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2nd Level
Align Weapon: Weapon becomes good, evil, lawful or chaotic.
Armor EnhancementM*: Armor or shield gains special ability with up to +3 bonus market proce
modifier.
Bears Endurance: Subject gains +4 to Constitution for 1 min.level.
Bulls Strength: Subject gains +4 to Strength for 1min/level.
Cats Grace: Subject gains +4 to Dexterity for 1min/level.
Chill Metal: Cold metal damages those who touch it.
Construct Essence, Lesser: Grants a living construct qualities of the construct type.
Eagles Splendor: Subject gains +4 Charisma for 1min/level.
Elemental Prod: Move an elemental creature a short distance
Foxs Cunning: Subject gains +4 to Intelligence for 1 min/level.
Heat Metal: Malke metal so hot it damages those who touch it.
Inflict Moderate Damage*: Deals 2d8 + 1/level damage (maximum +10) to a construct.
Lucky Blade: Weapon grants a single reroll of an attack
Natural Weapon Augmentation, LesserM: Natural weapon gains special ability with +1 bonus market
price modifier.
Owls Wisdom: Subject gains a +4 to Wisdom for 1 min./level.
Reinforce Construct: Construct gains 1d6 +1/level temporary hit points
Repair Moderate Damage*: Cures 2d8+1/level damage (max. +10) to a construct.
Supress Dragonmark: Supress spell-like abilities of targets dragonmark.
Toughen Construct*: Grants construct +2 (or higher) enhancement bonus to natural armor.
Unseen Crafter: Invisible force obeys your command and can use the craft skill.
Weapon Augmentation, LesserM*: Weapon gains special ability with +1 bonus market price modifier.
3rd Level
Adamantine Weapon: Transform weapon into adamantine
Armor Enhancement, GreaterM*: Armor or shield gains special ability with up to +5 bonus market
price modifier.
Blast Rod: Infused rod stores 1d8/level destructive energy
Construct Energy Ward*: Construct gains resistance 10 to specified energy type.
Humanoid Essence, Lesser: Grants a construct the ability to accept healing magic.
Inflict Serious Damage*: Deals 3d6+1/level damage (max +15) to a construct.
Lucky Cape: Cape grants a single reroll of a saving throw
Magic Weapon, Greater: Weapon gains +2 or better enhancement bonus.
Metamagic Item*: Imbue spell trigger iten with metamagic feat.
Power SurgeX*: Charged spell trigger iten gains temporary charges.
Repair Serious Damage*: Cures 3d8+1/level damage (max. +15) to a construct.
Spell Snare: Dragonshard absorbs a spell or spell-like ability of up to 3rd level
Stone ConstructM*: Construct gains DR 10/adamantine
Suppress RequirementM*: Item that requires class features, race, ability score, or alignment to
function to its fullest potential no longer carries that requirement.
4th Level
Censure Elemental: Deal 2d4 + 1/level damage each round to elemental
Concurrent Infusions: Cast three 1st level infusions simultaneously
Construct Energy Ward, Greater*: Construct gains immunity to specified energy type.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Humanoid Essence: Imposes upon a construct some of the weakness of the humanoid type.
Inflict Critical Damage*: Causes 4d8+1/level damage (max. +20) to a construct
Item Alteration*: Item that provides a certain type of bonus provides a different type of bonus to the
same value or roll.
Iron Construct*: Construct gains DR 15/adamantine and takes half damage from acid and fire.
Minor Creation: Creates one cloth or wood object.
Natural Weapon AugmentationM: Natural weapon gains special ability with up to +3 bonus market
price modifier.
Repair Critical Damage*: Cures 4d8+1/level damage (max. +20) to a construct.
Rusting Grasp: Your touch corrodes iron and alloys.
Shield of Faith, Legions: Allies gain +3 or higher AC bonus.
Weapon AugmentationM*: Weapon gains special ability with up to a +3 bonus market price.
5th Level
Construct Essence: As lesser construct essence, but grants more qualities of the construct type.
Disrupting Weapon: Melee weapon destroyes undead.
Dominate Living Construct: As dominate person, but affecting a living construct.
Fabricate: Transforms raw materian into finished items.
Inflict Light Damage, Mass: Deals 1d8 damage +1/level to many constructs.
Major Creation: As minor creation, plus stone and metal.
Repair Light Damage, Mass: Repairs 1d8 damage +1/level for many constructs.
Slaying Arrow: Creates a projectile deadly to a specific creature type
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.
6th Level
Blade Barrier: Wall of blades deals 1d6/level damage.
Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type.
Disable Construct*: Deals 10/level damage to target construct.
Globe of Invulnerability: as lesser globe of invulnerability, plus 4th-level spell effects.
Hardening*: Items hardness increases by 1 per 2 levels.
2ND LEVEL
Clothiers Closet: Conjure several sets of clothing
Dimensional Leap: Teleport 10/level
Insidious Insight: Gain insight bonus on Bluff, Diplomacy, Intimidate and Sense Motive against
affected creature.
Misrepresent AlignmentF: Projects a false alignment for an object or creature
Unseen Crafter: Invisible force obeys your command and can use the craft skill.
4RD LEVEL
Insideous Suggestion: Suggestion repeats over and over in creatures mind.
Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight
bonus on one Reflex save.
5TH LEVEL
Glimpse of Eternity: Target takes 1d6 nonlethal damage/level and is confused.
Unfettered Heroism: Spend more than one action point per round plus gain one free action point per
round.
6TH LEVEL
Glimpse of the Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to
caster level on one save, or enter prophetic favor as an immediate action.
2ND LEVEL
Expose the Dead: Gain insight bonuses to locate undead or when investigating a corpse
Magic Weapon, Legions: Allies weapons gain +1 enhancement bonus
Sense Weakness: Automatically confirm one critical
Shared Healing: Subject creature can cure up to twice your caster level of its own hit points
Unseen Crafter: Invisible force obeys your command and can use the craft skill.
3RD LEVEL
Furnace Within: Flame bursts from your body, deals 1d8/level damage in 10-ft radius
Humanoid Essemce, Lesser: Grants a construct the ability to accept healing magic.
