
1st Level
Magic Missile (Standard)
Shield (Standard)
Magemark (Divination, Metamagic)
Range: Line of Sight Cast: 2
Comp: S AoE: One subject
Dur: 1 round Save: None
This spell examines the subject's aura for signs of
potential spellcasting. The spell itself is enough for the
caster to spot a spellcaster who has spells memorized. If
the caster is high enough in level, he may make a
Spellcraft roll to determine other aspects, as follows:
LEVEL EXTRA INFO
2 Recognize spellcasters with no spells currently
memorized.
4 Determine whether subject is a Mage, Priest or
Spell-casting Templar.
6 Determine highest spell level.
8 Determine number and levels of memorized spells.
10 Determine Schools of memorized spells.
12 Determine specific spells.

2nd Level
Vocalize (Metamagic, Alteration)
Range: 0 Cast: 2
Comp: S AoE: Caster
Dur: 1 rd/Lev. (9 rds max) Save: None
With a complex gesture, the Caster creates a "voice" that
is capable of reciting the Verbal Components of any spell he
has memorized. The effect allows him to cast such spells
even if he is gagged or in a Silence spell. The spell will
not allow any other kind of speech, as it is powered by the
memorized spells.
Note that the maximum duration prevents the use of this
spell to cast Ritualist spells. This will remain true even
if other magics are used to extend its duration.
Mana Surge (Metamagic, Alteration)
Range: 10 yd/lev Cast: 1
Comp: V,S AoE: 10' rad/lev.
Dur: 1 round Save: Spec.
This spell creates a momentary fluctuation of the flow of
Eldritch energies within the area of effect. For the remainder
of the current round, all spells being cast are disrupted (no
save). During the next round, spellcasters of equal or greater
level than the Surge's caster may attempt a saving throw and
cast a spell, but if they fail, then that spell is lost, too.
This spell will not disrupt Ritualist magics that are being
cast in the Area of effect.
Eldritch Sight (Metamagic, Divination)
Range: 0 Cast: 2
Comp: V,S AoE: Field of vision, 60' distance
Dur: 1 rd/lev Save: None
This spell functions as a Detect Magic spell, but also grants
the caster the ability to see Eldritch creatures (Undead,
Fey, Extraplanar, Lycanthropic, Golem) for what they really are,
although a Spellcraft roll is needed to tell which specific
category a creature falls into.
This spell may be affected by a Permanency spell.

3rd Level
Dispell Magic (Standard)
Eldritch Bolt (Metamagic, Evocation)
Range: 10 yd/lev Cast: 3
Comp: V,S AoE: 1 target
Dur: Inst. Save: 1/2 (Spec.)
This spell creates a bolt of pure magical energy, which
lashes out at the chosen target. This bolt will inflict
1d6 damage for every two full caster levels, up to tenth, with
a normal save vs. Spells reducing the damage by 1/2.
The bolt has no effect on inanimate matter, although if
fired at a potion, it will work as a Dispell Magic spell as
if cast by a wizard of 5 levels higher.
The Bolt will be stopped by a Shield spell, but it will also
disrupt that spell totally.
Finally, if the target is an Eldritch Creature, then it
gets no saving throw at all.
Somatique (Metamagic, Evocation)
Range: 0 Cast: 3
Comp: V AoE: Caster
Dur: 1 rd/Lev. Save: None
Similar to Vocalize, this spell creates a pair of
translucent arms extnding from the caster's shoulders.
These arms are capable of performing the Somatic components
of any spells the caster has memorized, including the
manipulation of Material Components if those are available.
The hands are not capable of any other action, nor are they
capable of casting spells of the Ritualist School.

