Spells
How to read the spell entries
Spells are listed by required Arcana level. In order to be able to learn or cast any given spell, you must be trained in Arcana and meet that spell's specific prerequisites. There are several parts to every spell, and the descriptions follow a standard format. Each heading is explained below.
Prerequisites: All spells have a certain Arcana discipline level as a prerequisite. In order to learn the spell, your total Arcana (Int) modifier must be at least equal to this listed value. Certain spells have additional prerequisites, as listed.
Components: Every spell requires at least one component. V stands for a verbal component. If you are unable to speak understandably and audibly, then you cannot cast any spell with a verbal component. S stands for a somatic component. You must be able to move at least one hand freely in order to cast any spell with a somatic component. M stands for a material component. These are items that must be held while casting the spell, and are destroyed during the casting. F stands for a focus component. Like a material component, a focus must be held while casting; however, it is not destroyed after use.
Casting Time: Each spell lists a casting time either in the form of one of the standard speed classes, or as a specific amount of time. If the casting time is a speed class, then you make the roll and modify it based on your Wisdom attribute.
Range: The range of a spell indicates how far away the target may be from the caster to still have the spell function. Spells with a range of "Touch" require that you touch the target (which requires a separate Celerity attack for an unwilling target). Spells with a range of "Personal" affect only the caster. Spells with a (C) in their range may be charged to increase the range.
Target/Effect: This specifies the number and types of targets for the spell or the area of effect in which the spell will take place.
Duration: A spell's duration will be listed here. Spells that show a duration of "Instantaneous" are finished as soon as they are cast, so they cannot be dispelled. Spells with a (C) in their duration may be charged to increase the duration.
Attack Roll: This will indicate which type of defense, if any, the spell targets, and the result of a miss against that defense. For example, an entry that reads "Celerity: ½" means that you must make an attack against the target's Celerity defense. If successful, you deal full damage. If you miss, you deal half damage. If the entry lists "Defense" as the targeted defense, then it targets either the Primary or Passive defense, as appropriate to the defender's situation. If an entry lists a followup attack, then that means that if the first attack is successful, you may make an additional attack of the second type for increased effect.
Spell Resistance: Certain creatures have spell resistance. If a creature's spell resistance applies against this spell, the entry reads "Yes" and otherwise, it reads "No."
Description: The spell's actual description gives the specific effects of the spell, going into more detail than the other parameters.
Material Component: Any spell with a material component will say what it is here. Most components are assumed to be on your person as long as you have your standard equipment, but any component that lists a specific cost must be bought or found and kept track of separately.
Focus: Any spell with a focus component will say what it is here. As with material components, unless a cost is listed, it is assumed that you have the necessary focus in your standard equipment.
Spells in Development
These spells are not yet updated to the same system of AP cost, Arcana, and Fatigue as the other spells, nor are they updated to use the standard range categories. Updates are currently in progress. If you'd like an official version of one of these spells specifically, then contact me and I'll put it next on my list.
Air Walk
Prerequisites: 0 Arcana, Ride the Wind
AP Cost: 36
Fatigue: 7
Components: V, S
Casting Time: Standard
Range: Touch
Target/Effect: Creature (Gargantuan or smaller) touched
Duration: 5 minutes (C)
Attack Roll: None
Spell Resistance: Yes
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.
A strong wind (21+ mph) can push the subject along or hold it back. After every 10 seconds, the wind blows the air walker 5 feet for every 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Should the spell duration expire while the subject is still aloft, the subject immediately falls to the ground.
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Nature skill) with one week of work and a DC 25 Nature (Per) check.
Animate Plants
Prerequisites: 0 Arcana
AP Cost: 60
Fatigue: 13
Components: V
Casting Time: Sluggish
Range: 25 feet (C)
Target/Effect: Four Large plants plus one per three charges or all plants within range; see text
Duration: 2 minutes (C) or 12 hours (C); see text
Attack Roll: None
Spell Resistance: No
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate four Large or smaller plants, or an equivalent number of larger plants, plus one per three charges. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as if directing an active spell (SC Rapid).
Use the statistics for animated objects, except that plants smaller than Large usually don't have hardness.
Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
Entangle
Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 12 hours plus 1 hour per charge.
Animate Skeleton
Prerequisites: 0 Arcana
AP Cost: 36
Fatigue: 7
Components: V, S, M
Casting Time: 5 minutes
Range: Touch
Target/Effect: One corpse + one per charge
Duration: Permanent
Attack Roll: None
Spell Resistance: Yes
By means of this spell, you are able to turn the bodies of dead creatures into animated skeletons that will follow your spoken command. The bodies must have a skeletal structure, and must be mostly intact in order to be animated. Skeletons remain animated and under your control until destroyed. Destroyed skeletons cannot be reanimated by this spell.
Skeletons are able to understand only simple commands, consisting of no more than one condition and one basic responsive action. For example, a skeleton may be commanded to "kill anything that enters this room," or "if anything approaches within 60 feet, ring this bell."
At no time may you command undead whose levels total more than your own. If you cast this spell to animate undead over this limit, then any excess undead become uncontrolled (you may select which ones).
Material Component:
A small packet of rare herbs worth at least 25 gp per level of the skeleton to be animated. You must have one such packet for each skeleton to be animated.
Antiplant Shell
Prerequisites: 0 Arcana
AP Cost: 24
Fatigue: 4
Components: V, S
Casting Time: Standard
Range: 10 feet
Target/Effect: 10-ft. radius emanation, centered on you
Duration: 30 minutes (C, D)
Attack Roll: None
Spell Resistance: Yes
The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.
Charm Monster
Prerequisites: 0 Arcana, Charm Person
AP Cost: 40
Fatigue: 8
Components: V, S
Casting Time: Slow
Range: 25 feet (C)
Target/Effect: One living creature
Duration: 1 day (C)
Attack Roll: Spirit: neg.
Spell Resistance: Yes
This charm makes a creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, you take a -5 penalty to your attack. Additionally, if the creature has been previously charmed and then attacked by you, you take another -5 penalty to your attack.
The spell does not enable you to control the charmed creature as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Communication/Perception check to convince it to do anything it wouldn't ordinarily do. (You roll Communication, it rolls Perception. Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the target's language to communicate your commands, or else be good at pantomiming.
Charm Person
Prerequisites: 0 Arcana
AP Cost: 20
Fatigue: 3
Components: V, S
Casting Time: Fast
Range: 25 feet (C)
Target/Effect: One humanoid creature
Duration: 1 hour (C)
Attack Roll: Spirit: neg.
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, you take a -5 penalty to your attack. Additionally, if the creature has been previously charmed and then attacked by you, you take another -5 penalty to your attack.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Communication/Perception check to convince it to do anything it wouldn't ordinarily do. (You roll Communication, it rolls Perception. Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
Cryoshield
Prerequisites: 0 Arcana
AP Cost: 16
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: 15 feet (C)
Target/Effect: 1 person or creature
Duration: 20 TC (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
When cast, the recipient of the spell feels a slight chill for a moment, and is encased in a movable ice, which soon merges with the skin, leaving no cold, and only a slightly crystalline appearance. This ice grants a +2 natural armor bonus to the target's Defense. In addition, all single-target spells cast at the target have a certain chance of being ineffective. In order to take effect, the spellcaster must make an Arcana (Int) check, DC = 10 + 1 per charge. The person affected by this spell can not choose to allow certain spells through, so even helpful spells may be deflected.
If the spell is deflected, then there is also a 25% chance that the spell will be turned back at the caster for half the normal effect. Spells that cannot normally be cast on oneself, such as Charm Person, cannot be turned back on the caster.
Darkness
Prerequisites: 0 Arcana
AP Cost: 16
Fatigue: 2
Components: V, M
Casting Time: Fast
Range: Touch
Target/Effect: Object touched
Duration: 5 minutes (C, D)
Attack Roll: Spirit: neg. (object)
Spell Resistance: Yes
The caster causes an object to cast darkness as a torch casts light. All vision, including darkvision and low-light vision, is obscured within a 20-ft. radius of the object, granting those within the darkness concealment (20% miss chance). Some light is still visible and shapes may be vaguely discerned, but you take a -10 penalty to all vision-related Perception checks in the darkness.
Nonmagical lights, such as torches and lanterns, do not brighten the area. A light spell will nullify the effect, allowing other lights to illuminate the area normally, but will not brighten the area itself.
The emanating darkness is blocked by anything that normally blocks light, provided that it is large enough to block a significant area. A person standing in the darkness does not create a "shadow" of light, although he may hide the effect by completely covering the object.
Darkness counters or dispels a light spell.
Material Component:
A small piece of charcoal.
Darkvision
Prerequisites: 0 Arcana
AP Cost: 20
Fatigue: 3
Components: V, S, M
Casting Time: Fast
Range: Touch
Target/Effect: Creature touched
Duration: 1 hour (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
This spell grants the ability to see 60 feet in total darkness. Darkvision is black and white only, and does not work in areas affected by magical darkness, nor can you see through fog or other obstructions.
Material Component:
A small piece of dried carrot.
Dismiss
Prerequisites: 0 Arcana
AP Cost: 28
Fatigue: 5
Components: V, S, M
Casting Time: Standard
Range: 100 feet (C)
Target/Effect: One other creature
Duration: Instantaneous
Attack Roll: Spirit: neg.
Spell Resistance: Yes
With this spell, you instantly teleport the target creature any distance up to the extreme of the range directly away from you. The target cannot pass through solid barriers larger than a common tree or low wall, and it must arrive on solid ground if it is normally land bound, or in water if unable to leave water safely. If you attempt to send the target past such a barrier or into a disallowed area, it instead appears directly in front of it.
Material Component:
A small piece of a shattered mirror.
