

    from alignedand protection from moralor ethical neutrality.

    For worlds where protection

    from evilis the basis or where the powerdifference between good versus all other

    alignment poles is operational, different

    variants should be researched.So my advice to the researcher is

    to decide what you want, see what

    patterns exist that can take you most ofthe way there, evaluate all the

    component spell variables, consider the

    operating magical metaphysics, and

    build a spell chain to get you there. The

    more the field of spell magic isexpanded, the more the wizardly

    profession is enriched. And do not

    forget, the more spells you research, the

    more you can enhance your professionalreputation and the more spells you will

    have to trade with other wizards.

    SPELL LISTS

    ASSASSIN SPELLS

    1st-level

    Boots of Silence I. Enchants boots for+2 on move silently.

    Conjure Dagger. Creates a dagger.

    2nd-level

    Boots of Silence II. As boots of silence I

    but +4.

    Stationary Invisibility. As invisibility

    but cant move more than five feet.

    3rd-level

    Boots of Silence III. As boots of silence

    Ibut +6.

    4th-level

    Boots of Silence IV. As boots of silence

    Ibut +8.

    Scouts Invisibility. As invisibility but

    lasts 1 hour/level.

    RANGER SPELLS

    1st-level

    Boots of Silence I. Enchants boots for

    +2 on move silently.Camouflage Cloak. Enchants cloak for

    +10 on hide.

    2nd-level

    Boots of Silence II. As boots of silence I

    but +4.

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    Scouts Camouflage Cloak. As

    camouflage cloakbut lasts 1 hour/level.

    3rd-level

    Boots of Silence III. As boots of silence

    Ibut +6.Recon Camouflage Cloak. As

    camouflage cloakbut lasts 1 day.

    4th-level

    Boots of Silence IV. As boots of silence

    Ibut +8.

    Spys Camouflage Cloak. As

    camouflage cloakbut lasts 1 week.

    STRENGTH DOMAIN SPELLS

    1st-level

    Strength of the Wolf. Grants +2enhancement bonus to Str.

    2nd-level

    Strength of the Orc. Asstrength of the

    wolfbut +4.

    3rd-level

    Strength of the Worg. As strength ofthe wolfbut +6.

    4th-level

    Strength of the Black Bear. As

    strength of the wolfbut +8.

    5th-level

    Strength of the Ape. Asstrength of the

    wolfbut +10.

    6th-level

    Strength of the Tiger. As strength of

    the wolfbut +12.

    7th-level

    Strength of the Python. As strength of

    the wolfbut +14.

    8th-level

    Strength of the Polar Bear. Asstrengthof the wolfbut +16.

    9th-level

    Strength of the Elephant. As strengthof the wolfbut +18.

    SORCERER/WIZARD SPELLS

    0-Level

    ABJURATION

    Least Globe of Invulnerability. As

    minor globe of invulnerability but

    protects up to 1st.

    Least Mobile Globe of Invulnerability

    to [Descriptor/Subschool]. As minorglobe of invulnerability but mobile and

    protects up to 1st of one descriptor orsubschool.

    Least Personal Mobile Globe of

    Invulnerability to [School/Type]. Asminor globe of invulnerability but

    personal, mobile, and protects up to 1st

    of one school or type of magic.

    Lesser Globe of Invulnerability to

    [Descriptor/Subschool]. As minorglobe of invulnerability but protects up

    to 2nd of one descriptor or subschool.

    Lesser Personal Globe of

    Invulnerability to [School/Type]. As

    minor globe of invulnerability but

    personal and protects up to 2nd of one

    school or type of magic.

    Mobile Globe of Invulnerability to

    Cantrips. As minor globe of

    invulnerability but mobile and protectsagainst 0-level.CONJURATION

    Conjure Arrow. Creates an arrow.

    Conjure Bolt. Creates a crossbow bolt.

    Conjure Bucket of Water. Creates a

    bucket of water.

    Conjure Bullet. Creates a bullet.

    Conjure Candle. Creates a candle.

    Conjure Club. Creates a club.

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    Conjure Dagger. Creates a dagger.

    Conjure Dart. Creates a dart.

    Conjure Fire Wood. Creates 8 hours

    worth of fire wood.

    Conjure Gloves. Creates a pair of

    gloves.Conjure Javelin. Creates a javelin.

    Conjure Rope. Creates 50 feet of rope.

    Conjure Silver Arrow. Creates a silverarrow.

    Conjure Spiked Gauntlet. Creates a

    spiked gauntlet.

    Conjure Torch. Creates a lit torch.

    TRANSMUTATION

    Personal Restful Sleep. As restful sleepbut personal.

    1st-Level

    ABJURATION

    Least Mobile Globe of Invulnerability

    to [School/Type]. As minor globe of

    invulnerability but mobile and protectsup to 1st of one school or type of magic.

    Least Personal Mobile Globe of

    Invulnerability. As minor globe ofinvulnerability but personal, mobile, and

    protects up to 1st.

    Lesser Globe of Invulnerability to

    [School/Type]. As minor globe of

    invulnerability but protects up to 2nd ofone school or type of magic.

    Lesser Personal Globe of

    Invulnerability. As minor globe of

    invulnerability but personal and protectsup to 2nd.

    Lesser Personal Mobile Globe of

    Invulnerability to

    [Descriptor/Subschool]. As minor

    globe of invulnerability but personal,

    mobile, and protects up to 2nd of onedescriptor or subschool.

    Minor Personal Globe of

    Invulnerability to

    [Descriptor/Subschool]. As minorglobe of invulnerability but personal and

    only protects against one descriptor or

    subschool.

    Protection Circle. As protection from

    evilbut no alignment component.

    CONJURATIONConjure Familiar Weapon. Creates

    any one weapon the character is

    proficient in.

    Conjure Simple Weapon. Creates any

    one simple weapon.

    Conjure Tent. Creates a pitched tent for4.

    Summon Extraplanar I [Kind]. As

    summon monster Ibut up to CR 1 of any1 kind of extraplanar creature.

    ILLUSIONBoots of Silence I. Enchants boots for

    +2 on move silently.

    Camouflage Cloak. Enchants cloak for

    +10 on hide.

    Stationary Invisibility. As invisibilitybut cant move more than five feet.

    Witchs Skyclad Hiding. As invisibility

    but no equipment.NECROMANCY

    Warding Sigil of Health Draining I.Protection ward causes 1 Con. damage.

    TRANSMUTATION

    Grace of the Elves. Grants +2enhancement bonus to Dex.

    Restful Sleep. Enhances hit points

    regained from full sleep by +1.

    Strength of the Wolf. Grants +2enhancement bonus to Str.

    Tough as a Dwarf. Grants +2

    enhancement bonus to Con.

    Witchs Transformation Into

    [Creature]. As polymorph selfbut only

    1 creatures form and no equipment.

    2nd-Level

    ABJURATION

    Least Mobile Globe of Invulnerability.

    As minor globe of invulnerability but

    mobile and protects up to 1st.

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    Lesser Globe of Invulnerability. As

    minor globe of invulnerability butprotects up to 2nd.

    Lesser Mobile Globe of

    Invulnerability to

    [Descriptor/Subschool]. As minorglobe of invulnerability but mobile and

    protects up to 2nd of one descriptor or

    subschool.

    Lesser Personal Mobile Globe of

    Invulnerability to [School/Type]. As

    minor globe of invulnerability butpersonal, mobile, and protects up to 2nd

    of one school or type of magic.

    Minor Globe of Invulnerability to

    [Descriptor/Subschool]. As minor

    globe of invulnerability but only protectsagainst one descriptor or subschool.

    Minor Personal Globe of

    Invulnerability to [School/Type]. As

    minor globe of invulnerability but

    personal and only protects against oneschool or type of magic.

    Protection from Good and Evil. As

    protection from evilbut against good andevil.Protection from Ethical Neutrality. Asprotection from evil but against non-

    good and non-evil.Protection from Moral Neutrality. Asprotection from evilbut against non-law

    and non-chaos.Protection from Law and Chaos. As

    protection from evilbut against law andchaos.CONJURATION

    Combat Mount. As mount but a lightwar horse.

    Conjure Raft. Creates a raft.

    Summon Extraplanar II [Kind]. Assummon monster Ibut up to CR 2 of any

    1 kind of extraplanar creature.

    ILLUSION

    Boots of Silence II. As boots of silence I

    but +4.

    Scouts Camouflage Cloak. As

    camouflage cloakbut lasts 1 hour/level.NECROMANCY

    Minor Enervation Slap. As enervation

    but touch and only 1 level.

    Warding Sigil of Health Draining II.Protection ward causes 2 Con. damage.

    TRANSMUTATION

    Grace of the Cat. Asgrace of the elvesbut +4.

    Polymorph Self Into [Creature]. As

    polymorph selfbut one specific creature.

    Rejuvenate Own Form. As polymorph

    selfbut only heals.Strength of the Orc. Asstrength of thewolfbut +4.

    Tough as a Badger. As tough as adwarfbut +4.

    Witchs Transformation Into [Type].As polymorph selfexcept no equipment

    changes and only one monster type.

    3rd-Level

    ABJURATION

    Lesser Mobile Globe of

    Invulnerability to [School/Type]. As

    minor globe of invulnerability butmobile and protects up to 2nd of one

    school or type of magic.

    Lesser Personal Mobile Globe of

    Invulnerability. As minor globe of

    invulnerability but personal, mobile, and

    protects up to 2nd.

    Minor Globe of Invulnerability to

    [School/Type]. As minor globe of

    invulnerability but only protects against

    one school or type of magic.

    Minor Personal Globe of

    Invulnerability. As minor globe of

    invulnerability but personal.

    Minor Personal Mobile Globe of

    Invulnerability to

    [Descriptor/Subschool]. As minor

    globe of invulnerability but personal,

    mobile, and only protects against one

    descriptor or subschool.

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    Personal Globe of Invulnerability to

    [Descriptor/Subschool]. As minorglobe of invulnerability but personal and

    protects up to 4th of one descriptor or

    subschool.

    Protection from Aligned. Asprotectionfrom evilbut against good, evil, law, and

    chaos.

    Protection from Moral and Ethical

    Neutrality. As protection from evilbut

    against any neutral.

