New spells
Ok and here is the last part of the original long post containing only the new spells.
NEW SPELLS
0 MP Spells
Hide
Illusion Shadow 0/Gen 0
Total MP: 0
Range: Touch
Area: one creature
Duration: 1 minute
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The affected creature is concealed by a simple illusion granting a +5 bonus to Hide checks. Costs: 0 MP simple visual illusion.
Variable MP Spells
Dispelling Gaze (x)
Dispel Magic x/Gen 1
Total MP: x+1
Range: Close
Area: spells in a 5 foot cube
Duration: Instantaneous
Save: special
Spell Resistance: yes
Description: This weak spell is a standard dispelling effect effective in aiding your allies. Costs: x MP dispel power, 1 MP range.
Healing Dose (x)
Heal Life x/Gen 0
Total MP: x
Range: Touch
Area: creature touched
Duration: Instantaneous
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The subject of this spell heals (x+1)d6 points of damage. Costs: x MP curing.
1 MP Spells
Armor
Abjure Nature 0/Gen 1
Total MP: 1
Range: Touch
Area: one humanoid
Duration: 1 hour
Save: Will (harmless)
Spell Resistance: yes (harmless)
Description: You get a +1 enhancement bonus to AC for the duration. Costs: 0 MP free cantrip effect, 1 MP duration.
Quick Armor
Abjure Nature 0/Gen 1
Total MP: 1
Range: 0
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: No
Description: Caster quickly gets a +1 enhancement bonus to AC for a minute. Costs: 1 MP quickened. Requires the Quicken Spell feat.
Quick Save
Abjure Force 0/Gen 1
Total MP: 1
Range: 0
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: No
Description: Caster quickly gets a +1 enhancement bonus to all saves for a minute. Costs: 1 MP quickened. Requires the Quicken Spell feat.
2 MP Spells
Light Trap
Evoke Light 1/Gen 1
Total MP: 2
Range: Touch
Area: one 5-foot square
Duration: Delayed up to 10 minutes, then one round
Save: Reflex half or negates
Spell Resistance: yes
Description: You touch the ground or wall, and charge it with light energy that discharges on the next creature to touch the surface. That creature takes 1d6 points of light damage and is blinded for 1 round then dazzled for 1 round. A successful Reflex save halves the damage and prevents the blindness and dazzling. If no creature comes by within 10 minutes the spell dissipates. Costs: 1 MP short contingency, 1 MP light side effect, 0 MP free cantrip effect.
Lightning Trap
Evoke Lightning 1/Gen 1
Total MP: 2
Range: Touch
Area: one 5-foot square
Duration: Delayed up to 10 minutes, then one round
Save: Reflex half, Fortitude partial
Spell Resistance: yes
Description: You touch the ground or wall, and charge it with electrical energy that discharges on the next creature to touch the surface. That creature takes 1d6 points of lightning damage (Reflex save for half), and must succeed on a Fortitude save or be stunned for 2 rounds. If the creature fails its Fortitude save, it may make another one in the second round to end the stun. If no creature comes by within 10 minutes the spell dissipates. Costs: 1 MP short contingency, 1 MP lightning side effect, 0 MP free cantrip effect.
Shield (Iron)
Create Metal 1/Move Force 1/Gen 0
Total MP: 2
Range: 0
Area: tower shield
Duration: 1 minute
Save: None
Spell Resistance: No
Description: Creates an iron tower shield that moves to intercept attacks made at the caster providing a +4 shield bonus to AC. The shield moves of its own accord to block attacks as long as the caster is aware of the attack. Costs: 1 MP gear, 1 MP effective strength.
3 MP Spells
Arcane Aim
Infuse Force 2/Gen 1
Total MP: 3
Range: 0
Area: caster
Duration: 10 minutes
Save: None
Spell Resistance: yes (harmless)
Description: The caster’s senses are enhanced for combat granting him a +4 enhancement bonus on attacks. Costs: 2 MP infuse force, 1 MP duration.
Flare
Evoke Light 1/Gen 2
Total MP: 3
Range: 0
Area: 30 foot line
Duration: Special
Save: Special
Spell Resistance: yes
Description: Creatures take 1d6 damage (Reflex save for ½) and are blinded for 1 round, then dazzled for 1 minute (Reflex save negates). Costs: 1 MP blinding, 2 MP line area, 0 MP cantrip.
Shield (Force)
Create Force 2/Move Force 1/Gen 0
Total MP: 3
Range: 0
Area: tower shield
Duration: 1 minute
Save: None
Spell Resistance: No
Description: Creates a tower shield of force that moves to intercept attacks made at the caster providing a +4 shield bonus to AC. The shield moves of its own accord to block attacks as long as the caster is aware of the attack. Costs: 2 MP elemental object, 1 MP effective strength.