Drain Blood
Prerequisites: 0 Arcana
AP Cost: 32
Fatigue: 6
Components: V, S
Casting Time: Standard
Range: Personal
Target/Effect: The caster
Duration: 1 minute (C) or until discharged (D)
Attack Roll: Defense: neg. followup Vigor: ½; see text
Spell Resistance: No
By means of this spell, the caster grows large fangs, gaining a natural bite attack (1d4 dmg, SC Fast). If he already possesses a bite attack, use that damage or 1d4, whichever is greater. On a successful hit, the caster deals normal damage and may choose to drain blood as a followup Vigor attack that increases the target's fatigue by 2d4. A failed Vigor attack deals half damage. If he drains blood, the caster gains bonus hit points equal to half of the fatigue caused. These bonus hit points last for 5 minutes.
The caster may attempt to drain blood three times + 2 times per charge. Once this limit is reached, the spell ends.
Feasible Future
Prerequisites: 0 Arcana
AP Cost: 52
Fatigue: 11
Components: V, S, F
Casting Time: Sedentary
Range: Personal
Target/Effect: You
Duration: Instantaneous (and 1 minute (C); see below)
Attack Roll: None
Spell Resistance: No
This spell allows the caster to see a vision of one possible future. The vision itself is instantaneous, but the caster can see as far as 1 minute (C) into the future.
In terms of gameplay, for as long as the vision lasts, characters choose their actions normally, but any changes to the characters or objects, such as damage taken, charges spent, spells cast, etc., are recorded separately. At the end of the vision's duration, the caster chooses whether to follow that exact vision (making all of the temporary changes noted above become permanent) or to change the future.
If he decides to change the future, then discard all of the temporary changes, and the game resumes as normal from the time when the spell was cast. If the caster attempts the same actions as he did in his vision, he gains a +4 insight bonus on all attack rolls and skill checks, and a +2 insight bonus to Defense. These bonuses last as long as the caster continues in the same course of action as he did in his vision (he is attempting the same actions, but in different ways, with a good idea of what to do differently to make it more successful), to a maximum of the vision's length.
Should the caster die or be knocked unconscious within his vision, he is automatically returned to the present, and subject to a Vigor attack at +15 for 2d6 points of damage from the mental shock (half damage on a miss).
The caster may choose to make the vision shorter when casting (for example, to avoid the risk of taking too much damage in the vision), but once the length is decided, it cannot be changed.
Focus:
A miniature hourglass made of silver and filled with crushed sapphires. The hourglass itself must be worth at least 500 GP, and must contain at least enough sapphire dust to last for the vision's duration. The dust costs 10 GP per second of the vision. If there is insufficient sapphire dust, then the vision ends proportionately early.
Fertile Soil
Prerequisites: 0 Arcana
AP Cost: 32
Fatigue: 6
Components: V, S
Casting Time: 10 minutes
Range: 500 feet (C)
Target/Effect: 5 sq. mi. of soil + 1 sq. mi./charge (S)
Duration: Permanent
Attack Roll: None
Spell Resistance: Yes
By use of this spell, the caster may cause otherwise unusable, rocky soil to become fertile ground for planting crops, grazing herds, etc. It does not create streams or other water in the area, so sources of water may still be necessary. Plants must also be provided if there are none already in the area - the spell does not cause spontaneous growth.
Flesh to Stone
Prerequisites: 0 Arcana
AP Cost: 52
Fatigue: 11
Components: V, S, M
Casting Time: Slow
Range: 200 feet (C)
Target/Effect: One creature
Duration: Instantaneous
Attack Roll: Vigor: neg.
Spell Resistance: Yes
The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.
Only creatures made of flesh are affected by this spell.
Material Component:
Lime, water, and earth.
Fly
Prerequisites: 0 Arcana
AP Cost: 40
Fatigue: 8
Components: V, S, F
Casting Time: Slow
Range: Touch
Target/Effect: Creature Touched
Duration: 3 minutes (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
The subject can fly at a speed of 20 feet (or 15 feet if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load.
Should the spell duration expire while the subject is still aloft, the subject instantly falls, taking damage as per the falling rules.
Focus:
A wing feather from any bird.
Gust
Prerequisites: 0 Arcana
AP Cost: 20
Fatigue: 3
Components: V, S
Casting Time: Fast
Range: 60 feet (C)
Target/Effect: Line-shaped gust of wind emanating out from you to the extreme of the range
Duration: 20 TC (C)
Attack Roll: Vigor: neg.
Spell Resistance: Yes
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet. Large or larger creatures may move normally within a gust of wind effect. Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks (listening and smelling only) in the area of a gust of wind.
A gust of wind can't move a creature beyond the limit of its range.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
Hailstorm
Prerequisites: 0 Arcana
AP Cost: 44
Fatigue: 9
Components: V, S, M
Casting Time: Slow
Range: 1 mile
Target/Effect: 500-ft. radius
Duration: 1 minute (C)
Attack Roll: None
Spell Resistance: No
When this spell is cast, dark stormclouds immediately begin to form and gather in the area of effect. 10 seconds after casting, a ferocious hailstorm begins in the area, dealing 1d6 points of damage every 10 seconds to everything in the area of effect that is not protected. Note that this spell will not function below ground and that the caster's party is not immune to the effects. The hail will also tear through weak materials, such as straw or thatched roofs, and can cause significant structural damage.
Material Component:
A pinch of dust and a few drops of water.
Haste
Prerequisites: 0 Arcana
AP Cost: 20
Fatigue: 3
Components: V, S
Casting Time: Fast
Range: 20 feet (C)
Target/Effect: One creature
Duration: 5 TC (C)
Attack Roll: Spirit: neg (harmless)
Spell Resistance: Yes
The target's base movement rate doubles for the duration, and all actions have their speed factors halved. Additionally, the target gains a +2 to hit and a +2 to its Agility. The spell takes effect and begins counting down on its duration at the start of the target's next turn.
Ice Storm
Prerequisites: 0 Arcana
AP Cost: 36
Fatigue: 7
Components: V, S, M
Casting Time: Standard
Range: 250 feet (C)
Target/Effect: Cylinder (15-ft. radius, 40 ft. high)
Duration: 5 seconds
Attack Roll: None
Spell Resistance: Yes
Great magical hailstones pound down on an area, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage + 2 per charge to every creature in the area. After the storm, the hail disappears, leaving no aftereffects (other than the damage dealt).
Material Component:
A pinch of dust and a few drops of water.
Invisibility
Prerequisites: 0 Arcana
AP Cost: 24
Fatigue: 4
Components: V, S, M
Casting Time: Standard
Range: Touch
Target/Effect: You or a creature or object weighing no more than 300 lbs. + 100 lbs./charge
Duration: 3 minutes (C, D)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
The creature or object touched and all of its gear or contents become completely invisible to everything and everyone except itself. The subject is not magically silenced.
Items dropped, thrown, fired, or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light cast by an invisible object remains visible. Items that extend beyond 10 feet from the center of the effect are wholly visible.
If the subject attacks any creature, the spell ends. An attack includes any spell that directly targets a foe or whose area of effect includes and affects an enemy. Attacking or using unattended objects does not break the spell, but attacking an attended object counts as attacking the creature. Indirect harm (such as summoning spells, traps, etc.) does not count as an attack.
Material Component:
An eyelash encased in a bit of gum arabic.
Invisibility, Improved
Prerequisites: 0 Arcana, Invisibility
AP Cost: 40
Fatigue: 8
Components: V, S
Casting Time: Slow
Range: Touch
Target/Effect: You or creature touched
Duration: 1 minute (C, D)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
The creature or object touched and all of its gear or contents become completely invisible to everything and everyone except itself. The subject is not magically silenced.
Items dropped, thrown, fired, or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light cast by an invisible object remains visible. Items that extend beyond 10 feet from the center of the effect are wholly visible.
Unlike invisibility, the spell does not end when the subject attacks.
Life Spark
Prerequisites: 0 Arcana, Breath of Life
AP Cost: 56
Fatigue: 12
Components: V, S
Casting Time: 1 minute
Range: Touch
Target/Effect: Creature Touched
Duration: Instantaneous
Attack Roll: None
Spell Resistance: No
By use of this spell, the character is able to restore life to another person or creature who has recently died. The target creature must be willing to be restored to life. The creature can have been dead for no longer than 1 minute + 5 seconds per charge. As long as casting is begun within this time period, the target creature is restored to life with 1 HP and 1 fatigue. The caster must remain in physical contact with the target for the entire casting time. If contact is broken, the spell is immediately lost.
When the target is restored to life, he loses a number of hit points equal to 8 minus his Constitution score (minimum 0) from his maximum, and a corresponding number of AP (however much it would cost to regain the lost HP) from his total, but not from his current. Both losses are permanent. If this loss would drop the character's maximum hit points to 0 or below, then he cannot be raised by this spell.
Longstrider
Prerequisites: 0 Arcana
AP Cost: 16
Fatigue: 2
Components: V, S, M
Casting Time: Fast
Range: Personal
Target/Effect: You
Duration: 1 hour (C, D)
Attack Roll: None
Spell Resistance: No
This spell increases your base land speed by 5 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
Material Component:
A pinch of dirt.
Major Creation
Prerequisites: 0 Arcana, Minor Creation
AP Cost: 48
Fatigue: 10
Components: V, S, M
Casting Time: 10 minutes
Range: 50 feet (C)
Target/Effect: Unattended, nonmagical object of nonliving plant matter, up to 10 cu. ft. + 1 cu. ft./charge
Duration: See text
Attack Roll: None
Spell Resistance: No
This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table. All durations are chargeable.
Hardness and Rarity Examples | Duration |
---|---|
Vegetable matter | 24 hrs |
Stone, crystal, base metals | 12 hrs |
Precious metals | 3 hours |
Gems | 1 hour |
Rare metal1 | 2 minutes |
|
Material Component:
A tiny piece of matter of the same sort of item you plan to create with major creation.
Major Quake
Prerequisites: 0 Arcana, Minor Quake
AP Cost: 60
Fatigue: 13
Components: V, S
Casting Time: Sluggish
Range: 1000 feet (C)
Target/Effect: 80 foot radius spread
Duration: 10 seconds
Attack Roll: See text
Spell Resistance: No
When you cast major quake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 10 seconds, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.
Cave, Cavern, or Tunnel
The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). A major quake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs
Major quake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
Open Ground
Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure
Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
River, Lake, or Marsh
Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned beneath Rubble
Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.
Minor Creation
Prerequisites: 0 Arcana
AP Cost: 36
Fatigue: 7
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target/Effect: Unattended, nonmagical object of nonliving plant matter, up to 5 cu. ft. + 1 cu. ft./charge
Duration: 4 hours (C)
Attack Roll: None
Spell Resistance: No
You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 5 cubic feet plus 1 cubic foot per charge. You must succeed on an appropriate skill check to make a complex item.
Attempting to use any created object as a material component causes the spell to fail.
Material Component:
A tiny piece of matter of the same sort of item you plan to create with minor creation.
Minor Levitation
Prerequisites: 0 Arcana
AP Cost: 20
Fatigue: 3
Components: V, S, F
Casting Time: Fast
Range: 30 feet (C)
Target/Effect: You or one willing creature or one object (total weight up to 300 lbs. + 100 lbs./charge)
Duration: 3 minutes (C, D)
Attack Roll: None
Spell Resistance: Yes
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 2 feet every second; doing so requires concentration (+2 to TC delay of all actions). You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).
A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full 10 seconds spent stabilizing allows the creature to begin again at -1.
You cannot levitate a creature or object beyond the range of the spell, and any effect that moves the creature out of range breaks the spell.
Focus:
Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.
Minor Quake
Prerequisites: 0 Arcana
AP Cost: 20
Fatigue: 3
Components: V, S, M
Casting Time: Fast
Range: 100 feet (C)
Target/Effect: 30-foot radius burst + 5-ft radius/charge
Duration: 5 TC (C)
Attack Roll: Celerity: ½ or None
Spell Resistance: No
The caster causes the ground to tremble, dealing 1d6 damage every 5 TC to all creatures within the area of effect. Attacks must be made each time to determine damage. If the spell is targeted directly on an earth creature, then that creature immediately takes 3d6 points of damage plus 1d6 per charge, with no attack roll necessary, and the spell ends. The quake also deals 1 point of damage per TC to any structures in the area (even crude huts will typically have at least 50 HP). Normally, the tremor is not strong enough to deal any significant damage to the environment.
Material Component:
A handful of shattered rocks.
Obscuring Mist
Prerequisites: 0 Arcana
AP Cost: 16
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: Personal
Target/Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 minute (C)
Attack Roll: None
Spell Resistance: No
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph) reduces the duration by half. A strong wind (21+ mph) cuts the duration to one-fourth normal. Large fires or fire spells that create flames burn away the fog in the effect's area.
This spell does not function underwater.
Quench
Prerequisites: 0 Arcana
AP Cost: 32
Fatigue: 6
Components: V, S
Casting Time: Standard
Range: 150 ft. (C)
Target/Effect: Five 20-ft. cubes + One 20-ft. cube/charge (S) or one fire-based magic item
Duration: Instantaneous
Attack Roll: None or Spirit: neg. (object)
Spell Resistance: Yes
Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 + 5, + 1 per charge) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
Each elemental (fire) creature within the area of a quench spell takes 5d6 points of damage + 1d6 per charge (no save allowed).
Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours if you succeed on a Spirit attack and pass its spell resistance. (Artifacts are immune to this effect.)
Regeneration
Prerequisites: 0 Arcana, Regeneration, Lesser
AP Cost: 36
Fatigue: 7
Components: V, S, M
Casting Time: Standard
Range: 40 feet (C)
Target/Effect: One or more creatures in a 20' cube
Duration: 2 minutes (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
The targets regenerate HP, gaining hit points equal to 1d6 plus their fatigue recovery rates every 20 seconds for the spell's duration. The actual healing is divided evenly among the 20 seconds, so that if the target rolls 10 HP of healing, then he heals one-half of a hit point every second. Partial hit points don't count when determining current hit points. The duration of the spell is divided among all targets. Slain creatures cannot be revived with this spell.
Material Component:
A sprig of holly or a pinch of fresh snow.
Regeneration, Greater
Prerequisites: 0 Arcana, Regeneration
AP Cost: 56
Fatigue: 12
Components: V, S, M
Casting Time: Sluggish
Range: 100 feet (C)
Target/Effect: One or more creatures in a 40' cube
Duration: 2 minutes (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
The targets regenerate HP, gaining hit points equal to 1d6 plus its fatigue recovery rate every 10 seconds for the spell's duration. The actual healing is divided evenly among the 10 seconds, so that if the target rolls 20 HP of healing, then he heals 2 hit points every second. Partial hit points don't count when determining current hit points. The duration of the spell is divided among all targets. Slain creatures cannot be revived with this spell.
Material Component:
A sprig of holly or a pinch of fresh snow.
Regeneration, Lesser
Prerequisites: 0 Arcana
AP Cost: 20
Fatigue: 3
Components: V, S, M
Casting Time: Fast
Range: Touch
Target/Effect: One creature
Duration: 2 minutes (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
The target regenerates HP, gaining hit points equal to 1d6 plus its fatigue recovery rate every 30 seconds for the spell's duration. The actual healing is divided evenly among the 30 seconds, so that if the target rolls 10 HP of healing, then he heals one-third of a hit point every second. Partial hit points don't count when determining current hit points. Slain creatures cannot be revived with this spell.
Material Component:
A sprig of holly or a pinch of fresh snow.
Ride the Wind
Prerequisites: 0 Arcana, Feather Fall
AP Cost: 32
Fatigue: 6
Components: V, S
Casting Time: Standard
Range: 100 feet (C)
Target/Effect: 5 creatures + 1 creature/charge
Duration: 15 minutes (C, D)
Attack Roll: Spirit: neg.
Spell Resistance: Yes
This spell allows creatures targeted by the caster to become virtually weightless and be lifted upon the wind. Affected creatures can control their altitude by rising or descending at a movement rate of 10, but are at the mercy of the wind for speed and direction. You must succeed on a Spirit attack for unwilling targets. Each subject, with equipment, must weigh less than 250 pounds plus 25 pounds per charge.
Shadow Door
Prerequisites: 0 Arcana, Invisibility
AP Cost: 40
Fatigue: 8
Components: V, S
Casting Time: Slow
Range: 15 feet
Target/Effect: Special
Duration: 90 seconds (C, D)
Attack Roll: Spirit (on interaction): disbelief
Spell Resistance: No
By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this door and disappear. In reality, he has darted aside and is completely Invisible for the spell duration (or until he attacks). Creatures viewing this are deluded into seeing or entering an empty 10' by 10' room if they open the door. True Seeing, a gem of seeing, or similar magical means can discover the wizard.
Slow
Prerequisites: 0 Arcana
AP Cost: 24
Fatigue: 4
Components: V, S
Casting Time: Standard
Range: 25 feet (C)
Target/Effect: One creature
Duration: 20 TC (C)
Attack Roll: Spirit: neg
Spell Resistance: Yes
The target's movement rate is halved, all actions have their speed factors doubled, and he suffers a +2 penalty to initiative and -2 penalty to Agility. The spell's effects and duration take effect on the target's next turn after the spell is cast.
Speak with Dead
Prerequisites: 0 Arcana
AP Cost: 32
Fatigue: 6
Components: V, S
Casting Time: 10 minutes
Range: 10 feet
Target/Effect: One dead creature
Duration: 1 minute (C)
Attack Roll: Spirit: neg.; see text
Spell Resistance: No
You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question, plus one per two charges. Unasked questions are wasted if the duration expires. The corpse's knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature's alignment was different from yours, you must succeed on a Spirit attack as if the corpse were alive. For each step removed from your own alignment beyond the first, you take a -2 penalty on the attack.
If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.
This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. Indeed, it can't even remember being questioned.
This spell does not affect a corpse that has been turned into an undead creature.
Statue
Prerequisites: 0 Arcana
AP Cost: 60
Fatigue: 13
Components: V, S, M
Casting Time: Sedentary
Range: Touch
Target/Effect: Creature touched
Duration: 12 hours (C, D)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points.
The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage.
The subject of a statue spell can return to its normal state, act, and then return to the statue state (a free action) immediately after recovering from its action (after the TC delay or SF) if it so desires, as long as the spell duration is in effect.
Material Component:
Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.
Steelskin
Prerequisites: 0 Arcana, Stoneskin
AP Cost: 36
Fatigue: 7
Components: V, S, M
Casting Time: Standard
Range: Touch
Target/Effect: Creature touched
Duration: 1 hour (C) or until discharged
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 30 points of damage plus 5 per charge, it is discharged.
Material Component:
Granite and 100 gp worth of diamond dust sprinkled on the target's skin.
Stone to Flesh
Prerequisites: 0 Arcana
AP Cost: 52
Fatigue: 11
Components: V, S, M
Casting Time: Slow
Range: 200 feet (C)
Target/Effect: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Duration: Instantaneous
Attack Roll: Vigor: neg. (object); see text
Spell Resistance: Yes
This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 12 Constitution check to survive the process. Any petrified creature, regardless of size, can be restored.
The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.
Material Component:
A pinch of earth and a drop of blood.
Stoneskin
Prerequisites: 0 Arcana
AP Cost: 20
Fatigue: 3
Components: V, S, M
Casting Time: Fast
Range: 50 feet (C)
Target/Effect: One creature
Duration: 5 minutes (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
This spell causes the target's skin to become as tough as stone, granting a +4 natural armor bonus to Defense +1 per 2 charges. The spell leaves a gray hue visible in the target's skin.
Material Component:
A small piece of granite or limestone.
Summon Raincloud
Prerequisites: 0 Arcana
AP Cost: 16
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: 200 feet (C)
Target/Effect: 50 foot radius + 10 feet/charge
Duration: 50 seconds (C)
Attack Roll: None
Spell Resistance: No
The caster summons a small raincloud to cover an area. For the first 10 seconds, the clouds begin to gather. In the next 10 seconds, it begins to rain lightly. After this, it becomes a torrential downpour. During the last 10 seconds of the spell, the rain stops and the clouds disperse. High atmospheric winds will cut the duration in half, and the spell may not function in extremely dry conditions, where there is no significant source of moisture, such as the center of a large desert.
All creatures within the area of effect are unaffected during the first, second, and last phases of the spell. While the rain is at its peak, vision is limited to 20 feet, and all those within have concealment (-2 to hit). Those looking in from the outside are only able to see as far as 60 feet in, making missile weapons and most spells ineffective past this point.
Summon Skeleton
Prerequisites: 0 Arcana
AP Cost: 24
Fatigue: 4
Components: V, S, M
Casting Time: Sluggish
Range: 30 feet (C)
Target/Effect: 1 medium-sized, humanoid skeleton, + 1 skeleton/charge
Duration: 1 minute (C, D)
Attack Roll: None
Spell Resistance: No
You summon one or more medium-sized, humanoid skeletons to assist you in battle, or to perform various other duties. Each skeleton summoned has 10 HP, 0 SP, 12 Primary defense (+2 natural armor), 1d6+3 initiative, 0 Strike, and 0 Damage modifier. They are equipped with short swords (1d6 dmg, SC Standard) when summoned, and may act immediately on that TC at the command of the caster. The skeletons and their swords disappear at the end of the spell duration or when destroyed.
A skeleton will follow basic instructions requiring no judgment or independent thought, and will fight fearlessly. At the end of the spell, the skeletons vanish, along with their weapons.
Material Component:
A pinch of bone dust of the creature type to be summoned.
Transmute Mud to Rock
Prerequisites: 0 Arcana
AP Cost: 48
Fatigue: 10
Components: V, S, M
Casting Time: Slow
Range: 150 feet (C)
Target/Effect: Up to ten 10-foot cubes + two 10-foot cubes/charge (S)
Duration: Permanent
Attack Roll: Celerity: partial; See text
Spell Resistance: No
This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.
Any creature in the mud is trapped on a successful Celerity attack, or is able to escape before the area is hardened to stone if the attack misses.
Transmute mud to rock counters and dispels transmute rock to mud.
Material Component:
Sand, lime, and water.
Transmute Rock to Mud
Prerequisites: 0 Arcana
AP Cost: 44
Fatigue: 9
Components: V, S, M
Casting Time: Slow
Range: 150 feet (C)
Target/Effect: Up to ten 10-ft. cubes + two 10-ft. cubes/charge (S)
Duration: Permanent; see text
Attack Roll: See text
Spell Resistance: No
This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 2.5 feet and causing a -2 penalty on attack rolls and Defense. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.
If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area (Celerity: ½).
Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings' foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.
The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance-but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.
Material Component:
Clay and water.
Unholy Armor
Prerequisites: 0 Arcana
AP Cost: 28
Fatigue: 5
Components: V, S
Casting Time: Standard
Range: Touch
Target/Effect: Creature touched
Duration: 10 minutes (C, D)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
A dark aura surrounds the target, providing a +3 unholy bonus to Defense. The aura persists for the spell duration, and is clearly visible to anyone within 20 feet.
Wall of Fog
Prerequisites: 0 Arcana
AP Cost: 16
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: 250 feet (C)
Target/Effect: 20 foot radius + 10 feet/charge
Duration: 15 minutes (C)
Attack Roll: None
Spell Resistance: No
A bank of fog 20 feet high billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).
A moderate wind (11+ mph) cuts the duration in half; a strong wind (21+ mph) reduces the duration to one quarter.
The spell does not function underwater.
Wall of Ice
Prerequisites: 0 Arcana
AP Cost: 36
Fatigue: 7
Components: V, S, M
Casting Time: Standard
Range: 150 feet (C)
Target/Effect: Anchored plane of ice, up to five 10-ft. squares + one/charge, or hemisphere of ice with a radius of up to 10 ft. + 1 ft./charge
Duration: 5 minutes (C)
Attack Roll: Celerity: neg.; see text
Spell Resistance: Yes
This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Dexterity check (DC 20) to disrupt the wall as it is being formed. If successful, the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.
Ice Plane
A sheet of strong, hard ice appears. The wall is 10 inches thick plus 1 per charge. It covers up to five 10-foot-square areas plus one per charge (so with 5 charges, you can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.
Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 1/charge.
Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per charge.
Hemisphere
The wall takes the form of a hemisphere whose maximum radius is 10 feet + 1 foot per charge. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.
Material Component:
A small piece of quartz or similar rock crystal.
Water Breathing
Prerequisites: 0 Arcana
AP Cost: 28
Fatigue: 5
Components: V, S
Casting Time: Standard
Range: Touch
Target/Effect: Creature or creatures touched
Duration: 3 hours (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
This spell allows all recipients to breath underwater for the duration. The only limit to how many creatures can be affected is how many are able to come close enough to the caster to touch him. The duration of the spell is divided among each creature affected.
If cast on already water-breathing creatures, this spell enables them to breathe air for the duration.
A single casting can only have one of the two effects. Neither version prohibits a creature from breathing in its natural environment.
Water Walk
Prerequisites: 0 Arcana
AP Cost: 28
Fatigue: 5
Components: V, S
Casting Time: Standard
Range: Touch
Target/Effect: One touched creature, plus one/charge
Duration: 30 minutes (C, D)
Attack Roll: Spirit: neg. (usually harmless)
Spell Resistance: Yes
The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.
If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 10 feet per second until they can stand on it. The duration of the spell is divided equally among all targets.
Wind Wall
Prerequisites: 0 Arcana, Gust
AP Cost: 24
Fatigue: 4
Components: V, S
Casting Time: Standard
Range: 75 feet (C)
Target/Effect: One 30-foot wide wall + 20 feet/charge
Duration: 30 seconds (C)
Attack Roll: Celerity; see text
Spell Resistance: No
This spell creates an invisible vertical curtain of wind two feet thick, ten feet high, and of considerable strength - strong enough to blow away any bird smaller than an eagle or to tear papers from unsuspecting hands. (If in doubt, a Celerity attack at an additional +2 bonus determines whether the subject maintains its grasp.) Normal insects cannot pass, and loose materials fly upward when caught in a wind wall. Arrows and bolts are automatically deflected upward and miss, while sling stones and other missiles under two pounds receive a -4 penalty to the first shot, and a -2 thereafter. Heavier missiles are unaffected. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall.
Wood Shape
Prerequisites: 0 Arcana
AP Cost: 20
Fatigue: 3
Components: V, S
Casting Time: Fast
Range: Touch
Target/Effect: One touched piece of wood no larger than 10 cu. ft. + 2 cu. ft./charge
Duration: Instantaneous
Attack Roll: Spirit: neg. (object)
Spell Resistance: Yes
Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn't possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.
2 Arcana
Augury
Prerequisites: 2 Arcana
AP Cost: 4
Fatigue: 1
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target/Effect: The caster
Duration: Instantaneous
Attack Roll: None
Spell Resistance: No
You are able to ask one question about a specific course of action and receive a vague answer of whether the immediate results of the action will be good or bad. This spell is able to predict only as far as about half an hour into the future, so any consequences of an action that extend beyond this range are not considered in the answer. Actions that extend beyond this scope receive no answer.
The caster must succeed on a DC 12 Arcana (Wis) check to obtain a useful response. You may not take 10 on this roll.
This spell yields one of four results: Weal if the action will likely have good results, Woe for bad results, Weal and woe for both, or Nothing if the action has no particularly good or bad results or the spell fails.
Focus:
A set of marked bones, dice, sticks, or similar objects worth at least 25 gp.
Bless Water
Prerequisites: 2 Arcana
AP Cost: 3
Fatigue: 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target/Effect: Flask of water touched
Duration: Instantaneous
Attack Roll: Spirit: neg. (object)
Spell Resistance: Yes
This spell converts a flask of water (1 pint) into holy water. Holy water damages creatures with the Unholy subtype, including most undead.
Material Component:
One pound of powdered silver (worth 5 gp).
Boil
Prerequisites: 2 Arcana
AP Cost: 3
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Close
Target/Effect: 1 cu. ft. of liquid + 1 cu. ft./charge
Duration: Instantaneous
Attack Roll: Spirit: neg. or Spirit: neg. (object)
Spell Resistance: Yes
You bring the water or other similar liquid in the affected area to an immediate boil (or to a slightly lower temperature, if desired). Magical liquids receive a saving throw vs. fire to resist the effect. This spell cannot be cast upon any liquid contained within a creature, except for water elementals and similar creatures, which take 2d6 points of damage + 1d6/charge. Splashing boiling water on a creature deals 1d4 points of damage. A creature that is fully submerged takes 1d6 damage every second.
Breath of Death
Prerequisites: 2 Arcana, Inflict Harm
AP Cost: 3
Fatigue: 1
Components: V, S
Casting Time: Standard
Range: Personal
Target/Effect: All creatures in a 10-ft. cone
Duration: Instantaneous
Attack Roll: Celerity: ½
Spell Resistance: Yes
This spell hurts all living creatures in the area of effect for 2d8 hit points damage, plus 3 per charge. Undead in the area are healed for 2d6 hit points plus 2 per charge.
Burning Hands
Prerequisites: 2 Arcana
AP Cost: 3
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Personal
Target/Effect: 15-ft. cone
Duration: Instantaneous
Attack Roll: Celerity: ½
Spell Resistance: Yes
A sheet of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage, plus 1d4 points per charge. Flammable materials may burn if the flames touch them. A character can extinguish burning items at SF 1d6+6.
Chill Touch
Prerequisites: 2 Arcana
AP Cost: 4
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Personal
Target/Effect: The caster
Duration: 1 minute (C)
Attack Roll: None
Spell Resistance: Yes
This spell causes your hand to become deathly cold and pale. Any creature you touch takes 1d8 points of cold damage + 1 per charge. You can use this attack as many times as you want until the duration expires.
Create Water
Prerequisites: 2 Arcana
AP Cost: 4
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Short
Target/Effect: Up to 5 gallons of water + 5 gallons/charge
Duration: Instantaneous
Attack Roll: None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 64 pounds.
Curse Water
Prerequisites: 2 Arcana
AP Cost: 3
Fatigue: 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target/Effect: Flask of water touched
Duration: Instantaneous
Attack Roll: Spirit: neg. (object)
Spell Resistance: Yes
This spell converts a flask of water (1 pint) into unholy water. Unholy water damages creatures with the Holy subtype the way holy water damages Unholy creatures.
Material Component:
One pound of powdered silver (worth 5 gp).
Inflict Harm
Prerequisites: 2 Arcana
AP Cost: 3
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Close
Target/Effect: Creature touched
Duration: Instantaneous
Attack Roll: Spirit: ½
Spell Resistance: Yes
Your touch inflicts 1d8 points of unholy damage +1d8 points per charge to a single living creature.
If you use this spell on a creature with the Unholy subtype, it instead grants an equal amount of healing.
Light
Prerequisites: 2 Arcana
AP Cost: 4
Fatigue: 1
Components: V, M
Casting Time: Fast
Range: Touch
Target/Effect: Object touched
Duration: 15 minutes (C, D)
Attack Roll: Spirit: neg. (object)
Spell Resistance: Yes
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
Light counters and dispels a darkness spell.
Material Component:
A firefly or a piece of phosphorescent moss.
Magic Stone
Prerequisites: 2 Arcana
AP Cost: 3
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Touch
Target/Effect: Pebbles touched (up to 3 stones+ 2 stones/charge)
Duration: 30 minutes or until discharged
Attack Roll: Spirit: neg. (object)
Spell Resistance: Yes
You transmute as many as 3 pebbles + 2 per charge, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus).
Ray of Frost
Prerequisites: 2 Arcana
AP Cost: 3
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Short
Target/Effect: Ray
Duration: Instantaneous
Attack Roll: Celerity: neg.
Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d8 points of cold damage, + 1d8 points per charge.
Resistance
Prerequisites: 2 Arcana
AP Cost: 4
Fatigue: 1
Components: V, S, M
Casting Time: Fast
Range: Touch
Target/Effect: Creature Touched
Duration: 1 minute (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus to Vigor, Celerity, and Spirit defenses, +1 per charge.
Material Component:
A miniature cloak.
Sicken
Prerequisites: 2 Arcana
AP Cost: 3
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Touch
Target/Effect: Creature touched
Duration: 30 seconds (C)
Attack Roll: Vigor: neg.
Spell Resistance: Yes
On a successful Vigor attack, the target is sickened for the duration (-2 on all attack rolls, damage rolls, discipline checks, and attribute checks).
Stone Throw
Prerequisites: 2 Arcana
AP Cost: 3
Fatigue: 1
Components: V, S, M
Casting Time: Fast
Range: Close
Target/Effect: 1 or more creatures in a 10-ft. cube
Duration: Instantaneous
Attack Roll: Defense: ½
Spell Resistance: No
This spell creates dozens of small stones that hurl towards the intended targets, dealing 2d6 damage + 1d6 per charge. You may divide the damage evenly between as many creatures as you want to, as long as all creatures are within 10 feet of each other. Targets must be stated before the total damage is rolled, and fractions after damage is divided are rounded down. The stones disappear after the spell is cast.
Material Component:
A small pebble.
Tongue of the Snake
Prerequisites: 2 Arcana
AP Cost: 4
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Personal
Target/Effect: Caster
Duration: 1 minute (C, D)
Attack Roll: None
Spell Resistance: No
You increase your ability to lie smoothly and believably. When making a Deception or Persuasion check involving lying, you gain a +2 enhancement bonus to the check, +1 per charge.
Watershot
Prerequisites: 2 Arcana
AP Cost: 5
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Touch
Target/Effect: Bow or crossbow touched
Duration: 1 minute (C)
Attack Roll: Spirit: neg. (object)
Spell Resistance: Yes
You temporarily enchant one bow or crossbow so that all arrows or bolts fired from it are fully effective when fired into, out of, or through water. Shots fired from the weapons take no penalty to hit or damage if the wielder is not in the water or is otherwise able to move freely. If the user is underwater, the shots take a -2 penalty to hit, just like a melee weapon normally does underwater, because he is unable to aim quickly and precisely.
Wind Slash
Prerequisites: 2 Arcana
AP Cost: 3
Fatigue: 1
Components: V, S, M
Casting Time: Fast
Range: Short
Target/Effect: One creature
Duration: Instantaneous
Attack Roll: Passive: neg.
Spell Resistance: Yes
By means of this spell, the caster creates a sudden, precise blast of wind that acts as a blade on any creature within range. The force deals 1d8 damage, plus 1d8 points per charge. The damage is considered to be magical, and a slashing weapon for the purposes of overcoming damage reduction.
Material Component:
A small feather or miniature fan.
3 Arcana
Bolster
Prerequisites: 3 Arcana
AP Cost: 5
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Touch
Target/Effect: Creature touched
Duration: 3 minutes (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
The target is bolstered against pain, temporarily increasing his or her Threshold of Pain by 2 points plus 1 point per charge.
Detect Magic
Prerequisites: 3 Arcana
AP Cost: 7
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Personal
Target/Effect: 60-ft. cone
Duration: 20 seconds (C)
Attack Roll: None
Spell Resistance: No
With this spell, the wizard detects magical radiations in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard can make a DC 20 Arcana (Int) check to recognize if a certain type of magic is present (elemental, as well as alteration, conjuration, etc.).
The caster can turn, scanning a 90 degree arc per 5 seconds. Stone of 1 foot or more, metal of 1 inch or more, or 3 feet of solid wood or dirt blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations.
Earthen Grasp
Prerequisites: 3 Arcana
AP Cost: 6
Fatigue: 1
Components: V, S, M
Casting Time: Fast
Range: Short
Target/Effect: One creature
Duration: 30 seconds (C, D)
Attack Roll: Celerity: partial
Spell Resistance: Yes
This spell causes an arm made of compacted soil to rise from the ground. The spell must be cast on open turf, such as a grassy field or dirt floor. The arm and hand are roughly the size of a normal human limb and will attempt to grab the target's leg with a Celerity attack.
If the hand misses, then it will disappear into the ground and make another attempt to grab the creature 2d8 TC later as long as the target remains within range of the caster. Once successful, the creature is rendered immobile and suffers an attack penalty of -2. The hand deals no physical damage, and can only affect creatures that have a leg or other viable contact point close to the ground, and are size large or smaller. Escaping the hand requires a DC 20 Acrobatics (Dex) check, or a DC 16 Strength check. A successful strength check also deals 1d6 damage to the hand.
The arm has Defense 15 (+5 natural armor), 10 Celerity, Vigor, and Spirit, and hit points equal to 15 plus 5/charge. If the arm's hit points are reduced to 0, the spell duration ends, or the target is no longer within the spell's range, the hand crumbles.
Material Component:
A handful of hard soil.
Fire Beam
Prerequisites: 3 Arcana
AP Cost: 6
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Personal
Target/Effect: Line (15 feet + 5 feet/charge)
Duration: Instantaneous
Attack Roll: Celerity: neg.
Spell Resistance: Yes
This spell allows the caster to fire a straight beam of flame from himself towards any opponent within range. The fire strikes one or more targets in a straight line for 2d6 fire damage, plus 1d6 per charge.
Wood or other similar materials of at least 2 inches in thickness will stop the flame, but may be ignited. Any metals of at least 1/8 inch thickness will also stop the flame.
Fire Trap
Prerequisites: 3 Arcana
AP Cost: 7
Fatigue: 1
Components: V, S, M
Casting Time: Fast
Range: Touch
Target/Effect: One closable object
Duration: Permanent until discharged (D), or 1 minute (C, D); see text
Attack Roll: Celerity: ½
Spell Resistance: Yes
This can be cast upon any object that can be opened and closed. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius of the spell's center. The explosion deals 1d6 points of damage plus 1d6 per charge. The item protected by the trap is not harmed by the explosion.
A fire trapped item cannot have a second trap or ward placed on it.
At your option, you may set a password to allow others to open and close the object freely.
Material Component:
Half a pound of gold dust (25 GP) sprinkled on the object to be warded.
If you choose not to use the material component, the spell lasts for only 1 minute.
Fist of Stone
Prerequisites: 3 Arcana
AP Cost: 5
Fatigue: 1
Components: V, S, M
Casting Time: Fast
Range: Personal
Target/Effect: The caster's hand
Duration: 10 seconds (C)
Attack Roll: None
Spell Resistance: Yes
Upon completion of this spell, one of the caster's hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents with a +3 to hit and +6 to damage in addition to the caster's normal modifiers. It also grants a +4 strength bonus to discipline checks and attribute checks. These bonuses only apply when the caster's hand is used, and do not apply for any weapons he may be using.
Material Component:
A bit of powdered stone.
Flame Arrow
Prerequisites: 3 Arcana
AP Cost: 8
Fatigue: 2
Components: V, S, M
Casting Time: Fast
Range: Mid
Target/Effect: One creature
Duration: 15 seconds (C) per arrow or until discharged
Attack Roll: Defense: neg., followup Vigor: ½
Spell Resistance: Yes
This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage on a successful hit, and an additional 3d6 points of fire damage on a successful Vigor attack. A miss on the second attack will reduce the fire damage by half. The caster receives three such bolts, plus one per charge. The bolt disappears immediately after striking the target, so only the most combustible objects will ignite from this spell.
Flame Breath
Prerequisites: 3 Arcana
AP Cost: 6
Fatigue: 1
Components: V, S
Casting Time: Standard
Range: Personal
Target/Effect: 10-ft. cone
Duration: 1 minute (C) or until discharged
Attack Roll: Celerity: ½
Spell Resistance: Yes
This spell enables the caster to spew forth fire from his mouth, striking targets within a 10-foot cone in front of the wizard, and causing 2d6+2 damage. This spell may ignite flammable material in range.
The caster may breath fire immediately upon completion of the spell, or he may wait until later. Breathing fire has a speed class of Fast. You may breath fire a total number of times equal to 1 plus 1 per charge.
Heal Wounds
Prerequisites: 3 Arcana
AP Cost: 6
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Touch
Target/Effect: Creature touched
Duration: Instantaneous
Attack Roll: Spirit: ½
Spell Resistance: Yes
When laying your hand upon a living creature, you channel holy energy that heals 1d8 hit points + 1d8 points per charge.
This spell deals damage to creatures with the Unholy subtype, including most undead, instead of curing their wounds. These creatures can apply spell resistance, and take half damage on a failed Spirit attack.
Healing Waters
Prerequisites: 3 Arcana
AP Cost: 6
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Close
Target/Effect: One creature
Duration: Instantaneous
Attack Roll: None or Vigor: ½
Spell Resistance: Yes
This spell causes water of sparkling clarity to come up and form around the target momentarily. This water heals 1d6 hit points + 1d6/charge instantly upon contact. After the target has been healed, the water disappears back into the ground. If cast while the target is standing in any sort of water at least two inches deep, or if the target is thoroughly soaked (such as in a rainstorm or via the Soaker spell) then they gain an additional 3 points.
If used on undead creatures, it deals an equal amount of damage on a successful Vigor hit, or half damage otherwise.
Jump
Prerequisites: 3 Arcana
AP Cost: 6
Fatigue: 1
Components: V, S, M
Casting Time: Fast
Range: Touch
Target/Effect: Creature touched
Duration: 1 minute (C, D)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
The subject gets a +10 enhancement bonus on Athletics checks involving jumping, +2 per charge.
Material Component:
A grasshopper's hind leg, which you break when the spell is cast.
Lasting Breath
Prerequisites: 3 Arcana
AP Cost: 8
Fatigue: 2
Components: S
Casting Time: Fast
Range: Close
Target/Effect: 1 creature + 1/charge
Duration: 20 seconds (C)
Attack Roll: None
Spell Resistance: Yes
As long as this spell is in effect, the target is able to hold his breath without counting against his normal limit. Continuing to hold your breath after this time counts against the limit as per the normal rules. The targets of the spell know immediately when the spell ends.
Metamorphose Liquids
Prerequisites: 3 Arcana
AP Cost: 5
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Touch
Target/Effect: 1 foot cube + 1 foot cube/charge
Duration: Permanent
Attack Roll: Spirit ½ or Spirit: neg. (object); See text
Spell Resistance: Yes
This spell transmutes one type of liquid into an equal amount of a different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect.
You must succeed on a Spirit attack to affect magical liquids. Regardless of whether the original fluid was magical or not, the result must always be a nonmagical liquid.
Living creatures are unaffected by the spell, except for those from the elemental plane of water. Such creatures are subject to a Spirit attack. Success results in 1d8+1 points of damage, plus 1d8+1 per charge, and failure indicates only half. Only one creature can be affected by a single casting, regardless of its size.
Minor Telekinesis
Prerequisites: 3 Arcana
AP Cost: 7
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Short
Target/Effect: One unattended object weighing up to 5 lbs + 5 lbs/charge
Duration: Concentration
Attack Roll: Spirit: neg. (object)
Spell Resistance: Yes
You can lift and manipulate a small, unattended object at will from a distance. The object can move at a speed of up to 5 feet in any direction. If the object is ever farther away from you than the spell's range, the spell ends. You are able to manipulate the object almost as well as you could with your own hands. You take a -2 penalty to any Dexterity-related checks made with the object (such as picking a lock).
Panic
Prerequisites: 3 Arcana
AP Cost: 7
Fatigue: 1
Components: V, S, M
Casting Time: Fast
Range: Short
Target/Effect: 1 creature + 1 creature/charge
Duration: 20 seconds (C)
Attack Roll: Spirit: neg.
Spell Resistance: Yes
By means of this spell, the caster projects a minor amount of fear into the minds of his targets. The targets become shaken for the duration (-2 to all attack rolls, discipline checks, and attribute checks).
Material Component:
A live spider, scorpion, or similar insect.
Purify Food and Drink
Prerequisites: 3 Arcana
AP Cost: 7
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Close
Target/Effect: 1 cubic foot + 1 cubic foot/charge of contaminated food and water
Duration: Instantaneous
Attack Roll: Spirit: neg. (object)
Spell Resistance: Yes
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 64 pounds.
Soaker
Prerequisites: 3 Arcana
AP Cost: 8
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: Close
Target/Effect: Ray
Duration: Instantaneous
Attack Roll: Celerity: partial
Spell Resistance: No
By use of this spell, the magician creates a powerful blast of water that gushes forth from his hand, dealing 1d4 points of damage per charge (no damage without charges) and thoroughly drenching the target. The spell may also cause no damage even with charges, at the caster's option. If the target was facing the caster at the time, then the target is blinded for 3d6 TC on a successful Celerity attack. Whether or not the attack roll is successful, the ground around the target in as much as a 15-foot radius is also soaked, and could provide difficulty in fighting if on a slippery surface. The DM will determine how much of an effect, if any, there will be. A typical effect would be requiring an Acrobatics (Dex) check (DC 12) after every action to remain standing.
This spell will also easily extinguish fires, though you must succeed on a Celerity attack to affect magical flames. The spell creates 30 gallons of water (roughly 4 cubic feet, or 250 lbs.) so that, for example, if cast within a confined area of 25 sq. feet, the spell results in 2 inches of standing water. This water evaporates normally.
Vicious Blow
Prerequisites: 3 Arcana
AP Cost: 6
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Touch
Target/Effect: Creature touched
Duration: 1 minute or until discharged
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
On the target's next weapon attack, if the attack roll succeeds, then the attack is automatically a critical hit. Otherwise, if the attack roll fails, then the attack instead counts as a normal hit. If the target does not make an attack within one minute, then the spell effect is wasted.
War Blessing
Prerequisites: 3 Arcana
AP Cost: 5
Fatigue: 1
Components: V, S
Casting Time: Fast
Range: Short
Target/Effect: One creature + one creature/charge
Duration: 1 minute (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
You fill your allies with optimism and courage, bolstering their abilities in battle. Each affected creature gains a +1 morale bonus to hit and damage, and to defense against fear for the duration.
Whispering Wind
Prerequisites: 3 Arcana
AP Cost: 5
Fatigue: 1
Components: V, S
Casting Time: Lethargic
Range: Distant
Target/Effect: 1 person or a 10-ft. radius
Duration: Special
Attack Roll: None
Spell Resistance: No
This spell allows the caster to communicate with others within range. Upon casting, the caster speaks the desired message, no longer than 25 words, and chooses to either send the message to a specific person or creature within range, or to allow all people within a designated 10' radius sphere to hear it. The exact location of the creature need not be known, although if the message is to an area, then the location must be known. The message travels at a rate of 1 mile per minute, but creates no significant wind until it reaches its destination, at which point a slight breeze picks up and it delivers its message, in a somewhat wispy voice. The voice does not sound like the caster's.
If the target creature is beyond the range, then the spell fails after the message has gone as far as it can, and the caster knows this.
4 Arcana
Body Heat
Prerequisites: 4 Arcana
AP Cost: 9
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: Touch
Target/Effect: Creature touched
Duration: 2 hours (C)
Attack Roll: None
Spell Resistance: Yes
By the use of this spell, the caster is able to increase a creature's resistance to the effects of cold. A character under the effects of this spell is not damaged by cold weather, regardless of the amount of clothing worn, until the temperature drops to at least -80 degrees Fahrenheit. The target is also resistant to cold based attacks, taking one less point of damage per die of damage dealt by such attacks. Each die still deals at least 1 point of damage. This spell provides no protection from extreme heat.
Bolt Flare
Prerequisites: 4 Arcana
AP Cost: 9
Fatigue: 2
Components: V, S, M
Casting Time: Fast
Range: Long
Target/Effect: One creature or object per arrow
Duration: Instantaneous
Attack Roll: None or fire (item); see text
Spell Resistance: Yes
The caster shoots forth flaming arrows from his finger. The caster may shoot one arrow, plus one per charge. Each arrow causes 1d4 points of damage. If the target is flammable, it is subject to a fire attack to begin to burn at the point of impact.
Material Component:
A piece of tinder.
Breath of Life
Prerequisites: 4 Arcana, Heal Wounds
AP Cost: 6
Fatigue: 2
Components: V, S
Casting Time: Standard
Range: Personal
Target/Effect: All creatures in a 10-ft. cone
Duration: Instantaneous
Attack Roll: Celerity: ½
Spell Resistance: Yes
This spell heals all living creatures in the area of effect for 2d6 hit points plus 2 per charge. Undead in the area suffer 2d8 damage plus 2 per charge.
Darkfire
Prerequisites: 4 Arcana
AP Cost: 11
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: Short
Target/Effect: One flame, no larger than a 5-foot cube
Duration: 3 hours (C, D)
Attack Roll: Celerity: neg.
Spell Resistance: Yes
When cast upon an existing fire, this spell causes the fire to cease generating light. This is ideal if the caster wishes to remain hidden at night, but still have cooked food and a warm camp. All that can be seen of the flame is the slight haze created by the heat. Objects are consumed normally in the fire, so the remains of a campfire will still be found unless disposed of.
The caster must succeed on a Celerity attack to affect a torch or other flame held by another creature.
If any part of the darkfire touches any other visible fire, then the entire flame becomes visible.
Feather Fall
Prerequisites: 4 Arcana
AP Cost: 11
Fatigue: 2
Components: V
Casting Time: Immediate action
Range: Short
Target/Effect: 1 person or object + 1 per 2 charges, all within 20 feet of each other and each weighing up to 200 lbs + 25 lbs per charge
Duration: 10 seconds (C)
Attack Roll: Spirit: neg.
Spell Resistance: Yes
When this spell is cast, the creature(s) or object(s) affected immediately slow their descent to 2 feet per second and take no damage from the fall upon landing as long as the spell is in effect. Only the vertical speed of the target is affected. All targets must be within 20 feet of each other when the spell is cast. This spell can only affect free-falling objects (arrows, catapulted boulders and the like are unaffected) and can be cast either prior to or during the fall for full effect.
As an immediate action, you may cast this spell even if it is not your turn, and doing so does not disrupt any spell you have prepared. If you cast this spell while preparing another spell, the preparation fails.
Flame Sword
Prerequisites: 4 Arcana
AP Cost: 11
Fatigue: 2
Components: V, S
Casting Time: Standard
Range: Personal or touch
Target/Effect: Caster or 1 bladed weapon
Duration: 30 TC (C, D)
Attack Roll: None
Spell Resistance: Yes
This spell has two applications. The first version allows the caster to create a "blade" of fire coming from his hand. The blade is considered a one-handed weapon with a speed class of Fast. Upon a successful attack, this blade deals 2d6 points of fire damage, plus 2 per charge. Since it is not a physical weapon, this blade cannot be removed from your hand.
The second version causes the blade of any sword, dagger, knife, or other bladed weapon the caster touches to burn, dealing an extra 1d6 damage plus 2 per charge.
Any blade that is partially exposed to water is subject to a Spirit attack (using the caster's Spirit) at +8 to hit. If successful, the blade is extinguished. If the blade is entirely immersed, it is instantly extinguished and the spell effect ends.
Regardless of the spell's form, the blade casts light as a torch.
Ice Blast
Prerequisites: 4 Arcana
AP Cost: 9
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: Personal
Target/Effect: Line (30 feet + 10 feet/charge)
Duration: Instantaneous
Attack Roll: Celerity: neg.
Spell Resistance: Yes
This spell creates a beam of icy water that shoots from the caster's hand, striking all targets in a straight line, and dealing 1d6 cold damage + 1d6/charge upon impact. Fires can easily be put out with this spell, and only flames the size of a large bonfire and magical flames require an attack roll to extinguish. These fires are subject to a water attack at a +3 penalty to determine if they go out.
Mending
Prerequisites: 4 Arcana
AP Cost: 9
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: Close
Target/Effect: One object of up to 1 lb. plus 1 lb. per charge
Duration: Instantaneous
Attack Roll: Spirit: neg. (object)
Spell Resistance: Yes
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).
Piercing Ice
Prerequisites: 4 Arcana
AP Cost: 9
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: Mid
Target/Effect: One creature
Duration: Instantaneous
Attack Roll: Defense: ½
Spell Resistance: Yes
A shard of ice materializes at the caster's fingertips and flies towards the target, dealing 3d6 damage + 4 per charge.
Produce Flame
Prerequisites: 4 Arcana
AP Cost: 9
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: Personal and Mid
Target/Effect: Flame in your palm
Duration: 1 minute (C)
Attack Roll: None
Spell Resistance: Yes
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.
In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing 1d6 fire damage, + 1d6 per charge. Alternatively, you can hurl the flames up to Mid-range as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
This spell does not function underwater.
Read Magic
Prerequisites: 4 Arcana
AP Cost: 9
Fatigue: 2
Components: V, S, F
Casting Time: Fast
Range: Personal
Target/Effect: The caster
Duration: 10 minutes (C)
Attack Roll: None
Spell Resistance: No
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify protective glyphs and symbols with an Arcana (Int) check, DC 10 + spell level.
Focus:
A clear crystal or mineral prism.
Refuge
Prerequisites: 4 Arcana
AP Cost: 11
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: Touch
Target/Effect: Touched creature
Duration: 10 seconds (C)
Attack Roll: Spirit (D): neg.
Spell Resistance: No
The subject creature is protected from attacks for the duration. Any creature attempting to attack the subject with a weapon or direct spell is subject to a Spirit attack from the caster. If this fails, the attacker follows through normally, and ignores the spell for the remainder of the duration.
Otherwise, the attacker is unable to follow through, acting again in 1d6+3 TC, and he feels a strong mental resistance to attacking the subject for the duration. If he attempts to attack the subject again, then the subject becomes invisible to that attacker and the attack automatically fails.
If the subject of the spell attacks anyone directly, the spell is automatically ended.
Sleep
Prerequisites: 4 Arcana
AP Cost: 11
Fatigue: 2
Components: V, S, M
Casting Time: Fast
Range: Mid
Target/Effect: One or more living creatures within a 20-ft. cube
Duration: 10 TC (C)
Attack Roll: Spirit: neg.
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon a single creature or a group of creatures. The duration of the spell is divided by the number of creatures targeted, whether they are all affected or not.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a Fast action.
Material Component:
A pinch of fine sand, rose petals, or a live cricket.
Strength
Prerequisites: 4 Arcana
AP Cost: 11
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: Touch
Target/Effect: Person touched
Duration: 3 minutes (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
This spell significantly increases the target's strength, providing a +1 enhancement bonus to his Strength attribute, and an additional +1 per 2 charges.
Tar
Prerequisites: 4 Arcana
AP Cost: 10
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: Close
Target/Effect: 5-ft. radius burst
Duration: 20 TC (C)
Attack Roll: Celerity: partial
Spell Resistance: No
The area and all creatures and objects within it are covered with a sticky, black, tar-like substance. Those who are hit are covered with tar, and move at half speed. Additionally, they suffer a +1 penalty to their initiative and speed factor rolls, and a -1 to their Celerity. Any creature passing through the affected area moves at half speed, regardless of whether they were targeted by the spell or not. This speed reduction is cumulative with the effect from being covered with the tar yourself.
The tar disappears at the end of the duration, and can be scraped off of a person by spending 1d8+7 TC doing so. If not removed by the end of the spell, it vanishes anyway.
5 Arcana
Black Arrow
Prerequisites: 5 Arcana
AP Cost: 15
Fatigue: 3
Components: V, S
Casting Time: Standard
Range: Mid
Target/Effect: One creature
Duration: Instantaneous
Attack Roll: Celerity: neg.; followup Vigor: neg.; see text
Spell Resistance: Yes
The caster conjures a black arrow which flies towards the intended target. If the Celerity attack hits, the target takes 4d6 damage + 3 damage/charge, and you make a followup poison Vigor attack. If successful, the target becomes sickened for 30 TC + 10 TC per charge (-2 on all attack rolls, weapon damage rolls, discipline checks, and attribute checks).
Blink
Prerequisites: 5 Arcana
AP Cost: 13
Fatigue: 3
Components: V, S
Casting Time: Fast
Range: Personal
Target/Effect: The caster
Duration: 60 TC (C, D)
Attack Roll: None
Spell Resistance: No
This spell causes the caster to teleport short distances at random. The caster has no control over the timing or direction of the jumps. When cast, the DM rolls 2d8 secretly, and adds this to the current TC of the battle. At this point, the caster makes his first jump. Every 2d8 TC thereafter until the spell effect ends, the caster blinks again.
Every time the caster blinks, he moves 15 feet in a random direction, disappearing from his original location and reappearing instantaneously in the new area.
Creatures cannot blink into or through solid objects that would normally block movement, nor can they blink upwards or downwards more than a few feet (and then only if the terrain is sloped or has steps). If a roll indicates that the caster blinks into or through a solid barrier, then reroll. Movable objects of a size and mass comparable to the caster (generally those of the same size category or smaller) are shoved aside when the caster appears. Treat them as occupying the same square as the caster until one or the other moves again. If the caster is unable to blink in any direction because of solid barriers, then he becomes trapped in the ethereal plane the next time he attempts to blink and the spell effect ends.
Boulder Toss
Prerequisites: 5 Arcana
AP Cost: 12
Fatigue: 2
Components: V, S
Casting Time: Fast
Range: Mid
Target/Effect: One boulder plus one per three charges
Duration: Instantaneous
Attack Roll: Celerity: neg.
Spell Resistance: Yes
This spell allows the caster to create one or more 5-foot boulders from nothing, which appear next to the caster and then hurl towards the target creature or location, dealing 3d8 points of damage each if the attack roll is successful, and none on a miss. These boulders disappear immediately, whether they hit or miss their target. The boulders need not have the same target, and can each attack anyone within range. The caster may create one boulder, plus one per three charges.
Comprehend Languages
Prerequisites: 5 Arcana
AP Cost: 13
Fatigue: 3
Components: V, S, F
Casting Time: Standard
Range: Personal
Target/Effect: The caster
Duration: 10 minutes (C)
Attack Roll: None
Spell Resistance: No
By means of this spell, you are able to understand, but not speak or write, all verbal and written languages. You must touch the writing or the speaker in order to understand.
Written work can be read at the rate of one page (250 words) per minute. Magical writing cannot be read with this spell, and codes or hidden messages are not revealed.
Focus:
A set of miniature eyeglasses (for understanding written languages) or a small brass cone (for understanding spoken languages), each worth 10 gp.
Continual Light
Prerequisites: 5 Arcana, Light
AP Cost: 12
Fatigue: 3
Components: V, S, M
Casting Time: Sluggish
Range: Short
Target/Effect: 1 light
Duration: Permanent (D)
Attack Roll: Spirit: neg.
Spell Resistance: Yes
With this spell, the caster causes an area or object to glow intensely for thousands of years (for all intents and purposes, it is a permanent spell). In the case of an object as the base, the spell actually slowly consumes the material upon which it is cast as a material component.
The lit area may be anywhere from 1 inch to 1 foot in diameter, as per the caster's wishes, and may be of any color except for a gray or black. The light illuminates brighter than a torch, shedding light in a 30-foot radius, with dim light another 30 feet, regardless of the size.
This spell may be cast either on a spot of air, ground, or water, and set to remain there forever, or on a particular object. Creatures cannot be targeted with this spell. If their clothing or other equipment is targeted, the caster must make a successful Spirit attack against the creature. If it fails, the spell fizzles. If not, the item is affected normally.
Material Component:
Crushed pearls or opals worth at least 40 gp.
Endure Elements
Prerequisites: 5 Arcana
AP Cost: 12
Fatigue: 2
Components: V, S
Casting Time: Standard
Range: Touch
Target/Effect: Creature touched
Duration: 12 hours (C)
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without risking damage from exposure. The creature's equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Fire Burst
Prerequisites: 5 Arcana
AP Cost: 13
Fatigue: 3
Components: V, S
Casting Time: Fast
Range: Short
Target/Effect: One 10-ft. radius circle
Duration: Instantaneous
Attack Roll: Celerity: ½
Spell Resistance: Yes
When this spell is cast upon a nonmagical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1d6 points of damage plus 1d6/charge, or half on a missed attack.
Inertial Barrier
Prerequisites: 5 Arcana
AP Cost: 14
Fatigue: 3
Components: V, S
Casting Time: Fast
Range: Short
Target/Effect: One creature
Duration: 5 minutes (C)
Attack Roll: None
Spell Resistance: Yes
When you cast this spell, a transparent, pale blue bubble of energy surrounds the target at a distance of about 2 inches from his skin. The target gains a +2 deflection bonus to his Primary and Passive defenses for the duration. Additionally, any time he takes damage from a physical blow (such as a weapon, rockslide, or falling, but not a fireball, missile flare, or dragon breath), the damage dealt is reduced by 2 as the bubble cushions the blow. This may reduce damage to 0, but not below. Once the barrier has absorbed a total of 10 points of damage, plus 2 per charge, the spell ends.
Retribution
Prerequisites: 5 Arcana
AP Cost: 14
Fatigue: 3
Components: V, S
Casting Time: Standard
Range: Personal
Target/Effect: The caster
Duration: 5 minutes (C) or until discharged (D)
Attack Roll: Defense: ½
Spell Resistance: Yes
When you cast this spell, dozens of tiny spears of light appear around you. The next time a creature you can see makes a successful direct attack against you, the spears fly at them, piercing them an instant later. This deals 3d8 damage + 1d8 per charge, and discharges the spell. A miss deals half damage. There is no limit to the range of the counterattack. You may only have one Retribution or Greater Retribution spell active at a time.
6 Arcana
Crippling Blow
Prerequisites: 6 Arcana, Vicious Blow
AP Cost: 15
Fatigue: 4
Components: V, S
Casting Time: Standard
Range: Touch
Target/Effect: Creature touched
Duration: 3 minutes or until discharged
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
The next time the target makes an attack with a weapon, he rolls the attack roll normally but has an added effect. If the attack roll succeeds, then he deals double his normal critical hit damage. If the attack roll fails, then he deals normal critical hit damage. If the target does not make an attack within three minutes, then the spell effect is wasted.
Flash
Prerequisites: 6 Arcana
AP Cost: 16
Fatigue: 3
Components: V, S
Casting Time: Fast
Range: Short
Target/Effect: 10-ft. radius burst
Duration: Instantaneous
Attack Roll: Celerity: ½; followup Spirit: neg.
Spell Resistance: Yes
You create a sudden flash of light. All creatures in the burst are subject to a Celerity attack for 1d8 holy damage plus 1d8 damage per 2 charges. Those who were hit are subject to a followup Spirit attack, which can blind them for 3d6 TC.
Surfaces that block light (such as murky water or thick curtains) also block the effects of the spell.
Identify
Prerequisites: 6 Arcana
AP Cost: 17
Fatigue: 3
Components: V, S, F
Casting Time: 1 hour
Range: Touch
Target/Effect: One touched object
Duration: Instantaneous
Attack Roll: None
Spell Resistance: No
You are able to learn all functions of a given magical item, and the appropriate actions or words to activate them. Extremely powerful items may only reveal a few functions per casting, but it will be evident that there is more information to be learned. Artifacts may or may not be subject to this spell, but the caster will learn at most only the minor functions of the artifact.
Focus:
A clear crystal prism worth at least 150 gp.
7 Arcana
Fireball
Prerequisites: 7 Arcana, Fire Burst
AP Cost: 13
Fatigue: 4
Components: V, S
Casting Time: Fast
Range: Mid
Target/Effect: 5-ft. radius burst + 5-ft radius/2 charges
Duration: Instantaneous
Attack Roll: Celerity: ½
Spell Resistance: Yes
The caster shoots a flame from his finger towards any target within range. Upon reaching its destination, or impacting something before it is able to, the flame explodes in a huge ball of fire, dealing 1d6 damage to all creatures in range, plus 1d6 per charge. Roll damage once for all creatures in the area of effect. A fireball may ignite combustible materials.
Retribution, Greater
Prerequisites: 7 Arcana, Retribution
AP Cost: 12
Fatigue: 4
Components: V, S
Casting Time: Standard
Range: Touch
Target/Effect: Creature touched
Duration: 10 minutes (C) or until discharged (D)
Attack Roll: Defense: ½; followup Spirit: neg.
Spell Resistance: Yes
When you cast this spell, dozens of tiny spears of light appear around you. The next time a creature you can see makes a successful direct attack against you, the spears fly at them, piercing them an instant later. This deals 3d8 damage + 1d8 per charge, and discharges the spell. A miss deals half damage. On a hit, you may make a followup Spirit attack. If successful, the opponent is also paralyzed by the light for 1 TC per point of damage done. You may only have one Retribution or Greater Retribution spell active at a time.
Stony Grasp
Prerequisites: 7 Arcana, Earthen Grasp
AP Cost: 16
Fatigue: 4
Components: V, S, F
Casting Time: Fast
Range: Short
Target/Effect: One creature of size Huge or smaller
Duration: 60 seconds (C, D)
Attack Roll: Celerity: partial
Spell Resistance: Yes
This spell is exactly the same as the spell Earthen Grasp in nearly all aspects. It must be cast on stony ground, such as a man-made stone floor, cavern floor, or boulder-strewn field. It cannot be cast on a wall or ceiling. The stone grasps as per Earthen Grasp except that it can target Huge or smaller creatures, but if attacked has Defense 18 (+8 natural armor) and hit points equal to 50 + 10/charge. Escaping the hand requires a DC 28 Acrobatics (Dex) check, or a DC 22 Strength check. Additionally, if the hand misses, it will try again after 2d6 TC instead of 2d8.
Focus:
A small stone carved to resemble a hand. The stone must be worth no less than 50 GP, but may be reused.
9 Arcana
Earth Shower
Prerequisites: 9 Arcana
AP Cost: 28
Fatigue: 6
Components: V, S
Casting Time: Slow
Range: Short
Target/Effect: 5-ft. radius burst
Duration: Instantaneous
Attack Roll: Celerity: ½; see text
Spell Resistance: No
This spell causes a chunk of earth or unworked stone to rip itself out of the ground and crush nearby objects or creatures. The spell pulls out 100 cubic feet of dirt (a 5' x 5' x 4' block) or 25 cubic feet of rock (roughly a 3' cube) and dumps it on the targets, dealing 4d6 points of damage plus 1d6 per charge. The dirt or rock may come from below, above, or next to the target area. Additionally, a creature that is hit by the Celerity attack is completely buried and will suffocate or take continuing damage from the crushing effects (depending on the nature of what is thrown on top of it) if unable to escape. Continued crushing damage is at the rate of 1d6 per 10 TC. Escaping requires a DC 20 Strength check or a DC 30 Acrobatics (Dex) check and is a Sedentary action. Uncovering another character who has been buried takes 45 TC minus the result of a Strength check.
Note that since this spell cannot affect worked stone, most large structures, like castles and keeps, will be unaffected. If a natural tunnel is weak, it may cause cave-ins to occur. Solid metals are unaffected by this spell.
10 Arcana
Boil Blood
Prerequisites: 10 Arcana, Body Heat, Boil
AP Cost: 24
Fatigue: 6
Components: V, S
Casting Time: Slow
Range: Short
Target/Effect: One or more creatures in a 20' cube
Duration: Instantaneous
Attack Roll: None or Vigor; see text
Spell Resistance: Yes
By use of this spell, the caster is able to generate extreme heat within any target or targets in range. Multiple targets must all be positioned within 20 feet of each other to be affected. Only the targets' blood is affected by the heat, and is brought almost immediately to a boil. In order to be affected by this spell, the target must have a considerable amount of blood. Any human with enough blood to still be alive would be affected, but some monsters, particularly undead and oozes, are immune. The caster may affect 1 creature, plus 1 more creature per 5 charges.
The amount of damage dealt is based on the target's size. Small creatures take 9d6 damage, Medium creatures take 8d6, Large creatures take 7d6, and so on. If this damage exceeds 50% of the target's current HP, the caster may also make a Vigor attack. If successful, the target dies instantly.
Deadly Blow
Prerequisites: 10 Arcana, Crippling Blow
AP Cost: 22
Fatigue: 6
Components: V, S
Casting Time: Slow
Range: Touch
Target/Effect: Creature touched
Duration: 5 minutes or until discharged
Attack Roll: Spirit: neg. (harmless)
Spell Resistance: Yes
The next time the target makes an attack with a weapon, he rolls the attack roll normally but has an added effect. If the attack indicates a critical hit, then he deals quadruple his normal critical hit damage. If the attack roll succeeds but is not a critical hit, then he deals triple his normal critical hit damage. If the attack roll fails, then he deals double his normal critical hit damage. If the target does not make an attack within five minutes, then the spell effect is wasted.
Passwall
Prerequisites: 10 Arcana
AP Cost: 29
Fatigue: 6
Components: V, S, F
Casting Time: Slow
Range: Touch
Target/Effect: 5 ft. by 8 ft. opening, 15 ft. deep plus 5 ft. deep per charge
Duration: 5 hours (C, D)
Attack Roll: None
Spell Resistance: No
You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 15 feet deep plus an additional 5 feet deep per charge. If the wall's thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.
Focus:
A small marble or granite statuette in the shape of an archway worth 250 gp.
12 Arcana
Stream of Life
Prerequisites: 12 Arcana, Healing Waters
AP Cost: 35
Fatigue: 8
Components: V, S, M
Casting Time: Standard
Range: Short
Target/Effect: Up to one creature plus one creature per charge, all within 40-ft. of each other
Duration: Instantaneous
Attack Roll: None or Vigor: ½
Spell Resistance: Yes
Your targets are engulfed in a swirling stream of water that rises around them, healing their wounds and fading away again completely. This spell heals all targets for 4d6 hit points plus 1d6 per charge. If the target is in water at least half an inch deep, or is moderately damp all over (such as standing in a thick fog), it grants an additional 2d6 points.
When used against undead, it deals a like amount of damage, or half on a failed Vigor attack.
Material Component:
Several drops of water.