    CONJURATION

    Summon Extraplanar III [Kind]. As

    summon monster Ibut up to CR 3 of any

    1 kind of extraplanar creature.ILLUSION

    Boots of Silence III. As boots of silenceIbut +6.

    Recon Camouflage Cloak. Ascamouflage cloakbut lasts 1 day.Scouts Invisibility. As invisibility but

    lasts 1 hour/level.

    Witchs Wrathful Skyclad

    Ambushing. As improved invisibility

    but no equipment.NECROMANCY

    Enervating Slap. As enervation buttouch.

    Minor Enervation. As enervation but

    only 1 level.

    Warding Sigil of Health Draining III.

    Protection ward causes 3 Con. damage.

    TRANSMUTATION

    Black Disc of Escape. Random personalteleport.

    Grace of the Hawk. As grace of the

    elves but +6.

    Polymorph Self Into [Type]. As

    polymorph selfbut one monster type.

    Rejuvenate Form. As polymorph otherbut only heals.

    Strength of the Worg. As strength of

    the wolfbut +6.

    Tough as a Boar. As tough as a dwarf

    but +6.

    Witchs Transformation. As

    polymorph self except no equipmentchanges.

    4th-Level

    ABJURATIONGlobe of Invulnerability to[Descriptor/Subschool]. As minor

    globe of invulnerability but protects upto 4th of one descriptor or subschool.

    Lesser Mobile Globe of

    Invulnerability. As minor globe ofinvulnerability but mobile and protects

    up to 2nd.

    Minor Mobile Globe of

    Invulnerability to

    [Descriptor/Subschool]. As minorglobe of invulnerability but mobile and

    only protects against one descriptor orsubschool.

    Minor Personal Mobile Globe of

    Invulnerability to [School/Type]. Asminor globe of invulnerability but

    personal, mobile, and only protects

    against one school or type of magic.

    Personal Globe of Invulnerability to

    [School/Type]. As minor globe ofinvulnerability but personal and protects

    up to 4th of one school or type of magic.CONJURATION

    Summon Extraplanar IV [Kind]. As

    summon monster Ibut up to CR 4 of any

    1 kind of extraplanar creature.

    ILLUSION

    Boots of Silence IV. As boots of silence

    Ibut +8.

    Recon Invisibility. As invisibility butlasts 1 day.

    Spys Camouflage Cloak. As

    camouflage cloakbut lasts 1 week.

    Witchs Mass Skyclad Hiding. As

    invisibility but affects multiple creatures

    and no equipment.NECROMANCY

    Warding Sigil of Health Draining IV.

    Protection ward causes 4 Con. damage.

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    TRANSMUTATION

    Expanded Black Disc of Escape. Asblack disc of escape but 10 ft. burst.

    Grace of the Leopard. As grace of the

    elves but +8.

    Personal Restorative Sleep. As restfulsleep but personal and rest counts as two

    full days.

    Strength of the Black Bear. Asstrength of the wolfbut +8.

    Tough as a Grizzly. As tough as a

    dwarfbut +8.

    5th-Level

    ABJURATION

    Globe of Invulnerability to

    [School/Type]. As minor globe ofinvulnerability but protects up to 4th of

    one school or type of magic.

    Greater Personal Globe of

    Invulnerability to

    [Descriptor/Subschool]. As minorglobe of invulnerability but personal and

    protects up to 5th of one descriptor or

    subschool.

    Minor Mobile Globe of

    Invulnerability to [School/Type]. Asminor globe of invulnerability but

    mobile and only protects against one

    school or type of magic.

    Minor Personal Mobile Globe of

    Invulnerability. As minor globe of

    invulnerability but personal and mobile.

    Personal Globe of Invulnerability. Asminor globe of invulnerability but

    personal and protects up to 4th.

    Personal Mobile Globe of

    Invulnerability to

    [Descriptor/Subschool]. As minor

    globe of invulnerability but personal,mobile, and protects up to 4th of one

    descriptor or subschool.CONJURATION

    Summon Extraplanar V [Kind]. As

    summon monster Ibut up to CR 5 of any

    1 kind of extraplanar creature.

    ILLUSION

    Boots of Silence V. As boots of silence Ibut +10.

    Spys Invisibility. As invisibility but

    lasts 1 week.

    NECROMANCYWarding Sigil of Health Draining V.

    Protection ward causes 5 Con. damage.

    TRANSMUTATION

    Black Disc of Eviction. Random instant

    teleport burst.

    Grace of the Solar. As grace of theelves but +10.

    Restorative Sleep. As restful sleep but

    rest counts as two full days.

    Strength of the Ape. Asstrength of the

    wolfbut +10.Tough as a Rhino. As tough as a dwarf

    but +10.

    6th-Level

    ABJURATION

    Greater Globe of Invulnerability to

    [Descriptor/Subschool]. As minor

    globe of invulnerability but protects upto 5th of one descriptor or subschool.

    Greater Personal Globe of

    Invulnerability to [School/Type]. As

    minor globe of invulnerability but

    personal and protects up to 5th of oneschool or type of magic.

    Minor Mobile Globe of

    Invulnerability. As minor globe of

    invulnerability but mobile.

