School: illusion (phantasm) [mind-affecting]; Level: bard 1, sorcerer/wizard 1, witch 1
CASTING
Casting Time: 1 standard action
Components: V, S, M (a pinch of powdered silver)
EFFECT
Range: Touch
Target: one written message of up to one page/level
Duration: permanent until dispelled or password is spoken
Saving Throw: none; Spell Resistance: No
DESCRIPTION
With a touch and whispered words, you mask a message within the illusions of mundane text. To those unaware, the enchanted document appears as harmless and unremarkable writing. However, when a reader channels a hint of magic into the text while uttering the secret incantation, the true message materializes.
The caster determines the password during the spell's casting. Without the correct password, even magic such as detect magic or read magic cannot decipher the Aetherwrite's secrets or detect it's presence.
*Dispelling Aetherwrite will destroy the hidden contents.
The potency of Aetherwrite's encryption has earned it trust among secretive factions. Additionally, the necessity for ever-changing passwords adds a procedural layer to its security, making it nearly impregnable.
School: [varies]; Level: Any Arcane Caster 1;
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: 15 ft. or 30 ft.
Target: Cone-shaped Blast or Line
Duration: Instantaneous
Saving Throw: Reflex half; Spell Resistance: Yes
DESCRIPTION
When cast the caster chooses the shape of the blast, either a 15 ft. Cone or a 30 ft. line.
Any creature in the area of the blast takes 1d4 points of the blast type damage per caster level (maximum 5d4) + the caster's primary casting ability modifier.
In addition to target creatures, objects and materials within these blasts are damaged and affected as expected.
Example: A level 3 wizard with an Intelligence Modifier of +4 casting Ice Blast would choose the shape of the blast and deal 3d4+4 Cold Damage to targets in the area of effect that fail the save, and half to those who succeed.
*Note each of the listed Blast Type is considered a different spell and must be learned separately.
Ice Blast: School: Evocation [Cold]; Damage Type: Cold;
Static Blast: School: Evocation [Electric]; Damage Type: Electric;
Acid Blast: School: Evocation [Acid]; Damage Type: Acid;
Ember Blast: School: Evocation [Fire]; Damage Type: Fire;
Hammer Blast: School: Conjuration [Creation]; Damage Type: Blunt;
Arrow Blast: School: Conjuration [Creation]; Damage Type: Piercing;
Blade Blast: School: Conjuration [Creation]; Damage Type: Slashing;
School: [varies]; Level: Any Arcane Caster 1;
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes
DESCRIPTION
Make a ranged touch attack against the target. On a hit, the target takes 1d6 + the caster's primary casting ability modifier. This damage increases by 1d6 for every two caster levels beyond first that the caster possesses.
Example: A level 3 wizard with an Intelligence Modifier of +4 casting Acid Lance would deal 2d6+4 Acid Damage on a successful hit.
*Note each of the listed Lance Type is considered a different spell and must be learned separately.
Ice Lance: School: Evocation [Cold]; Damage Type: Cold;
Static Lance: School: Evocation [Electric]; Damage Type: Electric;
Acid Lance: School: Evocation [Acid]; Damage Type: Acid;
Ember Lance: School: Evocation [Fire]; Damage Type: Fire;
Hammer Lance: School: Conjuration [Creation]; Damage Type: Blunt;
Arrow Lance: School: Conjuration [Creation]; Damage Type: Piercing;
Blade Lance: School: Conjuration [Creation]; Damage Type: Slashing;
School Illusion [Figment]; Level Any Arcane Caster 1;
CASTING
Casting Time: 1 standard action;
Components: V, S;
EFFECT
Range: Long (400 ft. + 40 ft./level);
Effect: A visual rotating symbol of the Mages Guild projected in the sky visible for miles around;
Duration: 1 Minute per level;
Saving Throw: none; Spell Resistance no;
DESCRIPTION
This spell creates the visual illusion of the Mages Guild symbol in the sky. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. This is a spell taught to all members of the mages guild and if sited in the sky all available members of the guild will come to investigate and aid their fellow guild member in distress.
School: Evocation [Good/Evil]; Level: Any Divine Caster lvl 1;
CASTING
Casting Time: 1 standard action
Components: V, S, DF
EFFECT
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half; Spell Resistance: Yes
DESCRIPTION
Upon uttering a sacred chant, you call forth a beam of shimmering energy from the heavens (or depths) that streaks towards your chosen target. This radiant (or dark) beam channels either positive or negative energy, depending on your alignment and intent. The target of this spell can make a Will save for half damage.
Good Aligned Casters: Your divine smite manifests as a beam of brilliant, white light filled with holy energy. It deals 1d8 points of damage per 2 caster levels (maximum 5d8) plus your primary casting ability modifier to one target.
Evil Aligned Casters: Your divine smite manifests as a beam of eerie, dark energy filled with unholy energy. It deals 1d8 points of damage per 2 caster levels (maximum 5d8) plus your primary casting ability modifier to one target.
Neutral Aligned Casters: Upon selecting this spell, you must choose whether your divine smite channels positive or negative energy. Once this decision is made, it cannot be changed.
Special: The damage from Divine Smite is divine in nature, bypassing any damage reduction or immunity not specifically effective against divine powers.
School Conjuration [Calling]; Level Any Caster 1;
CASTING
Casting Time: 1 standard action;
Components: V, S, M (Blood);
EFFECT
Range: Touch;
Effect: One Door;
Duration: unknown;
Saving Throw: none; Spell Resistance no;
DESCRIPTION
To cast this spell the blood is poured over the casters hand. The caster then draws the mark of the demon she wishes to summon on a closed door and knocks 3 times. If the demon is satisfied with the blood used to mark the door it will emerge though the doorway. If no symbol is drawn there is no knowing who or what will emerge.
School: Necromancy; Level: Any Divine Caster 1;
CASTING
Casting Time: 1 standard action
Components: V, S. DF
EFFECT
Range: 15 ft. or 30 ft.
Target: Cone-shaped Blast or Line
Duration: Instantaneous
Saving Throw: Will half; Spell Resistance: Yes
DESCRIPTION
With a grand gesture and invocation, the caster releases a dark shroud that bathes all in its path, inflicting wounds and corrupting spirits.
When you cast Inflicting Shroud, you choose whether to project it as a 15-foot cone or a 30-foot line. All targets within this area of are bathed in negative energy dealing 1d4 points of damage per caster levels (maximum 5d4) +1 point per caster level (maximum +5). A successful Will Saves halves this damage.
Example: If cast by a 3rd level cleric, each creature inside the area of effect would receive 3d4+3 points of damage, but are granted a Will save to half.
Special: Since it is a negative energy spell, undead caught in this area receive the equivalent in healing.
School Conjuration; Level Any Caster 1;
CASTING
Casting Time: 1 Full Round Action;
Components: V, S;
EFFECT
Range: Touch;
Effect: Creature Touched;
Duration: Instantaneous;
Saving Throw: none; Spell Resistance no;
DESCRIPTION
When laying your hand upon a creature with at least one caster level, you focus your personal mana reserves and divert some of it to the touched creature. The mana from the casting of this spell is transferred to the touched target. If the target does not posses at least one caster level then the mana is lost during the casting. Any mana gained in this way is only temporary and is lost when normal spells are refreshed.
School Abjuration; Level Any Caster 1;
CASTING
Casting Time: 1 Full Round Action;
Components: V, S;
EFFECT
Range: Touch;
Effect: Creature Touched;
Duration: Instantaneous;
Saving Throw: Will negates; Spell Resistance Yes;
DESCRIPTION
When laying your hand upon a creature with at least one caster level, you sap mana from the targets personal reserves and divert to yourself. If the target fails the Will save, double the mana of casting the spell is transferred to the attacker. If the target does not posses at least one caster level then the spell has no effect. Any mana gained in this way is only temporary and is lost when normal spells are refreshed.
*Be mindful of where you draw your mana, the source may cause unintended side effects.
School:Conjuration (Healing); Level: Any Divine Caster 1;
CASTING
Casting Time: 1 standard action
Components: V, S. DF
EFFECT
Range: 15 ft. or 30 ft.
Target: Cone-shaped Blast or Line
Duration: Instantaneous
Saving Throw: Will half; Spell Resistance: Yes
DESCRIPTION
With a grand gesture and invocation, the caster releases a brilliant radiance that bathes all in its path, mending wounds and rejuvenating spirits.
When you cast Radiant Cure, you choose whether to project it as a 15-foot cone or a 30-foot line. All targets within this area of effect are healed for 1d4 points of damage per caster levels (maximum 5d4) +1 point per caster level (maximum +5)
Example: If cast by a 3rd level cleric, each creature inside the area of effect would receive 3d4+3 points of healing.
Special: Since it is a positive energy spell, undead caught in this area take the equivalent in damage, but are granted a Will save for half.
School Evocation [Fire]; Level Sorcerer/Wizard 2;
CASTING
Casting Time: 1 standard action;
Components: V, S, M (a pinch of wood ash and a red ribbon that’s been worn by a living creature for at least 24 hours)
EFFECT
Range: Close (25 ft. + 5 ft./2 level)
Effect: Self, and one humanoid creature;
Duration: 1 round/level or until the tether is broken (see text);
Saving Throw: Reflex negates or halves (see text); Spell Resistance yes;
DESCRIPTION
You surround yourself and your target with twin whirlwinds of raging fire connected by an ethereal plasma tether. The target receives a Reflex Save when the spell is cast. On a successful save the spell ends immediately, on failure a bond is created dealing 1d6 + caster level points of fire damage to both parties. For the spell’s duration, the caster must spend a move action to maintain the spell each round otherwise it ends with no effect. Each round a move action is spent, a pulse is sent through the connection dealing 1d6 + caster level points of fire damage to both parties (Reflex Halves). The spell requires that both parties remain within the range of the spell, physical objects and creatures can pass without harm through this tether. If either party moves out of the range of the spell after a bond is created both take 1d4 + 1 points of fire damage per caster level for each round that the bond was maintained (Reflex Halves).
*You cannot establish more than one Firebound bond with a given target, but you can be bound to more than one target (by casting this spell multiple times) -- the damage taken from all such bonds stack. Each bond requires its own move action to maintain.
School Conjuration; Level Any Caster 2;
DESCRIPTION
This spell functions like Mana Focus Light, except that it Transfers 2 Mana.
School Conjuration; Level Any Caster 2;
DESCRIPTION
This spell functions like Mana Sap Light, except that it Transfers 2 Mana.
School Necromancy [Evil]; Level Sorcerer/Wizard 2;
CASTING
Casting Time: 1 standard action;
Components: V, S
EFFECT
Range: Close (25 ft. + 5 ft./2 level)
Effect: one or more rays;
Duration: instantaneous;
Saving Throw: None; Spell Resistance yes;
DESCRIPTION
You must make a ranged touch attack to hit your target. On a hit, the ray deals 4d6 points of negative energy damage.
An undead creature struck by this ray gains 4d6 temporary hit points for 1 hour.
For every two caster levels beyond 3rd, you gain an additional ray, to a maximum of three rays at 11th level. Each ray requires a separate ranged touch attack roll and can target the same or different creatures, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
School Conjuration; Level Any Caster 3;
DESCRIPTION
This spell functions like Mana Focus Light, except that it Transfers 3 Mana.
School Conjuration; Level Any Caster 3;
DESCRIPTION
This spell functions like Mana Sap Light, except that it Transfers 3 Mana.
School necromancy [death, evil]; Level cleric 4, witch 4
CASTING
Casting Time: 1 standard action
Components: V, S, DF
EFFECT
Range: Personal
Area: 20-ft.-radius emanation centered on you
Duration: 1 minute/level
Saving Throw: Will negates; see text; Spell Resistance: Yes
DESCRIPTION
Upon casting this spell, a sinister aura radiates from you, hungrily seeking the life force of dying creatures within its grasp. Any living creature within the aura's area of effect that is at 0 hit points or below and fails its Will save takes 1d8 points of damage + 1 per caster level (maximum +10). You gain temporary hit points equal to the total damage dealt by this spell. These temporary hit points last for the duration of the spell.
School Conjuration; Level Any Caster 4;
DESCRIPTION
This spell functions like Mana Focus Light, except that it Transfers 4 Mana.
School Conjuration; Level Any Caster 4;
DESCRIPTION
This spell functions like Mana Sap Light, except that it Transfers 4 Mana.
School Conjuration [Healing]; Level cleric/oracle 4, shaman 4, druid 5, witch 5, warpriest 5
CASTING
Casting Time: 1 standard action
Components: V, S, DF
EFFECT
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)
DESCRIPTION
This spell cures 3d4+12 points of damage + 1 point per caster level (maximum +15).
Unlike other spells that heal damage, spark of life can bring recently slain creatures back to life with diminishing chances based on the time elapsed:
Within 1 round of death: 90% chance of success.
2 rounds after death: 75% chance.
3 rounds after death: 50% chance.
4 rounds after death: 25% chance.
Roll a percentage die after casting. If the result is within the success threshold for the time elapsed, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, or if the percentage roll fails, the creature remains dead.
Both the caster and the revived creature gain one permanent negative level upon successfully reviving a creature.
On a failed attempt the caster does not gain a negative level.
This spell can be attempted multiple times, if it is cast more than once per round each attempt forwards the round count for the percentage chance of failure.
*Creatures slain by death effects cannot be saved by spark of life.