Spells

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Abi-Dalzim's Horrid Wilting
Acid Storm
Airboat
Align Weapon
Analyze Change

Animate Water

Anskiere's Sonic Lance

Anti-Light Shell

Assault of Stones
Avian Command
Backdoor
Berserk
Bigby's Strangulation

Blackfire
Blast Bones
Bloodfire
Bloodstone's Spectral Steed
Call Lightning Storm
Chameleon
Circle of Privacy
Cloak of Bravery
Confine
Copy Protect
Create Wings
Crumble Stone
Curse Weapon
Darkfire
Death Armour
Deathwind
Decompose
Detect Change
Dimensional Lock
Dispel Magic Field
Dragon Breath
Dragon Claw
Draw Upon Holy Might

Abi-Dalzim’s Horrid Wilting (Alteration, Necromancy)
Level:  Sor/Wiz 8
Components:  V, S, M
Casting Time:  1 action
Range:  400’ +40’ / level
Effect:  30’ cube
Duration:  Instantaneous
Saving Throw:  Fortitude half
Spell Resistance:  Yes
 This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 points of damage per level of the caster. Affected creatures are allowed a Fortitude save, with success indicating half damage.
 This spell is especially devastating to water elementals and plant creatures, who receive a penalty of - 2 to their saving throws.
The material component is a bit of sponge.

Acid Storm (Evocation)
Level:  Sor/Wiz 7
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  50’ radius circle
Duration:  1 round/level
Saving Throw:  Reflex half
Spell Resistance:  Yes
 This deadly spell unleashes a downpour of magical, gelatinous acid droplets. All creatures within the area of effect are coated by globs of gooey acid. The acid can be washed off only with wine, vinegar, or by a successful dispel magic or similar spell. The acid remains present for 1 round per level of the caster, then vanishes.
 Creatures coated by the acid suffer 1d8 points each round. Characters who successfully save during the first round suffer only half damage from the acid for the remaining rounds. When the spell expires, no further damage is inflicted.
 Acid damage can be healed through any means except regeneration. The material component is a drop of acid.

Airboat (Alteration, Enchantment)
Level:  Sor/Wiz 8
Components:  V, S
Casting Time:  1 round
Range:  1 mile
Effect:  Special
Duration:  1 hour/level
Saving Throw:  None
Spell Resistance:  No
 This spell must be cast under a cloudy sky. The caster points at a cloud, which immediately descends toward him. As it comes closer, the cloud changes shape, becoming any sort of vessel imagined by the wizard (a dragon-shaped galley, a one-man dinghy, etc.).
 Although the airboat is made of cloud, it feels solid and can support the weight of the caster plus one passenger per level of the caster. It can fly at any speed up to 5 miles per hour per level of the caster (to a maximum of 90 miles per hour).
 The caster maintains total telepathic control over the airboat’s speed and direction. While controlling the vessel, the wizard is able to perform other actions but may not cast other spells.

Align Weapon (Alteration, Enchantment)
Level:  Clr 2
Components:  V, S, DF
Casting Time:  1 action
Range:  Touch
Effect:  Weapon touched or fifty projectiles (all must be in contact)
Duration:  1 min./level
Saving Throw:  Will negates (harmless, object)
Spell Resistance:  Yes (harmless, object)
Align Weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures, usually outsiders of the opposite alignment. This spell has no effect on a weapon that already has an alignment, such as a holy sword.
You can't cast this spell on a natural weapon, such as an unarmed strike.
When you make a weapon good, evil, lawful, or chaotic, align weapon is a good, evil, lawful, or chaotic spell, respectively.

Analyze Change (Divination)
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  Special
Range:  25’ +5’ / 2 levels
Effect:  1 creature or object
Duration:  2 segments +1 segment/level above 7
Saving Throw:  Will negates
Spell Resistance:  Yes
 This spell (also known as Blackthorn’s Inspection) when cast on a person or an object, determines the nature and extent of any recent change that has occurred in specific characteristics of the person or object. For a person, one may test for a change in level, hit points, attributes, age or alignment. For an object, the spell will report if enchantments have been added or removed or charges used or restored. The spell does not reveal the original or final value of the characteristic, only the amount and direction of change. Likewise it does not reveal what spells or how many charges an item had before or has now. If the caster has time, he or she may scan each characteristic separately at the rate of 2 segments per characteristic scanned, in order to reveal exactly which has changed. Individual attributes (Str, Dex, etc.) count as separate characteristics. If the spell is cast on a person or intelligent monster, that creature is entitled to a Will save. A save negates the spell and the caster learns nothing. The chance that the spell will succeed is 80% plus 5% per level of the caster bove the 7th minus 10% for each day that has passed since the change occurred. If the spell fails, the caster will usually learn nothing. If the spell fails badly (roll missed by 25% or more), however, he or she will receive false information. The spell may not be cast on the same person or object more than once per day.

Anskiere's Sonic Lance (Evocation)
Level:  Sor/Wiz 5 - Air 5
Components:  V, S, F
Casting Time:  1 action
Range:  close, 25’ +5’ / 2 levels (special, see text)
Effect:  One targetted creature or object
Duration:  Instantaneous
Saving Throw:  see text
Spell Resistance:  No
The caster of this spell draws in all of the nearby ambient sound, from the very high to the ultra low rumblings of the land. The spell allows the caster to focus this sonic energy into a wrist thin beam that can strike a target with a ranged touch attack. This spell inflicts damage equal to 1d4+1 / 2 levels of the caster. There is no saving throw for this affect. If used against an object, it inflicts normal damage. But if the damage exceeds the combined toughness and hit points total of the object in one attack, that object will explode in a 5’ radius for 3d6 points of damage (Ref for 1/2 damage). Water amplifies sound and if this spell is cast under water, the range is doubled. The focus for this spell is a small replica of a cone or musical horn.

Note: This spell cannot be cast within, nor will it penetrate an area of magical silence. 


Animate Water (Alteration)
Level:  Sor/Wiz 4 
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ level
Effect:  20’x20’ water surface
Duration:  2 rounds/level
Saving Throw:  None
Spell Resistance:  Yes
 The caster causes a nearby body of water to animate and attack his opponents.  The water extends pseudopods and grabs the victims, attempting to drag them under to a liquid doom.
 1d4 watery pseudopods are generated, each of which can extend outward up to 20' from the water’s edge.  The pseudopods have a +6 combat bonus, and make a grab attack.  Each pseudopod has 3 hit points per caster level.  The pseudopods take 1/2 damage from edged weapons, being made of water.
 Once grabbed, the victim is dragged toward the water at 10'/round. He may make a Strength check vs. the pseudopod’s Str 18 to escape, or his friends may attempt to “kill” the pseudopod, freeing him.  The pseudopods do no damage.
 If dragged into the water, the victim is immersed and risks drowning. The pseudopod can then be commanded to hold the person just under the surface, or attack another victim.
 If the spellcaster ceases concentrating on the actions of the pseudopods, then they will begin to vanish, 1 each round, starting with the weakest remaining one. 
 The material component for this spell is, of course, a fairly large body of water (medium-sized pool, stream, huge cauldron).  It is very effective against sailors at sea.

Anti-Light Shell (Alteration) Reversible
Level:  Sor/Wiz 5 
Components:  V, S
Casting Time:  1 action
Range:  0
Effect:  2’/level radius sphere
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  No
 By means of this spell, the wizard creates a sphere of total darkness which surrounds and moves with him.  Within this sphere, light cannot exist.  All external light is stopped at the border of the sphere and absorbed, and light of any type (even magical) does not function within the border. Creatures attempting combat or movement within the darkness suffer normal penalties for full darkness.  Infravison and Ultravision are useless.  Note that the caster has no special movement or combat benefits; he is affected by the darkness as any other creature.  All creatures within the sphere are effectively invisible to each other and any creature attempting to view them from the outside.  Spells which depend on light to generate their effects do not function within the sphere. Magical lights within the sphere will be dispelled, even Continual Light will cease to function.  Torches and lanterns will continue to burn, but will produce no light until removed from the area or the duration expires. The shell can be dispelled, and can be canceled by the reverse (Anti- Darkness Shell).  A Sunray spell will destroy the shell instantly. The reverse of the spell, Anti-Darkness Shell, creates a sphere of fairly dim, sourceless illumination which emanates from all points within the shell.  No shadows exist within the shell, and magical darkness of any type will be dispelled on contact with the shell.  Creatures of shadow and some undead will flee the area as quickly as possible, taking 5 points of damage per round of exposure to the light within, in addition to whatever normal penalties apply.  The breath weapon of the Shadow Dragon (and similar effects) will destroy the shell. When the Anti-Darkness and Anti-Light shells come in contact, they cancel each other, and whatever normal ambient light exists determines lighting conditions. 

Assault of Stones (Alteration)
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  30’
Effect:  30’x30’ cone
Duration:  Instantaneous 
Saving Throw:  None
Spell Resistance:  No
 When this spell is cast, a group of small stones near the caster will spring away from the caster in a shotgun-like blast.  From 10-40 (1d4 x 10) small, pebble- like stones may be affected.  Naturally, having a pile of stones nearby is required, and the material component 
of this spell is a bag of pebbles...
 Creatures within the area are struck by many small stones, suffering 2d4+2 hp of damage.  Protection such as walls, cover, Shield spells, etc. will reduce damage by 1/2, and any creatures in heavy armor will suffer but 1/2 damage.

Avian Command (Animal, Charm)
Level:  Dr 4, Clr 5
Components:  V, S, M
Casting Time:  2 rounds
Range:  400’ +40’ / level
Effect:  One avian
Duration:  Instantaneous 
Saving Throw:  None
Spell Resistance:  Yes
This spell allows the priest to command any avian within range as long as the avian can hear him and he does not exploit it. Only normal avians can be affected, including variants in size. Thus eagles, sparrows, doves etc. can be commanded but pegasi and phoenixes cannot.
The command must be given in a short sentence of at most 25 words. The avian will automatically understand the language the priest is speaking. Since familiars are not considered to be normal animals, they cannot be commanded by this spell. The material component of this spell is a feather.

Backdoor (Alteration, Illusion/Phantasm)
Level:  Sor/Wiz 5 
Components:  S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  the caster
Duration:  1 round
Saving Throw:  Will negates
Spell Resistance:  No
 The wizard casts this spell by snapping his fingers. After doing this, the wizard is instantly transported behind his opponent (the wizard must be able to see this area). When this happens, an image of the wizard remains behind and imitates the actions of the wizard for two rounds, then disappears. The foe receives a Will save to notice the change. The material component for this spell is a bit of sulphur. 

Berserk (Combat) - Norse Only
Level:  Clr 5, Pal 4
Components:  V, S
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  1 person/level
Duration:  1 round/level
Saving Throw:  n/a (willing recipients only)
Spell Resistance:  Yes
When a berserk spell is cast upon a group of warriors, they change into the shapes of bears, although they retain the hands and eyes of men and continue to wield weapons. In this state, they lose all fear of death and enter a killing rage. They must attack any enemy they see and cannot be given any orders. Thus, any hope of coordinating an attack is completely lost. Due to their blind rage, they suffer a -4 modifier on ability checks involving Intelligence, Wisdom, or Charisma.
During the duration of the berserk spell, the warriors are immune to the following clerical spells: charm person or mammal, all spells in the charm sphere, protection from evil, protection from evil, 10’radius, and dispel evil. They are also immune to the following Wizard spells: protection from evil, protection from evil, 10' radius, repulsion, all spells in the enchantment/charm school, and all spells in the illusion/ phantasm school. In addition, they receive a + 2 modifier on all Fortitude and Reflex saves.
While under the influence of a berserk spell, the warriors receive a +4 enhancement bonus to their Strength, with the accompanying modifiers to their attack and damage rolls, and their AC is modified by a - 2 (so that, for example, AC 18 becomes AC 16). A berserk spell prevents the warriors from having to make a morale check, and renders them immune to fire damage.
Warriors who die while under the influence of a berserk spell are assured of a place in Valhalla. This spell can only be cast on Norse fighters, and only if they are willing recipients

Bigby’s Strangulation (Evocation)
Level:  Sor/Wiz 6
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  One creature
Duration:  1 round per level 
Saving Throw:  Special
Spell Resistance:  Yes
 Bigby’s strangulation creates a pair of disembodied hands sized for the victim (up to 1 foot tall per level of the caster). These hands materialise around the victim’s throat and commence strangulation. The victim suffers 1 point of damage the first round, and each round thereafter, sustains double the last round’s damage, to a maximum of 16 hit points per round.
 A Reflex save is permitted at the beginning of the attack, and if successful, the spell is ruined. Each round after the first, a Fortitude save for half damage (for that round) is permitted, as the victim is struggling to keep his windpipe open. The victim may engage in no other activity if this save is attempted.
 The hands cannot be attacked physically, but a successful Dispel Magic, a wand of negation, a hungry disenchanter, etc. will destroy them. The material component is a pair of gloves made from the skin of a constricting snake, such as a python or boa constrictor. Upon casting, the gloves vanish (and are worn by the strangling hands). Once the spell is cast, the caster need not maintain concentration for it to work. 

Blackfire (Evocation, Necromancy)
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  flame in your palm
Duration:  1 round per level 
Saving Throw:  None
Spell Resistance:  Yes
 When this spell is cast, a cold, black fire appears in the wizard’s hand, shedding violet coloured light equivalent to torchlight. The wizard can hold the Blackfire without taking damage or throw it at an opponent. Throwing it at an opponent requires a ranged touch attack to hit. If the sphere hits, the target ignites the creature’s life force doing 1d6 points of damage the first round and 1d3 the following rounds until extinguished. The flames can be extinguished by patting or rolling them out, but water has no effect. The flames only consume living matter (creatures and plants) and have no effect on non-living material or undead. The end product of Blackfire combustion is oxygen and a grey-blue ash.  The material components are human fat and powdered magnesium. 

Blastbones  (evocation/necromancy)
Level:  Clr 2, Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  bones, up to 3 cu. ft. total volume
Duration:  special
Saving Throw:  Reflex half
Spell Resistance:  no
 This spell allows the caster to shatter bony material in a violent explosion. These bones may be either part of a simple undead skeleton, or inanimate skeletal remains, which can be any number of small, disconnected pieces.  The spell can be cast in 2 ways.
 The spell can be cast to take effect immediately, in which case the spell causes the bones to explode for 2d4 points in a blast that affects a 10' radius area. Those in the area can make a Reflex save for ½ damage. Skeletons over 2 HD are immune to this spell.
 If cast to function as a trap, it must be cast on the bones before an animate dead is cast upon the bones.  It can be set to detonate by conditions governed by verbal summary identical to that used in a magic mouth spell.  When triggered, those within 20' are hit for 2d10 (no ST).

Bloodfire (Transmutation / Water)
Level: Sor/Wiz 4, Water 5
Components: V, S, M
Casting Time: One Action
Range: Long (400 feet + 40ft/lvl)
Effect: 30ft Radius
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance Yes
This spell sends forth a glowing apple size sphere of violet energy. The caster points at a location within the range and the sphere speeds in that direction detonating at the designated distance. The sphere will detonate early if it strikes a solid object, much as would a fireball. Unlike fireball this spell is usable under water at range. Upon detonation a wave of violet energy washes over all creatures in the target area. This energy causes their blood/body fluids to become acidic for one round. This spells causes 1d6 per level of the caster of acid damage. Those in the area of effect may make a fortitude saving throw for half damage.
Certain creatures; most undead, constructs and those creatures immune to acid are un-effected by this spell. The material component is a drop of an acid/base or a body part from a acid using creature.

Bloodstone’s Spectral Steed (Necromancy)
Level:  Sor/Wiz 6
Components:  V, S, M
Casting Time:  10 minutes
Range:  0’
Effect:  One quasi-real, vulturelike creature
Duration:  1 hour/level
Saving Throw:  None
Spell Resistance:  No
 This spell allows the caster to create a quasireal, vulturelike creature. The flying steed can carry the caster and one other person per three levels of the wizard’s experience (four at 12th level, five at 15th, etc.). All passengers must be specifically named during the casting.
 The spectral steed looks like a huge, skeletal vulture with tattered wings. As it flies, it utters hideous screeches that echo through the sky. The spectral steed flies at a movement rate of 10’ per level of the caster, to a maximum movement rate of 120’. It appears with a bit and bridle, plus one saddle per passenger.
 All normal animals shun the spectral steed and only monsters will attack it. The mount has AC 18 and 10 hit points plus 1 hit point per level of the caster. If it loses all of its hit points, the spectral steed disappears. It has no attack mode.
 The material component is a hollow bone from a vulture’s wing, which must be carved into a whistle and blown when the spell is cast.

Call Lightning Storm
Level:  Drd 5
Components:  V, S
Casting Time:  1 round
Range:  Long (400ft +40ft/level)
Effect:  One or more 30-ft-long vertical lines of lightning
Duration:  1 min/level
Saving Throw:  Reflex half
Spell Resistance:  Yes
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area).
Chameleon (Alteration)
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  Person touched
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  No
 The recipient of this spell blends into his surroundings.  In natural surroundings he is almost invisible, less so in other surroundings.  Violent movement allows the Chameleon to be easily seen.  But as long as he is motionless or moving slowly, he will be hidden from view.  The recipient gains a +10 to Hide checks.

Circle of Privacy (Guarding)
Level:  Clr 4
Components:  V, S, M
Casting Time:  1 action
Range:  0’
Effect:  25’ radius circle
Duration:  1 hour/level
Saving Throw:  None
Spell Resistance:  No
This spell helps to discourage predators and trespassers from disturbing a campsite. The caster sprinkles salt in a circle enclosing an area up to 50 feet in diameter. For the duration of the spell, all sounds and scents generated within the circle are muted, making the area less noticeable to those outside the circle. Therefore, the group’s chance of encounter is reduced by 50% for the duration of the spell. The spell provides no protection against low light vision or other forms of magical detection.
The material components are a hair from a skunk, a whisker from a mouse, and enough salt to make a 50-foot-diameter circle. 

Cloak of Bravery (Abjuration)
Level:  Clr 4, Pal 3
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  1 creature per 3 levels
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  No
This spell offers partial protection from Fear spells and effects, including extraordinary abilities (such as Dragon Fear).  For every 3 levels of the caster, a Resistance bonus of +1 is given.  In addition, this same number of creatures can be protected (up to a maximum of +5 to 5 creatures).  So a 12th level caster can give up to 4 creatures a +4 on Will saves vs Fear. 
The material component is the feather of an eagle or hawk.

Confine (Abjuration) - reversible
Level:  Sor/Wiz 7
Components:  V, S, M
Casting Time:  1 hour
Range:  0
Effect:  cube 20'/level on a side
Duration:  1 week/level
Saving Throw:  Special
Spell Resistance:  No
 This spell ‘locks’ a room or building against magical escape. It is more effective against Arcane spells than Divine spells, and has 2 different ‘power’ settings.
 If a silver cage (3,000 gp) is used as a material component, the lock is partial. The caster can magically escape, and Priest spells are not protected against at all. Another mage or sorcerer also has a chance of escape, equal to 5% per level over the caster’s level.
 If a gold cage (6,000 gp) is used, the room is totally locked against arcane spells, including those cast by the Confine spell caster. Divine spells are stopped, though Priests of higher level than the mage have a 5% chance of escape per level difference.
 A single room no larger than the area of effect can be protected, or an entire building can be enspelled (if it fits within the area effect). Underground complexes cannot be so protected, but individual rooms can.
 The reverse of this spell, Reject, prevents magical entry. If someone tries to Teleport in, for example, their spell is used, but they remain at their original spot.
 The spells cancel each other out, so one cannot be contained within the other.

Copy Protect   (Alteration)
Level:  Sor/Wiz 4 
Components:  V, S, M
Casting Time:  10 minutes
Range:  Touch
Effect:  1 scroll
Duration:  Permanent
Saving Throw:  None
Spell Resistance:  No
 With this spell, the mage can write a scroll which can be used, but not memorized by a mage. This prevents a mage from learning the spell from the scroll, or putting it in his spellbook. This spell is cast just before the scroll is created, so the spell is used even if the scroll fails.
 The material component is a 50gp crystal / target spell level.

Create Wings (Conjuration)
Level:  Sor/Wiz 4 
Components:  V, S
Casting Time:  1 round
Range:  Touch
Effect:  1 creature
Duration:  1 hour/level
Saving Throw:  None (willing recipient only)
Spell Resistance:  Yes
 This spell creates wings on the back of any humanoid creature of up to ogre size.  It allows the creature to fly at a speed of 120' for the duration of the spell.  At the end of the spell the wings will suddenly disappear.

Crumble Stone (Alteration)
Level:  Sor/Wiz 6
Components:  V, S
Casting Time:  1 action
Range:  Touch
Effect:  100 cubic feet / level
Duration:  1 round
Saving Throw:  Special
Spell Resistance:  Yes
 The caster touches a stone surface and sets up powerful subsonic vibrations which cause the stone to crack and break apart.  Huge boulders are reduced to rubble in seconds, walls crack and fall apart.  The caster can affect a 10’x10’x1' area per level, or can vary the dimensions affected as he sees fit. When cast upon a Stone Golem, Earth Elemental, or the like, the creature afflicted will suffer 10d6 hp of damage (Fortitude save for 1/2).  This spell has excellent applications for mining.

Curse Weapon (Enchantment)
Level:  Clr 2, Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  One weapon
Duration:  1 round per level
Saving Throw:  Will negates
Spell Resistance:  Yes
 This spell is used to curse the weapon of an opponent. When it is cast, the wizard chooses which weapon to curse. Unless the owner of the weapon makes a successful Will save, that weapon will have a penalty applied to all to hit and damage rolls for the duration of this spell. The penalty is equal to the weapon’s original pluses. 
 While cursed, the weapon will be unable to overcome damage reduction as normal.  For example, a +3 weapon will no longer automatically do damage to a target with +2/10 damage reduction.  The damage will still be reduced by 10.

Darkfire (Conjuration/Summoning)
Level:  Sor/Wiz 6
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  30’ square
Duration:  2 rounds per level
Saving Throw:  Reflex half
Spell Resistance:  Yes
 This spell brings into existence anti-fire drawn from the Plane of Shadow in a 30x30 area anywhere within the caster’s range.  Creatures caught in the Darkfire suffer 1d4 points of COLD damage per caster level for each round of exposure (Reflex save for 1/2).  The Darkfire will burn and consume flammable exactly as normal fire, but it is cold, not hot, and special means must be used to extinguish it.
 Darkfire behaves differently from normal fire; it will burn in the presence of water, even UNDER water.  It can be extinguished in two ways: Smothering with non-flammable substances, or exposure to magical fire.  When Darkfire and other magical fires come in contact with each other, they burn twice as fast, consuming each other.  An equal number of “dice” of magical fire is required (i.e. a 12th level fireball will extinguish a 12th level Darkfire.)  Otherwise, the Darkfire will continue to burn for the duration of its effect.