    Mobile Globe of Invulnerability to

    [Descriptor/Subschool]. As minor

    globe of invulnerability but mobile andprotects up to 4th of one descriptor or

    subschool.

    Personal Mobile Globe of

    Invulnerability to [School/Type]. As

    minor globe of invulnerability but

    personal, mobile, and protects up to 4thof one school or type of magic.

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    CONJURATION

    Summon Extraplanar VI [Kind]. Assummon monster Ibut up to CR 6 of any

    1 kind of extraplanar creature.

    NECROMANCY

    Warding Sigil of Health Draining VI.Protection ward causes 6 Con. damage.

    TRANSMUTATION

    Expanded Black Disc of Eviction. Asblack disc of escapebut ranged and 10ft.

    burst

    Grace of the Water Noble. As grace ofthe elves but +12.

    Power Word Black Disc of Escape. As

    black disc of escape but as a free action.

    Strength of the Tiger. As strength of

    the wolfbut +12.Tough as a Whale. As tough as a dwarf

    but +12.

    7th-Level

    ABJURATION

    Greater Globe of Invulnerability to

    [School/Type]. As minor globe of

    invulnerability but protects up to 5th ofone school or type of magic.

    Greater Personal Mobile Globe of

    Invulnerability to

    [Descriptor/Subschool]. As minor

    globe of invulnerability but personal,mobile, and protects up to 5th of one

    descriptor or subschool.

    Major Personal Globe of

    Invulnerability to

    [Descriptor/Subschool]. As minor

    globe of invulnerability but personal and

    protects up to 6th of one descriptor orsubschool.

    Mass Stoneskin. As stoneskin but

    affects 1 creature/level.

    Mobile Globe of Invulnerability to

    [School/Type]. As minor globe of

    invulnerability but mobile and protectsup to 4th of one school or type of magic.

    Personal Mobile Globe of

    Invulnerability. As minor globe of

    invulnerability but personal, mobile and

    protects up to 4th.CONJURATION

    Summon Extraplanar VII [Kind]. As

    summon monster Ibut up to CR 7 of any

    1 kind of extraplanar creature.NECROMANCY

    Warding Sigil of Health Draining VII.

    Protection ward causes 7 Con. damage.TRANSMUTATION

    Grace of the Air Noble. Asgrace of the

    elves but +14.

    Strength of the Python. As strength of

    the wolfbut +14.

    Tough as a Triceratops. As tough as adwarfbut +14.

    8th-Level

    ABJURATION

    Greater Globe of Invulnerability. As

    minor globe of invulnerability but

    protects up to 5th.

    Greater Mobile Globe of

    Invulnerability to

    [Descriptor/Subschool]. As minorglobe of invulnerability but mobile, and

    protects up to 5th of one descriptor orsubschool.

    Greater Personal Globe of

    Invulnerability. As minor globe ofinvulnerability but personal and protects

    up to 5th.

    Greater Personal Mobile Globe of

    Invulnerability to [School/Type]. Asminor globe of invulnerability but

    personal, mobile, and protects up to 5th

    of one school or type of magic.

    Major Globe of Invulnerability to

    [Descriptor/Subschool]. As minor

    globe of invulnerability but protects upto 6th of one descriptor or subschool.

    Major Personal Globe of

    Invulnerability to [School/Type]. As

    minor globe of invulnerability but

    personal and protects up to 6th of one

    school or type of magic.

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    Mobile Globe of Invulnerability. As

    minor globe of invulnerability butmobile and protects up to 4th.

    CONJURATION

    Summon Extraplanar VIII [Kind]. As

    summon monster Ibut up to CR 8 of any1 kind of extraplanar creature.

    NECROMANCY

    Warding Sigil of Health Draining

    VIII. Protection ward causes 8 Con.

    damage.

    TRANSMUTATION

    Grace of the Water Lord. As grace of

    the elves but +16.Strength of the Polar Bear. Asstrengthof the wolfbut +16.

    Tough as an Earth Noble. As tough asa dwarfbut +16.

    9th-Level

    ABJURATION

    Greater Mobile Globe of

    Invulnerability to [School/Type]. As

    minor globe of invulnerability but

    mobile, and protects up to 5th of oneschool or type of magic.

    Greater Personal Mobile Globe of

    Invulnerability. As minor globe of

    invulnerability but personal, mobile, and

    protects up to 5th.

    Major Globe of Invulnerability to

    [School/Type]. As minor globe of

    invulnerability but protects up to 6th of

    one school or type of magic.

    Major Personal Globe of

    Invulnerability. As minor globe of

    invulnerability but personal and protectsup to 6th.

    Major Personal Mobile Globe of

    Invulnerability to

    [Descriptor/Subschool]. As minor

    globe of invulnerability but personal,

    mobile, and protects up to 6th of one

    descriptor or subschool.Transcendent Personal Globe ofInvulnerability to

    [Descriptor/Subschool]. As minorglobe of invulnerability but personal and

    protects up to 7th of one descriptor or

    subschool.CONJURATION

    Summon Extraplanar IX [Kind]. As

    summon monster Ibut up to CR 9 of any1 kind of extraplanar creature.

    NECROMANCYWarding Sigil of Health Draining IX.