4th Level
Extension I (Standard)
Eldritch Armor (Metamagic, Evocation)
Range: Touch Cast: 4
Comp: VS AoE: One individual
Dur: 1 rd/Lev Save: None
When this spell is cast, the subject is surrounded by a
shimmering suit of stylized armor that provides illumination
out to 5' and affects the wearer as if by a Faerie Fire spell.
The Armor provides limited protection from all sorts of
magical attacks:
Caster Level Bonus
7 +1
9 +2
11 +3
13 +4
15 +5
The bonus applies to save vs. Spells, and gives an AC bonus
against attacks by Eldritch creatures or magical weapons.
If the Armor is struck by a weapon with a bonus equal to or
greater than twice its own, then the Armor spell ends
instantly. For this purpose only, always use the highest
possible bonus for the weapon (for instance, a Frost Brand
would shatter Armor cast by a Wizard of 12th level or less).
Likewise, if an Eldritch creature has HD high enough that
it may attack creatures only hit by magical weapons, then use
their maximum category to determine if they can shatter the
Armor.
This bonus is not cumulative with other magical bonuses.
Pixilation (Metamagic, Enchantment/Charm)
Range: 10'/lev Cast: 4
Comp: VS AoE: Single target
Dur: Permanent Save: Neg.
If the target fails his saving throw, he will lose one
spell currently memorized. If the caster knows which spells
the target currently has in his memory, then she can select
which spell is eliminated. Otherwise, it is selected at
random.

5th Level
Extension II (Standard)
Materialize (Metamagic, Conj/Summ)
Range: 0 Cast: 5
Comp: VS AoE: Caster
Dur: 1 Round/Lev Save: None
This spell, the complement to Vocalize and Somatique, is
capable of conjuring up, temporarily, the Material
Components of any spell the caster has memorized. The
components will appear as the caster begins the spell, and
will fade when she is finished, or if she is interrupted.
If the spell's casting time is longer than the duration
of the Materialize spell, then the second casting will
fail. The caster may continue to cast spells using
Materialized Components for as long as the spell's duration
continues.
This spell is not capable of providing the Material
Components of any spell of the Ritualist School.
Echo (Metamagic)
Range: 0 Cast: Special
Comp: VS AoE: Caster
Dur: One round Save: None
This spell allows the Mage to cast any spell she witnessed
being cast in the previous round. The total casting time is
4+(the orignal spell's casting time), meaning that the target
spell cnnot have a casting time of one round or greater. The
caster must first make a successful Spellcraft roll, modified
as follows:
Wizard Spells
From same Specialist School as caster: +2
Caster knows spell : +1
Caster has spell memorized : +2
Original caster is a Templar : -2
From Opposed Specialist School : -2
Of a higher level than caster can use: -1
Priest Spell : -5
If the roll fails, then the Echo spell is wasted.
The Echo only requires the caster to mimic the Verbal and
Somatic Components of the original spell.
The Echo is cast at either the original caster's level, or
at the Echo's caster's level, whichever is less.

6th Level
Anti-Magic Shell (Standard+)
In addition to the normal effects, this spell also provides
protection from attacks by Eldritch Creatures.
Extension III (Standard)
Mordenkainen's Lucubration (Standard)

7th Level
Limited Wish (Standard)
Rebound
Range: 0 Cast: 1/2
Comp: VS AoE: Caster
Dur: Instant Save: None
If the caster of this spell makes a successful Spellcraft
roll (to get the timing right), he may redirect a spell that
would target him, or whose Area of Effect he is in. He may
direct it at any target, as if the spell had been cast from
his position.
Spellsteal
Range: 10yd/lev Cast: 7
Comp: VS AoE: One person
Dur: 24 hours Save: Special
If the target of this spell is of equal or greater level
than the caster, then she may make a save vs. spells to negate
the effect. If the roll fails, or the target doesn't get
one, then one spell is removed is removed from the target's
memory and placed in the caster's. (If the target has no
spells memorized, then the Spellsteal is wasted.)
The caster may either cast the spell, or transcribe it to
a spellbook.
If the caster knows what spells the target has memorized,
then he may select which one is stolen. Otherwise, the spell
is determined randomly.
Although the drain is automatic, the caster needs to make
a Spellcraft roll, modified as follows, to either cast or
transcribe the spell:
Wizard Spells:
Known to caster : Automatic Success
Same Specialist School : +2
Opposed School : -2
Higher level : -2
Stolen from Templar : -1
Priest Spells : -5
In addition to the Spellcraft roll, the Wizard must also
have all of the spell components to cast the spell. If the
spell is unused by the time Spellsteal's duration is up, it
fades away.

