LEVEL 0 |
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Charm Monster
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DC: 28
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Save: Will negates
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Time: 1 standard action
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Duration: 1 Day
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Rng: Close
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Comp: V,S
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SR: Yes
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School: Enchantment
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Effect: The target of the spell thinks he's the caster's lover. If failed by only 1 to 3 points, there is a feeling of high lust, for 4 - 5 just normal lust, any more and it just fails. If successful by over 3 points, one can suggest them do something they normally would not do.
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Target Area: One Creature
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Draining Kiss
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DC: 28
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Save: Fortitude Partial
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Time: 1 standard action
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Duration: 48 Hours
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Rng: 0 ft.
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Comp: S
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SR: No
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School: Necromancy
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Effect: With a kiss this deals 1 negitive level to the foe and heals the caster by the target's level. If this is fatal it is full healing. If the save is made it does 1d6 negitive energy damage.
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Target Area: One Creature
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Change Shape
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Save: None
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Time: 1 swift action
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Duration: Permanent
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Rng: Self
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Comp: V, S
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SR: No
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School: Transmutation
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Effect: The caster changes into a bat, or any small, medium or large humanoid.
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Target Area: Self
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Detect Thoughts
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DC: 28
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Save: Will Negates
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Time: Instant
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Duration: Concentration
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Rng: 100 ft.
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Comp: None
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SR: No
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School: Divination
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Effect: The user can detect surface thoughts of those in hearing range.
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Target Area: Emanation centered on self
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Teleport
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Save: None
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Time: 1 stanard action
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Duration: Instataneous
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Rng: See Text
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Comp: V, S
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SR: No
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School: Conjuration
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Effect: The teleports anywhere in the world, or to and from the realm of ghosts. If in the realm of ghosts, he may travel to any other plane of existance at thier 'door'
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Target Area: Self
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Mending
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DC: 28
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Save: Will negates (harmless, object)
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Time: 1 standard action
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Duration: 1 minute
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Rng: 10 ft.
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Comp: V, S
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SR: Yes (harmless, object)
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School: Transmutation
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Effect: Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
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Target Area: One object of up to 1 lb.
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Destroy Internal Waste
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Save: None
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Time: 1 standard action
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Duration: Instataneous
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Rng: Touch
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Comp: V, S
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SR: No
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School: Transmutation
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Effect: Destroys any waste inside the body of the person, having no ill effect and leaving no trace.
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Target Area: See text
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LEVEL 1 |
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Enlarge Self
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Save:
None
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Time: 1 round
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Duration: 30 Minutes
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Rng: Personal
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Comp: V,S,M
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SR:No
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School: Transmutation
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Effect: This spell causes instant growth of the caster, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack.
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Target Area: Self
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Reduce Self
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Save:None
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Time: 1 round
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Duration: 30 minutes
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Rng: Personal
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Comp: V,S,M
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SR: No
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School: Transmutation
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Effect: This spell causes instant diminution of the caster, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack.
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Target Area: Self
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Detect Secret Doors
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Save: None
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Time: 1 standard action
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Duration: Instantaneous
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Rng: 60 ft.
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Comp: V, S
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SR: No
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School: Divination
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Effect: You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
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Target Area: Cone-shaped emanation from self
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Mage Armor
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DC: 29
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Save:Will Negates (Harmless)
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Time: 1 standard action
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Duration: 10 Hours
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Rng: Touch
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Comp: V,S,F
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SR: No
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School: Conjuration (Creation)
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Effect: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
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Target Area: Creature Touched
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Whelm
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DC: 29
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Save: Will negates
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Time: 1 standard action
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Duration: Instantaneous
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Rng: Close
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Comp: V,S
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SR: Yes
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School: Enchantment
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Effect: Deal 5d6 nonlethal damage.
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Target Area: One living creature
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LEVEL 2 |
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Summon Imp
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Save: None
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Time: 1 standard action
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Duration: 60 Minutes
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Rng: Medium
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Comp: V, S
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SR: No
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School: Conjuration (Summoning) (Evil)
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Effect: The caster summons an imp, roll 1d6+2 for it's level.
The material component is met with eschew materials.
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Target Area: Creature Summoned
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Shadow Mask
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Save: None
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Time: 1 standard action
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Duration: 120 Minutes
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Rng: Personal
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Comp: V,S,M
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SR: No
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School: Illusion (Shadow)
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Effect: You draw raw energy from the Plane of Shadow to obscure your face.
You cause a mask of shadows to form around your face. It does not impede your vision, cannot be physically removed, completely hides your features, and protects you against certain attacks. You receive a +4 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spell or the fireworks effect of pyrotechnics. You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes. If you avert your eyes while using shadow mask, you get to check twice to see if you avoid having to make the saving throw.
When the spell's duration ends, the shadow mask fades over the course of 1d4 rounds (rather than immediately), giving you time to keep your face hidden by other means. A successful dispel magic cast against a shadow mask effectively ends the spell and causes the same slow fading.
You may optionally make this spell look like sunglasses.
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Target Area: Self
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Knock
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Save: None
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Time: 1 standard action
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Duration: Instantaneous; See Text
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Rng: Medium (220 ft.)
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Comp: V
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SR: No
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School: Transmutation
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Effect:
The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.
The material component is met with Eschew Materials
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Target Area: One door, box, or chest with an area of up to 80 sq. ft.
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Cloak of Shadows
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Save: None
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Time: 1 standard action
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Duration: 4 Hours
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Rng: Personal
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Comp: V
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SR: No
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School: Illusion (Shadow)
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Effect: This spell creates a dark clothing outfit around you, and can be worn and not trigger issues.
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Target Area: Self
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LEVEL 3 |
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Lesser Shadow Evocation
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DC: 31
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Save: Will Partial
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Time: 1 standard action
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Duration: See Text
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Rng: See Text
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Comp: V, S
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SR: Yes
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School: Illusion (Shadow)
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Effect: You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 2nd level or lower. (For a spell with more than one level, use the best one applicable to you.)
Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-tenth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-tenth as strong (if applicable) or only 5% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-tenth (5%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (3rd) rather than the spell’s normal level.
Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Objects automatically succeed on their Will saves against this spell.
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Target Area: See Text
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Greater Mighty Wallop
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Save: None
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Time: 1 standard action
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Duration: 10 Hours
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Rng: Touch
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Comp: V,S,F
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SR:No
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School: Transmutation
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Effect: The head of the weapon you touch is suddenly encased in a filmy halo that only you can see, extending out from the weapon to a distance of several inches.
Greater Mighty wallop increases the damage of a bludgeoning melee weapon by one size category per 4 caster levels (Maximum +5 sizes or Collossal, whichever is first) without increasing the dimensions or weight of the weapon.
The Arcane Focus is a Melee Weapon, but as a battle dancer you are able to use your unarmed strike as the focus and apply this to your unarmed strike.
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Target Area: One Bludgeoning Weapon
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Tongues
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DC: 31
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Save: Will Negates (Harmless)
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Time: 1 standard action
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Duration: 120 Minutes
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Rng: Touch
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Comp: V, M
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SR: No
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School: Divination
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Effect: This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
The material component is met with Eschew Materials
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Target Area: Creature Touched
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LEVEL 4 |
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Shadow Conjuration
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DC: 34
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Save: Will Partial and See Text
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Time: 1 standard action
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Duration: See Text
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Rng: See Text
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Comp: V S
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SR: Yes, See Text
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School: Illusion (Shadow)
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Effect: You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces.
Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.
Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.
Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.
Spells that deal damage, such as Melf's acid arrow, have normal effects unless the affected creature succeeds on a Will save.
Each disbelieving creature takes only one-fifth (20%) damage from the attack.
If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur.
Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration's level (5th) rather than the spell's normal level.
In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not.
Shadow objects or substances, such as obscuring mist, have normal effects except against those who disbelieve them.
Against disbelievers, they are 20% likely to work.
A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy).
It deals normal damage and has all normal abilities and weaknesses.
Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work.
(Roll for each use and each affected character separately).
Furthermore, the shadow creature's AC bonuses are one-fifth as large (so a +7 bonus resulting in AC 17 would change to a +1 total bonus for a new AC of 11).
A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.
Objects automatically succeed on their Will saves against this spell.
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Target Area: See Text
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Healing Bounds
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DC: 34
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Save: Fortitude and Will Negates (Harmless)
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Time: 10 Minutes
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Duration: 10 Miniutes
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Rng: Touch
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Comp: V
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SR: No
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School: Transmutation
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Effect: Your fast healing halves in speed, the target you touch gains it. This heals all status effects if left for 18 seconds and lost limbs heal starting the first minute.
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Target Area: Object or Creature Touched
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LEVEL 5 |
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Shadow Evocation
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DC: 35
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Save: Will Partial and See Text
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Time: 1 standard action
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Duration: See Text
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Rng: See Text
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Comp: V S
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SR: Yes, See Text
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School: Illusion (Shadow)
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Effect: You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)
Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.
Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Objects automatically succeed on their Will saves against this spell.
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Target Area: See Text
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Harm
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DC: 35
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Save: Fortitude Halves
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Time: Instataneous
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Duration: Instataneous
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Rng: Medium
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Comp: V
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SR: No
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School: Evocation (Negitive Energy)
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Effect: With naught but a word you cast this spell, everyone you will in the spell area takes 6d6+6 Damage.
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Target Area: Object or Creatures in range.
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LEVEL 6 |
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Greater Shadow Conjuration
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DC: 36
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Save: Will Partial and See Text
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Time: 1 standard action
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Duration: See Text
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Rng: See Text
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Comp: V S
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SR: Yes, See Text
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School: Illusion (Shadow)
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Effect: You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces.
Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 5th level or lower.
Shadow conjurations are actually three-fifths (60%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.
Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.
Spells that deal damage, such as Melf's acid arrow, have normal effects unless the affected creature succeeds on a Will save.
Each disbelieving creature takes only three-fifths (60%) damage from the attack.
If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur.
Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration's level (6th) rather than the spell's normal level.
In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not.
Shadow objects or substances, such as obscuring mist, have normal effects except against those who disbelieve them.
Against disbelievers, they are 60% likely to work.
A shadow creature has three-fifths the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy).
It deals normal damage and has all normal abilities and weaknesses.
Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 60% likely to work.
(Roll for each use and each affected character separately).
Furthermore, the shadow creature's AC bonuses are three-fifths as large (so a +5 bonus resulting in AC 15 would change to a +3 total bonus for a new AC of 13).
A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.
Objects automatically succeed on their Will saves against this spell.
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Target Area: See Text
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Finger of Death
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DC: 36
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Save: Fortitude Partial
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Time: Instataneous
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Duration: Instataneous
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Rng: Medium
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Comp: S
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SR: No
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School: Evocation (Negitive Energy)
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Effect: With naught but a touch you cast this spell, the target dies or if they make the save takes 6d6+6 damage. Mettle does not work on this spell.
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Target Area: Object or Creature Touched.
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LEVEL 7 |
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Greater Shadow Evocation
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DC: 37
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Save: Will Partial and See Text
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Time: 1 standard action
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Duration: See Text
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Rng: See Text
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Comp: V S
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SR: Yes, See Text
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School: Illusion (Shadow)
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Effect: You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 6th level or lower. (For a spell with more than one level, use the best one applicable to you.)
Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only three-fifths damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is three-fifths as strong (if applicable) or only 60% likely to occur. If recognized as a shadow evocation, a damaging spell deals only three-fifths (60%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (7th) rather than the spell’s normal level.
Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Objects automatically succeed on their Will saves against this spell.
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Target Area: See Text
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* = Domain/Specialty Spell |