Irians Light: Ranged touch attack heals 2d8 damage +1ray/4 levels (max 3)
Misrepresent AlignmentF: Projects a false alignment for an object or creature
4TH LEVEL
Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight
bonus on one Relfex save.
5TH LEVEL
Humanoid Essence: Imposes upon a construct some of the weakness of the humanoid type.
Orb of Dancing Death: Orb you control bestows one negative level each round.
Scry Trap: Scry attempt against target deals 1d6/level damage and blind scrying creature.
Undying Aura: Subject gains immunity to death effects, energy drain, and negative energy; can harm
one undead or heal one deathless.
6TH LEVEL
Glimpse of the Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to
caster level on one save, or entery prophetic favor as an immediate action.
Magic Weapon, Greater Legions: Allies weapons gain +2 or greater enhancement bonus.
Semblance of Life: Undead take 3d6 damage per round; intelligent undead also dazed 1 round.
7TH LEVEL
Humanoid Essence, Greater:Gives a construct the humanoid type
Leech Undeath: Harm undead to gain temporary hit points
8TH LEVEL:
Golem Immunity: Grants a construct the magic immunity special quality of a particular golem
Illusion Purge: Dispels Illusions within 5ft/level.
9TH LEVEL
Feast of Champions*: Food for one creature/level heals and grants comprehensive bonus.
CLERIC DOMAINS
Air Domain: Balinor
Animal Domain: Balinor
ARTIFICE DOMAIN
Deities: Onatar, the Traveller
Granted Power: Gain +4 competence bonus on Craft checks. You cast creation spells at +1 caster level.
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CHARM DOMAIN:
Deities: Kol Korran
Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free
action. The charisma increase lasts 1 minute.
COMMERCE DOMAIN:
Deities: Kol Korran
Granted Power: You gain a +10 competence bonus on Profession checks made to earn a living (not
checks to accomplish a specialized task)
Add Appraise to your list of cleric class skills.
COMMUNITY DOMAIN:
Deities: Bolderei
Granted Power: You can use calm emotions as a spell-like ability once per day. You also gain a +2
competence bonus on Diplomacy checks.
Bless: Allies gain a +1 bonus on attack rolls and saves against fear.
Status: Monitors condition, position of allies.
Prayer: Allies gain +1 bonus on most rolls, enemies take a 1 penalty.
Status, Greater*: As status, but cast some spells through bond.
Rarys Temepathic Bond: Link lets allies communicate.
Heroes Feast: Food for one creature /level cures and grants combat bonuses.
RefugeM: Alters item to transport possessor to you.
SympathyF: Object or location attracts certain creatures.
Heal, Mass: As heal, but with several subjects.
DEATHLESS DOMAIN:
Deities: The Undying Court
Granted Power: Once per day, you can perform a greater rebuking against deathless creatures in place of
one of your turn undead attempts. The greater rebuking is like a normal rebuking except that the deathless
creatures that would be rebuked are commanded instead.
Deathless Domain Spells
1 Detect Undead: Reveals undead or deathless within 60ft.
2 ConsecrateM: Fills area with positive energy, making undead weaker and deathless stronger.
3 Halt Deathless*: Immobilizes deathless for 1 round/level.
4 Spirit Steed*: Channels an ancient spirit into your steed, increasing its speed and granting other
benefits.
5 HallowM: Designates location as holy.
6 Create DeathlessM*: Create undying soldier.
7 Control Deathless*: Deathless dont attack you while under your command.
8 Create Greater DeathlessM*: Create undying councilor.
9 Heros Blade*: Channel the spirit of a greater hero into a melee weapon
DECAYS DOMAIN:
Deities: The Keeper
Granted Power: You may use a touch of decay once per day. Your touch of decay is a supernatural ability
that causes putrescence in organic matter and weakens inorganic matter. You must succeed on a melee
touch attack to affect a creature (using the rules for touch spells). If you touch a living creature including
constructs with the living subtype, you deal 1d4 points of Constitution damage. If you touch an undead
creature, an object, or a construct without the living construct subtype, you deal 2d6 points of damage +1
point per cleric level.
Doom: One subject takes 2 on attack rolls, damage rolls, saves, and checks.
Ray of Enfeeblement: Ray deals 1d6+1/two levels Str damage.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Antilife Shell: 10-ft-radius field hedges out living creatures.
Withering Palm*: Touch attack deals 1 point Str and 1 point Con damage per 2 caster levels.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Energy Drain: Subject gains 2d4 negative levels.
Cause Fear: One creature of 5HD or less flees for 1d4 rounds
Death Knell: Kill dying creatures and gain 1d8 temporary hp, +2 to Ste and +1 caster level.
Bestow Curse: -6 to an ability score, -4 on attack rolls, saves and checks; or 50% chance of losing
each action.
Planar Ally, LesserX: Exchange services with a 6HD extraplanar creature.
Slay Living: Touch attack kills subject.
Planar AllyX: As lesser planar ally, but up to 12HD.
Blasphemy: Kills, paralyzes weakens or dazes non-evil subjects.
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EXORCISM DOMAIN:
Deities: Church of the Silver Flame
Granted Power: You have the supernatural ability to force possessing spirits out of the bodies they inhabit
You make a Charisma check and consult the Turning Undead table (PHBp159), using your Cleric level. If
the result from the table is at least equal to the HD of the possessing creature, you force it out of the body.
If the spirit belongs to a spellcaster using majic jar, the spirit returns to the receptacle. If it is a ghost or a
possessing fiend, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to
possess the same victim again for 24 hours.
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and
outsiders.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 min/level.
Remove Curse: Frees object or person from curse.
Dismissal: Forces a creature to return to native plane.
Dispel Evil: +4 bonus against attacks.
Banishment: Banishes 2HD/level of extraplanar creatures.
Holy Word: Kills, paralyzes, blinds or deafens non-good subjects.
Holy AuraF: +4 to AC, +4 to resistance and SR 25 against evil spells.
Freedom: Releases creatre from imprisonment.
FEAST DOMAIN:
Deities: Olladra
Granted Power: You have immunity to ingested poisons and diseases spread by ingestion.
LIFE DOMAIN:
Deities: Arawai
Granted Power: Once per day, you can grant 1d6 temporary hp +1 per cleric level to a creature you touch.
MADNESS DOMAIN:
Deities: The Fury, the Cults of the Dragon Below
Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and
all Will saves. However, once per day, you can see and act with the clarity of true madness: add your
level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the
check or save is rolled.
MEDITATION DOMAIN:
Deities: The Path of Light
Granted Power: Once per day, you can cast one spell as though it had the Empower Spell feat applied to
it. However, you cast the spell at its normal level, not at two levels higher, and use the normal casting
time of the spell. You need not know the Empower Spell feat to use this ability.
NECROMANCER DOMAIN:
Deities: The Blood of Vol
Granted Power: You cast necromancy spells at +1 caster level.
PASSION DOMAIN:
Deities: The Fury
Granted Power: For a total time per day of 1 round per cleric level, as a free action you can act as if under
the effect of the rage spell. This granted power is a supernatural effect.
Cause Fear: One creature of 5HD or less flees for 1d4 rounds.
Tashas Uncontrollable Hideaous Laughter: Subject loses actions for 1 round/level.
Confusion: Makes subject behave oddly for 1 round/level.
Crushing Despair: Subjects take 2 on attack rolls, damage rolls, saves and checks.
Command, Greater: As command, but affects one subject/level.
Heroism, Grater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hit
points.
Song of Discord: Forces targets to attack each other.
Ottos Irresistable Dance: Forces subject to dance.
Dominate Monster: As dominate person, but any creature.
SHADOW DOMAIN:
Deities: The Shadow
Granted Power: Grant Blind-fight as a bonus feat.
TRANSFORMATION DOMAIN
Deities: No deity includes the Transformation domain as part of its portfolio. Any creature with the
shapechanger subtype that does not worship a specific deity may select this domain as one of its domain
choices.
Granted Power: You cast transmutation spells at +1 caster level.
TRUTH DOMAIN
Deities: Church of the Silver Flame, the Path of Light
Granted Power: You gain a bonus on Sense Motive checks equal to your cleric level. You cast
divination spells at +1 caster level.
WARFORGED DOMAIN:
Repair Light Damage: Repairs 1d8 + 1/level damage (maximum +5) to a construct.
Construct Essence, Lesser: Grants a living construct qualities of the construct type:
Stone Construct: Construct gains DR 10/adamantine
Repair Critical Damage: Repairs 4d8 + 1/level damage (maximum +20) to a construct.
Construct Energy Ward, Greater: Construct gains immunity to specific energy type
Iron Construct: Construct gains DR 15/adamantine and takes half damage from acid and fire.
Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type.
Total Repair: Repair 10/level damage to a construct
Summon Warforged Champion: Summons a mighty warforged titan.
WEATHER DOMAIN
Deities: Arawai, the Devourer
Granted Power: Your vision is unobstructed by nonmagical weather conditions. Add Survival to your
list of cleric class skills. You gain a +2 bonus on all weather-related Survival checks.
1st Level
Detect Aberration*G: Reveals Aberrations within 60 ft.
2nd Level
Leap into Animal: Merge with an animal and control its actions.
Zone of Natural Purity* G: Aberrations in the area become weaker, fey and plants become stronger.
3rd Level
Winds Favor: Create strong wind for 1hr/level
4th Level
Natures Wrath* G: Damages and dazes aberrations, damages other creatures.
7th Level
Return to Nature* G: Reduces Intelligence and magical abilities of target.
2ND LEVEL
Conj
Conj
Div
Trans
Ench
Trans
Div
Trans
Trans
Abj
3RD LEVEL
Abj
Trans
4TH LEVEL
Trans
Abj
Conj
5TH LEVEL
Ench
Trans
Necro
Abj
Evo
6TH LEVEL
Trans
Ench
Div
Trans
Evo
Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type.
Control Elemental: Gain control of an elemental creature.
Glimpse of the Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to
caster level on one save, or enter prophetic favor as an immediate action.
Hardening*: Items hardness increases by 1 per 2 levels.
Overwhelming Revelations: Creatures take 2d6 penalty to Wisdom and are confused for 1
round.
8TH LEVEL
Ench
ADAMANTINE WEAPON
Transmutation
Level: Artificer 3
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: Weapon touched
Duration: 1 min/level
Saving Throw: None (object)
Spell Resistance: No (object)
This infusion temporarily alters the substance of
one weapon, transforming it into adamantine.
This effect replaces the properties of any other
special material the weapon might be constructed
from. Only weapons made of metal can benefit
from this infusion.
Material Component: A pinch of powdered
adamantine.
ANCIENT KNOWLEDGE
Divination
Level: Bard 1, sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
You tap the ancient knowledge of fate and
fortune, giving you a greater ability to focus on
particularly difficult academic problems. Before
making a Knowledge check, you can ecide to
discharge this spell as an immediate action to
give yourself a +5 insight bonus on the check. If
you do not have any ranks in the Knowledge
skill, it is treated as an untrained check.
Special: A character with any Mark of
Finding dragonmark, or with the Favored in
House(Tharashk) feat treats any Knowledge
check made in conjunction with this spell as a
trained check, even if he doesnt have any ranks
in the skill.
Focus: A piece of ivory worth at least 100gp,
ARCANE SEAL
Abjuration
Level: Magewright 3, sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: The door, chest or portal touched, up to
30 ft2/level in size.
Duration: Permanant
Saving Throw: None
Spell Resistance: No
This spell can be cast upon a door, chest or
portal. This magically seals the target and
attaches a mystical alarm to this location. The
focus of the spell is a platinum key; this key is
mystically bound to the target of the spell and
cannot be used again. The bearer of the key may
freely pass the arcane seal without affecting it.
Otherwise, a door or object secured with this
spell can be opened only by breaking in or with a
successful dispel magic or knock spell. Add 10
to the normal DC to break open a door or portal
affected by this spell. In addition, if the door is
opened in any manner, the bearer of the key
receives a mental alert: a single word, set when
the spell is cast.
A knock spell suppresses the seal for 10
minutes. Dispel magic permanently destroys the
seal if the dispel check is successful. However,
the seal sends its mental alert even if the magic is
dispelled. A rogue or artificer can sense the
presence of an arcane seal by making a
successful Search check (dc28). A rogue or
artificer can temporarily disable the alarm using
an arcane key.
Focus: A finely crafted platinum key worth
50gp.
ARMOR ENHANCEMENT
Transmutation
Level: Artificer 2
As lesser enhancement, but you can choose any
special ability whose market price is equivalent
to a bonus of up to +3 or up to 35,000gp, such as
ghost touch or acid resistance.
Material Component: An ointment costing
50gp.
ARMOR ENHANCEMENT, GREATER
Transmutation
Level: Artificer 3
CLOTHIERS CLOSET
Conjuration (creation)
Level: Bard 2, Sorcerer/wizard 2
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25ft + 5ft/2 levels
Target: One or more sets of clothes
Duration: 1 hour/level (d); see text
Saving Throw: None
Spell Resistance: No
CONCURRENT INFUSIONS
Transmutation
Level: Artificer 4
Components: S, M
Casting Time: 1 minutes
Range: Touch
Target: Object touched
Duration: Instantaneous
Saving Throw: None (object)
Spell Resistance: No (object)
forms.
Your campaign may include additional types
of deathless creatures. Your DM will inform
you if you can create different creatures with this
spell. No spell can create an ascendant
councilor.
Material Components: a clay pot filled with
grave dirt and another filled with pure water.
The spell must be cast on a dead body. You
must place a moonstone gem worth at least 50gp
per HD of the deathless to be created into the
mouth or eyesocket of each corpse. The magic
of the spell turns these gems into worthless dust.
CREATE GREATER DEATHLESS
Necromancy [Good]
Level: Deathless 8
Components: V, S, M
Casting Time: 1 hour
Range: Close (25ft + 5 ft/2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As create deathless except that this spell
allows you to create an undying councilor, a
more powerful and intelligent deathless creature.
Your campaign may include additional types
of deathless creatures. Your DM will inform
you if you can create different creatures with this
spell.
CREATE SPIRIT IDOL
Necromancy
Level: Cleric 4
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: Corpse touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This ritual binds the subjects soul to his physical
remains, preventing its passage to Dolurrh. This
is a voluntary effect; the subjects spirit must be
willing, or the spell automatically fails. Once
bound to the body, the spirit remains in a state of
torpor.
If a speak with dead spell is cast upon a spirit
idol by a caster whose alignment matches the
alignment of the spirit in life, the spirit is woken
to consciousness for 1 minute per caster level of
the speak with dead effect. In this state, it can
percieve its surroundings and communicate
DETECT ABERRATION
Divination
Level: Druid 1 (Gatekeeper)
Components: V, S, DF
Casting Time: 1 standard action
Range: 60
Target: cone shaped emanation
Duration: Concentration, up to 1 min/level (D)
Saving Throw: None
Spell Resistance: No
You can detect the presence of aberrations by
observing the disruption of the natural order
around them. The amount of information
revealed depends on how long you study a
particular area.
1st round: Presence or absence of aberration
2nd round: Number of aberrations in the area
and the strength of the strongest aberrations
aura. If the strongest aberration auras strength
is overwhelming (see below) and the creature has
HD of at least twice your character level, you are
stunned for 1 round and the spell ends.
3rd round: The strength and location of each
aberrations aura. If an aura is outside your line
of sight, then you discern its direction but not its
exact location.
Aura strength: The strength of an aberrations
aura is determined by HD of the aberration, as
given on the following table.
HD
1 or less
2-4
5-10
11 or more
Strength
Faint
Moderate
Strong
Overwhelming
DETOXIFY
Conjuration (Healing)
Level: Feast 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 30
Target: creatures and objects in 30ft radius
spread
Duration: Instantaneous and 10 min/level; see
text
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You detoxify any sort of venom within 30 fet of
you. A poisoned creature suffers no additional
effects from the poison, and any temporary
effects are ended, but the spell does not reverse
instantaneous effects, such as hit point damage,
ability damage, or effects that dont go away on
their own. This effect is instantaneous; no
immunity to later poisoning is conveyed by the
spell.
The venom of any creature affected by the
spell loses its potency for 10 minutes per caster
level.
Any poison in the air, in food, on weapons or
traps, or otherwise in the radius of the spell is
instantly neutralized.
DIMENSION SHUFFLE
With a slight shimmer of energy and an audible
pop, a number of creatures around you
disappear and reappear in new positions.
Conjuration (Teleport)
Level: Sorcerer/Wizard 5
Components: V
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/2 levels)
Targets: One creature/level, no two of which are
more than 30 ft. apart.
Duration: Instantaneous
Saving Throw: Will negates, see text
Spell Resistance: Yes
You instantly transfer any subject creature from
its current location to any other spot within 30
feet. You must have line of sight to its new
location. An unwilling creature can make a Will
saving throw to negate this effect. The creature
must be placed on solid ground capable of
supporting its weight. If you attempt to place a
creature within a solid object or into a space
where it cannot fit, the spell fails.
DIMENSION STEP
All the creatures you target with this spell gain a
dark, shimmering pattern of runes on their shoes
and feet. The runes blaze with arcane light for a
moment. Less than a second later, the targets
have shifted position on the battlefield.
Conjuration (Teleport)
Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/2 levels)
Targets: One willing creature/3 levels, no two of
which are more than 30 feet apart.
Duration: Instantaneous
Saving Throw: Fortitude negates, harmless
Spell Resistance: Yes (harmless)
This spell allows you to make a short teleport.
All creatures targeted by this spell can teleport a
distance equal to their base land speed. A target
can teleport to any square within its line of sight.
This movement does not provoke attacks of
opportunity. A creature can teleport up to a
ledge, down to the base of a flight of stairs, and
so forth as long as it observes the restrictions and
limits given above.
DIMENSIONAL LEAP
Conjuration (Teleportation)
Level: Bard 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: 10-feet/level
Target: you and touched objects
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You instantly transfer yourself from your current
location to another spot within range. The
distance traveled must be an increment of 10
feet. You always arrive at exactly the spot
desired, whether simply by visualizing the area
or by stating directions and distance. You can
bring along any objects you are touching as the
spell is cast, so long as their weight doesnt
exceed your maximum load. You cannot bring
along other creatures.
If this spell would put you in a place that is
already occupied by a solid body, the spell fails.
Special: A character with any Mark of
Passage dragonmark, or the Favored in House
(Orien) feat, uses his character level rather than
his caster level to determine the distance
teleported.
DISABLE CONSTRUCT
Transmutation
Level: Artificer 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: ConceInstantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes
Disable construct transmutes the structure of a
construct to deal 10 points of damage per caster
level ( to a maximum of 150 points at 15th level).
If the construct successfully saves, disable
construct deals half this amount, but it cannot
reduce the targets hit points to less than 1.
DISCERN SHAPESHIFTER
Divination
Level: sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
By taking a standard action to concentrate, you
can see the true form of creatures within 60 feet.
Each round, you can examine one creature you
can see to determine whether it is polymorphed,
disguised or transmuted, and what its true form
is. If you look at a shapechanger in its true form,
you immediately sense its shapechanging ability,
but you can't determine what other forms it
might be capable of assuming.
For the purpose of this spell, a shapechanger
is any creature with the shapechanger type or a
supernatural or extraordinary ability that allows
it to assume an alternate form. A wizard who
knows alter self is not a shapechanger (since a
spell is not a supernatural or extraordinary
ability), but a barghest is (since it has the
supernatural ability to assume alternate forms,
even though its type is outsider).
Material Component: A balm of honey and
lotus flowers, applied to your eyelids.
DISTRACTING SHADOWS
Evocation [Darkness]
Level: Bard 1, sorcerer/wizard 1
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 24 hours (D)
Saving Throw: No
This spell causes an onject to radiate distracting
shadows in a 10-foot-radius spread. Casual
scrutiny of an affected area doesnt reveal
anything out of the ordinary; however, cracks,
crannies, corners, hidden traps, and secret
entrances or exits within the area become harder
to spot.
Creatures within the area or looking into it are
subliminally confused by the distracting shadows
and take a 5 penalty on all Spot and Search
checks. However, the shadows do not provide
sufficient concealment for a creature to make a
Hide check.
Distracting shadows counters or dispels any
light or darkness spell of equal or lower level.
Distracting shadows can be made permanent
with a permanency spell (minimum caster level
10th: cost 1,000XP).
Special: A character with any Mark of
Shadow dragonmark or with the Favored in
House (Phiarlan or Thuranni) feat, can cast this
spell to fill a 20-foot-radius spread.
Material Component: A bit of bat fur and
either a drop of pitch or a piece of coal.
DIVINE RETALIATION
A spectra weapon composed of pure energy
springs into existence next to you. Each time a
foe strikes you, the weapon springs into action,
chopping into your foe and dealing a grievous
wound.
Evocation (Force)
Level: Cleric 3, Paladin 4
Components: V, S, DF
Casting Time: 1 swift action
Range: 0 ft
Effect: Magic weapon of force
Duration: 1 round
Saving Throw: None
Spell Resistance: No
This spell creates a divine weapon that mimic's
your deity's favored weapon. Any time you are
struck for damage by a melee attack, this weapon
strikes at your foe. It has a base attack bonus
ELEMENTAL PROD
Transmutation
Level: Artificer 2
Components: S
Casting Time: 1 minute
Range: Touch
Target: Staff or pole touched
Duration: 1 min/level
Saving Throw: None (object)
Spell Resistance: No (object)
The need to control elementals more easily
during the binding process led to the creation of
an infusion that imbues a staff or pole with the
ability to move elementals.
As a standart action, the wielder of an
elemental prod can gesture with the staff,
indicating the starting and ending position for a
target elemental creature. The total distance
covered must be no greater than 10 feet + 5
feet/2 caster levels. The target creature
immediately understands the command to
mkove, and it can elect to be pushed along
without resisting. Elementals that choose to
resist take 1d6 points of damage and are moved
only 5 feet in the desired direction.
EMBRACE OF ENDLESS DAY
Conjuration
Level: Cleric 4, Paladin 3
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: creature touched
Duration: 1 minute/level or until expended
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue a target with positive energy
which he can then release, in controlled amounts
or all at once. You bestow 3 points of
positive energy per caster level (maximum 30).
The target can expend this energy to heal
with a touch or harm creatures vulnerable to
positive energy, as a paladins lay on hands
ability. Each point of positive energy removes
or deals 1 point of damage.
The target also gains a +1 sacred bonus
on saves against necromantic and death effects
until all the bestowed energy has been expended.
ENERGY ALTERATION
Transmutation
Level: Artificer 1
Components: S, M
Casting Time: 1 round
Range: Touch
Target: Magic item touched
Duration: 10 min/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (Object)
ENHANCEMENT ALTERATION
Transmutation
Level: Artificer 1
Components: S
Casting Time: 1 round
Range: Touch
Target: Weapon or shield touched
Duration: 10 min/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
ENHANCED SHIFTING
Transmutation
Level: Druid 3
Components: V, shifter
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: See text
You use divine energy to enhance the power of
your shifting ability. This spell functions only if
cast while you are shifting, and lasts until your
shifting ends. While shifting, you receive the
following benefits:
The bonus granted to the ability score
govorned by your shifter trait improves from
+2 to +4.
If you gain a natural weapon while shifting,
you gain a bonus on damage rolls with that
natural weapon of +1 per four caster levels
(maximum +5).
If you gain a new form or movement while
shifting (or if an existing form of movement
is improved), you gain an enhancement
bonus of +10 feet to that movement form.
The duration of your shifting is extended by
1 round per 4 caster levels (maximum +5
rounds).
FORCE SHAPECHANGE
Abjuration
Level: Truth 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/level
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
When you cast this spell, you specify targets you
know or believe to be shapechangers. Any
shapechangers targeted by the spell takes 3d10
points of damage from wracking pain and reverts
to its true form for the duration of the spell. A
successful save negates the reversion and halves
the damage dealt.
For the purpose of this spell, a shapechanger
is any creature with the shapechanger type or a
supernatural or extraordinary ability that allows
it to assume an alternate form. A wizard who
knows alter self is not a shapechanger (since a
spell is not a supernatural or extraordinary
ability), but a barghest is (since it has the
supernatural ability to assume alternate forms,
even though its type is outsider).
FURNACE WITHIN
Evocation [Fire, Mindset]
Level: Cleric 3, sorcerer/wizard 2
Components: V, S, DF, dwarf
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft-radius burst, centered on you.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The dwarves of the Mror Holds embrace an
ancient connection to the fiery heart of the
Ironroot Mountains. Throughout their long
history, dwarf spellcasters have sought to tap this
kinship with their mountain homes and turn it
into a more literal expression of the fiery dwarf
heart.
When you cast this spell, you release a great
burst of energy that deals 1d8 points of fire
damage per two caster levels (maximum 5d8).
The blast of flame sets fire to combustables and
damages objects in the area. If an interposing
barrier shatters or breaks due to damage from
this spell, the blast of heat may continue beyond
the barrier if the area permits; otherwise it stops
at the barier just as any spell does.
Mindset: The energies you manipulate while
preparing this spell cause an intense heat to well
up within you. Although it doesn't harm you, this
heat makes your unarmed strikes, natural weapon
attacks, and melee attacks with metallic weapons
deal 1 point of fire damage in addition to their
normal damage. This heat dissipates when the
spell is cast.
GLIMPSE OF ETERNITY
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 5, sorcerer/wizard 5, Revered
Ancestor 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Duration: 1 round/3 levels
Saving Throw: Will partial; see text
Spell Resistance: Yes
You call upon the ancestral memory and
experience of the long-lived elves, visiting all the
burden of that knowledge on a single creature.
The target of teh spell takes 1d6 points of
nonlethal damage per caster level (maximum
15d6) and is confused for the duration of the
spell unless it makes a Will save. A successful
save results in half damage and negates the
confusion.
HALT DEATHLESS
Necromancy
Level: Deathless 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 100 + 10/level
Target: up to three deathless, no two of which
can be more than 30 ft apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell renders up to three deathless creatures
immobile. If the spell is successful, it renders
the deathless paralyzed for the duration of the
spell (similar to the effect of hold person on a
living creatre). The effect is broken if the halted
creatures are attacked or take damage.
HARDENING
Transmutation
Level: Artifice 7, Artificer 6, Sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: one item of a volume no greater than 1cu. Ft/level; see text
Duration: Permanant
Saving Throw: None
Spell Resistance: Yes (object)
This spell increases the hardness of materials.
Paper becomes harder to tear, glass becomes
harder to break, wood becomes more durable,
and so on. For every two caster levels, add 1
point of hardness to the material targeted by the
spell. This hardness increase improves only the
materials resistance to damage. Nothing else is
modified by the improvement. For example, a
longsword (hardness 10) affected by a hardening
spell cast by a 12th level caster would have a new
hardness of 16 for purposes of ignoring damage
caused by an opponents successful sunder
attempt. The swords hit points, attack and
damage modifiers, and other factors are not
affected. The hardening spell does not in any
way affect the items resistance to other forms of
transformation. Ice still melts, paper and wood
still burn, rock still becomes transmutable to
mud with the proper spell, and so on.
This spell affects up to 10 cubic feet of
material per level of the caster. If cast upon a
metal or mineral, the volume is reduced to 1
cubic foot per level.
HEROS BLADE
Necromancy
Level: Deathless 9
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: melee weapon touched
Duration: 1 min/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You channel the spirit of a mighty elf hero of old
into a melee weapon. For the duration of the
spell, the weapon gains the following benefits.
The weapon deals an extra 2d6 points of
damage to evil creatures, or an extra 2d8 points
of damage to evil outsiders and undead. Con a
critical hit, the weapon deals an extra 2d10
points of damage to evil creatures and an extra
2d12 points of damage to evil outsiders and
undead. (Against undead, the weapon damage is
not multiplied on a critical hit, but the undead
creature still takes increased damage from this
effect. Other creatures immune to extra damage
from critical hits do not take extra damage from
this effect.)
The weapon becomes good-aligned, allowing
the weapon to overcome the damage reduction of
certain evil creatures.
The weapons threat range doubles, as though
it were effected by a keen edge spell (this does
not stack with the benefit of the keen special
ability or the keen edge spell, but it does stack
with the benefit of the Improved Critical feat).
When it scores a critical hit against an evil
foe, the weapon blinds and deafens the opponent
for 1d4 rounds (a successful Will save negates
the blindness). Spell resistance applies to this
effect.
When the weapon scores a critical hit against
an evil extraplanar creature, the creature must
make a successful Will save or be instantly
banished back to its home plane. A creature so
banished cannot return for at least 24 hours.
Spell resistance applies to this effect.
HIDDEN WARD
Illusion (Glammer)
Level: Bard 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: 24 hours; see text
Saving Throw: None
Spell Resistance: No
IRIANS LIGHT
Evocation
Level: Cleric 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
ITEM ALTERATION
Transmutation
Level: Artificer 4
Components: S
Casting Time: 1 round
Range: Touch
Target: magic item touched
Duration: 10 min/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
IRON CONSTRUCT
Transmutation
Level: Artificer 4
Components: S, M
Casting Time: 1 round
Range: Touch
Target: construct touched
Duration: 1min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You transform an existing construct into a
powerhouse of hardened iron, similar to the
effect of the iron body spell. The construct gains
damage reduction 15/adamantine. It takes half
damage from acid and fire attacks of all kinds.
Even if it is not a golem, however, it becomes
vulnerable to all special attacks that affect iron
golems.
The construct gains a +4 enhancement bonus
to Strength, but takes a 4 penalty to Dexterity as
well (to a minimum Dexterity of 1).
The constructs weight increases by a factor
of 5.
Material Component: A small piece of iron
that was once part of an iron golem, a heros
armor, or a war machine.
KHYBER TRAP
Abjuration
Level: Sorcerer/wizard 3
Components: S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/1 levels)
Target: One outsider or extraplanar creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell draws upon the binding power of a
Khyber dragonshard to trap an extraplanar
creature for a short duration. If the creature fails
its Will save, it is drawn into the Khyber shard. It
can take no actions inside the shard, though it
can communicate if it is capable of telepathy. If
the dragonshard containing the creature is
broken, the creature is released.
Focus: A Khyber dragonshard worth at least
100gp per HD of the target creature. The focus
can hold only one trapped creature at a time.
MADDENING SCREAM
Enchantment (Compulsion) [Mind-affecting]
Level: Madness8, Sorcerer/wizard 8
Components: V
Casting Time: 1 standard action
Range: Touch
Target: living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The subject cannot keep from screaming,
gibbering and leaping about as though
completely mad. This spell makes it impossible
for the subject to do anything other than race
around caterwauling. The Armor Class of the
creature takes a 4 penalty, it succeeds on Reflex
saveing throws only on a roll of a 20, and it does
not benefit from any shield it may be bearing.
MAGECRAFT
Divination
Level: Sorcerer/wizard 1
Components: V, F
Casting Time: 1 round
Range: Personal
Target: you
You get a +5 competence bonus on one Craft
check representing a day of work crafting an
item. If you cast this spell every day for a week,
you can make a Craft check representing the
weeks work and still gain the +5 competence
bonus.
Focus: The tools and other equipment
normally required to use the Craft skill to which
you apply the bonus.
MAGIC WEAPON, GREATER LEGIONS
Transutation
Level: Cleric 6, sorcerer/wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: Melee or ranged weapons held by allied
creatures in a 20-ft/ radius burst
Duration: 1 minute/level
Saving Throws: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell functions like greater magic weapon,
except as noted above and as follows. It only
affects weapons held by allies when the spell is
cast. It has no effect on ammunition.
MINDBURN
Enchantment (Compulsion [Mind-affecting]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: One creature
Duration: 1 minute/3 levels
Saving Throws: Will negates; see text
Spell Resistance: Yes
NATURES WRATH
Evocation
Level: Druid 4 (Gatekeeper)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: Unnatural creatures in a 20-dt-radius
burst
Duration: Instantaneous and 1 round; see text
Saving Throw: Will partial or Will half; see text
Spell Resistance: Yes
You call upon the power of nature to smite your
enemies. Creatures that are part of the natural
world are unaffected; aberrations, undead and
similar corruptions of nature are harmed by the
spell.
The spell deals damage to creatures of certain
types within the area. Animals, constructs,
elementals, fey, outsiders with an elemental
subtype), oozes, plants, vermin and inanimate
objects are unharmed by the spell.
Aberrations take 1d6 points of damage per
caster level (maximum 10d6) and are dazed for
one round. A successful Will save reduces the
damage to half and negates the daze effect.
Creatures of other types (dragons, giants,
humanoids, magical beasts, monstrous
humanoids, and outsiders with no elemental
subtype) take 1d8 points of damage per two
caster levels (maximum 5d8). A successful Will
save reduces the damage to half.
ORB OF DANCING DEATH
Necromancy
Level: Cleric 5, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Orb of negative energy
Duration: 1 round/3 levels
Saving Throws: None
Spell Resistance: Yes
You call upon the dark necromantic energy to
drain the life force of your foes. You create a
small orb of pulsing black energy (about 6 inches
across) that flies toward a chosen creature,
striking as a ranged touch attack. If it hits, the
creature gains a negative level.
Each round as a move action, you can direct
the orb of dancing death to attack another
creature within range (including the previous
target, if desired). If not directed, the orb returns
to your side.
If a creature has at least as many negative
PENDING POTION
Transmutation
Level: Artificer 1
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: Vial of potion or oil touched
Duration: 10 min/level
Saving Throw: None (object)
Spell Resistance: No (object)
You magically delay the effects of a potion or
oil. Once imbued with this infusion, a potion can
be consumed or an oil applied, but the effects of
the potion or oil do not take place immediately.
Instead, the creature that consumed the potion or
had the oil applied to it can activate its effects as
a swift action at any time before the end of the
infusions duration. If the consumed potion or oil
is not activated before the duration expires, it
takes effect at that point.
An oil that is applied to an object is normally
activated by the wielder of the object, rather than
the character who applied the oil. However, if an
oil imbued with this infusion is applied to an
intelligent construct such as a warforged or a
homunculus., only the construct can activate the
effects of the oil. If an oil imbued with this
infusion is applied to a nonintelligentconstruct
such as a golem, only the character who applied
the oil can activate it.
No creature or object can have more than one
delayed effect potion or oil in effect at the same
time. If a second delayed-effect potion or oil is
consumed by the same creature or applied to the
same object, the duration of the first pending
poition infusion ends, and the potion or oil takes
effect immediately.
Material Components: a handful of needles
from an evergreen tree
POWER SURGE
Transmutation
Level: Artificer 3
Components: S, XP
Casting Time: 1 standard action
Range: Touch
Target: wand or staff touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
By touching a wand or staff that has at least 1
charge, you imbue it with 1 temporary charge per
five caster levels. These charges work like
temporary hit points: when a character uses the
RESISTANCE ITEM
Abjuration
Level: Artificer 1
Components: S, M
Casting Time: 1 round
Range: Touch
Target: item touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No
RETURN TO NATURE
Transmutation
Level: Druid 7 (Gatekeeper)
Components: V, S, DF
Casting Time: 1 standard action
Range: 25ft + 5ft/2 levels
Target: 1 living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
The target creature draws closer to an idea state
of nature, with specific elements that depend on
the creatures type and abilities.
Animals, elementals, fey, outsiders with an
elemental subtype, oozes, plants and vermin are
unaffected by the spell.
Humanoids who are arcane spellcasters as
well as monstrous humanoids, gain 1d4 negative
levels when subjected to this spell.
Giants subjected to this spell become smaller,
as though affected by a reduce person spell. A
successful Fortitude save negates this effect.
Dragons and magical beasts subjected to this
spell take 1d6 points of Intelligence damage and
lose the use of 1d5 supernatural or spell-like
abilities, chosen at random. A successful
Fortitude save reduces the Intelligence damage
to half and negates the loss of abilities.
Outsiders with no elemental subtype take 1d8
points of damage per 2 caster levels (maximum
10d8) and lose the use of 2d4 supernatural or
spell-like abilities, chosen at random. A
successful Fortitude save reduces the damage to
SEMBLANCE OF LIFE
Necromancy
Level: Cleric 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Target: One or more undead creatures, no two
of which can be more than 30 feet apart.
Duration: 1 round/3 levels and 1 round; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
When this spell is cast, a solemn gret energy
quickly settles on all undead creatures you target.
This energy rapidly breaks apart the necromantic
power that holds the undead together, dealing
3d6 points of damage to each target each round
(no save).
In addition, intelligent undead creatures
affected by the spell become briefly aware of the
mockery of life they represent, and they might
become temporarily overwhelmed by grief and
pain over their condition. Such creatures are
dazed for one round, but are allowed a Will save
to negate this effect.
SENSE WEAKNESS
Divination
Level: Cleric 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
SHARED HEALING
Conjuration (Healing)
Level: Cleric 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)
SHOCKWAVE
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft/2 levels)
Effect: 20-ft-radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
SPELL SNARE
Abjuration
Level: Artificer 3, sorcerer/wizard 4
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: Eberron dragonshard touched
Duration: 10 minutes/level
Saving Throw: None (object)
Spell Resistance: No (object)
STATUS, GREATER
Divination
Level: Community 4
Components: V, S, DF
Casting Time: 1 standard action.
Range: Touch
Target: one creature touched/3 levels
Duration: 1 hour per level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As status, but you can also cast a limited
selection of spells through the link, as if you
were touching the target. You can cast any spell
that meets the following conditions:
Level 0, 1st or 2nd
Range: Touch
TRUE CREATION
Conjuration (Creation)
Level: Artificer 8
Components: V, S, M, XP
Duration: Instantaneous
As major creation, except items created are
permanent and cannot be negated by dispelling
magic or negating powers. For all intents and
purposes, these items are completely real.
XP Cost: The items gold poece value, or a
minimum of 1 XP.
TRUE SEEING, MASS
Divination
Level: Truth 9
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature/level, no teo of which can
be more than 30 ft apart.
This spell functions like the true seeing spell,
except that it affects multiple creatures.
Material Component: An ointment for the
eyes that costs 1000gp and is made from
mushroom powder, saffron and fat.
UNDYING AURA
Transmutation
Level: Cleric 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Living Creature Touched
Duration: 1 minute/level or until discharged
Saving Throw: Will partial
Spell Resistance: Yes
Undying aura wreathes the target creature in a
golden shield of positive energy, granting it
immunity to death effects, energy drain effects,
and any negative energy effects (such as from
chill touch or an inflict spell).
Any time during the spell's duration, the
target can release the power of the aura by
making a melee touch attack against an undead
creature. On a successful attack, the aura pulses
angrily as it tears apart the negative energy
sustaining the creature, dealing 1d6 points of
damage per caster level (maximum 15d6) and
dazing it for 1 round. A successful Will save
halves the damage and negates the daze effect.
Since the spell utilizes positive energy to deal
damage, incorporeal creatures do not benefit
from the normal miss chance for incorporeality.
Using the touch attack ends the spell's duration.
UNSEEN CRAFTER
Conjuration (Creation)
Level: Artificer 2, Bard 2, Cleric 2, magewright
2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Effect: One invisible, mindless, shapeless
servant
Duration: 1 day/level (D)
Saving Throe: None
Spell Resistance: No
This spell functions as unseen servant, except
that the unseen servant can be assigned any one
task that can be accomblished by the use of the
Craft skill. Appropriate tools and materials must
be provided for the unseen crafter; it makes
Craft checks using yout ranks in the skill plus
your bonus for the relevant spellcasting ability
(Intelligence for artificers, wizards, and
magewrights, Charisma for bards and sorcerers,
and Wisdom for Clerics).
An unseen crafter can take 10 or attempt to
work more quickly (as described in the Craft
skill description), but this must be part of the
command it is given when the spell is cast. Once
the unseen crafter has completed the assigned
task, the spell ends as if dismissed. If the unseen
crafter leaves work undone, any creature or
another unseen crafter caon continue it.
Special: When the unseen crafter is
commanded to repair a warforged, it receives a
+10 bonus on its Craft check.
WATCHFUL ANCESTORS
Transmutation
Level: Bard 4, cleric 4, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 minute/level
You are surrounded by manifestations of the
spirits of your long-dead ancestors, which
provice you with protection in battle. Opponents
gain no bonus from flanking you, as if you had
the improved uncanny dodge ability (you use
your caster level in place of barbarian levels for
the purpose of determining whether a rogue can
sneak attack you).
In addition, while this spell is in efect, you
add your caster level as an insight bonus on any
one Reflex save. Using this function is an
immediate action, and must be declared before
WILD INSTINCTS
Divination [Mindset]
Level: Druid 2, Ranger 3
Components: V, S, DF
Range: Personal
Target: You
Duration: 1 minute/level
When you cast this spell, you sharpen your
instincts and your awareness of your immediate
surroundings. While the spell is in effect, you
retain your Dexterity bonus to AC even if flatfooted or attacked by an unseen opponent, and
you gain a +1- insight bonus on Listen and Spot
checks.
Mindset: The energies you manipulate while
preparing this spell enhance your senses,