4 MP Spells
Air Ward
Abjure Air 2/Gen 2
Total MP: 4
Range: 0
Area: 10 foot radius around caster
Duration: 1 minute
Save: None
Spell Resistance: No
Description: The caster and up to 4 other allies within 10 feet of him when the spell is cast are protected from Air damage. They gain energy resistance 10 (air, lightning, mist, sound). Costs: 2 MP energy resistance, 1 MP area, 1 MP discerning.
Fire Ward
Abjure Fire 2/Gen 2
Total MP: 4
Range: 0
Area: 10 foot radius around caster
Duration: 1 minute
Save: None
Spell Resistance: No
Description: The caster and up to 4 other allies within 10 feet of him when the spell is cast are protected from Fire damage. They gain energy resistance 10 (fire, lava, lightning). Costs: 2 MP energy resistance, 1 MP area, 1 MP discerning.
Forceblast
Evoke Force 2/Gen 2
Total MP: 4
Range: 0
Area: 10 foot radius around caster
Duration: Instantaneous
Save: Reflex ½
Spell Resistance: yes
Description: Waves of force emanate from the caster damaging foes for 3d6 force damage (Reflex save ½), allies are not affected. Costs: 2 MP damage, 1 MP area, 1 MP discerning.
Quick Long Armor
Abjure Nature 0/Gen 4
Total MP: 4
Range: 0
Area: caster
Duration: 1 hour
Save: None
Spell Resistance: No
Description: Caster quickly gets a +1 enhancement bonus to AC for an hour. Costs: 1 MP duration, 3 MP quickened. Requires the Quicken Spell feat.
Quick Long Save
Abjure Force 0/Gen 4
Total MP: 4
Range: 0
Area: caster
Duration: 1 hour
Save: None
Spell Resistance: No
Description: Caster quickly gets a +1 enhancement bonus to all saves for an hour. Costs: 1 MP duration, 3 MP quickened. Requires the Quicken Spell feat.
5 MP Spells
Claws of Force
Create Force 3/Gen 2
Total MP: 5
Range: Close
Area: one creature
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The creature’s unarmed attacks are filled with force energy doing an extra +2d6 force damage with each hit. Costs: 3 MP elemental weapon, 1 MP range, 1 MP duration.
Force Arrows
Create Force 1/Infuse Force 1/Gen 3
Total MP: 5
Range: Touch
Area: 50 missiles touching each other
Duration: 1 hour
Save: None
Spell Resistance: No
Description: Charges a group of missiles with force energy. Each missile gains a +1 enhancement bonus on attacks and damage and does an extra 1d6 force damage with a successful hit. Costs: 1 MP elemental weapon damage, 1 MP infuse force, 3 MP duration.
Summon Blue Wyrmling Dragon
Summon Dragon 3/Gen 2
Total MP: 5
Range: Close
Area: one dragon
Duration: 10 minutes
Save: None
Spell Resistance: None
Description: The caster summons a Wyrmling Blue Dragon. The dragon is under no obligation to obey the caster and is even likely to attack the caster if he is the closest irritant. It behoves the caster to have either payment for the dragon or some means of controlling it. Costs: 3 MP summon dragon, 1 MP duration, 1 MP range.
Swift Fire Shield
Abjure Fire 2/Gen 3
Total MP: 5
Range: 0
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: None
Description: The caster can quickly (as a quickened free action) put up a minor shield to protect himself providing energy resistance 10 versus fire attacks. Note: An abjure specialist can modify the spell as cast to provide energy resistance 10 versus a specific energy type if they have the appropriate spell list or energy resistance 5 versus all energy if they have Abjure Force. Requires the Quicken Spell feat. Costs: 2 MP abjure fire energy resistance, 3 MP quickening.
6 MP Spells
Force Trap
Evoke Force 3/Gen 3
Total MP: 6
Range: Touch
Area: 10’ radius
Duration: Delayed up to an hour, then one round
Save: Reflex 1/2
Spell Resistance: yes
Description: You touch the ground or wall, and charge it with force energy that discharges on the next creature to touch the surface. Any creatures within a 10’ radius of the triggering creature take 4d4+4 force damage. A successful Reflex save halves the damage. If no creature comes by within 1 hour the spell dissipates. Costs: 2 MP medium contingency, 3 MP force damage, 1 MP area.
7 MP Spells
Arcane Aim, Greater
Infuse Force 7/Gen 0
Total MP: 7
Range: 0
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: yes (harmless)
Description: The caster’s senses are enhanced for combat granting him a +12 enhancement bonus on attacks. Costs: 7 MP infuse force.
Control Dragon
Compel Dragon 5/Gen 2
Total MP: 7
Range: Close
Area: one dragon (up to 10 HD)
Duration: 10 minutes
Save: Will negates
Spell Resistance: yes
Description: The caster speaks a simple command of a sentence or two that the dragon carries out to the best of its abilities. It does not get a new save every round. Costs: 2 MP standard language command, 3 MP subtle, 1 MP range, 1 MP duration.
Lightning Ward, Greater
Abjure Lightning 7/Gen 0
Total MP: 7
Range: touch
Area: creature touched
Duration: 1 minute
Save: None
Spell Resistance: No
Description: The touched is protected from Lightning damage. They gain energy resistance 20 and +5 resistance bonus to all saves versus lightning, air, fire, and light attacks. Costs: 4 MP energy resistance, 3 MP save bonus.
Summon Medium Air Elemental
Summon Elemental 6/Gen 1
Total MP: 7
Range: 0
Area: one creature
Duration: 10 minutes
Save: none
Spell Resistance: yes
Description: This spell summons an obedient medium air elemental to server the caster. Costs: 3 MP summon loyal, 3 MP obedient, 1 MP duration.
Super-Strength
Move Force 6/Gen 1
Total MP: 7
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: A field of force surrounds the caster and boosts his strength to Strength 40 (gaining a +15 modifier) for the combat actions: trip, disarm, grapple, and bull rush. Additionally, the caster can lift and throw (up to 30 feet) creatures and objects of up to Gargantuan size weighing no more than 400,000 lbs. Costs: 6 MP effective strength, 1 MP duration.
Scorching Vision
Evoke Fire 5/Gen 2
Total MP: 7
Range: Medium
Area: one creature
Duration: Instantaneous
Save: None
Spell Resistance: yes
Description: The caster can emit a beam of fire from his eyes each one doing 3d6 fire damage to a creature he successfully hits with a ranged touch attack. If targeting a single creature stack the damage (6d6). If targeting two creatures, they must both be within 5 feet of each other. Costs: 5 MP fire damage, 2 MP range.
8 MP Spells
Conjure Wyste
Summon Aberration 7/Gen 1
Total MP: 8
Range: Close
Area: two creatures
Duration: 1 minute
Save: none
Spell Resistance: yes
Description: Two angry wyste are summoned by the caster. Costs: 7 MP 2 CR 5 creatures, 1 MP range.
Compel Aberration
Compel Aberration 5/Gen 3
Total MP: 8
Range: Medium
Area: up to 12 HD of aberrations in 10 foot radius sphere
Duration: 10 minutes
Save: Will negates
Spell Resistance: Yes
Description: Telepathically send a slightly complex command to the aberrations in the area of effect. Costs: 3 MP standard telepathic command, 2 MP Increase threshold, 2 MP range, 1 MP area
Fallback Healing
Heal Life 4/Gen 4
Total MP: 8
Range: 0
Area: caster
Duration: Special
Save: none
Spell Resistance: yes
Description: This spell heals the caster of 5d6 damage when a set condition is met. Usually this is when the caster reaches ½ full hit points. Costs: 4 MP healing dice, 4 MP contingent.
Protection from Evil Dragons, Lesser
Abjure Dragon 7/Gen 1
Total MP: 8
Range: 0
Area: creature touched
Duration: 10 minutes
Save: special
Spell Resistance: yes
Description: This spell protects the recipient from the attacks of dragons. To even attack a protected creature, the dragon must make a Will save every minute. Should the dragon make its save, the creature is protected by Damage Reduction 4/Magic and Good, thus evil dragons and weak good dragons will have difficulty harming the protected creature with natural attacks. Costs: 2 MP damage reduction dragon, 2 MP damage reduction greater, 1 MP hedging dragon, 2 MP hedging greater, 1 MP duration.
Summon Loyal Dretch
Summon Outsider 8/Gen 0
Total MP: 8
Range: 0
Area: two creatures
Duration: 1 minute
Save: No
Spell Resistance: No
Description: This spell summons two dretch who are loyal to the caster. Costs: 4 MP summon outsider, 4 MP obedient.
Wyste Shield
Abjure Aberration 5/Gen 3
Total MP: 8
Range: 0
Area: self
Duration: 1 hour
Save: No
Spell Resistance: No
Description: The spell protects the caster from attacks by aberrations. The caster gains DR 10/magic versus aberrations. Costs: 5 MP damage reduction, 3 MP duration.
Enhance Damage
Create Force 5/Gen 3
Total MP: 8
Range: Touch
Area: weapon touched
Duration: 1 hour
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The weapon touched is filled with force energy. Against creatures (including incorporeal creatures), but not objects, it gains +3d6 bonus damage with each successful hit. Costs: 5 MP elemental weapon, 3 MP duration.
Command Outsider
Compel Outsider 4/Hex Force 2/Gen 2
Total MP: 8
Range: Close
Area: one outsider of up to 9 HD
Duration: 10 minutes
Save: Will negates
Spell Resistance: yes
Description: The caster implants a short telepathic command (one or two words) in the mind of an outsider which the outsider carries out to the best of its ability. The outsider receives a -4 penalty to its SR to resist (if it has any). HD Threshold 9 HD. Costs: 1 MP simple telepathic command, 3 MP subtle compulsion, 2 MP SR penalty, 1 MP duration, 1 MP range.
Bad Luck Trap
Hex Force 5/Gen 3
Total MP: 8
Range: touch
Area: 5’ square
Duration: Up to 1 hour then 10 minutes
Save: Will negates
Spell Resistance: yes
Description: The caster sets a target area up to 5’ square that will trigger a spell trap anytime within 1 hour. Creature(s) triggering the trap must save or gain a -4 penalty to saves for 10 minutes. Costs: 5 MP saving throw penalty, 3 MP contingency.
Resistance, Greater
Abjure Force 6/Gen 1
Total MP: 8
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster gains a +6 resistance bonus to all saves for the duration. Costs: 6 MP save bonus, 1 MP duration.
Harden Skin
Abjure Nature 6/Abjure Metal 1/Gen 1
Total MP: 8
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster gains a +6 enhancement bonus to AC and a +3 deflection bonus to AC versus metal attacks. Costs: 6 MP abjure nature AC, 1 MP abjure metal AC, 1 MP duration.
Resist The Elements
Abjure Force 7/Gen 1
Total MP: 8
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster gains energy resistance 17 versus all forms of energy. Costs: 7 MP force energy resistance, 1 MP duration.
Resist Swords
Abjure Metal 7/Gen 1
Total MP: 8
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster gains DR 10/evil versus swords and other metal objects or creatures. Costs: 5 MP metal damage reduction, 2 MP special material, 1 MP duration.
Resist Damage
Abjure Nature 7/Gen 1
Total MP: 8
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster gains DR 5/adamantine against all attacks. Costs: 5 MP nature damage reduction, 2 MP special material, 1 MP duration.
Perfect Flight
Move Air 6/Move Fire 1/Gen 1
Total MP: 8
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster’s speed is increased by +20’ and gains flight (perfect) at his increased base movement speed. Costs: 6 MP perfect flight, 1 MP increased speed, 1 MP duration.
14 MP Spells
Protection from Evil Dragons
Abjure Dragon 7/Abjure Evil 4/Gen 3
Total MP: 14
Range: touch
Area: one creature touched
Duration: 1 hour
Save: special
Spell Resistance: special
Description: This spell protects the recipient from the attacks of dragons. To even attack a protected creature, the dragon must make a Will save every minute. Should the dragon make its save, the creature is protected by Damage Reduction 4/Magic and Good, thus evil dragons and weak good dragons will have difficulty harming the protected creature with natural attacks. The protected individual also is protected with energy resistance 20 from all evil attacks. Costs: 2 MP damage reduction dragon, 2 MP damage reduction greater, 1 MP hedging dragon, 2 MP hedging greater, 4 MP energy resistance, 3 MP duration.
20 MP Spells
Protection from Evil Dragons, Greater
Abjure Dragon 13/Abjure Evil 4/Gen 3
Total MP: 20
Range: touch
Area: one creature touched
Duration: 1 hour
Save: special
Spell Resistance: special
Description: This spell protects the recipient from the attacks of dragons. To even attack a protected creature, the dragon must make a Will save every minute. Should the dragon make its save, the creature is protected by Damage Reduction 12/Magic and Good, thus evil dragons and weak good dragons will have difficulty harming the protected creature with natural attacks. The protected individual also is protected with energy resistance 20 from all evil attacks and gains a +3 on saves versus attacks from dragons. Costs: 7 MP damage reduction dragon, 2 MP damage reduction greater, 1 MP hedging dragon, 2 MP hedging greater, 4 MP energy resistance, 1 MP saves dragon, 3 MP duration.