To cast this spell, the transmuter must wash themselves in soap and water, creating a plethora of bubbles which they then cover themselves with. The washing process is magical. Any normal soap will be extra sudsy, helping to facilitate the process.
When the wizard is done with washing, any area that retains bubbles is covered with a spell that increases one's perceived attractiveness. It should be noted that attractiveness is not the same as charisma, and this spell has no effect on one's charisma. For purposes of this spell, attractiveness is a non-standard stat based on a 3d6 roll, and this spell increases one's attractiveness to a minimum of 15, or by 1d4, whichever is higher. A character may not exceed 18 hotness.
Allure persists until the caster speaks or makes any verbal sound. The spell similarly fails if the bubbles are washed off, or if the caster falls asleep. Should this spell be dispelled, the change is instant. All people viewing the subject see the transformation instantly. It is made even more apparent by the fact the caster is probably still covered in bubbles.
Someone making physical contact with an Allured section of the caster (i.e. an area covered by unseen magic bubbles) will feel the bubbles, breaking them, and breaking the spell.
In casting this spell, the enchanter applies a small amount of perfume or cosmetics to themself, while softly chanting the real name of the target of the spell while they are in sight. Upon completing the spell, the target, if they fail their save, sees the caster as being far more attractive than they really are.
It should be noted that attractiveness is not the same as charisma, and this spell has no effect on one's charisma. For purposes of this spell, attractiveness is a non-standard stat based on a 3d6 roll, and this spell increases one's attractiveness to a minimum of 15, or by 1d4, whichever is higher. A character may not exceed 18 hotness.
Should the target pass their save, they feel uncannily disturbed by the caster, fading over the next 24 hours.
By placing a bit of bark on a willing subject, including themselves, the caster causes the creature's skin to toughen, harden, and grow into a thick bark-like layer. Clothing worn may be damaged or destroyed. If armor is worn while the spell is cast, it fuses with the bark and immobilizes the subject. This process takes the rest of the round in which the spell was cast to grow. While enchanted so, the subject reduces incoming damage by 3. The bark shapes at random making it impossible to wear armor over it.
The spell may be dispelled with a touch and a word. When it is dispelled or when the duration is ended, the bark falls off the person in large chunks and remains on the ground. The bark is of the same kind the caster used in the spell.
Taking a pinch of the components and tossing them in the air, the caster creates a cloud of fog. Each of the 10' cubes must continuous (they may not have gaps between them), and each one must at least touch the range of the spell. Within the confines of this spell, vision is reduced to 2'. Infravision is also blocked by this spell.
At first level, the caster creates 3 10' cubes of fog. At 2nd level, they create 4. At 3rd, they create 5. etc.
The spell may be dismissed with a gesture if the caster is within the fog. If there is a light breeze, the duration is cut by 1/3. If there is a wind, the duration is cut in half. A moderate wind cuts it by 2/3. A strong wind reduces the duration to 1 round.
The caster makes wide gesticulations and forcefully speaks the words to this spell, allowing them to understand any language they are in contact with. To understand spoken words, the caster must touch the creature who is speaking. To understand written words, the caster must touch the writings. This spell does not let the caster speak/read the language, only to understand the language. Translation does not necessarily impart understanding (A cryptically worded letter translated is still cryptic.), nor does it permit another creature to understand the caster.
Example: A caster could touch a goblin to understand it, but should another nearby goblin also be speaking, the caster could not understand the other goblin. Neither goblin could understand the caster.
A caster may affect themselves and one other creature per level of experience.
By means of this spell, any common, lightweight, naturally occurring spell component can be conjured. The item(s) desired is physically moved from within the range to the spell caster, appearing before them. The caster may conjure 2 specific components per level, and they will appear before the caster, falling to the ground unless containers are placed at the ready to be cast into.
Examples: Wool, beeswax, wolfsbane, sand, dust, crickets, whiskers
Not examples: Coins, gems, leather, crow's foot, gold ore
While the spell was designed for acquiring components, one could fill their house with wool using this spell if they were dedicated to the task.
