3rd edition - arcane creations - voadams mystical compendium vol 1 - spell mastery
TRANSCRIPT
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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.
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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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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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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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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: