Common
Knowledge
Divination
Level: Brd 0, Sor/Wiz 0
Components: S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No
This
cantrip gives the caster a glimpse into information that is known
by members of the surrounding populace. You gain a +2 insight
bonus to your next Gather Information check.
Focus: A page from a news chronicle.
Planar
Intuition
Divination
Level: Brd 0, Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No
This
cantrip grants a flash of insight into planar cosmology. You gain a +2 insight bonus to
your next Knowledge
(the planes) check.
Summon
Mug
Conjuration (Calling)
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One mug
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
This
spell brings a mug to you. The mug must be visible to you and within
the range of the spell. The mug appears in your hands or on a surface
within five feet of you (your choice). If the mug contains a liquid,
that liquid is not spilled.
Sweet
Talk
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No
This
cantrip sculpts the sound of your speech into calming, charming
words. You gain a +2 competence bonus to your next Diplomacy check.
Focus: A blank scroll.
Zap
Evocation [Fire, Electricity]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25-ft. +5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You
release a small, thin, orange-colored beam. You must make a ranged
touch attack to strike a target. On a successful hit, this spell deals 1 point of electricity
and 1 point of fire damage to the target.
Sickening
Ray
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A gray
ray projects from your pointing finger. You must succeed a ranged
touch attack with the ray to strike a target. The target becomes
sickened on a failed Fortitude save. (The creature takes a –2 penalty
on all attack rolls, weapon damage rolls, saving throws, skill checks,
and ability checks.)
This spell has no effect on any creature without a Constitution
score.
Vampiric
Touch, Lesser
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/1 hour; see text
Saving Throw: None
Spell Resistance: Yes
You
must succeed on a melee touch attack to strike a target. Your touch deals 1d6 points
of damage per caster level (maximum 5d6). You gain temporary hit
points equal to the damage you deal. However, you cannot gain more
than the maximum required to kill the subject (its current hit points
+10). The temporary hit points disappear after one hour.
Sphere
of Force
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Saving Throw: Reflex half
Spell Resistance: Yes
This
spell functions as fireball, except as noted. It deals 1d4 points
of force damage per caster level (maximum 10d4).
Hand
of Fate
Transmutation
Level: Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Duration: 1 min./level
Target: Creature touched
Saving Throw: Will negates
Spell Resistance: Yes
The
subject becomes more or less favored by the forces of chance. The
spell grants a luck bonus or penalty to one ability rolled at random
(1d6; 1 = Strength, 2 = Dexterity, 3 = Constitution, 4 = Intelligence,
5 = Wisdom, 6 = Charisma). A second 1d6 roll determines whether
or not the effect is a bonus or penalty (1d6; 1-3 = penalty, 4-6
= bonus). The penalty or bonus is equal to 2d4+2.
Lightning
Dart
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One Creature
Duration: Instantaneous
Saving throw: None
Spell Resistance: Yes
A dart
of lightning shoots from your palm. You must succeed at a ranged
touch attack to hit your target. The dart deals a total of 1d6 points
of electricity damage per caster level (maximum 10d6). Creatures
with the Aquatic or Water subtype take 1d10 points of electricity
damage per caster level (maximum 10d10).
Focus: A copper ring worth 6 gp.
Magma
Hammer
Conjuration [Earth, Fire]
Level: Drd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: One magma hammer
Duration: 1 round/level (D)
A +1
warhammer made out of solid magma appears in the caster's empty hand, sized
for the caster. The caster is considered proficient with the warhammer
for the duration of this spell. It deals an extra +1 point of fire
damage per caster level (maximum +15). On a critical hit, the extra
damage is multiplied with the standard damage. The spell does not
harm the caster. If the hammer leaves the caster’s hand, the spell
ends at the end of the round.
Shrapnel
Conjuration (Summoning)
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: No
A swarm
of jagged metal forms around your fist and explodes outward in a
cone. It deals 1d4 points of slashing damage per caster level (maximum
10d4) to all in the cone.
Focus: A small metal razor blade worth 1 sp.
Chill
of the Void
Evocation [Cold]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
A purple
ray springs from your hand, drawing power from the void, giving
you the power to wrack one target with an unnatural chill. You must
succeed at a ranged touch attack to strike the target. The target
takes 1d4 points of cold damage per caster level (maximum 15d4);
there is no save for this part of the spell. The target creature
also takes 2 points of Constitution damage unless it makes a successful
Fortitude saving throw.
False
Life, Improved
Nercomancy
Level: Sor/Wiz 4
This
spell functions like false life, except it grants temporary hit
points equal to 2d10 +1 per caster level (maximum +15).
Mask
of Light
Conjuration (Creation) [Light]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You
weave a mask of invigorating light. The target creature gains
a +4 enhancement bonus to Strength and Constitution. This mask also
sheds light like a torch (20 ft. of light).
Mind
Ripper
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
A black
ray springs from your hand. You must succeed at a ranged touch attack
to strike a target. A successfully hit subject suffers an enhancement
penalty to Intelligence equal to 3d8 points.
Focus: A small glass skull worth 10 gp.
Blistering
Beam
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
A searing
orange ray springs from your hand. You must succeed at a ranged
touch attack to strike the target. The target takes 1d4 points of
fire damage per caster level (maximum 15d4) there is no save for
this part of the spell. The target creature also takes 2 points
of Dexterity and Strength damage from debilitating burns unless
it makes a successful Fortitude saving throw.
Shadow
Wings
Conjuration (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: 15 minutes/ level
You
summon a pair of massive, translucent wings that have resemble those
of a raven. With these wings, you can fly at triple your normal
land speed, with perfect maneuverability. You can carry a light
load; any further encumbrance negates the ability to fly.
Shower
of Sparks
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: 1 round/4 levels
Saving Throw: Reflex half
Spell Resistance: Yes
This spell causes a shower of sparks to appear in a
ten-foot area. For the duration of the spell, everything in the
area takes 1d4 points of fire damage per caster level (maximum 10d4)
each round. Creatures can leave the area to stop taking damage.
Any creature that enters the area takes this damage.
Material Component: A peace of graphite covered in oil.
Addle
Enchantment
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
A black
ray springs from your outstretched hand. You must succeed at a ranged
touch attack to strike a target. If the target is a spellcaster,
the successfully hit target loses access to its highest 1d4 spells
or spells slots for the day. Treat these spells as if they have
already been cast. For each spell or spell slot lost the target
takes 5 points of damage.
This spell has no effect on spell-like or supernatural abilities.
Focus: A burnt spellbook.
Wild
Might
Transmutation
Level: Clr 5, Drd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The
subject becomes stronger, more agile, more coordinated, and gains
improved stamina. This spell grants an enhancement bonus of +4 to
Strength, Dexterity, and Constitution 4 points.
Hit points gained by a temporary increase in Constitution score
are not temporary hit points. They go away when the subject’s Constitution
drops back to normal. They are not lost first as temporary hit points
are.
False
Life, Greater
Nercomancy
Level: Sor/Wiz 6
This
spell functions like false life, except it grants temporary hit
points equal to 3d10 +1 per caster level (maximum +20).
Force
Beam
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 standard action
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A swirling
beam of force extends from your outstretched hand. You must succeed
at a ranged touch attack to hit your target. This spell deals 1d4
points of force damage per caster level (maximum 20d4).
Blazing
Hands
Evocation [Fire]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: Cone-shaped burst
Duration: Insantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A cone
of blazing flame shoots from your fingertips. Any creatures caught
in the area of the flames take 1d4 points of fire damage per caster
level (maximum 20d4). This flame burns combustible materials and
can melt metals with low melting points, such as lead, gold, copper,
silver, and bronze.
Vampiric
Touch, Greater
Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/1 hour; see text
Saving Throw: None
Spell Resistance: Yes
You
must succeed on a melee touch attack. Your touch deals 1d6 points
of damage per caster level (maximum 20d6). You gain temporary hit
points equal to the damage you deal. However, you cannot gain more
than the maximum required to kill the subject (its current hit points
+10). The temporary hit points disappear after one hour.
Kimber’s
Icy Rays
Evocation [Cold]
Level: Sor/Wiz 8
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You
blast your enemies with chilling rays. You may fire one ray, plus
one additional ray for every three levels beyond 3 (to a maximum
of nine rays at level 27). Each ray requires a ranged touch attack
to hit and deals 6d6 points of cold damage. The rays may be fired
at the same or different targets, but all bolts must be fired simultaneously
and aimed at targets within 60 feet of each other.
Orbiting
Flames
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 ball of fire/4 levels
Duration: 1 round /2 levels or until discharged (D)
Saving Throw: None, or reflex half (see text)
Spell Resistance: Yes
This
spell launches small spheres of volcanic energy toward the target
or targets, inflicting massive burns and melting through flesh and
bone alike. The caster must target a different creature with each
ball of fire; a single creature cannot be targeted with more then
one ball. Each round, starting during the round the spell is cast,
the spheres strike at their targets. Make a ranged touch attack
for each target. Each hit deals 4d6 points of fire damage, with
no save.
If a target is killed, or if the caster wishes to change the target
of one or more spheres, they may all be redirected by a standard
action during the caster's turn.
If ever a sphere moves beyond the spell's range, they wink out of
existence. That sphere is wasted for the rest of the duration.
Anytime during the duration, the caster may cause one or more spheres
to explode, spewing magma and flame everywhere. As a standard action,
any number of spheres may explode, dealing 6d6 points of fire damage
to all within 10 feet of that sphere's target. A reflex save halves
this damage.
The spell ends once all spheres are destroyed.
Wave
of Fire
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Effect: Burst of fire extending 20 ft. from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You
send a wave of fire that extends in a ring from you to the maximum
area. This spell deals 1d8 points of fire damage per caster level
(maximum 20d8 fire damage). This spell will ignite combustible materials.
Balkoth’s
Draining Touch
Necromancy
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/1 hour; see text
Saving Throw: Will negates
Spell Resistance: Yes
You
must succeed on a melee touch attack. Your touch deals 1d6 points
of damage per caster level (maximum 25d6). You gain temporary hit
points equal to the damage you deal. However, you cannot gain more
than the maximum required to kill the subject (its current hit points
+10). The temporary hit points disappear after one hour.
Death
Bolt
Necromancy [Death]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A black
bolt erupts out of your outstretched hand. All living targets in
the area must make a Fortitude save or die. If they are successful,
they instead sustain 4d6 points of damage +1 point per caster level
(maximum +25).
Kimber’s
Circle of Flame
Evocation [Fire]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Effect: Burst of fire extending 30 ft. from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You
send a wave of fire that extends in a ring from you to the maximum
area. This spell deals 1d8 points of fire damage per caster level
(maximum 25d8 fire damage). This spell will ignite combustible materials.
Kimber’s
Force Blast
Evocation [Force]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread
Saving Throw: Reflex half
Spell Resistance: Yes
This
spell functions as fireball, except as noted. It does 1d4 points
of force damage per caster level (maximum 25d4).
Kimber’s
Icy Rain
Evocation [Cold]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Two targets/round
Duration: Concentration, up to 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
The
caster calls down cold energy that forms torrents of icy rain. For
each round the caster concentrates, he may target two creatures,
structures, or objects with a torrent of rain that causes 1d8 points
of cold damage per two caster levels (maximum 5d8); a Reflex save
halves the damage. The caster can target different subjects each
round or the same subjects over and over. The caster cannot
target the same subject with both torrents at the same time in the
same round.
Soul
Nova
Necromancy
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This
spell causes the target’s body to turn on itself from the inside out
as it transmutes into a pure energy. This spell deals
1d6 points of damage per each point of the target’s Constitution
score. (For example, a creature with a Constitution score of 18
suffers 18d6 points of damage.)
Material Component: A flawless white opal worth 900 gp.
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