Where is all the homemade noncombat utility spells?

Greywandir

First Post
Hi there!
i´m an old lurker here and have been to lazy to register and post anything myself :), but i finally got my finger out of my """ and posted this in hopes of someone pointing out a place where there is some, or even posting their own utility spells here.

My take on it is that there is plenty of different house combat spells that can eviscerate/toast/freeze/implode/explode etc etc... opponents
but a lack in interesting NONcombat utility spells.

One of my alltime favorites are the leomunds secure shelter and the magnificent mansion spells, being able to smack up an comfy cabin out of the blue has always struck me as rather more "cool" than being able to throw a fireball... or maybe that´s just me :).

I have found to my deep despair that i have NO talent whatsoever in comming up with my own original spells though :(.
 

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I once saw a nifty one someone else had that made fireplaces flare dramatically, torches flicker, etc, whenever the caster entered a room. Does that count? :)

--Impeesa--
 

Yes!

That spell sounds very interesting, just the kind of thing to make a mage seem mysterious and powerful, rather than just having to threaten to cast fireball at them if they don´t stop laughing at him :)

You don´t happen to remember where you saw that spell?
 

Here are suggestions for two utility spells.

A spell to dig graves. The move earth spell is a bit overkill when all you want to do is conceal the results of your last battle.

A spell to make ground seem untouched. So you can really hide those corpses.

Anyone want to give it a shot? :)
 

Greywandir said:
Yes!

That spell sounds very interesting, just the kind of thing to make a mage seem mysterious and powerful, rather than just having to threaten to cast fireball at them if they don´t stop laughing at him :)

You don´t happen to remember where you saw that spell?

Hm.... as a great sage once said, "Can't remember for the life of me." :D All I remember was that it was called [someone]'s Magnificent Entrance or something similar. Yes, it is cool. :)

--Impeesa--
 

it seems like mordenkainens sorta spell. i mean hell it sounds cool

Mordenkainens Magnificent entrance.



But i dont know if thats right or not
 

a freind of mine who waz a mad drunk wizard had a spell which when he cast it would drain other beer cups within a 100 foot radius.


basicaly his cup would never be empty until every other cup within 100 feet was empty of beer.
 

Impeesa said:
I once saw a nifty one someone else had that made fireplaces flare dramatically, torches flicker, etc, whenever the caster entered a room.

Possibly affect normal fires (2nd ed. T o M) - but some how made permanent ??
 

Ask and ye shall receive ....

Animate Body Part
Necromancy
Evil
Sor/Wiz 0
Cleric 0
Components V
Duration Concentration plus 1 round
Casting Time 1 action
Saving Throw None
Range Touch
Spell Resistance Yes
Target/Effect/Area One body part

This spell temporarily animates one creature's separate body part, such as a severed hand, preserved eye or skull. The body part must be dead, although the creature it was from need not be. The body part must also be in relatively good condition and can be no larger than tiny (typically a half a limb).

The body part will mvoe under its own direction; you have no control over the body part unless you cast Command Undead or a similar spell. Typically, the body part will move spasmodically, crawl towards or grasp the nearest living creatures other than you.

The attributes of the body part will depend on the specific body part, but it may have a strength of up to 2, a dexterity of 10, a movement of up to 2.5, AC 18 (+8 size), 1 hit point, and a BAB of +0. Unless the body part naturally makes noise (for example a chattering skull) it has a Hide of +10 and Move Silent of +8. Under ordinary circumstances, it cannot inflict any damage or even hit aware creatures. However, you can use it to deliver touch spells of 4th level or lower from the school of Necromancy to unaware or immobilized opponents (or by using spells such as telekenises or mage hand to deliver the body part).


Animate Mist
Transmutation
Sor/Wiz 1
Druid 1
Components S
Duration 1 hour/level (D)
Casting Time 1 action
Saving Throw None
Range Medium (100 ft + 10 ft/level)
Spell Resistance No
Target/Effect/Area One 10 ft. cube mist per level

You can control ordinary mist and fog, forming it into shapes, causing it to conceal objects or people, or clearing it away by concentrating. The fog you control will stay in that shape for the duration of the spell.

If you choose to move the fog or mist, it will move at 5 feet per round. If there is a source or an abundance of fog, you must continue to concentrate or the fog will fill in the cleared area.

If you choose to form it into shapes, the fog can create rouch, but recognizabel shapes.

If you choose to concentrate the fog, you can cause it to give up to three-quarters concealment to creatures in its midst (ordinary fog only give half concealment; see page 88 of DMG).

This spell has no effect of magically produced fog or mist, including spells such as cloudkill.


Bestow Minor Curse
Transmutation
Sor/Wiz 2
Cleric 2
Adept 2
Components V, S
Duration 1 year
Casting Time 1 action
Saving Throw Will negates
Range Touch
Spell Resistance Yes
Target/Effect/Area Creature touched

You place a minor curse on the creature touched. You can choose one of the following minor effects, depending on the version selected:

* -1 effective decrease to Charisma (minimum 3).

* -1 penalty on one selected saving throw.

* Creature has a constant vague sense of disquiet (no further game effect).

* Creature is attractive to ordinary flies and other insects, who will annoy the creature.

* Creature finds that food always tastes bland.

* If literate, the creature misspells certain words.

* Creature loses items worth 1 cp every day.

You may also invent your own minor curse, but it should be no more powerful than those listed above, and the DM has final say on the curse's effect.

Unlike bestow curse, bestow minor curse may be dispelled by dispal magic. It may also be removed by any method that would remove bestow curse.


Blank Face
Illusion Glamer
Assassin 1
Sor/Wiz 0
Bard 0
Components S
Duration 1 minute/level
Casting Time 1 action
Saving Throw None
Range Personal
Spell Resistance Yes (harmless)
Target/Effect/Area You

This spell creates a flat illusion of a blank area over your face, giving you the appearance of a featureless face without eyes, mouth, nose, etc. This makes it impossible for anyone to recognize you by your face, although they may recognize you by your clothing, height, equipment, or other physical features.



Bloody Hand
Illusion Figment
Sor/Wiz 0
Components V, S
Duration 3 rounds
Casting Time 1 action
Saving Throw Will negates
Range Close (25 ft + 5 ft/2 levels)
Spell Resistance Yes
Target/Effect/Area ne creature

If the target fails his saving throw fails, one or both of its hands appear covered with blood, which cannot be washed or wiped off for the duration of the spell.



Cassertian Fireform

Transmutation
Fire
Sor/Wiz 3
Components V, S, M, F
Duration 1hour/level (D)
Casting Time 1 action
Saving Throw Fortitude negates (harmless)
Range Personal
Spell Resistance Yes (harmless)
Target/Effect/Area You
This transmutation was created by an unknown Cassertian court wizard who used it to spy on visiting dignitaries. The spell enabled the wizard or other targets of his choice to hide in braziers and fireplaces in court palaces.

When you cast this spell you can meld your body with nonmagical fire. The fire must be within 5 feet of you so you can leap into the blaze. Your form is then concealed in the flickering flames of a torch, campfire, fireplace, or other source of nonmagical fire. The fire must be at least the size of a torch.
The fire can be of any intensity, but you are only protected from 20 points of fire damage per round, so especially hot fires may deal damage to you.

While in fireform you can see and hear normally; the flames do not obscure hearing or vision. You cannot cast spells, talk or attack.

To exit the fire, you may dispel the spell with a telepathic command. You are automatically expelled from the flames at the end of the spell's duration or if the fire is completely extinguished by any normal or magical means. (The spell does not expire if the blaze merely dies down to embers.) The spell is also cancelled if a spell such as affect normal fires or pyrotechnics is cast upon the flames.

You have 20 points of damage resistance against heat and fire damage while moving into and out of the source of flame (as well as during the spell's effects ). You cannot be discerned from normal flames unless a detect magic spell is cast. In this event, the flames radiate a faint aura of transmutation magic. A detect invisibility spell will not reveal a fireformed individual, although true seeing will.


Cavern Close
Transmutation
Druid 3
Components V, S, DF
Duration Permanent (D)
Casting Time 1 action
Saving Throw None
Range Close (25 ft + 5 ft/2 levels)
Spell Resistance No
Target/Effect/Area Any 15 ft. diameter natural stone opening

The target of this spell is a cavern mouth or a natural stone cave or passage with a maximum dimension of 15 ft or less. In order for the spell to be completed, it must be possible for the caster to physically touch all sides of the targeted opening. Thus if the opening were too tall for him to reach unaided, or inaccessible beyond a chasm, the spell would fail.

Upon completing the invocation, a coruscating blue light leaves the hand of the caster and settles about the sides of the selected opening. As the caster slowly brings his palms together, the faintly glowing tunnel mouth will then pucker closed with a grating and grinding noise, leaving only a grapefruit-sized opening in the center. Placing a sufficiently large object in the opening will ensure that the hole is completely sealed.

Chimares' Shadow Spy
Illusion Shadow
Sor/Wiz 3
Components V, S, M
Duration 1 minute/level (D)
Casting Time 1 action
Saving Throw None
Range Close (25 ft + 5 ft/2 levels)
Spell Resistance No
Target/Effect/Area One shadow

Any shadow that is visible and within range of this spell acts as your sensory proxy. You can both see and hear anything witnessed by that shadow, even if the shadow belongs to a moving creature or target. When no light source is present to cast the shadow, such as after dusk, this spell will cease to function. The spell is also negated if an additional light source lines up to completely eliminate the shadow.

Material Component: Powdered charcoal.


Create Scry Tag
Divination
Sor/Wiz 3
Components V, S, M, X
Duration Permanent
Casting Time 1minute
Saving Throw None
Range Touch
Spell Resistance Yes (object)
Target/Effect/Area One object

This spell creates a permanent tag upon the surface of an object. Thereafter, you (and only you) can see or hear through the tag by using the Scry Tag spell.

Permanancy with the following spells can be cast in conjunction with Create Scry Tag, and will allow you to use the spell whenever you cast Scry Tag through this tag: Arcane Sight, Comprehend Languages, Darkvision, Detect Magic, Read Magic, See Invisibility, and Tongues. You must meet the requirements and pay the experience as set forth in the Permanency spell description.

Material Component: A wash of specially purified water worth 50 gp.

XP Cost: 50 xp.


Dancing Skeletons
Necromancy
Sor/Wiz 2
Components V, S, M
Duration Concentration, up to 1 minute/level
Casting Time 1 full round
Saving Throw Will negates
Range Medium (100 ft + 10 ft/level)
Spell Resistance Yes
Target/Effect/Area Up to 2+2 HD/level of skeletons, maximum 10 HD

This spell causes up to 2+2 HD/level of skeletons, maximum 10 HD, within range to perform a jerky dance. While dancing, skeletons cannot attack or move, have a -4 AC, and cannot make a Reflex save except on a natural 20. Furthermore, for each minute that a skeleton dances, it takes 1d4 points of damage from the unnatural movement.

Dart
Conjuration Creation
Assassin 1
Components S
Duration Instantaneous
Casting Time 1 full round
Saving Throw None
Range Close (25 ft + 5 ft/2 levels)
Spell Resistance Yes
Target/Effect/Area Ray
A tiny, corporeal dart springs from your hand and strikes the target. You must succeed at a ranged touch attack to hit your target. The dart does 1 point of damage (As usual with such spells, it does allow you to do your sneak attack damage if applicable). The dart disappears at the conclusion of the spell.

The somatic component is fairly innocuous; it only consists of rubbing your thumb and forefinger together in a particular pattern. Because of this, casting the spell isn't likely to be noticed as actual spell casting. Thus, you can cast the spell in direct company of others without them noticing. When you cast this in the presence of wary spellcasters, the DM will roll a Spellcraft check opposed by your Hide check with a +5 circumstance modifier to see if they notice that you're casting a spell.

Depth Finder
Divination
Sor/Wiz 0
Cleric 0
Components V, S
Duration Instantaneous
Casting Time 1 action
Saving Throw None
Range Personal
Spell Resistance No
Target/Effect/Area You

When cast while you are directly over a body of water, this spell indicates the approximate water depth. The water depth will be perceived as a range, from 1-10 feet, 20-50 feet, 50-100 feet, 100-200 feet, 200-400 feet, 400-800 feet, 800-1600 feet, 1600-3000 feet, or more than 3000 feet.

This spell has no effect on land.


Dimensional Trap
Transmutation
Sor/Wiz 4
Components V, S, M
Duration 1 round plus 1 round/2 levels
Casting Time 1 action
Saving Throw Reflex negates
Range Close (25 ft + 5 ft/2 levels)
Spell Resistance Yes
Target/Effect/Area creature or object of Medium-size or smaller

You open a rift to an empty extradimensional space that can swallow a creature or object of up to Medium size. The creature can avoid the space with a successful Reflex saving throw. When the spell ends, the extradimensional space discharges the creature to a random location at the same height and within within 20 feet of his location when trapped (the creature will never appear in a solid object).

While in the extradimensional space, the creature can act normally in all respects.

If the creature has a means of planar movement, such as gate or plane shift, he can escape the extradimensional space.

If this spell is cast upon a creature or object larger than Medium-size, the rift appears, but fails to swallow the creature or object.

Disarm
Evocation
Sor/Wiz 1
Components V, S
Duration Instantaneous
Casting Time 1 action
Saving Throw None
Range Medium (100 ft + 10 ft/level)
Spell Resistance Yes
Target/Effect/Area Single creature

This spell summons a minor telekinetic burst that may cause the target to drop any single handheld weapon or item. You make an immediate disarm attack against the target, treating your BAB as half your caster level. In addition, if the target is unaware of this spell or its nature, you can add a +4 circumstance bonus. This spell only affects handheld items, not rings, belts etc, unless they are physically carried in the hands (not worn).


False Tracks
Transmutation
Druid 2
Ranger 2
Components V, S
Duration 1 hour/level
Casting Time 1 action
Saving Throw None
Range Touch
Spell Resistance No
Target/Effect/Area One creature/level

For the duration of this spell, the target's tracks appear to be those of an ordinary animal of your choosing that is the same size as the target. Upon the expiration of the spell, any further tracks made will be normal, but tracks made during the spell's duration will retain their altered form.

A person attempting to track the targets will notice something unusual about the tracks with a successful Wilderness Lore roll as if tracking with a DC increased by 10. If the tracker succeeds, he (and only he) may identify this spell with a successful Spellcraft roll.

Fantasy Vision
Illusion Phantasm
Mind-Affecting
Sor/Wiz 8
Components V, S, M
Duration Concentration plus 1 minute/level
Casting Time 1 action
Saving Throw None or Will disbelief (if interacted with) (See text)
Range Medium (100 ft + 10 ft/level)
Spell Resistance Yes
Target/Effect/Area One creature

You completely control the sensations received by the target, causing the target to see the world as you dictate, rather than as it actually is. The fantasy sensations react to the target as you dictate for as long as you concentrate. After you cease concentrating, the fantasy sensations are static.

The target receives a Will saving throw to disbelieve if the fantasy sensations are unreal, fantastic, or otherwise unexpected. If the sensations are only moderately fantastic, the target may receive a -4 or -8 modifier to its saving throw. In any case, the target receives the saving throw when you cease concentrating.

Because this spell affect's the target mind, True Seeing does not penetrate the illusion, although it does automatically entitle the target to a saving throw against this spell's effects if it was cast prior to this spell. A True Seeing spell cast after this spell appears to work normally, but does not penetrate this spell.

Fast Reaction
Transmutation
Sor/Wiz 2
Components S
Duration 10 minutes/level
Casting Time 1 action
Saving Throw Will negates (harmless)
Range Touch
Spell Resistance Yes
Target/Effect/Area Creature touched

You give the target a +2 enhancement bonus to initiative checks.

Flame Picture

Illusion Figment
Fire
Sor/Wiz 0
Druid 0
Components S
Duration 1 minute/level (D)
Casting Time 1 action
Saving Throw None
Range Close (25 ft + 5 ft/2 levels)
Spell Resistance No
Target/Effect/Area One fire

You cause the interior of a flame or small fire (up to 3 cubic feet) to show anything you wish. The image can show anything you imagine, although it is limited to the colors of the fire you are working with. The image is obviously unreal, although some could be fooled into believing that the spell is the result of a scrying or similar effect.

Flesh Mask
Necromancy
Sor/Wiz 2
Components V, S, M
Duration Permanent (D)
Casting Time 1 action
Saving Throw None
Range Personal (see text)
Spell Resistance No
Target/Effect/Area You

You peel the face and scalp from a fresh corpse (see below), and then attach the resulting mask tightly to your head. The resulting visage will give you a +20 circumstance bonus to Disguise checks to match the face of the victim while you are wearing the flesh mask. You gain a synergy bonus of +2 to this Disguise check if you have 5 or more ranks in Knowledge (Anatomy). The mask will have some minor imperfections that might make it possible to see through the disguise, but only after a close examination by a person familiar with the victim. This spell will not otherwise alter the physical appearance of the caster.

You may end this spell at any time. Doing so ruins the flesh mask so that it cannot be re-used.

Material Component: Face and scalp from a fresh corpse. The corpse must be less than one day old, or have been preserved by a gentle repose spell.

Flesh Shape
Transmutation
Sor/Wiz 5
Components V, S, M
Duration Instantaneous
Casting Time 1 minute
Saving Throw Fortitude partial
Range Touch
Spell Resistance Yes
Target/Effect/Area Willing or disabled creature

You can shape a living creature's flesh so that it takes on another form. By using this spell, you can alter a creature's features, limbs, or basic body shape. You can remove or move sensory organs and other fine organs, but you cannot create new ones.

Use of this spell requires a Knowledge(Anatomy) check with a DC dependant upon the task at hand, for example to do the following to a human:

Task DC
Stretch limbs 5
Create webbing between toes 5
Disfigure face 5
Bind hands together 5
Remove hand 5
Cover over mouth 10
Alter limbs to wings or flippers 10
Alter features to make more comely 10
Change legs to snake tail 10
Give additional stomach 10
Grow extra (nonfunctional) penis 10
Grow extra (functional) fingers 10
Replace hand with sword-like appendage 10
Grow tail 15
Move eye to back of head or hand 15
Move mouth to stomach 15
Add additional pair of nostrils 15
Move lungs outside body 15
Move circulatory system to outside of body 20
Grow extra (functional) arm 25
Alter skeleton to make rubbery 25
Add gizzard 25

If you fail your Knowledge(Anatomy) roll or the subject makes its saving throw, the spell fails and the targets suffers 1d4 points of Con damage.

This spell only affects a willing or disabled creature. It never affects outsiders, incorporeal creatures, constructs, plants, shapechangers or other creatures without a discernable anatomy such as a gelatinous cube.

Gegnatti's Deadly Grasp
Necromancy
Sor/Wiz 3
Components V, S, M
Duration See text
Casting Time 1 action
Saving Throw Fortitude partial (see text)
Range Touch
Spell Resistance Yes
Target/Effect/Area One creature.

As Gegnatti's Draining Grasp, except that for the duration of the spell your touch paralyzes the first creature touched (this may be delivered by a touch attack and is automatically delivered if you grab or grapple a creature). The target gets a Fortitude saving throw against the paralysis on the first touch and for each round thereafter that he is paralyzed. If a creature succeeds at any saving throw, then he will not be paralyzed for the duration of the spell.

Note that even if the creature succeeds in recovering from paralysis during this spell, he may still be pinned by you.

Material Component: 10 gp worth of opium dust.

Gegnatti's Draining Grasp

Necromancy
Sor/Wiz 2
Components V, S, M
Duration See text
Casting Time 1 action
Saving Throw None
Range Touch
Spell Resistance Yes
Target/Effect/Area One creature.

After casting this spell, you must grab and maintain a hold on a creature for at least one round (this can be done with a successful grapple attack or freely against immobilized creatures). After the first round for as long as you maintain a hold on that creature, you deal damage to the creature. You deal 1 point on the second round, 2 points on the third round, 4 points on the fourth round, 8 point on the fifth round, etc., except that the maximum damage per turn is your caster level.

You gain temporary hit points equal to the damage you inflict, just like the Vampiric Touch spell. However, you can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.