This spell causes the dust of crystals to resonate with magical auras. The dust will react when sprinkled on magical items, giving them a soft yellow glow for the duration of the spell.
Alternatively, the dust may be inhaled by any creature whose eyes (pupil, iris, and whites) will glow bright yellow and be able to see the auras of magical items and effects. When used in this way, the range of the vision is 30', and the vision is blocked by any amount of stone or metal, or an inch of wood or dirt. Unlike other versions of this spell, the creatures need not concentrate to see these auras. Once the spell runs its course, the subject (if the dust was inhaled) is rendered blind for 1 minute, and semi blind for 1 minute after that. Semi blind effects are similar to those of poor lighting.
The caster may enchant as much dust as they can hold in their hands. A 2" crystal will create 2 doses, which is enough dust to cover a 10x10 area. Large creatures need 3 doses, huge need 10, gargantuan need 30. Small creatures need 1/3, tiny need 1/10. The crystal must already be in dust form before the spell is cast.
Casting this spell requires soft whispers moderate gestures, which imbue the caster with the ability to see auras of magic, magical items, persistent magical effects, and magical residue. The caster can see in a 90Â° arc that is 120', but it requires the caster to stand still and concentrate for a full round. A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations.
For the duration of the spell, which can be canceled at will, the caster's eyes take on a yellow hue and a soft glow.
The caster holds an item in their hand, speaks the words to the spell and sprinkles silver dust over the object, summoning from within the range an item of similar type and material. The spell will summon the closest object of a given type. Items within boxes or rooms that are lined with lead or silver are immune to this spell, as are objects made of lead or silver, or enchanted objects. If no similar object is within range, the spell fizzles.
A wizard could hold a sword in one hand while casting this spell to summon the nearest other sword to them. Items must be of the same material (steel sword summons a steel sword) and general type (arming sword could summon a scimitar, but not a dagger). Objects to be summoned must be independent, thus trying to duplicate brick near a brick building would only succeed if there was a loose brick somewhere nearby.
The only way to call a specific item is to have that item be the closest of its kind to you. If trying to summon a specific key, the caster would need to be positioned closer to that key than to any others, including keys they may have on their person. The spell will not cross planes or pull items from extra dimensional space, such as from within a bag of holding or a portable hole.
With a snap of their fingers and at least a drop of water, the wizard snuffs out all applicables fires within the AOE.
At first level, this spell snuffs out all candles, torches, lanterns, small camp fires or other similarly exposed flames. At third level this fire puts out large camp fires and braziers. At fifth level this spell puts out bonfires and small structure fires. At seventh level this spell puts out burning buildings. At ninth level this spell puts out all non magical flames in its area of affect, even a raging forest fire.
With a shout, the caster causes a number of objects (including living beings) in free fall to slow to the rate of a feather. All objects or creatures affected must fit in a cube 20' long on a side, and have a combined weight less than 200lb + 200lb/level of the caster.
Once affected by this spell, the rate of decent is slowed to 100 feet per minute. No damage is incurred from falling. Objects being hurtled through the air (e.g. ballista bolts, rocks, arrows, etc.) may be targeted as long as they are not under the effects of acceleration (other than due to gravity). These objects automatically miss their targets. Unless a whole volley is fired at once, this spell usually only affects one object when cast in this way.
Whatever way this spell is used, it causes a number of feather to appear in the air around each object targeted by the spell. These feathers are non-magical, and for medium humanoids are from a creature chicken sized. For smaller creatures, smaller feathers are created. For larger creates/objects, larger feathers are created.
By holding a ruler at arms length and observing at least one of two points within range, the caster can know, to 1 sig. fig., the distance between the two objects or points. One of the points must be within range and sight, the other must be known, either through visual observation or logical deduction.
Example: A caster stands on the bank of a river on a moonless, foggy night. The other bank of the river is unseen and an unknown distance away. The caster could use this spell to determine the width of the river. The caster could not, however, measure the distance between this bank and "the closest tree". The caster could determine the distance from where they're standing to their house though, since the house is a known and fixed point in space.