Death Armour (Necromancy)
Level:  Clr 2, Sor/Wiz 2
Components:  V, S
Casting Time:  1 action
Range:  0
Effect:  The caster
Duration:  1 round per level
Saving Throw:  None
Spell Resistance:  No
 While this spell is in effect, any creature who touches the caster with exposed flesh (to cast a spell, for example) will suffer 1d8 points of damage. The spell will not protect the caster from damage, nor does it have any effect on an armed or gloved opponent. As a side benefit, the caster adds one point of damage to the amount he would normally inflict with his bare hands in unarmed combat. The spell has no effect on non-living creatures. 

Deathwind (Alteration, Necromancy)
Level:  Sor/Wiz 6
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  10 ft wide path, 30’/level long
Duration:  1 round
Saving Throw:  Will half
Spell Resistance:  Yes
 A nasty cousin to the Gust of Wind spell, this spell has all of the effects of Gust of Wind, plus those listed below.  The wind contains essence of the Negative material plane, and sucks the life force from it’s victims.  It, of course, has no effect on unliving creatures.
 All creatures caught in the wind suffer 3d10 hp of damage (Will save for half), and temporarily lose 1d4 levels of experience.  Lost levels 
return fairly quickly (1 level every two rounds), but any spells lost to the level draining do not return (calculate the change in the caster’s
spell spread, and eliminate “lost” spells at random).  Hit points lost to the level draining also do not return, until the victim is cured.
 This is an extremely effective spell, especially against spellcasters.  The power of the spell ages the caster by 1 year.

Decompose (Necromancy)
Level:  Dr 2, Sor/Wiz 3
Components:  V, S
Casting Time:  1 action
Range:  Touch
Effect:  One object
Duration:  5 rounds
Saving Throw:  None
Spell Resistance:  Yes
 This spell causes unliving organic matter (wood, leather, etc.) to decompose and rot away, turning to dust.  One item, not to exceed 10 lbs/caster level, can be effected.  One touch, and the item begins to rot quickly, and each round must save (cumulative -1 per round) versus acid to remain intact.  It is possible for the item to survive (albeit weakened greatly) the spell’s duration, in which case it is still serviceable but needs replacement.  Weakened items save vs. blows and damage at -5. Decompose can be very effective against wooden doors and chests.
 The spell does not affect undead of any type, with one exception: A zombie touched by this spell will gradually lose his “skin” and become a skeleton.

Detect Change (Divination)
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  1 creature or object
Duration:  1 segment per level
Saving Throw:  Will negates
Spell Resistance:  Yes
 If cast on a person or an object, this spell determines whether or not any recent change has occurred in specific characteristics of the person or object. For a person, one may test for a change in level, hit points, attributes, age or alignment. For an object, the test may be or enchantment or charges. The spell does not reveal  anything about the extent of the change, only that a change has occurred. If the caster has time, he or she may  scan each characteristic separately at the rate of 2 segments per characteristic scanned, in order to reveal exactly which has changed. Individual attributes (ST, DX, etc.) count as separate characteristics. If the spell is cast on a person or intelligent monster, that creature is entitled to a Will save. A save negates the spell and the caster learns nothing. This spell will detect changes which occurred as long ago as one day per level of the caster.
 Earlier changes are simply not detected. The spell may not be cast on the same person or object more than once per day.

Dimensional Lock
Level:  Clr 8, Sor/Wiz 8
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Area:  20-ft.-radius emanation centered on a point in space
Duration:  1 day / level
Saving Throw:  None
Spell Resistance:  Yes
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.
A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as a basilisk's gaze. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.
A Cleric can still use an item created with the Refuge spell to return to his abode, as long as the Refuge spell was cast within this area.

Dispel Magic Field (Abjuration)
Level:  Clr 5, Sor/Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One creature
Duration:  1 round / level
Saving Throw:  Reflex negates (at -4)
Spell Resistance:  Yes
 This spell works by creating a field around a given being that attempts to negate spells and spell effects originating from within the field. 
 The field can be set around any one being, with a Reflex save being made against the Dispel Field at -4. Note that any spell effects already existing when the Dispel Field is cast will not be affected. 
 If the victim of this spell attempts to cast a spell, or activate an item, then a Dispel Magic roll is made (comparing the mages levels). If the Dispel Magic is successful, then the spell is lost. 
 The material component is a small stone (1" on a side) with runes carved into it.

Dragon Breath (Evocation)
Level:  Sor/Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Special
Duration:  1 breath / 3 levels, 10 minutes / level maximum
Saving Throw:  Reflex half
Spell Resistance:  Yes
 Actually five spells in one; the caster, when he chooses the spell, must choose which type of breath weapon he intends to use.  In any case, the damage done by the breath weapon is 6d6, with victims entitled to a Reflex save for 1/2 damage.  The five breath weapons and their area effects are listed below.
 Acid: 5' wide, 30' long stream
 Chlorine Gas: 25' long, 20' wide, 15' high cloud
 Cold: 35' long, 15' wide cone
 Fire: 45' long, 15' wide cone
 Lightning: 5' wide, 50' long bolt
The caster can breath up to one time for every three caster levels. After breathing, you must wait 1d4 rounds before breathing again. Each breath is a move equivalent action
After casting, the breath weapon may be “held” for up to 10 minutes per caster level.  If not used, it dissipates harmlessly.
The material component is a dragon scale.

Dragon Claw (Alteration)
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10'/level
Effect:  6’ animated claw
Duration:  1 round per level
Saving Throw:  None
Spell Resistance:  Yes
 This spell conjures a semi-real, flying dragon claw anywhere within the spell's range. This claw will attack any target as directed by the wizard; its base attack is the caster level (allowing multiple attacks if appropriate).  Once directed, the caster need not concentrate on the claw except to change targets.  In addition, the claw gets a Strength bonus equal to the caster's Intelligence Bonus.  So the claw of a 12th level wizard with a 20 Int would have total attack bonuses of +17/+12/+7, with a damage bonus of +5.  The claw’s Critical Threat Range is 20, with a x2 crit.
 Dragon Color Damage 
       Black 1-6 
      Blue 1-8 
      Green 1-8 
      Red 1-10 
      White 1-6 
 The claw may be dispelled, or destroyed by offensive magic that is similar to the original creature’s breath weapon. I.E. a Red Dragon’s claw spell could be destroyed by a Fireball or Burning Hands spell. The claw may not be harmed by other attacks. 
 The material component for this spell is the claw tip from any type of dragon; this component is consumed when the spell is cast.

Draw Upon Holy Might (Abjuration)
Level:  Clr 2, Pal 3
Components:  V, S, M
Casting Time:  1 action
Range:  0’
Effect:  The caster
Duration:  1 round/level
Saving Throw:  None
Spell Resistance:  Yes
     When this spell is cast, the priest's body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase two ability scores (only Strength, Dexterity, Constitution, and Charisma are eligible) by + 1 per two levels of his experience, rounded down ( + 1 at 3rd level, +2 at 4th, etc.) to a maximum of +6. Charisma increase does not increase the # of spells that can be cast (i.e. Bards & Sorcerers).
    This is an enhancement bonus, so does not stack with other spells such as Bull's Strength.
    For example, a 12th-level priest could increase his Strength and Dexterity by +6 each for 12 rounds, giving an additional +3 bonus to combat, AC, and some skill checks.
    When the spell ends, the energy abruptly leaves the priest's body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next 10 minutes. A successful Fortitude save (DC 17) (at the priest's normal attribute score) reduces this time by 50%.
    The material components are the priest's holy symbol and a vial of holy water that has been blessed by the high priest of the character's faith.
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