Gegnatti's Soul Prehension
Necromancy
Sor/Wiz 5
Components V, S, F
Duration 1 minute/level (see text)
Casting Time 1 action
Saving Throw Will negates
Range Medium (100 ft + 10 ft/level)
Spell Resistance Yes
Target/Effect/Area One creature.

Geganatti's Soul Prehension is similar to Magic Jar and Trap the Soul; it is designed to capture the target's life force into a prepared gem and prevent subsequent resurrection.

If the target of this spell dies an ordinary death during the duration of this spell, its life force is instantly transferred to a gem of at least 1,000 gp that is the focus of this spell. The life force will remain indefinitely in the gem until you release it. When the life force is released, it departs (and the creature dies), unless there are other preparations made for a body lacking a life force to receive the target's.

For the purposes of this spell an ordinary death that is subject to this spell is one where the creature's life force is separated from his body, but does not include magic that destroys the life force (such as destruction); essentially any death that prevents resurrection would foil this spell.

While its life force is in the gem, the target cannot be ressurected or contacted.

Summoned creatures, and creatures without a life force (such as constructs) are immune from this spell.

Unlike Trap the Soul, this spell has no effect on the target's material body.

Focus: a gem worth at least 1,000 gp.



Greater Magic Jar
Necromancy
Sor/Wiz 7
Components V, S, F
Duration 1 day/level or until you return to your body
Casting Time 1 action
Saving Throw Will negates (see text)
Range Medium (100 ft. + 10 ft./level)
Spell Resistance Yes
Target/Effect/Area One creature.

As Magic Jar except that the duration is longer and you may cast the following spells while you are inside the jar (assuming that they are prepared with no verbal, somatic, material or focus components): scrying, greater scrying, arcane eye, clairaudience/clairvoyance, nondetection, teleport, teleport without error, dimension door, message, silent image, minor image, and major image. Teleport, teleport without error and dimension door will teleport the magic jar.

Harpoon
Evocation
Force
Sor/Wiz 1
Components V, S, M
Duration 1 round/level (D)
Casting Time 1 action
Saving Throw None
Range Up to Close (25 ft + 5 ft/2 levels)
Spell Resistance Yes
Target/Effect/Area ingle creature

When this spell is cast, a glowing rope of force arcs from you to the chosen target. You make a ranged touch attack against the target. If it succeeds, no damage is dealt, but the force rope attaches itself to the target, binding it to you. The length of the line of force is equal to the distance between you and
target at the time of casting.

If either you or the target wishes to move away from the other, the line will only allow a separation equal to its length. For example, Mialee casts Harpoon at a troll, who is 20ft away at the time of casting. The spell will prevent Mialee and the troll from being more than 20ft apart for the duration of the spell.

If either you or the target wishes to move beyond the range of the force rope, he must pull the other with him, as the cord cannot be severed (although it can be dispelled as normal.) If you and target are within two size categories of one another this is treated in all ways as a normal Bull-Rush, with the exception
that there is no attack of opportunity (as the defender's square need not be entered.) For every point by which the attacker succeeds, the 'defender' is dragged 1ft in the same direction as the 'attacker'. If the footing is difficult, the DM may require a Balance or Reflex check to remain standing.

If either you or the target is three sizes larger than the other, it can move normally, dragging the smaller with it. Magical or dimensional travel of either you or the target, such as by dimension door or teleport, causes the spell to dissipate harmlessly.


Hide in Plain Sight
Illusion Shadow
Assassin 3
Sor/Wiz 4

Components S, M
Duration 1minute/level (D)
Casting Time 1 action
Saving Throw None
Range Personal
Spell Resistance No
Target/Effect/Area Self

You can hide in plain sight just as if you were a shadowdancer. This means that you can hide even while being observed and that you can hide in the open without anything to hide behind as long as you are within 10 feet of a shadow. You cannot hide in your own shadow, although you hide in another's.

In order to hide successfully, you must make a hide check with ordinary modifiers.

If you melee attack, you are clearly visible to your attacker, although you can remain hidden until immediately prior to your attack (thus gaining the effects of being hidden for your first attack) if you make a hide check with a -20 circumstance modifier (-40 if your target can only be attacked from one direction).

See invisibility, Invisibility Purge, and other forms of detecting invisibility are not effective against this spell, although True Seeing, Faerie Fire, and other forms of seeing hidden creatures is. Detect Magic (and similar spells) is as effective against Hide in Plain Sight as it is against invisibility; which is to say the presence can be determined on the first round and the location can be determined on the third round.


Improved Alter Self
Transmutation
Sor/Wiz 4
Components V, S
Duration 10 minutes/level
Casting Time 1 action
Saving Throw None
Range Personal
Spell Resistance No
Target/Effect/Area You

You can alter your appearance and form -- including clothing and equipment -- to appear a different size, with different features, a different race, and with different limbs. The assumed form must be corporeal.

You body can undergo a substantial transformation, including, but not limited to, any of the following:

* Change your size by up to one size category larger or two categories smaller (size modifers to Str, Dex and Con all apply);

* Adding or subtracting multiple limbs or other body parts. Body parts you could add or subtract include wings, heads, claws (up to 1d6 damage), tails, spider legs, horns, fins, etc;

* Modify your basic body shape, for example by stretching your neck or limbs to double their normal length;

* Change your method of breathing, so that you can breathe air or water, or eating, so you can stomach acidic, rotten or otherwise unpalatable substances;

* Change your primary sense to echolocation (blindsight 30 feet) or tremorsense (10 feet) (in each case losing accurate vision);

* Change your physical attributes by +/-2 to each attribute and thicken your skin to give you 1 Natural AC.

* Change your appearance in such ways as skin and hair color, minor physical details such as fingernails or hair, etc.

The form you select need not be anything real, or even realistic.

Other than as specified above, your attack rolls, natural armor bonus, and saves do not change. The spell does not otherwise confer special abilities, attack forms, defenses, ability scores, or mannerisms of the chosen form. Once the new form is chosed, it remains for the duration of the spell. If you are slain, you automatically return to your normal form.

If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.


Improved Harpoon

Evocation None
Force
Sor/Wiz 3
Components V, S, M
Duration 1 round/level (D)
Casting Time 1 round
Saving Throw None
Range Up to Close (25 ft + 5 ft/2 levels)
Spell Resistance Yes
Target/Effect/Area Two creatures, one of which must be willing

When this spell is cast, you must designate one willing partcipant within 5 feet to be the spell's "anchor." You may designate yourself as the anchor.

Otherwise the spell functions as Harpoon, except that the other target is bound to the anchor and cannot move further than the appropriate distance away from the anchor, who acts in place of the caster for the duration of the spell. Note that the initial ranged touch attack against the target must still be made by
the caster.

The material components are a fish hook and a miniature anchor.



