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| Detect Secret Passages and Portals ( Divination) Range: 0 Duration: Instantaneous Area of Effect: 10 feet x 10 feet area This spell enables a caster to detect secret doors, compartments, walls, and similar devices. Only passages, doors, openings that have been constructed so as to escape detection are detected by this spell. Conjure Elemental Creature ( Conjuration/Summoning) Range: 60 yards Area of Effect: Special This spell can be used to summon a creature from one of the four elemental planes. A sylph from the plae of air, a pech or sandling from the plane of earth, a fire snake from the plane of fire, or a nereid or water weird from the plane of water. The elemental creature will obey the caster's commands and will not turn against them. The elemental creature can be controlled or maintained at a distance of 30 yards. Tsunami (Conjuration/Summoning) Sphere: Elemental (Water) Range: 200 yards + 50 yards per level Duration: Special Area of Effect: Wave 2 feet high and 10 feet long per level Casting Time: 3 rounds This mighty spell summons a tsunami, or gigantic wave, from any major body of water. The body of water must be atleast 1 mile in width, so in most circumstances the tsunami can only be summoned from the sea, large lakes, or extremely big rivers. The wave is 2 feet high and 10 feet long for each level of experience of the caster. The wave can appear anywhere within the spell's range and immediately sweeps forward in the direction specified by the caster. Impervious Sanctity of Mind (Abjuration) Sphere: Protection, Thought Range: 0 Duration: 1 Turn Area of Effect: The Caster Casting Time: 1 Round When using this spell, the caster renders their mind completely immuned to any mind affecting spell, power, or psionic effect. This spell requires a small ring of lead that was once breathed upon by a red dragon. Antimineral Shell (Abjuration) Range: 0 Duration: 1 Turn per level Area of Effect: 10 foot radius Casting Time: 1 Round When a caster casts this spell, they create an invisible force field or barrier that blocks the entrance of animated or mineral living creatures. It is effective against elementals and creatures of elemental origins. The antimineral shell moves with the caster and protects from the elemental creatures or mineral living creatures that may wish to do harm. Entropy Shield (Abjuration) Range: 0 Duration: Special Area of Effect: The Caster This potent defense surrounds the caster in a chaotic maelstrom of energy and demimatter that blocks or deflects many attacks. The entropy shield extends about 2 feet in all directions from teh caster's body. The warping effect of the field causes any melee or hand to hand attack to miss 50% if the time even if a roll allows the attack to continue. Normal missiles or hurled weapons misses automatically as the entropy shield deflects them from the caster. Produce Ice (Conjuration/Summoning) Sphere: Elemental (Water) Range: 60 yards Duration: 2 rounds per level Area of Effect: 1 foot per level This spell creates supernatural cold in the area of effect, condensing all atmospheric and standing water into a thick rime of ice. If cast on a body of water, this spell creates an iceberg of the stated dimensions, a swimmer or aquatic creature can be caught in the ice and trapped until the ice melts, most air breathers would suffocate, but a few aquatic creatures would most likely survive. Animate Flame (Alteration) Sphere: Elemental (Fire) Range: 120 yards Duration: 1 round per level Area of Effect: 1 foot in diameter per level of caster While using this spell, the caster can command a flame to leave its source of fule and move at its direction. The flame is magically preserved at the intensity it possessed when animated and does not weaken or fail even if it has nothing to burn. In addition, to attacking the casters enemies, the fire will naturally cause any combustibles it comes in contact with to burn, as well, an animated fire can easily torch a small town, given a few rounds to move from building to building. Windborne (Conjuration/Summoning) Sphere: Elemental (Air) Range: 0 Duration: Special Area of Effect: The Caster With this spell the caster can conjure a powerful column of wind that can bear their weight permitting them to fly or glide for long distances. Recitation (Abjuration/Invocation/Evocation) Sphere: Combat Range: 0 Duration: 1 round per level Area of Effect: 60 foot radius By reciting a sacred passage or declaration, the caster causes confusion and weakness amongst their enemies. Omniscient Eye (Divination) Range: 0 Duration: 1 round per level Area of Effect: The Caster This spell enhances the casters vision by allowing them to see through any normal or magical darkness, fog, or mist to a range of 60 feet. In addition, the caster has a chance at piercing magical illusions, blending, and invisibility. Entrench (Alteration/Invocation/Evocation) Range: 60 yards Duration: Special Area of Effect: 10 feet cube per 2 levels Entrench is used normally to prepare for battle, the spell forms trenches along around outside of a castle, city, or forest, depending where the battle is taking place so that one may hide from their enemy giving them a better chance to fight back. Summoning Animal Spirit ( Necromancy) Range: 10 yards per level Duration: 1 round per level Area of Effect: Special This spell summons a minor spirit or entity to the caster's aid. It will appear as a ghostly beast of some kind can include, wolves, bears, tigers, or lions are the most common ones summoned. The animal spirit obeys the casters commands, attacking his enemies. An animal spirit could be ordered to attack a spell caster in the back of a enemy pack, while the caster moves into hand to hand combat. The animal spirit must remain within 10 yards per level of the caster, if moves farther way