    Protection ward causes 9 Con. damage.TRANSMUTATION

    Grace of the Air Lord. Asgrace of the

    elves but +18.

    Strength of the Elephant. As strength

    of the wolfbut +18.

    Tough as an Earth Lord. As tough as adwarfbut +18.

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    SPELLS

    Black Disc of Escape

    Transmutation [Chaos, Teleportation]

    Level: Sor/Wiz 3Components: V

    Casting Time: 1 actionRange: 0 feet

    Area: 5-ft.-radius burst

    Duration: InstantaneousSaving Throw: None and Reflex (see

    text)

    Spell Resistance: Yes (harmless)

    This spell opens a 5 foot radius black

    hole beneath the feet of the character.The character is instantly transported toa random destination and to a random

    point in time in the future. Distance is

    not a factor, but interplanar travel is notpossible. The hole is a rip in both space

    and time. Any object or creature in the

    same 5 foot space as the character falls

    into the hole and is teleported with thecharacter unless they succeed at spell

    resistance or they make a Reflex save to

    jump aside. Creatures who are within 5feet of the burst and who are expecting

    the hole may make a Dexterity check

    (DC 10) to jump in and follow thecharacter. Creatures within 5 feet and

    who have readied a move or jump partial

    action may enter the hole automatically.Creatures within 5 feet of the burst but

    not expecting it may make a Dexterity

    check (DC 20) if they wish to

    immediately jump in.

    The character and any accompanying

    creatures or objects arrive at a randomplace on the same plane some time in the

    future. Recorded uses of this spell haveranged from one day to several months

    in the future but no exact limit or pattern

    has been determined. Sometimes the

    spell brings the character near to people

    or objects he has a connection to.

    Sometimes it brings him to completely

    new places or people. The arrival pointis always upon solid ground in an area

    with enough open space for the hole toappear, and where no actively hostile

    environmental effects are ongoing.

    Characters who are expecting to gothrough the hole must make a Reflex

    save (DC 10) or a balance check (DC

    10), or fall prone upon coming through

    the hole. Creatures not expecting to gothrough the hole must make a Reflex

    save (DC of 16) or fall prone uponexiting the hole.

    Black Disc of Eviction

    Transmutation [Chaos, Teleportation]

    Level: Sor/Wiz 5

    Range: Close (25 ft. + 5 ft./2 levels)

    As black disc of escape but the range is

    close.

    Boots of Silence I

    Illusion (Glamer)Level: Asn 1, Rgr 1, Sor/Wiz 1

    Components: V, F

    Casting Time: 1 actionRange: Touch

    Target: Boots touched

    Duration: 1 hour/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    This spell temporarily enchants a pair ofboots to muffle any noise made by their

    wearer moving. This gives a +2circumstance bonus on move silently

    checks for anybody wearing the boots.

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    The focus is the pair of boots to be

    enchanted.

    Boots of Silence II

    Illusion (Glamer)Level: Asn 1, Rgr 2, Sor/Wiz 2

    As boots of silence I except that thecircumstance bonus is +4.

    Boots of Silence III

    Illusion (Glamer)

    Level: Asn 1, Rgr 3, Sor/Wiz 3

    As boots of silence I except that thecircumstance bonus is +6.

    Boots of Silence IV

    Illusion (Glamer)Level: Asn 1, Rgr 4, Sor/Wiz 4

    As boots of silence I except that thecircumstance bonus is +8.

    Boots of Silence V

    Illusion (Glamer)Level: Sor/Wiz 5

    As boots of silence I except that the

    circumstance bonus is +10.

    Camouflage Cloak

    Illusion (Glamer)

    Level: Rgr 1, Sor/Wiz 1

    Components: V, FCasting Time: 1 action

    Range: Touch

    Target: Hooded cloak touchedDuration: 10 minutes/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    This spell temporarily enchants a long

    hooded cloak to blend into the colors ofits background so that it conceals the

    person wearing the cloak or an object it

    completely covers. This gives a +10

    circumstance bonus on hide checks foranybody wearing the cloak so long as it

    fits. If the wearer is one size larger than

    the cloak was designed for, the bonus isonly +2. If the wearer is any larger, the

    cloak alone grants no bonus. The focus

    is the cloak to be enchanted.

    Combat Mount

    Conjuration (Summoning)

    Level: Sor/Wiz 2

    As mount except that it summons a lightwar horse.

    Conjure Arrow

    Conjuration (Creation)

    Level: Sor/Wiz 0Components: V, S

    Casting Time: 1 actionRange: 0 ft.

    Duration: 1 minute

    Saving Throw: NoneSpell Resistance: No

    This spell creates an arrow which

    appears grasped within the charactershand.

    Conjure Bolt

    Conjuration (Creation)

    Level: Sor/Wiz 0Components: V, S

    Casting Time: 1 action

    Range: 0 ft.Duration: 1 minute

    Saving Throw: None

    Spell Resistance: No

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    This spell creates a crossbow bolt which

    appears grasped within the charactershand.

    Conjure Bucket of Water

    Conjuration (Creation)

    Level: Sor/Wiz 0

    Components: V, SCasting Time: 1 action

    Range: 0 ft.

    Duration: 1 minuteSaving Throw: None

    Spell Resistance: No

    This spell creates a bucket filled with

    water which appears grasped within thecharacters hand.

    Conjure Bullet

    Conjuration (Creation)Level: Sor/Wiz 0

    Components: V, S

    Casting Time: 1 actionRange: 0 ft.

    Duration: 1 minuteSaving Throw: None

    Spell Resistance: No

    This spell creates a sling bullet which

    appears grasped within the characters

    hand.

    Conjure Candle

    Conjuration (Creation)Level: Sor/Wiz 0

    Components: V, S

    Casting Time: 1 actionRange: 0 ft.

    Duration: 1 hour/level

    Saving Throw: NoneSpell Resistance: No

    This spell creates a lit candle which

    appears grasped within the charactershand. It is sufficiently large enough to

    last for its entire duration under normal

    circumstances.

    Conjure Club

    Conjuration (Creation)Level: Sor/Wiz 0

    Components: V, S

    Casting Time: 1 actionRange: 0 ft.

    Duration: 10 minutes/level

    Saving Throw: NoneSpell Resistance: No

    This spell creates a club which appears

    grasped within the characters hand.

    Conjure Dagger

    Conjuration (Creation)

    Level: Asn 1, Sor/Wiz 0

    Components: V, SCasting Time: 1 action

    Range: 0 ft.Duration: 1 minute

    Saving Throw: None

    Spell Resistance: No

    This spell creates a dagger which

    appears grasped within the characters

    hand.

    Conjure Dart

    Conjuration (Creation)

    Level: Sor/Wiz 0

    Components: V, SCasting Time: 1 action

    Range: 0 ft.

    Duration: 1 minuteSaving Throw: None

    Spell Resistance: No

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    This spell creates a dart which appears

    grasped within the characters hand.

    Conjure Familiar Weapon

    Conjuration (Creation)Level: Sor/Wiz 1

    Components: V, S

    Casting Time: 1 actionRange: 0 ft.

    Duration: 1 minute/level

    Saving Throw: NoneSpell Resistance: No

    This spell creates any one weapon type

    that the character has proficiency in. Theweapon appears grasped within the

    characters hand.

    Conjure Fire Wood

    Conjuration (Creation)

    Level: Sor/Wiz 0

    Components: V, SCasting Time: 1 action

    Range: Close (25 ft. + 5 ft./2 levels)Duration: 8 hours

    Saving Throw: None

    Spell Resistance: No

    This spell creates a pile of fire wood

    sufficient to keep a small fire going for

    eight hours.

    Conjure Gloves

    Conjuration (Creation)

    Level: Sor/Wiz 0

    Components: V, SCasting Time: 1 action

    Range: 0 ft.

    Duration: 1 minuteSaving Throw: None

    Spell Resistance: No

    This spell creates a pair of gloves which

    appears grasped within the charactershand.

    Conjure Javelin

    Conjuration (Creation)

    Level: Sor/Wiz 0

    Components: V, SCasting Time: 1 action

    Range: 0 ft.

    Duration: 1 minuteSaving Throw: None

    Spell Resistance: No

    This spell creates a javelin which

    appears grasped within the charactershand.

    Conjure Raft

    Conjuration (Creation)Level: Sor/Wiz 2

    Components: V, S

    Casting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)

    Duration: 10 minutes/levelSaving Throw: None

    Spell Resistance: No

    This spell creates a raft and two 15 foot

    poles. The raft is sufficiently large

    enough to transport 5 people.

    Conjure Rope

    Conjuration (Creation)Level: Sor/Wiz 0

    Components: V, S

    Casting Time: 1 actionRange: 0 ft.

    Duration: 1 minute

    Saving Throw: NoneSpell Resistance: No

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    This spell creates a coil of 50 feet of

    rope which appears grasped within thecharacters hand.

    Conjure Silver Arrow

    Conjuration (Creation)

    Level: Sor/Wiz 0

    Components: V, S, MCasting Time: 1 action

    Range: 0 ft.

    Duration: 1 minuteSaving Throw: None

    Spell Resistance: No

    This spell creates a silver arrow which

    appears grasped within the charactershand. The material component is a silver

    coin.

    Conjure Simple Weapon

    Conjuration (Creation)

    Level: Sor/Wiz 1

    Components: V, SCasting Time: 1 action

    Range: 0 ft.Duration: 1 minute/level

    Saving Throw: None

    Spell Resistance: No

    This spell creates a simple weapon of the

    characters choice which appears

    grasped within the characters hand.

    Conjure Spiked Gauntlet

    Conjuration (Creation)

    Level: Sor/Wiz 0

    Components: V, SCasting Time: 1 action

    Range: 0 ft.

    Duration: 1 minuteSaving Throw: None

    Spell Resistance: No

    This spell creates a spiked gauntlet

    which appears on the characters choiceof hands.

    Conjure Tent

    Conjuration (Creation)

    Level: Sor/Wiz 1

    Components: V, S, FCasting Time: 1 action

    Range: Close (25 ft. + 5 ft./2 levels)

    Duration: 10 hoursSaving Throw: None

    Spell Resistance: No

    This spell creates a pitched tent that is

    tall enough to stand in and roomyenough for four to fit comfortably. The

    focus is a tent stake. The tent cannot becreated in a space that is already

    occupied.