Improved Mirror Image
Illusion Figment
Sor/Wiz 3
Components V, S, F
Duration 1 minute/level
Casting Time 1 action
Saving Throw None
Range Personal
Spell Resistance No
Target/Effect/Area You

This spell causes four illusory duplicates to appear around you. These images duplicate your appearance and actions exactly, down to your sounds, odors, and thermal appearance. As with the mirror image spell, these images shift position at the end of each round making it difficult for a foe to know which to attack. If an image is struck it immediately vanishes. However, these vanished images regenerate at the rate of one new image per round for the duration of the spell. At the end of the spell duration, all surviving images wink out, one per round.

Focus: A small glass cube with half silvered faces. The cube is suspended from a corner by a fine chain.


Magic Hat
Transmutation
Sor/Wiz 0
Components V, S, F
Duration 10 minutes + 10 minutes/level
Casting Time 1 action
Saving Throw None
Range Touch
Spell Resistance No
Target/Effect/Area Hat

Your hat becomes an extradimensional storage place. When the spell is first cast, you have 5 minutes to load up to 20 pounds plus 10 pounds per level into your hat which must be subsequently placed on your head. Items inside the storage place are held in stasis, so small creatures do not need food or air and spells cast on items in the hat do not expire. Thereafter, whenever the hat is removed from your head the spell is dispelled and all of the material inside the hat comes tumbling out. This spell causes your hat to become slightly top-heavy and the DM may require you to make a Reflex save (or balance check) in certain situations to keep your hat on your head. If the duration ends or the spell is dispelled, the hat automatically falls off the your head and the contents are discharged.

Magnetize
Transmutation
Sor/Wiz 0
Druid 0
Components V, F
Duration 10 minutes
Casting Time 1 action
Saving Throw Yes (object)
Range Touch
Spell Resistance Yes (object)
Target/Effect/Area A piece of iron, 1 lb. or less

You magnetize one small piece of iron of 1 pound or less. The magnet provides a maximum of about 2 pounds of force; strong enough to allow the item to stick to a piece of ferrous material, but easily pulled apart by anyone.



Mass Feather Fall
Transmutation
Sor/Wiz 3
Components S
Duration Until landing or 1 round/level
Casting Time See text
Saving Throw Will negates (object)
Range Medium (100 ft + 10 ft/level)
Spell Resistance Yes (object)
Target/Effect/Area Any number of falling creatures or objects, up to 300 pounds per level

As feather fall, except the spell affects several creatures or objects up to 300 pounds per level.


Mindcage
Illusion Phantasm
Sor/Wiz 3
Components V, S, F
Duration 10 minutes/level
Casting Time 1 action
Saving Throw Will disbelief (if interacted
Range Close (25 ft + 5 ft/2 levels)
Spell Resistance Yes
Target/Effect/Area One living creature (see text)

The target believes that he has been encased in an invisible cage of pure force, as per the spell forcecage (either the 20-ft-cube barred cage or the 10-ft-cube windowless cell). The illusion consists of a tactile component which makes the subject actually feel the walls of the cage when he presses against them, even though they don't exist. The subject receives a Will save automatically upon the casting of this spell.

If the barred version is chosen, only small objects can pass through the illusory cage without entitling the subject to another Will save to disbelieve. Arrows, piercing weapons, Fine-sized creatures, and area effects all seem to pass through without contradicting the illusion. However, the subject will also believe that such items can fit through the bars, and may attempt attacks with ranged and piercing weapons.

If the windowless cell version is chosen, any object observed passing through the illusion entitles the subject to an additional Will save.

Although trapped by the illusury cage, the subject is not helpless and can still defend himself against incoming blows, as well as observe the situation inside and outside the cage.

This phantasm is not geared towards the nonhumanoid psyche. Any creature other than a humanoid of Medium size or smaller gets a +20 bonus to their Will save to disbelief.

Noticed
Enchantment Compulsion
Sor/Wiz 2
Bard 1
Components S
Duration 1 minute/level
Casting Time 1 full round
Saving Throw Will negates
Range Close (25 ft + 5 ft/2 levels)
Spell Resistance Yes
Target/Effect/Area One creature

You cause the target to be the object of everybody's attention, whether wanted or not. The target is immediately noticed wherever he goes and everybody will remember his appearance and actions in greater detail than usual. Any spot skill attempts against the target will receive a +4 bonus. If the character is working to be the center of attention, however, then the only effect of this spell is to make the performance much more memorable. A failed performance will leave a bad impression, increasing the DC by 5 for future performances to the same audience.

Material Component: A handful of powdered chalk.


Phantasmal Spook
Illusion Phantasm
Fear
Mind-Affecting
Sor/Wiz 1
Components V, S
Duration 1 round/level, up to 10 rounds
Casting Time 1 action
Saving Throw Will disbelief (if interacted
Range Medium (100 ft + 10 ft/level)
Spell Resistance Yes
Target/Effect/Area One living creature

You create a minor phantasm that may scare the subject and cause it to flee in terror. Only the spell's subject can see the phantasm. You see only a shadowy shape.

The subject gets a Will save to disbelieve the phantasm. If it fails the Will save, then it flees at it maximum movement directly away from you. The subject gets an additional Will save each turn it flees. If unable to flee, the creature may fight, but suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws while it does so.

Remove fear counters and dispels Phantasmal Spook.

This spell does not affect any creature of 8 or more Hit Dice. Also, as with all mind-affecting spells, it does not affect nonintelligent creatures, and as a fear spell, it does not affect undead.


Planar Test
Divination
Cleric 0
Sor/Wiz 0
Components V, S
Duration Instantaneous
Casting Time 10 minutes
Saving Throw None
Range Personal
Spell Resistance No
Target/Effect/Area The plane extending in a 60 foot radius sphere around you

This minor spell tests the planar properties of the plane that you are currently residing in and returns information to you that you can interpret using a Knowledge (The Planes) check to gain information about the plane.

Use the following table to determine the information available to you about your plane:
DC Information
5 Whether the plane is a Material Plane.
10 Whether the plane is the Ethereal Plane, Astral Plane, Shadow Plane, an Elemental Plane, or Positive or Negative Energy Plane.
15 The identity of the plane if other than as enumerated above.
17 Which other planes the plane has a direct connection to(for example, Ethereal, Astral, Shadow, Material, etc.), including naturally ocurring gates within the area (for example to the Plane of fire from within a volcano) but not artificial gates.
20 The nature of the connection to directly connected planes.
40 The other planes the plane has a direct connection to, including artificial gates.

Note that some of the information in this spell may already be obvious to you. For example, it will be obvious to most characters with a Knowledge(The Planes) whether they are currently on the Ethereal Plane. However, such information may still be useful if characters think they may be the subjects of illusions or look-alike planes.

Polymorph Other (modified)
Transmutation
Sor/Wiz 4
Components V, S, M
Duration Permanent
Casting Time 1 action
Saving Throw Fortitude negates
Range Medium
Spell Resistance Yes
Target/Effect/Area One creature

Polymorph other changes the subject into the form of another specific creature. In order to change the subject into a form you must have previously learned the form and succeed at a Knowledge(Anatomy) check with a DC equal to the form you are attempting. If you fail your Knowlegde(Anatomy) check the target takes 1d3 Con damage (the Fortitude save still negates).

The new form can range in size from Diminuitive to one size larger than the subject's normal form, and can have no more hit dice than you have, or that the subject has, (whichever is less), and in any case the assumed form cannot have more than 25 hit dice. You cannot change a subject into a construct, elemental, outsider or undead unless it is already that type.

The polymorphed creature acquires the physical and natural abilities of the creature it has been polymorphed into while retaining its own mind. Generally speaking, an ability is considered natural if it is derived from the form's gross anatomy, but not derived from magic, the creature's mind, or experiences. Physical abilities include natural size, Strength, Dexterity, and Constitution scores, natural weapons (such as claws, bite, swoop and rake, and constriction, improved grab, trample, and rend; but not energy drain, energy effect, etc.) and similar gross physical qualities (presence or absence of wings, number of extremities, etc.). A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal, although it does allow more advantageous attack forms such as trample, improved grab, and rend. Natural abilities also include mundane movement capabilities, such as walking, swimming, and flight with wings, but not magical flight and other magical forms of travel, such as blink, dimension door, phase door, plane shift, teleport, and teleport wihtout error. Extremely high speeds of flight are the result of extraordinary and or magical ability, so they are not granted by this spell. (In general, non-flying speeds greater than 60 and flying speeds greater than 120.) Finally, natural abilities also include natural armor (generally scores beyond 5 AC are magical) and some energy immunity (immunity due to being a subtype, but not immunity due to magical nature).

Most other extraordinary and some supernatural abilities are considered natural abilities. For example, scent, echoloation, low-light vision, darkvision, waterbreathing, a howler's howl, dragon breath, regeneration, and a sphinx's roar are all considered natural abilities. However a blink dog's blink ability, harpy's song, and satyr's pipes are not natural abilities.

Spell-like abilities, spells, class feats, and other features of classes are never considered natural abilities, even if they result in a change in the creature's anatomy.

The subject can cast spells for which it has components. It needs humanlike voice for verbal components and humanlike hands for somatic components.

The creature's new scores and faculties are exactly the same as the ones that are specific to the creature's form that you have learnt (following the procedure set forth below). You do not learn an "average" or standard form for that race. Likewise, you cannot vary the form of the minor physical attributes of the form.

The subject retains its intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores might affect the final attack and save bonuses.) The subject retains its own type (for example, "humanoid"), extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities.

However, the subject does not retain any of its own feats, skills or class abilities based in its anatomy. For the purpose of this determination, any skill ranks, feats or class abilities that are dependent upon (including requiring as a prerequisite or using the modifer from) the subjects physical scores, BAB, or race is not based in its anatomy (and thus is not retained). For example, the Quickdraw feat is not retained because it has a BAB prerequisite. The subject does retain its BAB.

When polymorph occurs, the creature's equipment, if any transforms to match the new form. If the new form is a creature who does not use equipment (aberration, animal, beast, magical beast, construct, dragon, elemental, ooze, some outsiders, plant, some undead creatures, some shapechangers, or vermin), the equipment melds into the new form and becomes nonfunctional. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses eqiupment (fey, giant, humanoid, some outsiders, many shapechangers, many undead creatures), the subject's equipment changes to match the new form and retains its properties.

Any part of body or piece of equipment that is separated from the whole reverts to its original form.

Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter (a lycanthrope, doppelganger, experienced druid, etc.) can take its natural
form as a standard action.

You can only cause the subject to become a form that you have previously learned from a live creature. To learn a form you must succeed at a Knowledge (Anatomy) check with DC of 30 + the higher of the HD or CR of the form. You have a +5 circumstance bonus to learn a form if you examine the creature alive for several hours at a close distance, and an additional +15/+20 circumstance bonus if you dissect/vivasect it. You can take 10, but not 20, on this check.

Material component: An empty cocoon.

Power Word, Stop
Conjuration Creation
Sor/Wiz 5
Components V
Duration See text
Casting Time 1 action
Saving Throw None
Range Close (25 ft. + 5 ft./2 levels)
Spell Resistance Yes
Target/Effect/Area One creature with up to 150 hit points

When a Power Word, Stop spell is uttered, one creature of your choice is affected, whether the creature can hear the word or not. The affected creature cannot consciously take any movement actions for a duration dependent upon its hit points. A creature with 50 or fewer hit points remains stopped for 2d4 rounds, one with 51 to 100 hit points is stopped for 1d4 rounds, one with 101 to 150 hit points is stopped for 1d2 rounds, and a creature with 151 hit points or more is not affected.

Any aggressive action or life-threatening damage against the creature immediately breaks the spell on the threatened creature and allows it to move normally.

For the purpose of this effect, anything that would cause the creature to move counts as a movement action. However, spells causing instantaneous movement (including planar movement) such as dimension door, teleport, or plane shift are not affected. If the creature is flying, then it may continue to hover. The creature may move if it does not have to make a conscious effort to do so, for example if he is in a moving wagon or astride a moving mount, although he cannot direct his mount. Finally, Freedom of Movement negates this effect.

Protection from Rain
Abjuration
Sor/Wiz 0
Components V, S
Duration 1 hour (D)
Casting Time 1 action
Saving Throw None
Range Personal
Spell Resistance No
Target/Effect/Area Self

This spell stops rain from falling on the caster. Even in the heaviest downpour the character remains perfectly dry. This spell has no effect on magical rain, submersion, or water based attacks.

Resistance Check
Divination
Sor/Wiz 0
Components V
Duration Instantaneous
Casting Time 1 action
Saving Throw See text
Range Close (25 ft + 5 ft/2 levels)
Spell Resistance Yes
Target/Effect/Area One creature

This spell forces the target to make one each of Will, Fortitude and Reflex saving throw against this spell. The caster is immediately aware whether the target suceeded with each saving throw and if so, whether the saving throw was made by 10 or more. Regardless of the success of each saving throw, there is no further effect on the target.


Scry Tag
Divination
Sor/Wiz 3
Components V, S, F
Duration 1 minute/level (D)
Casting Time 1 action
Saving Throw None
Range See text
Spell Resistance No
Target/Effect/Area Magic sensor.

As Clairaudience/Clairvoyance except that the magic sensor can only appear at a locale specially prepared with the Create Scry Tag spell.

The spell may allow magically enhanced senses to work through it; see the description of Create Scry Tag.


Scrybite
Abjuration
See Text
Sor/Wiz 5
Components V, S, M
Duration 1 hour/level or until discharged.
Casting Time 1 full round
Saving Throw See text
Range Touch
Spell Resistance Yes
Target/Effect/Area Creature or object touched per
level or 30 ft. cube / level.

If any attempt is made to scry the warded creature(s), object(s) or area, a magical effect is triggered. Triggering the effect discharges this spell. The effect is set at the time the spell is cast and may consist of any listed below (each effect has a minimum caster level). Each effect occurs before the scrying person has the opportunity to glean any useful information from the scrying (although he may get a brief impression).

* Reversal (no minimum caster level): You and the person doing the scrying make opposed scrying checks. The winner seizes control of the triggering spell and may use it on the other, regardless of whether he has a scrying device. The effects are exactly like (and replace) the triggering spell.

* Break Scrying Device (10th minimum caster level): The scying device used to view the scrying immediately takes 1d4 points of force damage per caster level, ignoring any hardness (maximum 15d4). Typically damage as little as one-quarter of total hit points are sufficient to prevent the device from being used to scry, ruining the scry spell; thus this spell is very effective against mirrors, less effective against large scrying pools. If there was no scrying device used, the person doing the scrying takes the damage. If the spell affects a magical device or a person, then it/he gets a Fortitude Saving throw to negate the damage. Unless the scrying device is disabled, this effect does not end the triggering spell.

* Patterns (11th minimum caster level): The scrying person and any other persons viewing the scrying are immediately subject to a more powerful version of the Hypnotic Pattern spell. The effect is exactly like the Hypnotic Pattern spell, except that the saving throw is based on a 5th level spell, and the Hypnotic Pattern can affect up to 20 HD of creatures. This effect does not otherwise affect the triggering spell.

* Blindness/Deafness (11th minimum caster level): The scrying person is immediately subject to a more powerful version of the Blindness/Deafness spell, with the effect depedent upon whether the scrying was visual (Blindness) or auditory (Deafness). The effect is exactly like the Blindness/Deafness spell, except that the saving throw is based on a 5th level spell. This effect does not otherwise affect the triggering spell, however it may render it unusable.

* Mindtrap (13th minimum caster level): The scrying person is immediately subject to a Feeblemind spell as if cast by you. Regardless of whether the scrying person makes his saving throw, this effect ends the triggering spell.

* Jar Enable (16th minimum caster level): As the Patterns effect above, except that you may also immediately cast Magic Jar (if you have it prepared) and the range of the Magic Jar spell will extend to the scrying person. Furthermore, you will be considered in range to your original body for the purposes of the Magic Jar up to the maximum duration of the triggering spell.


Secret Confidence
Abjuration
Sor/Wiz 3
Cleric 4
Components V, S, F/DF
Duration See text
Casting Time 1 action
Saving Throw Will negates (harmless)
Range Touch
Spell Resistance Yes (harmless)
Target/Effect/Area Creature touched

This spell will protect the target against involuntarily or unknowingly revealing a specific, discrete piece of information. However he is not prevented from revealing this information should he voluntarily choose to do so. This protected information must have been revealed to the target no more than 10 minutes prior to the casting of this spell; Secret Confidence cannot protect information that the target has known for longer than that.

The information is warded against all attempts to extract it by mind reading abilities, including Detect Thoughts, Probe Thoughts, Rary's Empathic Perception, and Brain Spider. In addition the knowledge can not be accidentally revealed through drunkenness, fever, or other conditions. The target is forewarned about any attempts to determine the information through trickery. His will to retain the knowledge can not be broken through torment or threats.

This spell expires when the target shares the information with another individual. The spell can also be negated when anyone speaks a trigger phrase specified when the spell was cast; the trigger word is also automatically protected by this spell.

This spell can be dispelled by Dispel Magic or Greater Dispelling, but doing so causes the target to automatically forget the piece of information. Break Enchantment and Limited Wish can remove this spell without causing the target to forget the piece of information. Wish, and Miracle can compel the subject to reveal the information without dispelling the spell.

Sesso Detection Trap

Transmutation
Sor/Wiz 4
Components V, S, M, X
Duration Until discharged (see text)
Casting Time 1 action
Saving Throw Will negates (see text)
Range Touch
Spell Resistance Yes
Target/Effect/Area ne object

This spell creates a special form of magical trap designed to foil users of detect magic. The spell affects one touched object. The object radiates a faint, shifting magic aura; and whenever a detect magic spell is focused on the object for three rounds, the spell is triggered.

The trap is effective against detect magic spells cast by both creatures and magic items.

When the target object is the focus of a detect magic spell for three rounds, the caster (whether creature or magic item) immediately makes a Will save. If the Will save is made, this spell discharges without further effect. If the Will save is failed, the caster discharges a fourth level spell if he has one available to him (memorized if a creature, or a spell power of the item). The fourth level spell is discharged without effect and serves to power the Sesso Detection Trap so that it is not discharged after
it completes its effects. If the caster does not have a fourth level spell, then this spell will be discharged after it completes its effects. Regardless, the Sesso Detection Trap has the following further effects.

Unless the caster is restrained from casting spells, the caster (or item) then casts a detect magic spell each round until the caster runs out of detect magic spells. If the caster casts spontaneously, then he will use all of the spell slots of a level equivalent to the original detect magic spell (this may occur if a sorceror uses a higher level slot to cast detect magic, or casts a metamagiced detect magic).

Material Component: A small piece of rubber.
XP Cost: 15 XP



Shape Shadow
Illusion Figment
Sor/Wiz 0
Components S
Duration 10 minutes
Casting Time 1 action
Saving Throw Will negates
Range Close (25 ft + 5 ft/2 levels)
Spell Resistance Yes
Target/Effect/Area One shadow

You can change the shape of any single ordinary shadow. The shadow will be the same size as it was before, but can take any shape. If you attempt to cast this on a creature's shadow, the creature gets a Will save to negate the spell.



Starry Navigation
Divination
Sor/Wiz 2
Components V, S, M
Duration 2 hours + 2 hours/level
Casting Time 10 minutes
Saving Throw None
Range 10 feet
Spell Resistance No
Target/Effect/Area One five foot square

This spell enables ships to sail on cloudy nights or storm-swept days without losing their way. When cast, the spell causes a display of stars to appear approximately 10 feet above the casters head. The stars are representations of the correct positions of stars in the sky, allowing a navigator to steer by this
projection. The spell can be cast inside a ship's cabin (or inside a building if the spell is desired for study or decorative effect), projecting the star field on the ceiling.

Material Components: The material component is an unblemished silver mirror that the caster must direct skyward during the casting.


Steal Eyes
Necromancy
Sor/Wiz 5
Components S, F
Duration Instantaneous
Casting Time 1 action
Saving Throw Fortitude negates
Range Touch
Spell Resistance Yes
Target/Effect/Area One creature

If you make a successful touch attack on a creature with eyes, all of its eyes will instantly shrivel to dust and reappear in a specially prepared container that must be on your person at the time the spell is cast.

The subject becomes blind, of course. Furthermore, as long as the eyes remain intact in the container, no form of healing, magical or otherwise can restore the subject's eyesight except a Wish or Miracle spell.

Material Component: A glass and silver jar worth at least 500 gp.


Summon Small Creature
Conjuration Summoning
Sor/Wiz 0
Druid 0
Components V, S
Duration Concentration
Casting Time 1 action
Saving Throw None
Range Touch
Spell Resistance No
Target/Effect/Area One summoned creature

This spell summons an ordinary animal from a hat or pocket. The creature is not under the control of the caster. If the caster makes a caster level check with DC 10, the caster can select the type of creature summoned, else it will be determined randomly:

1. Mouse
2. Brown Rabbit
3. White Dove
4. Grass Snake
5. Large Butterfly
6. Anole Lizard
7. Gray Squirrel
8. Bullfrog



Timbu's Teleport Follow
Divination
Teleportation
Sor/Wiz 6
Components V, S
Duration 1 hour
Casting Time 1 action
Saving Throw None
Range Personal
Spell Resistance Yes
Target/Effect/Area Self

This spell allows you to "lock onto" the destination of a teleport spell cast within the area. If you saw and recognized (for example, by a spellcraft check) a teleport spell (including dimension door, teleport without error or teleportation circle) being cast within the last 10 minutes, you can select to lock onto that destination, otherwise you will lock onto the destination of the last teleport spell cast within the area in the last 10 minutes. You lock onto the destination that the teleport caster actually arrived at, regardless of whether that location was their intended destination or not.

You do not automatically know the location of the destination you have locked onto, but if you begin to cast Clairaudience/Clairvoyance within the hour duration, you can treat the destination as if you had firsthand knowledge of the destination.

If you desire, regardless of whether you have scried the destination, you can teleport to that location within one hour by subsequently casting teleport, teleport without error, teleportation circle, or similar spells. If you use the teleport spell, the destination counts as very familiar.

If Nystul's Undetectable Aura is cast on the area where the teleport occurred immediately prior to the teleportation or if Nondetection or Foil Tracer is cast on the teleporter, this will prevent the operation of Timbu's Teleport Follow for that teleportation event.



Tinder Touch
Evocation
Sor/Wiz 0
Cleric 0
Druid 0
Components V, S
Duration Instantaneous
Casting Time 1 action
Saving Throw Special
Range Personal
Spell Resistance Yes
Target/Effect/Area You

Your touch can set flamable material alight. Unattended objects recive no saving throw, unless they are magic.

Trace Poison
Divination
Sor/Wiz 1
Components V, S, M, F
Duration 10 minutes/level
Casting Time 1 minute
Saving Throw None
Range Touch
Spell Resistance Yes (Object)
Target/Effect/Area One dose of poison

This spell must be cast upon an unused fragment of poison that has killed someone, although the amount of poison may be minute. When any spellcaster uses that fragment of poison with the scry spell to scry upon the person who administered the poison, the spellcaster gets a +12 to his scry check (this replaces the +8 to scry check that you would normally get since the poison was his possession).

The spell must be cast on an intact fragment of poison, the poison left on a dagger, the portion of an ingestive poison left in a soup, or even the leftover poison in a vial. It would not work on the blood or stomach contents of a poisoned individual. The spell would not work on multi-part poisons since those concoctions are not poisonous until combined in the victim's body.

If the poison is a magic poison with spell resistance, the spell must overcome the spell resistance.

Material Component: A bay leaf.

Focus: The poison fragment.


Trappani's Multiplex Fauna Permutation
Transmutation
Sor/Wiz 4
Components V
Duration 10 minutes/level (D)
Casting Time 1 action
Saving Throw None
Range Personal
Spell Resistance None
Target/Effect/Area Self

You transform into a number of ordinary creatures. Your physical body is replaced with the creatures; however your mind simultaneously exists in all of the creatures and you can control and sense through each creature without confusion.

At the time the spell is cast, you can choose which type of creature you will transform into:

* Sparrows (20-30);
* Ordinary Fish (20-30);
* Ravens (10-20);
* Rats (10-20)
* Owls (5-10);
* Hawks (5-10);
* Medium Snakes (5-10);
* Monkeys (5-10);
* Dogs (2-4);
* Small Sharks (2-4);

You may choose similar types of creatures not listed here. The creatures are ordinary and typical of their species in every way except that they are controlled by your mind. Each creature has its ordinary hit points and physical stats, regardless of your condition at the time you cast the spell.

Because you are mentally present in each creature, a mind-affecting spell cast on any of the creatures will affect you. A dispel magic cast at any creature will dispel th e Trappani's Multiplex Fauna Permutation, and the creature it was cast upon will transform into you. However, spells other than Dispel Magic and Mind-Affecting spells only affect the creature targeted. This spell is instantly discharged if any creature leaves the plane upon which this spell was cast.

At the end of the spell, you can choose any one of the creatures to transform back into you; you will appear in the same condition as you were when you cast this spell. All of the other creatures dissappear. Note that you cannot be killed while this spell is active unless all of the creatures you transformed into are killed.

Wall of Eyes
Conjuration Summoning
Sor/Wiz 5
Components V, S, M
Duration 1 hour/level
Casting Time 1 full round
Saving Throw None
Range Close (25 ft + 5 ft/2 levels)
Spell Resistance No
Target/Effect/Area Wall whose area is up to 5-ft. square/level

This spell will create a dark, chitinous wall that is covered on both sides with hundreds of eyes. These eyes shift and look in every direction, observing all that is occurring in the vicinity. The wall has a thickness of 1 in./level, a break DC of 25, and a hardness of 7. It has 10hp per caster level.

The wall constantly secretes slimy mucus that drains down the wall, giving the surface a slick, moist appearance. This slime gives the wall a climb DC of 25. It is also very unpleasant to taste, but not harmful.

While the wall remains in place, you can concentrate to view both sides of the wall from the perspective of the many eyes. The eyes provide both normal sight and 10-ft. darkvision to you. This ability will function regardless of the distance from the wall; however this ability ceases if you travel to another plane, even momentarily.

If a sight-effecting spell such as blindness is cast on the wall while you are concentrating on the eyes, you may be effected by the spell. Gaze attacks directed against the wall will also effect you in this manner.

Zone of Confession
Enchantment Compulsion
Mind-Affecting
Cleric 1
Components V, S, DF
Duration 1 hour/2 levels
Casting Time 1 minute
Saving Throw Will negates
Range Close (25 ft + 5 ft/2 levels)
Spell Resistance Yes
Target/Effect/Area 5-ft.-radius/level emanation

This spell operates as Zone of Truth except that it only affects creatures who worship the same deity as the caster.

[Edit: Spelling, Formatting, A few nits]
 
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