it dissipates. Detect Spirits (Divination) Range: 0 Duration: 1 turn per level Area of Effect: 10 x 60 foot path This spell reveals the presence of spirits of all types, including wraiths, ghosts, spectres, astrally projecting creatures and characters possessing magic. The caster detects spirits in a path of 10 feet wide and 60 feet long, any within the area of effect are revealed in their prefered form for all to see. Restore Strength (Necromancy) Range: Touch Duration: Instantaneous Area of Effect: The One the Caster Touches This spell removes unnatural weakness, or exhaustion from the target touched and restores them to their natural strength and stamina. Cure Wounds (Necromancy) Range: Touch Duration: Instantaneous Area of Effect: Wounded Touched By laying hands on the subjects body and concentrating a bright glow will appear as the wounds begin to heal. Orison (Unknown Origin) Range: 10 yards Duration: Special These spells are a variation of cantrip spells. Known Orisons includ the following: 1)cantrip/alleviate-one suffering from nausea or pain is relieved of its discomfort 2)cantrip/calm-one that has been startled or frightened is soothed 3)cantrip/clarity-for the duration of the orison, the caster's speech is clear and free of impediment 4)cantrip/courage-one who suffers from weakness will be made stronger 5)cantrip/guidance-the caster gains wisdom to choose correct path 6)cantrip/healing-by touching a wound one can heal one wound at a time 7)cantrip/magical sense-if there is a spell in effect or magical item within 10 yards, the caster feels a special tingle or sensation of some kind. These are onlhy a few by using cantrip and the spell you wish to perform then be specific on what you are doing and what you wish the orison to do so there is no confusion. Firelight (Alteration) Range: Touch Duration: 5 rounds Area of Effect: 1 Object This variant of the spell of log everburning changes one small fire no larger than a campfire into a firelight. The flame ceases to produce smoke and becomes much cooler. The firelight is resistant to wind or poor burning conditions. Firelight burns brighter and steadier than a normal flame, and a torch enchanted with this spell shed slight in a 30 foot radius. Seven Eyes (Abjuration/Conjuration/Summoning) Range: 0 Duration: Special Area of Effect: Create 7 Eyes This spell conjures into existence seven magical orbs that float above the casters head in a ring about 5 feet in diameter. In addition, as long as atleast one eye is still in existence, the caster gains triple the vision they already have, and can detect invisibility and phase at will, with a 60 foot range. The powers of each eye are described below: 1)Eye of the Mind-This orb protects the caster against mental attack, charm, or influence, including char, beguiling, hold, and emotional effects. 2)Eye of the Sword-This eye deflects the first physical attack that endangers the caster, including hand held or missile attacks, and then disappears. The caster can also employ the eye of the sword to create five magical blades that strike as magic missiles. 3)Eye of the Mage-One manifestation of raw energy, such as lightning, fire, force, cold, or a similar effect, is absorbed by the eye of the mage. The eye can also project a 60 foot long by 5 foot wide lightning bolt that inflicts damage to all in its path. 4)Eye of Venom-This eye can be used to halt any one attack or effect that could poison the caster. The eye can also be used to poison one attacker within 30 feet. 5)Eye of the Spirit-The first attack that affects the casters life energy, including drain, cause wounds, trap the soul, magic jar or death is parried by the eye of the spirit. 6)Eye of Artifice-This eye deflects and is destroyed by the first attack directed at the caster from a magical device. 7)Eye os Stone-This eye offers protection against the first attack that could petrify the caster and then vanishes. It can also be expended to cast hold poison. Greater Sign of Sealing (Abjuration) Range: 0 Duration: Special Area of Effect: Special This spell allows the caster to guard an item or portal and prevent all enemies from opening or passing through the sealed item or surface. The greater sign has several effects, first of all, it effects a doorway or item taht opens (example, a chest) acts like a lock spell. If placed in an open corridor or archway to prevent passage, the greater sign creates a magical barrier that repels all who try to pass. Second, the greater sign greatly strengthens the physical structure of any door or item it is placed upon. Arrow of Bone (Necromancy) Range: 0 Duration: 1 Day Area of effect: Varies By drawing runes of dire power upon a simple arrow, bolt, dart, or javelin, the caster changes the weapon into a sinister missile of cold, enchanted bone. The caster may then trhow or fire the weapon in a normal fashion. Force Missiles (Invocation/Evocation) Range: 30 yards + 10 yards per level Duration: Instantaneous Area of Effect: 1-7 Targets This spell creates a brilliant globe of magical energy that streaks forth from the casters hand to strike any target much like a magic missile spell. The globe wil burst when it comes in contact with any object causing damage within a 3 foot radius. Lance of Disruption (Invocation/Evocation/Summoning) Element: Air Range: 0 Duration: Instantaneous Area of Effect: 5 feet x 60 feet This spell creates a beam of disrupting force that lashes out from the casters hand in a path 5 feet wide and 60 feet long. Any object caught in the beams path suffers damage. The lances energy delivers a powerful blow against inanimated objects and can easily blast light furniture, thin wooden walls, or fragile stonework to flinders. Barred wooden doors can be blasted off their hinges and even sturdy iron bound doors or heavy stonework can be seriously damaged by the lance of disruption. |