    Conjure Torch

    Conjuration (Creation)Level: Sor/Wiz 0

    Components: V, SCasting Time: 1 action

    Range: 0 ft.

    Duration: 1 minuteSaving Throw: None

    Spell Resistance: No

    This spell creates a lit torch whichappears grasped within the characters

    hand.

    Enervating Slap

    NecromancyLevel: Sor/Wiz 3

    Range: Touch

    Target: Creature touched

    As enervation except that it is a touch

    attack.

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    Expanded Black Disc of Escape

    Transmutation [Chaos, Teleportation]

    Level: Sor/Wiz 4

    Area: 10-ft.-radius burst

    As black disc of escape except that the

    hole is 10 feet wide.

    Expanded Black Disc of Eviction

    Transmutation [Chaos, Teleportation]Level: Sor/Wiz 6

    Range: Close (25 ft. + 5 ft./2 levels)

    Area: 10-ft.-radius burst

    As black disc of escape except that thehole is 10 feet wide and the range is

    close.

    Grace of the Air Lord

    Transmutation

    Level: Sor/Wiz 9

    As grace of the Elves except that the

    enhancement bonus is +18 points.

    Grace of the Air Noble

    Transmutation

    Level: Sor/Wiz 7

    As grace of the Elves except that theenhancement bonus is +14 points.

    Grace of the Cat

    Transmutation

    Level: Sor/Wiz 2

    As grace of the Elves except that the

    enhancement bonus is +4 points.

    Grace of the Elves

    Transmutation

    Level: Sor/Wiz 1Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Target: Creature touchedDuration: 1 hour/level

    Saving Throw: Will Negates (harmless)

    Spell Resistance: Yes

    The spell grants an enhancement bonus

    to Dexterity of +2 points.

    Grace of the Hawk

    Transmutation

    Level: Sor/Wiz 3

    As grace of the Elves except that theenhancement bonus is +6 points.

    Grace of the Leopard

    Transmutation

    Level: Sor/Wiz 4

    As grace of the Elves except that theenhancement bonus is +8 points.

    Grace of the Solar

    Transmutation

    Level: Sor/Wiz 5

    As grace of the Elves except that the

    enhancement bonus is +10 points.

    Grace of the Water Lord

    TransmutationLevel: Sor/Wiz 8

    As grace of the Elves except that theenhancement bonus is +16 points.

    Grace of the Water Noble

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    Transmutation

    Level: Sor/Wiz 6

    As grace of the Elves except that the

    enhancement bonus is +12 points.

    Globe of Invulnerability to

    [Descriptor/Subschool]

    Abjuration

    Level: Sor/Wiz 4

    As minor globe of invulnerability,

    except that it only protects against spells

    with one specific descriptor orsubschool, and that it excludes up to

    4th-level spells and spell-like effects.There is one separate spell for each of

    the 17 different descriptors: acid,chaotic, cold, darkness, death,

    electricity, evil, fear, fire, force, good,

    language-dependent, lawful, light,mind-affecting, sonic, and teleportation.

    There is also one separate spell for each

    of the following ten subschools ofmagic: Conjuration: creation, healing,

    and summoning; Enchantment: charmand compulsion; Illusion: figment,

    glamer, pattern, phantasm, and shadow.

    .

    Globe of Invulnerability to

    [School/Type]

    Abjuration

    Level: Sor/Wiz 5

    As minor globe of invulnerability,

    except that it only protects against spells

    from one magical school or type, andthat it excludes up to 4th-level spells and

    spell-like effects. There is one separate

    spell for each of the eight schools ofmagic: Abjuration, Conjuration,

    Divination, Enchantment, Evocation,

    Illusion, Necromancy and

    Transmutation. There is also one

    separate spell for each of the fourfollowing types of magic: arcane, divine,

    natural (spell-like abilities), and psionic.

    Greater Globe of Invulnerability

    Abjuration

    Level: Sor/Wiz 8

    As minor globe of invulnerability,

    except that it also excludes up to5th-level spells and spell-like effects.

    Greater Globe of Invulnerability to

    [Descriptor/Subschool]

    Abjuration

    Level: Sor/Wiz 6

    As minor globe of invulnerability,

    except that it only protects against spellswith one specific descriptor or

    subschool, and that it excludes up to

    5th-level spells and spell-like effects.There is one separate spell for each of

    the 17 different descriptors: acid,chaotic, cold, darkness, death,

    electricity, evil, fear, fire, force, good,

    language-dependent, lawful, light,mind-affecting, sonic, and teleportation.

    There is also one separate spell for each

    of the following ten subschools of

    magic: Conjuration: creation, healing,and summoning; Enchantment: charm

    and compulsion; Illusion: figment,

    glamer, pattern, phantasm, and shadow.

    Greater Globe of Invulnerability to

    [School/Type]

    AbjurationLevel: Sor/Wiz 7

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    As minor globe of invulnerability,

    except that it only protects against spellsfrom one magical school or type, and

    that it excludes up to 5th-level spells and

    spell-like effects. There is one separate

    spell for each of the eight schools ofmagic: Abjuration, Conjuration,

    Divination, Enchantment, Evocation,

    Illusion, Necromancy andTransmutation. There is also one

    separate spell for each of the four

    following types of magic: arcane, divine,natural (spell-like abilities), and psionic.

    Greater Mobile Globe of

    Invulnerability to

    [Descriptor/Subschool]

    AbjurationLevel: Sor/Wiz 8

    As minor globe of invulnerability,except that it is mobile with the caster, it

    only protects against spells with one

    specific descriptor or subschool, and itexcludes up to 5th-level spells and

    spell-like effects. There is one separatespell for each of the 17 different

    descriptors: acid, chaotic, cold, darkness,

    death, electricity, evil, fear, fire, force,good, language-dependent, lawful, light,

    mind-affecting, sonic, and teleportation.

    There is also one separate spell for each

    of the eight schools of magic:Abjuration, Conjuration, Divination,

    Enchantment, Evocation, Illusion,

    Necromancy and Transmutation.

    Greater Mobile Globe of

    Invulnerability to [School/Type]

    AbjurationLevel: Sor/Wiz 9

    As minor globe of invulnerability,

    except that it is mobile with the caster, itonly protects against spells from one

    magical school, and it excludes up to

    5th-level spells and spell-like effects.

    There is one separate spell for each ofthe eight schools of magic: Abjuration,

    Conjuration, Divination, Enchantment,

    Evocation, Illusion, Necromancy andTransmutation. There is also one

    separate spell for each of the four

    following types of magic: arcane, divine,natural (spell-like abilities), and psionic.

    Greater Personal Globe of

    Invulnerability

    Abjuration

    Level: Sor/Wiz 7Range: Personal

    Target: The character

    As minor globe of invulnerability,

    except that it only affects the caster and

    it excludes up to 5th-level spells andspell-like effects.

    Greater Personal Globe of

    Invulnerability to

    [Descriptor/Subschool]

    Abjuration

    Level: Sor/Wiz 5

    As minor globe of invulnerability,

    except that it only affects the caster, it

    only protects against spells with onespecific descriptor or subschool, and that

    it excludes up to 5th-level spells and

    spell-like effects. There is one separatespell for each of the 17 different

    descriptors: acid, chaotic, cold, darkness,

    death, electricity, evil, fear, fire, force,good, language-dependent, lawful, light,

    mind-affecting, sonic, and teleportation.

    There is also one separate spell for each

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    of the following ten subschools of

    magic: Conjuration: creation, healing,and summoning; Enchantment: charm

    and compulsion; Illusion: figment,

    glamer, pattern, phantasm, and shadow.

    Greater Personal Globe of

    Invulnerability to [School/Type]

    Abjuration

    Level: Sor/Wiz 6

    Range: PersonalTarget: The character

    As minor globe of invulnerability,except that it only affects the caster, it

    only protects against spells from onemagical school or type, and that it

    excludes up to 5th-level spells andspell-like effects. There is one separate

    spell for each of the eight schools of

    magic: Abjuration, Conjuration,Divination, Enchantment, Evocation,

    Illusion, Necromancy and

    Transmutation. There is also oneseparate spell for each of the four

    following types of magic: arcane, divine,natural (spell-like abilities), and psionic.

    Greater Personal Mobile Globe of

    Invulnerability

    Abjuration

    Level: Sor/Wiz 9Range: Personal

    Target: The character

    As minor globe of invulnerability,

    except that it is mobile with the caster, it

    only affects the caster, and it excludes upto 5th-level spells and spell-like effects.

    Greater Personal Mobile Globe of

    Invulnerability to

    [Descriptor/Subschool]

    Abjuration

    Level: Sor/Wiz 7Range: Personal

    Target: The character

    As minor globe of invulnerability,except that it is mobile with the caster, it

    only affects the caster, it only protects

    against spells with one specificdescriptor or subschool, and it excludes

    up to 5th-level spells and spell-like

    effects. There is one separate spell foreach of the 17 different descriptors: acid,

    chaotic, cold, darkness, death,

    electricity, evil, fear, fire, force, good,language-dependent, lawful, light,

    mind-affecting, sonic, and teleportation.There is also one separate spell for each

    of the following ten subschools ofmagic: Conjuration: creation, healing,

    and summoning; Enchantment: charm

    and compulsion; Illusion: figment,glamer, pattern, phantasm, and shadow.

    Greater Personal Mobile Globe of

    Invulnerability to [School/Type]

    Abjuration

    Level: Sor/Wiz 8

    Range: PersonalTarget: The character

    As minor globe of invulnerability,

    except that it is mobile with the caster, itonly affects the caster, it only protects

    against spells from one magical school

    or type, and it excludes up to 5th-levelspells and spell-like effects. There is one

    separate spell for each of the eight

    schools of magic: Abjuration,Conjuration, Divination, Enchantment,

    Evocation, Illusion, Necromancy and

    Transmutation. There is also oneseparate spell for each of the four

    following types of magic: arcane, divine,

    natural (spell-like abilities), and psionic.

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    Least Globe of Invulnerability

    Abjuration

    Level: Sor/Wiz 0

    As minor globe of invulnerability,except that it only excludes up to 1st

    -level spells and spell-like effects.

    Least Mobile Globe of Invulnerability

    AbjurationLevel: