Augmented Spells List
The following spells are available within the setting, but perhaps not commonplace. This page is given for reference. Each of these is likely for sale at any magic school. Each costs 20gp per spell level squared plus 15gp in royalties.
0th Level Spells
1st Level Spells
2nd Level Spells
3rd Level Spells
Mux Demuxer
School: Transmutation; Level: Wizard 3
Components: V, S, M (Another magical object, which is rendered utterly mundane)
Casting Time: 1 standard action; Duration: Permanent;
Range: touch; Targets: 1 magical object.
Saving Throw: Reflex negates (object Spell Resistance: Yes
You abuse the stored magical energy invested in an enchanted item to badly widdle its thrombins. It is warped and misshaped into a nonmagical object of your choice made up of the same materials. It is counted as Broken, and can later be repaired as magical objects normally can, except at 1/2 the normal gp cost. The object suffers a -1 on its save for each 1000 gp of its current base cost (every 2000 gp of its market price).
Glyptio's Admirable Somnambulation:
School Enchantment (mind-effecting Level BrdDrdReposeTravel 2, ClrSorWis3
Casting time 10 minutes; duration 8 hours or until roused (D
Range One creature touched per two level;
Saving Throw: Will negates (harmless Spell Resistence: Yes
The subjects of the spell can continue to act to a degree while sleeping. They must spend the casting time drowsing in order to be affected properly. The actions which sleepwalking characters may carry out are very limited: none must require difficult critical thought or personal interaction. The characters may carry out repetitious or tedious tasks, such as walking, stoking fires, counting fireflies, carrying out repetetive calculations, etc., but may not attempt any skill or ability check with a DC greater than 10. The sleepwalker may move between different activities throughout the duration of the spell. Any activity or situation which the waking character would deem dangerous or extraordinary rouses the sleepwalker. When roused, the sleeping creatures don't remember any of the night's events except whatever was going through their minds whithin five minutes of waking up. They cannot return to the sleepwalking state without another casting of Admirable Somnambulation. If the character has been roused before sleepwalking for at least 8 hours, she is Fatigued until she goes back to sleep and completes her rest. A character who spends the night under the effect of this spell does not recover from being Fatigued or Exhausted, and does not regain hit points or recover from ability damage.
Burtchop's Potent Asp Spray
School Conjuration (creation Level Bard 3, Druid 2, Animal 2, Sorcerer/Wizard 3
Casting time 1 standard action
Effect: One slithering swarm of 1d4 small snapping snakes per 2 levels; Duration: Permanent until removed (D)
Range: 20 foot cone;
Saving Throw: See Text; Spell Resistance No
This spell summons a tangled profusion of Tiny asps which hurtle from the caster's fingertips. 1d4 snakes per 2 caster levels bite and latch onto each creature within range, each dealing 1 point of Piercing damage. A Reflex save halves the number of snakes which catch hold of the target. Each round, each target must make a Fort save against their venom (DC 10+number of attached snakes) or be Nausiated for 1 round. The target may spend a full-round action to make a Reflex save to remove the bloody-minded little bastards. Animals which are removed exhibit a few seconds of bewildered disorientation, and disappear with a pop.
Buttersplanch Book
Handy Looking-Orb
School: Illusion or Conjuration (caster's choice Level: Cleric 0, Sorceror/Wizard 0
Casting Time: 1 standard action; Duration: 1 minute per caster level;
Range: 0 ft
Saving Throw: None; Spell Resistance: No.
The caster manifests a clear, spherical orb which bends light like glass. The orb hangs stationary in the air, but can be repositioned manually. The sphere can visually magnify objects and can focus light exactly as a powerful hand lense does. The orb provides a +2 circumstance bonus to any Search check made to detect minute details, or on any Disable Device check made to disarm a magical or writing-based trap. It also allows the user to write very small script legibly, alowing the user to fit twice as many spell levels per page of a spellbook, for instance. However, a Handy Orb must be available to read this script again for spell preparation. This spell can alternately be used to create a concave lense, which can correct bad distance vision among other potential uses. If your character has a Wisdom score less than 14, the lense allows you replace your own Wisdom modifier with +2 for all Spot checks. In either case, the size of the lense created and its focal length can be arbitrarily specified at casting time, or modified during the spell's duration.
Create Water II
School: Conjuration; Level: Wizard 0
Casting Time: 1 standard action; Duration: instantaneous;
Components: S, M (Gold dust worth 1 gp per caster level, thrown into the vessel
Range: Touch; Targets: A cup or other drink vessel.
Saving Throw: None; Spell Resistance: No
This spell has been derived from the classic Cleric spell. For some reason, the cosmos seems to require monetary remuneration from wizards only. Up to 1 gallon of clean fresh water per level surges from the chosen vessel.
Create Air
School: Conjuration; Level: Wizard 0
Casting Time: 1 standard action; Duration: instantaneous;
Components: S, M (Gold dust worth 1 gp per caster level, thrown into the vessel
Range: Touch; Targets: a thimble or small cup.
Saving Throw: None; Spell Resistance: No
Up to 1 gallon of minty-fresh new air per level whooshes from the chosen vessel.
School: Illusion or Conjuration (caster's choice Level: Cleric 0, Sorceror/Wizard 0
Casting Time: 1 standard action; Duration: 1 minute per caster level;
Range: 0 ft
Saving Throw: None; Spell Resistance: No.
The caster manifests a clear, spherical orb which bends light like glass. The orb hangs stationary in the air, but can be repositioned manually. The sphere can visually magnify objects and can focus light exactly as a powerful hand lense does. The orb provides a +2 circumstance bonus to any Search check made to detect minute details, or on any Disable Device check made to disarm a magical or writing-based trap. It also allows the user to write very small script legibly, alowing the user to fit twice as many spell levels per page of a spellbook, for instance. However, a Handy Orb must be available to read this script again for spell preparation. This spell can alternately be used to create a concave lense, which can correct bad distance vision among other potential uses. If your character has a Wisdom score less than 14, the lense allows you replace your own Wisdom modifier with +2 for all Spot checks. In either case, the size of the lense created and its focal length can be arbitrarily specified at casting time, or modified during the spell's duration.
Create Water II
School: Conjuration; Level: Wizard 0
Casting Time: 1 standard action; Duration: instantaneous;
Components: S, M (Gold dust worth 1 gp per caster level, thrown into the vessel
Range: Touch; Targets: A cup or other drink vessel.
Saving Throw: None; Spell Resistance: No
This spell has been derived from the classic Cleric spell. For some reason, the cosmos seems to require monetary remuneration from wizards only. Up to 1 gallon of clean fresh water per level surges from the chosen vessel.
Create Air
School: Conjuration; Level: Wizard 0
Casting Time: 1 standard action; Duration: instantaneous;
Components: S, M (Gold dust worth 1 gp per caster level, thrown into the vessel
Range: Touch; Targets: a thimble or small cup.
Saving Throw: None; Spell Resistance: No
Up to 1 gallon of minty-fresh new air per level whooshes from the chosen vessel.
Delayed Cantrip
School: Evocation; Level: Wizard 1
Casting Time: 1 standard action; Duration: 1 minute or until discharged;
Range: close;
Saving Throw: None; Spell Resistance: Yes
You create a tiny ball of restrained energy, and ready it to be cast at an opponent. Anytime after you cast this spell, you may cast any single 0th level spell and store its effect for this spell's duration. You may at anytime thereafter activate the stored spell as an immediate action. You may only store one spell this way at a time.
Kellog's Pranduim Bona
School: Universal; Level: DrdClrBrdSorWis1;
Components: V, M (Ten silver pieces per serving plus 15 percent gratuity, totaling 11.5 sp), F (Kellog's Arcane Cuisine, Ed. 2, and a hot fire or brazier)
Casting Time: 10 minutes;
Effect: Food par excellance, 1 serving per caster level.
Saving Throw: None; Spell Resistance: None.
This spell prepares a delicious and nourishing feast from almost any biological materials. You must provide at least 1/4 of a pound of meat, nuts, or fungus and one pound of vegetable or fruit material per serving. By modifying the casting according to the raw materials available according to the Arcane Quisine focus, several Unseen Servants are summoned with perfect purpose. The shapeless chefs bustle about for half an hour, cutting and grinding with unseen tools, and expertly cooking in saucepans of force. Ere the half hour is done, the raw foodstuffs provided have been impressively converted into steaming force-plates of hearty, savory victuals. Each serving fills one Medium creature, two Small creatures, or the equivalent number of creatures of other sizes. A creature can survive on one full belly of such food per day, but not comfortably; the creature will loose weight and strength on a continued diet of so little. Two meals per day prepared by this spell are suitable for extended diets.
Brain Shove In
School: Divination; Level: Wizard 1 Knowlege1
Casting Time: 1 standard action; Duration: Concentration;
Range: close; Targets: 1 creature.
Saving Throw: None; Spell Resistance: Yes
You jam some knowledge into the mind of a nearby creature. That creature temporarily learns 1 feat of your choice for the duration of the spell +1 feat per 4 caster levels. The creature must satisfy the prerequisites for any feat you select, but feats added by this spell count toward prerequisites for the duration.
School: Evocation; Level: Wizard 1
Casting Time: 1 standard action; Duration: 1 minute or until discharged;
Range: close;
Saving Throw: None; Spell Resistance: Yes
You create a tiny ball of restrained energy, and ready it to be cast at an opponent. Anytime after you cast this spell, you may cast any single 0th level spell and store its effect for this spell's duration. You may at anytime thereafter activate the stored spell as an immediate action. You may only store one spell this way at a time.
Kellog's Pranduim Bona
School: Universal; Level: DrdClrBrdSorWis1;
Components: V, M (Ten silver pieces per serving plus 15 percent gratuity, totaling 11.5 sp), F (Kellog's Arcane Cuisine, Ed. 2, and a hot fire or brazier)
Casting Time: 10 minutes;
Effect: Food par excellance, 1 serving per caster level.
Saving Throw: None; Spell Resistance: None.
This spell prepares a delicious and nourishing feast from almost any biological materials. You must provide at least 1/4 of a pound of meat, nuts, or fungus and one pound of vegetable or fruit material per serving. By modifying the casting according to the raw materials available according to the Arcane Quisine focus, several Unseen Servants are summoned with perfect purpose. The shapeless chefs bustle about for half an hour, cutting and grinding with unseen tools, and expertly cooking in saucepans of force. Ere the half hour is done, the raw foodstuffs provided have been impressively converted into steaming force-plates of hearty, savory victuals. Each serving fills one Medium creature, two Small creatures, or the equivalent number of creatures of other sizes. A creature can survive on one full belly of such food per day, but not comfortably; the creature will loose weight and strength on a continued diet of so little. Two meals per day prepared by this spell are suitable for extended diets.
Brain Shove In
School: Divination; Level: Wizard 1 Knowlege1
Casting Time: 1 standard action; Duration: Concentration;
Range: close; Targets: 1 creature.
Saving Throw: None; Spell Resistance: Yes
You jam some knowledge into the mind of a nearby creature. That creature temporarily learns 1 feat of your choice for the duration of the spell +1 feat per 4 caster levels. The creature must satisfy the prerequisites for any feat you select, but feats added by this spell count toward prerequisites for the duration.
Sculpt Material
School: Transmutation; Level: Drd/Clr/Sor/Wiz 2
Casting Time: 10 minutes; Duration: 10 minutes per caster level (D
Components: S, M (one flask of acid and one small heap of caustic soda), F (a portable alchemist's lab)
Range: Touch; Effect: Softening of 1 cubic foot of glass, wood, or stone per level, or 1 cubic foot of metal per 2 levels
Saving Throw: Will negates (object Spell Resistance: No.
You magically soften material to the consistency of clay for the duration of the spell. This allows you to sculpt it precisely and rapidly. Using this spell a few times while attempting to craft any mundane item speeds up rough shaping. This increases your rate of progress, adding 100gp per caster level to the maximum value of work accomplished during that day of work (to a maximum of 2000gp worth of progress in one day). When the spell ends, the material returns to its normal hardness and consistency, but retains its new shape.
Mudlock's Filthy Stare
School: Illusion and Conjuration (glamer Level: Wiz 2
Casting Time: 10 minutes; Duration: 1 hour per caster level;
Range: Stupid (100 miles+5 per level Effect: One illusory but useable duplicate of a powerful distance viewing machine
Saving Throw: None; Spell Resistance: No
A Huge jumble of variously shaped semi-material lenses appears in a confusing mass before you, joined together by complex ephemeral linkages which can all be minutely adjusted by the use of a bewildering array of knobs at the base. The effect actually creates a partially-real avatar of the Corruscopus Horribilis, a monstrous machine at the top of the High Tower of Thatchhome. The facsimile is functional as long as the Corruscopus is; if the Corruscopus is destroyed, this spell creates an image of its broken form, and does not provide any benefit to the user.
One creature can stand at the base of the assembly and look through a pair of spectacles (called the Factor) into the heart of the glittering mass. By precisely adjusting the knobs and levers at this station, he can view in minute detail any scene which is within line-of-sight of the machine's topmost lense (which is about 20 feet above the ground). Within 2 miles, the scene appears so close that the hairs in a man's moustache can be counted, provided he stands still. Within the nominal range of the spell, the scene can be perceived as easily as if you were standing 1 foot away for each mile of the distance. Outside that range, gross features can still be distinguished, but the view throught the Factor is increasingly blurry.
The machine must be precisely aimed and focused by a trained operator to provide a useful image at the Factor. An operator can move the view up to 90 degrees thoughout a round by turning a crank, and may zoom in or out by adjusting a lever (a Move action). To focus and view any level of detail, the operator must twiddle about 10 tiny knobs into position, requiring a standard action. A search check may be attempted using the Stare machine if the target area is within 10 miles. The user can alternately scan for movement in a 90 degree arc per minute (with a successful Spot check using the equivalent distance adjustment described above), or can search for a particular creature within a 10 degree arc per minute (with a successful Spot check). The subjects of either of these scans can be blocked from view by intervening terrain, and cannot be detected outside the spell's nominal range.
To become trained in operating the Stare Machine, a character must work for at least 3 days with a willing teacher who is herself a trained operator, and must devote 1 skill point to the task upon gaining his next experience level.
Lesser Daemon
School: Necromancy or both Transmutation and Conjuration; Level: Wizard 2
Components: V, S, M (A scrap of paper or vellum, a daub of hot wax, a tiny vial of ink, and at least 10 gp worth of gold wire)
Casting Time: 1 minute; Duration: see text;
Range: Touch; Target: one object
Saving Throw: Will Negates (object Spell Resistance: No.
You hastily scribe basic instructions onto the slip of paper, wrap it tightly around the ink vial, seal the lot onto an object with a glob of wax, and stab one end of the gold wire into one side of the glob. You speak a word, and a rudimentary mind is formed from whole cloth which inhabits the target object. The daemon can then control one spell effect independently, but only within the limits of its limited perception and interpretation. Right after casting this spell, you transfer control of one of your other prepared spells to the daemon, expending that spell without activating it.
The daemon can perceive movement and acceleration of the object it enhabits, and has one other sense: smell, hearing, or sight. It perceives perfectly within 30 feet using this sense, but cannot interpret beyond basic experiences: For instance, a daemon which can smell could identify firedamp (methane) but could not guess whether it came from a natural fumeroll or a gassy halfling. It could spot a moving region of a particular shade of purple, but couldn't identify it as a gnome's garish cap.
During casting, you may write logical conditions in the form of "if, then" statements which govern the activation of the spell based on the daemon's perceptions. These may be nested, or may have multiple, logically linked conditions. For instance, you could specify "If you see a super bright light overhead and something blocks your view of the red spot in front of you, activate your Knock spell on the object you inhabit." Cast upon the door of a tavern opposite another building which has a bright red sign, the spell would unlock the door if someone passed in front of the door during daylight hours.
Once the daemon has cast its spell, the vial of ink bursts within the wax and marks the "if, then" statement which triggered the effect, and documents the last ten minutes of sensory data in tiny script. The tiny mind then dissipates.
The duration of this spell can be extended by providing extra gold wire beyond the material cost. After the first 10 gp is used up in casting, the spell uses up 1 gp worth of gold every day after the ordinary duration expires, so you may add more gold wire to prolong the daemon's functionality. However, the spell energy grows frayed and automatically ends the spell after 1 week. If the daemon spell expires, the spell it was set to cast is wasted.
Handy Fire Hand of Burning Firey Burning
School: Evocation; Level: WizClrDrd2
Components: S
Casting Time: 1 standard action; Duration: Concentration, until not on fire;
Range: Close, Target: Anything at all within range
Saving Throw: Reflex partial or Reflex (object) partial; Spell Resistance: Yes
You make a super-cool action gesture at an enemy, and a spear of blue flame hisses from your palm to make his day a little brighter. Upon completing this spell, you burst into flames which last 1 round per 2 caster levels, and as long as you remain on fire thereafter, you may make ranged Touch attacks against objects or opponents within range. This is a Standard action which provokes attacks of opportunity. If you hit, the target suffers 1d4 fire damage per caster level (max 5d4). This spell ends at the start of your turn if you have taken less than 1 point of fire damage since the start of your previous turn. It ends immediately if you have or gain any sort of immunity or resistence to such damage- you must be fully attuned to your fire source. You must make Concentration checks as usual. Note that you can prolong the use of this spell by standing in an open fire.
Mandatory Evacuation of Glump
School: Evocation (force Level: Wizard 2
Casting Time: 1 Swift action; Duration: 1 round;
Range: close; Targets: 1 creature +1 per 3 caster levels, no two of which can be more than 30 feet apart
Saving Throw: Will negates; Spell Resistance: Yes
You point at a target, and cause it to immediately rise up to 30 feet into the air as if by the Levitation spell. At the end of the duration, this spell expires and the targets settle safely back to the ground.
Mordenkanon's Preternatural Projectile
School: Evocation (force Level: Wizard 2
Components: V, S, M (a fine agate or quartz worth 10 gp)
Casting Time: 1 standard action; Duration: 1 minute per level or until discharged;
Range: close;
Saving Throw: None; Spell Resistance: Yes
This spell acts as Magic Missile, except that the projectiles are stored and hover about your head until you mentally activate them. As a move action, you may direct any number of your stored projectiles to fire exactly as if by the spell. The remainder are stored for a later use. All projectiles dissipate when the duration expires. Casting this spell again makes any previously stored projectiles fizzle out.
Mordenkanon's Rapid Retort
School: Evocation (force Level: Wizard 2
Casting Time: 1 immediate action; Duration: instantaneous;
Range: close; Targets: one or more creatures, no 2 of which may be more than 30 feet apart.
Saving Throw: None; Spell Resistance: Yes
This spell functions as Magic Missile, except that it only generates 1 projectile +1 per five levels after first, up to a maximum of 4 at 16th level. Wickis Erdherstlösengeband's Encyclopaedic Scry
School: Divination; Level: Wizard 2
Casting Time: 1 minute; Duration: 1 day.
Components: V, S, F (a blank book or an object with folding leaves kinda like pages)
Range: 0 ft;
Saving Throw: None; Spell Resistance: Yes
You concentrate on a subject, and speak a short phase. The focus takes on shimmering text copied from one of a set of reference books most closely matching your search term, which in fact is kept in a special library buried half a mile under a mountain. You are able to read and flip through the text freely. Wick. E's 'Pedaea can access knowledge that seems unrelated to the real world, with completely bogus and strange histories and countries, but much information seems to be accurate to the facts of observable natural science. Read at your leisure; the dummy book remains usable to skim through the library for the duration of the spell.
School: Transmutation; Level: Drd/Clr/Sor/Wiz 2
Casting Time: 10 minutes; Duration: 10 minutes per caster level (D
Components: S, M (one flask of acid and one small heap of caustic soda), F (a portable alchemist's lab)
Range: Touch; Effect: Softening of 1 cubic foot of glass, wood, or stone per level, or 1 cubic foot of metal per 2 levels
Saving Throw: Will negates (object Spell Resistance: No.
You magically soften material to the consistency of clay for the duration of the spell. This allows you to sculpt it precisely and rapidly. Using this spell a few times while attempting to craft any mundane item speeds up rough shaping. This increases your rate of progress, adding 100gp per caster level to the maximum value of work accomplished during that day of work (to a maximum of 2000gp worth of progress in one day). When the spell ends, the material returns to its normal hardness and consistency, but retains its new shape.
Mudlock's Filthy Stare
School: Illusion and Conjuration (glamer Level: Wiz 2
Casting Time: 10 minutes; Duration: 1 hour per caster level;
Range: Stupid (100 miles+5 per level Effect: One illusory but useable duplicate of a powerful distance viewing machine
Saving Throw: None; Spell Resistance: No
A Huge jumble of variously shaped semi-material lenses appears in a confusing mass before you, joined together by complex ephemeral linkages which can all be minutely adjusted by the use of a bewildering array of knobs at the base. The effect actually creates a partially-real avatar of the Corruscopus Horribilis, a monstrous machine at the top of the High Tower of Thatchhome. The facsimile is functional as long as the Corruscopus is; if the Corruscopus is destroyed, this spell creates an image of its broken form, and does not provide any benefit to the user.
One creature can stand at the base of the assembly and look through a pair of spectacles (called the Factor) into the heart of the glittering mass. By precisely adjusting the knobs and levers at this station, he can view in minute detail any scene which is within line-of-sight of the machine's topmost lense (which is about 20 feet above the ground). Within 2 miles, the scene appears so close that the hairs in a man's moustache can be counted, provided he stands still. Within the nominal range of the spell, the scene can be perceived as easily as if you were standing 1 foot away for each mile of the distance. Outside that range, gross features can still be distinguished, but the view throught the Factor is increasingly blurry.
The machine must be precisely aimed and focused by a trained operator to provide a useful image at the Factor. An operator can move the view up to 90 degrees thoughout a round by turning a crank, and may zoom in or out by adjusting a lever (a Move action). To focus and view any level of detail, the operator must twiddle about 10 tiny knobs into position, requiring a standard action. A search check may be attempted using the Stare machine if the target area is within 10 miles. The user can alternately scan for movement in a 90 degree arc per minute (with a successful Spot check using the equivalent distance adjustment described above), or can search for a particular creature within a 10 degree arc per minute (with a successful Spot check). The subjects of either of these scans can be blocked from view by intervening terrain, and cannot be detected outside the spell's nominal range.
To become trained in operating the Stare Machine, a character must work for at least 3 days with a willing teacher who is herself a trained operator, and must devote 1 skill point to the task upon gaining his next experience level.
Lesser Daemon
School: Necromancy or both Transmutation and Conjuration; Level: Wizard 2
Components: V, S, M (A scrap of paper or vellum, a daub of hot wax, a tiny vial of ink, and at least 10 gp worth of gold wire)
Casting Time: 1 minute; Duration: see text;
Range: Touch; Target: one object
Saving Throw: Will Negates (object Spell Resistance: No.
You hastily scribe basic instructions onto the slip of paper, wrap it tightly around the ink vial, seal the lot onto an object with a glob of wax, and stab one end of the gold wire into one side of the glob. You speak a word, and a rudimentary mind is formed from whole cloth which inhabits the target object. The daemon can then control one spell effect independently, but only within the limits of its limited perception and interpretation. Right after casting this spell, you transfer control of one of your other prepared spells to the daemon, expending that spell without activating it.
The daemon can perceive movement and acceleration of the object it enhabits, and has one other sense: smell, hearing, or sight. It perceives perfectly within 30 feet using this sense, but cannot interpret beyond basic experiences: For instance, a daemon which can smell could identify firedamp (methane) but could not guess whether it came from a natural fumeroll or a gassy halfling. It could spot a moving region of a particular shade of purple, but couldn't identify it as a gnome's garish cap.
During casting, you may write logical conditions in the form of "if, then" statements which govern the activation of the spell based on the daemon's perceptions. These may be nested, or may have multiple, logically linked conditions. For instance, you could specify "If you see a super bright light overhead and something blocks your view of the red spot in front of you, activate your Knock spell on the object you inhabit." Cast upon the door of a tavern opposite another building which has a bright red sign, the spell would unlock the door if someone passed in front of the door during daylight hours.
Once the daemon has cast its spell, the vial of ink bursts within the wax and marks the "if, then" statement which triggered the effect, and documents the last ten minutes of sensory data in tiny script. The tiny mind then dissipates.
The duration of this spell can be extended by providing extra gold wire beyond the material cost. After the first 10 gp is used up in casting, the spell uses up 1 gp worth of gold every day after the ordinary duration expires, so you may add more gold wire to prolong the daemon's functionality. However, the spell energy grows frayed and automatically ends the spell after 1 week. If the daemon spell expires, the spell it was set to cast is wasted.
Handy Fire Hand of Burning Firey Burning
School: Evocation; Level: WizClrDrd2
Components: S
Casting Time: 1 standard action; Duration: Concentration, until not on fire;
Range: Close, Target: Anything at all within range
Saving Throw: Reflex partial or Reflex (object) partial; Spell Resistance: Yes
You make a super-cool action gesture at an enemy, and a spear of blue flame hisses from your palm to make his day a little brighter. Upon completing this spell, you burst into flames which last 1 round per 2 caster levels, and as long as you remain on fire thereafter, you may make ranged Touch attacks against objects or opponents within range. This is a Standard action which provokes attacks of opportunity. If you hit, the target suffers 1d4 fire damage per caster level (max 5d4). This spell ends at the start of your turn if you have taken less than 1 point of fire damage since the start of your previous turn. It ends immediately if you have or gain any sort of immunity or resistence to such damage- you must be fully attuned to your fire source. You must make Concentration checks as usual. Note that you can prolong the use of this spell by standing in an open fire.
Mandatory Evacuation of Glump
School: Evocation (force Level: Wizard 2
Casting Time: 1 Swift action; Duration: 1 round;
Range: close; Targets: 1 creature +1 per 3 caster levels, no two of which can be more than 30 feet apart
Saving Throw: Will negates; Spell Resistance: Yes
You point at a target, and cause it to immediately rise up to 30 feet into the air as if by the Levitation spell. At the end of the duration, this spell expires and the targets settle safely back to the ground.
Mordenkanon's Preternatural Projectile
School: Evocation (force Level: Wizard 2
Components: V, S, M (a fine agate or quartz worth 10 gp)
Casting Time: 1 standard action; Duration: 1 minute per level or until discharged;
Range: close;
Saving Throw: None; Spell Resistance: Yes
This spell acts as Magic Missile, except that the projectiles are stored and hover about your head until you mentally activate them. As a move action, you may direct any number of your stored projectiles to fire exactly as if by the spell. The remainder are stored for a later use. All projectiles dissipate when the duration expires. Casting this spell again makes any previously stored projectiles fizzle out.
Mordenkanon's Rapid Retort
School: Evocation (force Level: Wizard 2
Casting Time: 1 immediate action; Duration: instantaneous;
Range: close; Targets: one or more creatures, no 2 of which may be more than 30 feet apart.
Saving Throw: None; Spell Resistance: Yes
This spell functions as Magic Missile, except that it only generates 1 projectile +1 per five levels after first, up to a maximum of 4 at 16th level. Wickis Erdherstlösengeband's Encyclopaedic Scry
School: Divination; Level: Wizard 2
Casting Time: 1 minute; Duration: 1 day.
Components: V, S, F (a blank book or an object with folding leaves kinda like pages)
Range: 0 ft;
Saving Throw: None; Spell Resistance: Yes
You concentrate on a subject, and speak a short phase. The focus takes on shimmering text copied from one of a set of reference books most closely matching your search term, which in fact is kept in a special library buried half a mile under a mountain. You are able to read and flip through the text freely. Wick. E's 'Pedaea can access knowledge that seems unrelated to the real world, with completely bogus and strange histories and countries, but much information seems to be accurate to the facts of observable natural science. Read at your leisure; the dummy book remains usable to skim through the library for the duration of the spell.
Mux Demuxer
School: Transmutation; Level: Wizard 3
Components: V, S, M (Another magical object, which is rendered utterly mundane)
Casting Time: 1 standard action; Duration: Permanent;
Range: touch; Targets: 1 magical object.
Saving Throw: Reflex negates (object Spell Resistance: Yes
You abuse the stored magical energy invested in an enchanted item to badly widdle its thrombins. It is warped and misshaped into a nonmagical object of your choice made up of the same materials. It is counted as Broken, and can later be repaired as magical objects normally can, except at 1/2 the normal gp cost. The object suffers a -1 on its save for each 1000 gp of its current base cost (every 2000 gp of its market price).
Glyptio's Admirable Somnambulation:
School Enchantment (mind-effecting Level BrdDrdReposeTravel 2, ClrSorWis3
Casting time 10 minutes; duration 8 hours or until roused (D
Range One creature touched per two level;
Saving Throw: Will negates (harmless Spell Resistence: Yes
The subjects of the spell can continue to act to a degree while sleeping. They must spend the casting time drowsing in order to be affected properly. The actions which sleepwalking characters may carry out are very limited: none must require difficult critical thought or personal interaction. The characters may carry out repetitious or tedious tasks, such as walking, stoking fires, counting fireflies, carrying out repetetive calculations, etc., but may not attempt any skill or ability check with a DC greater than 10. The sleepwalker may move between different activities throughout the duration of the spell. Any activity or situation which the waking character would deem dangerous or extraordinary rouses the sleepwalker. When roused, the sleeping creatures don't remember any of the night's events except whatever was going through their minds whithin five minutes of waking up. They cannot return to the sleepwalking state without another casting of Admirable Somnambulation. If the character has been roused before sleepwalking for at least 8 hours, she is Fatigued until she goes back to sleep and completes her rest. A character who spends the night under the effect of this spell does not recover from being Fatigued or Exhausted, and does not regain hit points or recover from ability damage.
Burtchop's Potent Asp Spray
School Conjuration (creation Level Bard 3, Druid 2, Animal 2, Sorcerer/Wizard 3
Casting time 1 standard action
Effect: One slithering swarm of 1d4 small snapping snakes per 2 levels; Duration: Permanent until removed (D)
Range: 20 foot cone;
Saving Throw: See Text; Spell Resistance No
This spell summons a tangled profusion of Tiny asps which hurtle from the caster's fingertips. 1d4 snakes per 2 caster levels bite and latch onto each creature within range, each dealing 1 point of Piercing damage. A Reflex save halves the number of snakes which catch hold of the target. Each round, each target must make a Fort save against their venom (DC 10+number of attached snakes) or be Nausiated for 1 round. The target may spend a full-round action to make a Reflex save to remove the bloody-minded little bastards. Animals which are removed exhibit a few seconds of bewildered disorientation, and disappear with a pop.
Parasitic Spells
Parasitic spells are relatively weak, but they have the handy property that they can be cast as a Free action immediately after you cast another spell affecting the same target within range of both spells. The initiating spell is known as the Carrier spell, and it must be of equal or higher spell level than the parasitic spell. Parasitic spells have their casting time marked with a "(P)". The target of the parasitic spell must be one also affected by the carrier spell, and the effect is always resolved just after that of the carrier. Parasitic Spells
Snapdragon Stun
School: Enchantment; Level: Wizard 1
Casting Time: 1 Standard action (P Duration: 1 round per level;
Components: V;
Range: Close; Targets: 1 creature.
Saving Throw: Will negates; Spell Resistance: Yes
The target is Dazzled for the duration.
Spooky Whispering
School: Illusion (Figment Level: Wizard 2
Casting Time: 1 standard action (P Duration: 1 round per level (D
Components: V;
Range: close; Targets: 1 creature.
Saving Throw: None; Spell Resistance: No.
As Ghost Sound and Silent Image, but only perceptible to one creature. Parasitic.
The Bees
School: Enchantment; Level: Wizard 1
Casting Time: 1 standard action (P Duration: 1 round per level or until discharged;
Components: V;
Range: close; Targets: 1 creature.
Saving Throw: Fortitude negates; Spell Resistance: Yes
The subject suffers -1 to all saves and has -1 AC until it is attacked or forced to make a save, or until the duration expires. These penalties increase by 1 for every 4 caster levels after 1st. Parasitic.
Ascerbic Remote Fart
School: Conjuration; Level: Wizard 1
Casting Time: 1 standard action (P) ; Duration: instantaneous.
Components: V;
Range: close; Targets: 1 creature.
Saving Throw: Reflex half; Spell Resistance: No
The target suffers 2d3-1 acid damage. Parasitic.
False Strike
School: Divination; Level: Wizard 1
Casting Time: 1 standard action (P) ; Duration: 1 round.
Components: None;
Range: close; Targets: 1 creature.
Saving Throw: None; Spell Resistance: No
You detect the next move of the target. You gain +6 Dodge bonus to AC against its next attack as long as it occurs within the duration. Parasitic.
Lopar's Perspication
School: Enchantment; Level: Wizard 0
Casting Time: 1 standard action (P) ; Duration: 1 round.
Components: None;
Range: 10 feet; Targets: 1 willing creature.
Saving Throw: None; Spell Resistance: No
The subject gains +1 Dodge bonus to AC against a single target, and -1 AC against all other combatants.
Goolgol's Impressive Microturbulence
School: Abjuration; Level: Wizard 0
Casting Time: 1 standard action (P) ; Duration: 1 round;
Components: None;
Range: 10 foot radius emanation, centered on and following you;
Saving Throw: None; Spell Resistance: Yes
Until the end of your next turn, all ranged attacks passing through the area suffer a -2 to attack rolls. The buffeting of strange tiny gales force Concentration checks to be made to cast spells in the area for the same duration as well.
Flubbernuggets
School: Abjuration; Level: Wizard 2
Casting Time: 1 standard action (P) ; Duration: Instantaneous.
Components: V;
Range: close; Targets: 1 creature.
Saving Throw: Will Negates; Spell Resistance: Yes
Fixing your eye on the target, you defy it to do anything quite right. You and your allies immediately get a new save to end any one ongoing effect caused by its spells or abilities.
School: Enchantment; Level: Wizard 1
Casting Time: 1 Standard action (P Duration: 1 round per level;
Components: V;
Range: Close; Targets: 1 creature.
Saving Throw: Will negates; Spell Resistance: Yes
The target is Dazzled for the duration.
Spooky Whispering
School: Illusion (Figment Level: Wizard 2
Casting Time: 1 standard action (P Duration: 1 round per level (D
Components: V;
Range: close; Targets: 1 creature.
Saving Throw: None; Spell Resistance: No.
As Ghost Sound and Silent Image, but only perceptible to one creature. Parasitic.
The Bees
School: Enchantment; Level: Wizard 1
Casting Time: 1 standard action (P Duration: 1 round per level or until discharged;
Components: V;
Range: close; Targets: 1 creature.
Saving Throw: Fortitude negates; Spell Resistance: Yes
The subject suffers -1 to all saves and has -1 AC until it is attacked or forced to make a save, or until the duration expires. These penalties increase by 1 for every 4 caster levels after 1st. Parasitic.
Ascerbic Remote Fart
School: Conjuration; Level: Wizard 1
Casting Time: 1 standard action (P) ; Duration: instantaneous.
Components: V;
Range: close; Targets: 1 creature.
Saving Throw: Reflex half; Spell Resistance: No
The target suffers 2d3-1 acid damage. Parasitic.
False Strike
School: Divination; Level: Wizard 1
Casting Time: 1 standard action (P) ; Duration: 1 round.
Components: None;
Range: close; Targets: 1 creature.
Saving Throw: None; Spell Resistance: No
You detect the next move of the target. You gain +6 Dodge bonus to AC against its next attack as long as it occurs within the duration. Parasitic.
Lopar's Perspication
School: Enchantment; Level: Wizard 0
Casting Time: 1 standard action (P) ; Duration: 1 round.
Components: None;
Range: 10 feet; Targets: 1 willing creature.
Saving Throw: None; Spell Resistance: No
The subject gains +1 Dodge bonus to AC against a single target, and -1 AC against all other combatants.
Goolgol's Impressive Microturbulence
School: Abjuration; Level: Wizard 0
Casting Time: 1 standard action (P) ; Duration: 1 round;
Components: None;
Range: 10 foot radius emanation, centered on and following you;
Saving Throw: None; Spell Resistance: Yes
Until the end of your next turn, all ranged attacks passing through the area suffer a -2 to attack rolls. The buffeting of strange tiny gales force Concentration checks to be made to cast spells in the area for the same duration as well.
Flubbernuggets
School: Abjuration; Level: Wizard 2
Casting Time: 1 standard action (P) ; Duration: Instantaneous.
Components: V;
Range: close; Targets: 1 creature.
Saving Throw: Will Negates; Spell Resistance: Yes
Fixing your eye on the target, you defy it to do anything quite right. You and your allies immediately get a new save to end any one ongoing effect caused by its spells or abilities.
Laughable Burst of Buttersplanch
School: Conjuration; Level: Wiz1
Casting Time: 1 standard action; Duration: Instantaneous;
Range: Close, Effect: 5 foot radius burst of colorful paints
Saving Throw: Will partial; Spell Resistance: No Thick, multi-colored paint explodes from the point you designate, coating everything within a 10-foot circle. Affected creatures must make a Will save or be dazzled for 1 round- You would be too, right? This extinguishes natural fires and deals 2d6 damage to fire-based creatures, and also camoflages everything within the area, so that creatures affected gain +8 on Stealth checks made to remain concealed as long as they do not move from their position as of the spell's casting. However, creatures entering the area suffer -20 on attempts to hide, as do any affected creatures exiting the area. This non-toxic paint can be removed by washing for five minutes with water and soap, or with a minute's work with Prestidigitation. Jovial Illumination of Buttersplanch
School: Conjuration; Level: Wizard 2
Casting Time: 1 standard action; Duration: 1 minute per level;
Range: Medium (50 feet plus 5/level Target: 1 20-foot diameter cylinder, 40 feet high
Saving Throw: None; Spell Resistance: Yes You give a big grin, and a broad swath of the floor bursts with luminous bubbles. The bubbles swirl upward with lazy grace, slowly popping until the column peters out well above. The area amidst the bubbles is always about 68 degrees, cool but filled with warm radiance. The column of bubbles produces light equivalent to a direct ray of sunlight striking the floor. The light diffuses outward 60 feet, with 60 further feet of shadowy illumination beyond that. In addition, the sweet-smelling vapors released by bursting bubbles dampens the propagation of energy, so that elemental damage is halved within the area. Further, the field acts as a Magic Circle Against Edginess, so that dudes who wanna be dark and gritty must flee and stay out to maintain their shaky dignity. Jolly Lifting of Buttersplanch
School: Evocation; Level: Wizard 1
Casting Time: 1 standard action; Duration: Concentration + 1 round per level;
Range: Medium (50 feet plus 5/level Target: Objects weighing up to 5 pounds per level
Saving Throw: Will negates (object Spell Resistance: yes You tickle the universe and snatch an object right out of gravity's jealous grasp. The target of this spell becomes weightless for the duration of this spell, and you can mentally direct it to move up to 10 feet as a Move action, as long as it remains within the spell's range. When not commanded otherwise, it hangs in the air unless acted upon by other forces or creatures. Objects held by unwilling creatures are held too tightly for you to dislodge them, but items resting upon them or stored in open pockets are easily affected. You can change the subject of this spell as a standard action, redirecting your lifting attention to another valid target within range. The previous target remains weightless for the duration of the spell. Yeilding Stone of Buttersplanch
School: Transmutation; Level: Wizard 2
Casting Time: 1 Immediate action; Duration: 1 round;
Range: Medium (50 feet plus 5/level Target: Five 10-foot squares of ground
Saving Throw: None; Spell Resistance: No
You briefly reason with the stone of the ground, convincing it to gently coddle whatever touches it. It becomes soft and yeilding of texture, like a large feather matress. Creatures falling onto the ground in the area take only 1/8 the normal amount of fall damage. Spikes or other dangerous ground features become similarly yielding, rendering them harmless. It is difficult to move across this spongy terrain; creatures may only proceed at a speed of 10 feet safely. Trying to move faster requires a Reflex save, failure of which means the creature trips and falls Prone instead of making any progress. Panamication of Buttersplanch
School: Illusion (phantasm) and Divination; Level: Wizard 3
Casting Time: 1 Immediate action; Duration: Concentration;
Range: Medium (50 feet plus 5/level Target: All living creatures within range
Saving Throw: Will Negates, see text; Spell Resistance: No
Upon casting, creatures begin to see one another as near friends from their childhood. All affected creatures must make a Will save to prevent the spell from delving their long-term memory for childhood fancies and treasured recollections. These memories are used to create attuned phantasms of sight and sound which render each subject's foes as similar to a long-lost friend or cousin. Creatures which resist the delving instead see an image of themselves reflected strangely back. For the duration of the spell, creatures within range must make a Will save each time they attempt to take hostile action against a foe. Those who succeeded on the initial save benefit from +2 on this save. Failure means the creature fails to carry through with its attack, and instead does nothing. Diplomacy checks among the affected to improve the interlocutor's attitudes benefit from a +4 Morale bonus.
School: Conjuration; Level: Wiz1
Casting Time: 1 standard action; Duration: Instantaneous;
Range: Close, Effect: 5 foot radius burst of colorful paints
Saving Throw: Will partial; Spell Resistance: No Thick, multi-colored paint explodes from the point you designate, coating everything within a 10-foot circle. Affected creatures must make a Will save or be dazzled for 1 round- You would be too, right? This extinguishes natural fires and deals 2d6 damage to fire-based creatures, and also camoflages everything within the area, so that creatures affected gain +8 on Stealth checks made to remain concealed as long as they do not move from their position as of the spell's casting. However, creatures entering the area suffer -20 on attempts to hide, as do any affected creatures exiting the area. This non-toxic paint can be removed by washing for five minutes with water and soap, or with a minute's work with Prestidigitation. Jovial Illumination of Buttersplanch
School: Conjuration; Level: Wizard 2
Casting Time: 1 standard action; Duration: 1 minute per level;
Range: Medium (50 feet plus 5/level Target: 1 20-foot diameter cylinder, 40 feet high
Saving Throw: None; Spell Resistance: Yes You give a big grin, and a broad swath of the floor bursts with luminous bubbles. The bubbles swirl upward with lazy grace, slowly popping until the column peters out well above. The area amidst the bubbles is always about 68 degrees, cool but filled with warm radiance. The column of bubbles produces light equivalent to a direct ray of sunlight striking the floor. The light diffuses outward 60 feet, with 60 further feet of shadowy illumination beyond that. In addition, the sweet-smelling vapors released by bursting bubbles dampens the propagation of energy, so that elemental damage is halved within the area. Further, the field acts as a Magic Circle Against Edginess, so that dudes who wanna be dark and gritty must flee and stay out to maintain their shaky dignity. Jolly Lifting of Buttersplanch
School: Evocation; Level: Wizard 1
Casting Time: 1 standard action; Duration: Concentration + 1 round per level;
Range: Medium (50 feet plus 5/level Target: Objects weighing up to 5 pounds per level
Saving Throw: Will negates (object Spell Resistance: yes You tickle the universe and snatch an object right out of gravity's jealous grasp. The target of this spell becomes weightless for the duration of this spell, and you can mentally direct it to move up to 10 feet as a Move action, as long as it remains within the spell's range. When not commanded otherwise, it hangs in the air unless acted upon by other forces or creatures. Objects held by unwilling creatures are held too tightly for you to dislodge them, but items resting upon them or stored in open pockets are easily affected. You can change the subject of this spell as a standard action, redirecting your lifting attention to another valid target within range. The previous target remains weightless for the duration of the spell. Yeilding Stone of Buttersplanch
School: Transmutation; Level: Wizard 2
Casting Time: 1 Immediate action; Duration: 1 round;
Range: Medium (50 feet plus 5/level Target: Five 10-foot squares of ground
Saving Throw: None; Spell Resistance: No
You briefly reason with the stone of the ground, convincing it to gently coddle whatever touches it. It becomes soft and yeilding of texture, like a large feather matress. Creatures falling onto the ground in the area take only 1/8 the normal amount of fall damage. Spikes or other dangerous ground features become similarly yielding, rendering them harmless. It is difficult to move across this spongy terrain; creatures may only proceed at a speed of 10 feet safely. Trying to move faster requires a Reflex save, failure of which means the creature trips and falls Prone instead of making any progress. Panamication of Buttersplanch
School: Illusion (phantasm) and Divination; Level: Wizard 3
Casting Time: 1 Immediate action; Duration: Concentration;
Range: Medium (50 feet plus 5/level Target: All living creatures within range
Saving Throw: Will Negates, see text; Spell Resistance: No
Upon casting, creatures begin to see one another as near friends from their childhood. All affected creatures must make a Will save to prevent the spell from delving their long-term memory for childhood fancies and treasured recollections. These memories are used to create attuned phantasms of sight and sound which render each subject's foes as similar to a long-lost friend or cousin. Creatures which resist the delving instead see an image of themselves reflected strangely back. For the duration of the spell, creatures within range must make a Will save each time they attempt to take hostile action against a foe. Those who succeeded on the initial save benefit from +2 on this save. Failure means the creature fails to carry through with its attack, and instead does nothing. Diplomacy checks among the affected to improve the interlocutor's attitudes benefit from a +4 Morale bonus.
Remove these ads. Join the Worldbuilders Guild
Comments