Acid Steam (Conjuration)
Range: 2 yards/level
Components: V,S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One target
Saving Throw: Special
This spell conjures a gout of acid that surges forth from the caster's outstretched palm towards one target of choosing. The acid inflicts 1d4 points of damage per level of the caster, to a maximum of eight dice. The intended target is allowed a saving throw vs. breath weapon to dodge, penalized by the caster's dexterity bonus to missile attacks, and modified as follows:
Tiny +3, Small +1, Medium +0, Large -1, Huge -2, Gargantuan -5
If the intended target dodges, the acid may strike others in a direct line with the intended target, any such beings in the way of the stream are allowed the a saving throw vs. breath weapon, modified only as shown on the table above to avoid the acid.
Delirium (Enchantment)
Range: Touch
Components: V,S,M
Duration: 1 round + 1 round/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negate
The caster of this spell touches a being who is drugged, drunken, unconscious, or sleeping. The caster then speaks the verbal component and wafts incense over the creature to be affected.
The subject receives a saving throw vs. spells at a -2 penalty; if the save is failed, the subject falls into a fitful sleep and begins to speak at random, in all languages know to him, and on random, rambling topics. He cannot hear questions and cannot be forced by mental or magical control to give specific answers. While the person speaks there is a 25% noncumulative chance per round that he reveals names , passwords, words of activation, codes, directions, and other useful information. Note that the speaker rarely identifies such fragments of speech for what they truly are. Dreams, rumors, jokes, and fairy tales may be mumbled by the speaker, not merely factual information.
If the subject is awakened at any time, the spell is broken.
Demiforce Shield (Abjuration)
Range: 0
Components: V,S
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This spell brings into existence a whirling field about the caster that is composed of many small geometric force constructs. The field absorbs and defl ects part of the energy from physical attacks and physical magic directed agains t the caster, reducing damage by 1 point per die and giving a +2 bonus to any sa ving throws necessitated by such an attack.
Fletcher's Mark (Enchantment)
Variant of a Wu Jen spell from Oriental Adventures
Range: Touch
Components: V,S,M
Duration: 1 turn/level
Casting Time: 1 round/missile
Area of Effect: 1 missile/level
Saving Throw: None
Through the use of this spell, the caster can temporarily enchant normal or bles sed arrows, improving their ability to strike distant targets. Missiles that can be so enchanted include all items that can be thrown or discharged by a normal man-sized creature acting alone and unaided by mechanical devices. A bundle of a rrows could be enchanted, but the bolt fired by a ballista could not.
Upon casting this spell, the missiles are enchanted and glow faintly, making the m easy to distinguish from normal missiles of the same type. For the duration of the spell, all ranges for the missile are double their normal range. The enchan tment remains on the missiles until the duration ends, or until they are fired, whichever comes first.
This spell requires a stylus and a specially prepared paint, with which the cast er must draw a mystic rune onto each missile. A jar of the special paint for thi s spell costs 50 gp and takes two days to prepare. A jar contains enough paint t o apply the rune to 10 arrows.
Compose Mind (Abjuration)
Lifted out of the Wizard's Spell Compendium
Range: 0
Components: V
Duration: Maximum of 3 rounds/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
This simple spell fills the caster's mind with supernatural calm, allowing the l ogical analysis of battle situations without fear or distraction from spells, in juries, and other sources. Compose mind does not grant the caster the ability to cast spells without interruption in the face of injury or significant distracti on.
When the spell is in effect, the caster cannot be distracted by the following co nditions:
The pain of wounds and injuries.
Natural fears and phobias.
Itching, irritation, dizziness, confusion, and disorientation, whether normally or magically induced, including the spells irritation, confusion, and chaos.
Any 1st- or 2nd-level spell that affects emotions, such as Tasha's Uncontrollable Hideous Laughter or Scare.
Additionally, the caster gains a +2 bonus to any saving throws allowed against t he following effects:
All emotion-affecting spells of 3rd level and higher, including emotion, fear, or symbol.
All 1st- and 2nd-level spells that create illusions.
Natural awe, fascination, or fear effects of very powerful monsters or beings.
The spell lasts 3 rounds per caster level or until the caster misses a saving th row against an emotion-affecting spell or power.
Deadly Darts (Conjuration)
Range: 30 yards
Components: V,S
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell conjures two darts per level of the caster and sends them hur tling towards targets of his or her choosing. The darts are comprised of quartzi te or another valueless crystalline material. The caster can direct the darts at any targets within range that he or she can see at the time of casting. The cas ter must roll to hit with a +2 bonus for each of the darts, as if he or she were actually throwing them. The darts inflict 1d3 hp of damage each.
Deflection Field (Abjuration)
Range: 0
Components: V,S
Duration: 5 rounds/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
This spell brings into being a field of protective force around the cast er, granting protection from physical attacks, and against minor magical attacks of certain types. For the duration of the spell, the caster gains a -2 bonus to AC against all physical attacks, and damage from such attacks is reduced by 1 p oint per die. In addition, when a ray, bolt, beam, or missile type spell of the 1st-3rd level is directed at the caster, there is a chance that spell will be de flected in a random direction. The chance of deflection is 5% + 3% per level of the caster , -15% for 2nd level spells, and -30% for 3rd level spells. To determ ine the direction in which a deflected spell effect continues, refer to the gren ade like missile scatter chart and assume that the spell travels to the limit of any remaining range.
Forcehammer (Evocation)
Range: 10 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature or object
Saving Throw: Special
This spell creates a 'fist' composed of mystical force which slams into the target with effects similar to a battering ram. The attack inflicts 2d6 poin ts of damage, plus 1 point per level of the caster to creatures, who must save v s. spells to avoid being knocked prone. Against inanimate objects the Forcehamme r has an effective strength of 20 for the purposes of rending gates, breaking do wn doors and the like, and forces a saving throw vs. crushing blow with a penalt y equal to one third the caster's level on any fragile object struck.
The spell's material components are a piece of quartz crystal carved into the shape of a fist, and powdered ram's horn.
Beam of Dehydration (Conjuration)
Range: 0
Components: V,S
Duration: Instantaneous
Casting Time: 3
Area of Effect: Beam 5' wide by 80' long
Saving Throw: Half
This spell sends forth a beam of flowing energy derived from the quasiel emental plane of Salt. The beam is a swirling yellow shot through with streaks o f brown. All animal life touched by the beam, including humans and the like, suf fers 1d4 points of damage per level of the caster, and must make a saving throw vs. death magic or lose 1 point from their strength and dexterity scores until t hey rehydrate. All plant life caught in the beam suffers 1d8 points of damage pe r level of the caster. Any creatures composed of water or drawing their power fr om that elemental plane suffer 1d12 points of damage per level of the caster. A saving throw vs. spells is allowed for half damage.
Blood Leech (Conjuration)
Range: 30 yards
Components: V,S
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This disgusting spell conjures a small black sphere which the caster mus t hurl at the target. The sphere strikes as a thrown missile at the caster's nor mal THAC0. It unwraps itself if it hits, revealing a large leech-like creature w hich proceeds to latch onto the target and begin drinking blood. It's bite carri es a mild anesthetic, and if the target is attacked from surprise, it must make a Wisdom check at a -4 penalty to notice what is happening to it. The leech-thin g drains 2d4 hit points per round for 1 round per two levels of the caster. Once it has finished draining blood, it drops off it's target, sated. It cannot be r emoved prematurely except by the caster's own hand, or a weapon of great power. After dropping off, it remains for an hour or until the caster retrieves it and forces it to dissolve, leaving behind the blood of the target.
Cloak of Force (Abjuration)
Range: 0
Components: V,S,M
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
This spell cloaks the caster in a flowing field of solid energy that abs orbs up to 3d4 points of damage plus 2 points of damage per level of the caster. The cloak of force only protects against attacks that have a physical manifesta tion, and provides no benefit against spells such as finger of death.
The component is a small pinch of diamond dust worth 50 gp.
Crushing Sphere (Evocation)
Range: 10 yards/level
Components: V,S,M
Duration: 1 round + 1 round/2 levels
Casting Time: 3
Area of Effect: One creature of up to Huge size
Saving Throw: Special
This spell creates a constricting bubble of force around one creature of up to huge size within the range of the spell. The bubble immediately begins to contract inwards against its occupant, crushing the victim for 4d4+4 points of damage in the first round of the spell. Each round thereafter the victim is allo wed a saving throw with a variable modifer to end the spell and avoid taking ano ther 1d4+1 points of damage. The modifier on this saving throw begins at -4 but improves by +1 each round (i.e. in the 6th round of the spell the victim would r eceive a save at +1). A creature under the effects of this spells is unable to c ast spells that require somatic or material components even if it is able to wit hstand the pain and damage.
The material component of this spell is a small hollow sphere of glass o r crystal which the caster crushes upon completing the casting.
Shardspray (Conjuration)
Range: 0
Components: V,S,M
Duration: Instantaneous
Casting Time: 3
Area of Effect: A cone 60' long and 30' wide at its terminus
Saving Throw: Special
This spell sends shards of crystal spiralling out from the caster's hand s. The spell creates 20 shards, plus 5 shards for every level of the caster beyond 5th. Each shar d can only strike a single creature, hence targets closest to the caster are acc ounted for first. Each shard inflicts 1d4 points of damage. Any creature in the area of effect is hit by a number of shards based on its size as follows:
Tiny, 1d4-1 Shards
Small, 1d4 Shards
Medium, 1d4+3 Shards
Large, 1d4+5 Shards
Huge, 1d4+8 Shards
Gargantuan, 1d4+12 Shards
This spell tends to be quite effective at shredding shield spells, and i s excellent at taking out Stoneskin. Each shard counts as a separate attack agai nst Stoneskin and similar spells. If a creature with an active Shield-type spell of 2nd level or less is struck by four or more shards, the Shield-type spell col lapses.
Warding Globe (Abjuration)
Range: 0
Components: V,S,M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 5' radius
Saving Throw: None
This spell brings into being a faintly shimmering sphere about the caste r. The warding globe acts to disperse magic cast against it or into it, having a n 80% chance of negating a 1st level spell, a 60% chance of negating a 2nd level spell, and a 10% chance of negating a 3rd level spell. The odds of deflection i mprove by 1% per level after 5th. The warding globe does not affect spellcasting from inside the globe, or magic that is totally external to the globe. The ward ing globe moves with the caster, unlike the similar globe of invulnerability spe lls.
The material component for this spell is a glass or crystal bead, which shatters upon completion of the spell.