8th Level
Permanency (Standard)
Eldritch Storm (Metamagic, Evocation)
Range: 10yd/lev Cast: 8
Comp: VS AoE: 20' cube
Dur: Instant Save: None
This violent magic blast deals 1d6 for every two levels of
the caster, up to a maximum of 10d6, to all creatures in its
area of effect. Eldritch creatures take an additional 1hp/die,
and are stunned for the next round.
This spell will destroy any Shield or Eldritch Armor spells
in its area of effect, but the Eldritch Armor will protect its
wearer from any damage, and a Shield spell (or Brooch of
Shielding) will reduce the damage by 1hp/die.
Spellwipe (Metamagic)
Range: 10yd/lev Cast: 8
Comp: VS AoE: One target
Dur: Permanent Save: Neg.
This spell eliminates one level of memorized spells from the
target's memory for every caster level. (Thus, a 20th level
caster could eliminate one 9th level spell, two 3rd level
spells and one 5th level spell, or any other combination that
added up to 20.)
If the caster knows which spells the target has memorized,
then she may select which ones get wiped. Otherwise, she has
two options:
a) Level selection. She can select the levels of the spells
to be affected, which are then chosen randomly. If the target
does not have as many spells of a given level as are targeted,
then those levels are wasted.
b) Cleaning. This eliminates spells starting at the lowest
level and works up. Leftover levels are wasted.
For instance, if a 20th level spellwipe were used on a 20th
level Mage with all possible spells memorized
(5/5/5/5/5/4/3/3/2), then the spell would wipe out 5 1st level
spells, 5 2nd level spells, and 1 3rd level spell, with 2
possible levels wasted. A second casting would erase the
remain 4 3rd level spells, plus 2 4th level spells, with no
wastage. In any spell level where not all the spells are
eliminated, select randomly which are effected. Note that if
the target only has very high level spells memorized, more of
the Spellwipe is likely to be wasted.

9th Level
Wish (Standard)
Mordenkainen's Disjunction (Standard)
Vortex (Metamagic, Evocation)
Range: 10yd/Lev Cast: 9
Comp: VS AoE: Special
Dur: Special Save: None
When this spell is cast, it summons a 30' diameter sphere of
swirling mystic energies that deal d4 hp for every two levels of
the caster (+1/die to Eldritch creatures) to all within. On
every round thereafter, the diameter will shrink by 10', until
the Vortex is gone.
However, as long as the spell is still in existence, it will
absorb any spells cast into it or from within it. Absorbed
spells will fail, and will add either 10' to the Vortex's
diameter, or will add one die of damage to its intensity, for
every spell level, at the choice of the Vortex's caster.
For instance, a Fireball spell (3rd Level) will add either
30' to the diameter, or 3d4 to the damage, or some combination
thereof.
The Vortex has a maximum damage of 2d4/caster level, and all
additional absorbed spells feed into the diameter, instead.
As long as the Vortex is still working, the caster may choose
to spend a round and directly channel a memorized spell into the
Vortex as if it had been cast into it, or can, with a successful
Spellcraft roll, move the center of the Vortex by 5'/level in a
straight line, up to the spell's maximum range. Anyone caught
in the path who does not end the round in the Vortex gets a
saving throw to reduce the damage by 1/2.
If a spellcaster with memorized spells dies while in the
Vortex, all the spell levels get added to it, as if they had
been cast. Likewise, if an Eldritch creature dies within it, it
feeds the Vortex using HD instead of spell levels.
Eldritch Armor is destroyed by the Vortex, but protects the
wearer for one round. A Shield spell is also destroyed, but
reduces damage by 1 hp/die for that round. A Brooch of
Shielding has the same benefit as a Shield spell, for every
round the wearer is stuck in the Vortex.
Note that the caster cannot end the spell before its time (a
Dispell Magic or Mordenkainen's Disjunction would only feed it).
If he moves out of range, the Vortex will follow, even if he
teleports or shifts to another Plane. However, contact with a
Rod of Cancellation or a Sphere of Annihillation will destroy
the Vortex, and will destroy the rod (but not the sphere).

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