With a quick gesture, the caster produces an angled wall of force momentarily between the target and an incoming physical attack. The wall is positioned in such a way as to deflect the incoming blow, reducing the damage by 1d8 + the level of the caster.
Due to the instantaneous nature of the spell, the casting must be declared before the attack roll is made. Preferably it would be announced well in advance, "I will cast Glancing Blow on the ogre's next attack."
The caster draws forth a key, points it at the locking mechanism they wish to affect, and commands it to lock or unlock. As long as the lock is within casting range and line of sight, and as long as the lock is operational, the key dissolves and the mechanism locks or unlocks.
The abjurer places one hand on the door, closes their eyes, and intones the words to the spell in a low voice. The affected door will remain shut unless magically opened, physically battered down, or the spell expires. The difficulty of breaking down the door, and the duration of the spell are both determined by how long the caster channels the spell.
To determine the strength of the spell, the caster rolls an int check. Someone breaking down the door would need to roll higher than this on their check. If the caster is unhappy with the strength of the door, they may continue to channel the spell for another round. At the end of that round, they may make another int check. The caster may use this new check, or add 3 to their previous one. They may continue this process for as many rounds as they like, however the door's save can not exceed a max roll (i.e. 20+int).
The duration of the spell is 1 round / level of the caster. Each round beyond the first that the caster channel, increases the duration by 3 rounds.
Example: Burton the not-so-brave is a 2nd level mage with 13 int. While fleeing from a pack of goblins in a dungeon, he comes across a door. Burton is almost of of magic, so he uses his last little bit to cast hold portal on the door, in hopes of buying himself some time. Burton casts the spell and roll a 19 (6+13). He doesn't feel that this is a strong enough hold on the door, so he channels the spell for another round, rolling a 2 on die. Burton adds 3 to his check of 19 rather than accepting a lower roll. The next round Burton channels again because he can hear that the goblins have reached the door. At the end of the round, he makes another roll and rolls a natural 18, modified to a 31. Burton will take the 31, and begin to flee. The duration of the spell is now 8 rounds (2 for level and 3 for each of the 2 rounds he channeled), starting on the round after he stopped channeling.
For this spell to work, the potion to be identified must be in a transparent glass container. The caster must create a clean environment in which to cast the spell. No potions or magic items may be within 30 feet of the caster during the preparation or casting. Once the area is clear, the powdered pearl is used to create a small circle on a table or other flat and clean surface. Within this circle the potion is placed. The caster uses the owl feather to make circles around the potion, which stir the fluids within. During this time, the feather begins to disintegrate and, if all is done right, falls onto the powdered pearl. When no more feather is left, the pearl/owl powder takes on a colored glow to which the potion reacts. Depending on the reaction of potion and powder, the caster can determine the type of the potion.
The caster learns the type of the potion through this spell, but only for potions they know. Part of learning this spell is also learning different common types of potions. It is possible to learn the type of a potion without knowing what that type of potion does. This mostly comes into play with rare, obscure, or unique potions.
This spells calls into being a disruptive magical lens that warps space around it. The barrier reaches from the top of the subject to the bottom, curves out by 10% of the height, and stands 3' in front of the target. All melee attacks made through the shield suffer -2 to hit, while missile attacks suffer -3 to hit. These penalties affect people on both sides of the shield. Because the light is bent, the lens produces a very visible effect, distorting and enlarging the subject of the spell to viewers on the other side of it.
To cast this spell, the wizard places a well made glass lens on the subject of the spell. This lens then vanishes to become the lens before the subject. When the spell expires, the glass lens reforms in midair before the creature, falling to the ground and possibly breaking. If this spell is cast on the caster themselves, they will know exactly when the spell is about to expire and can catch the lens before it falls.
The somatic components are minimal, only involving placing the lens on the subject, while the verbal components must be spoken at or above conversational tones.
By crushing the dried remains of a harmless glowing creature (like a firefly) and blowing it from their hand, the caster conjures a small swarm of the creatures that shed soft light in the area. If larger harmless glowing creatures are to be summoned, such as a puffball, only one is summoned and it sheds light in a 5' diameter circle.
The creatures can be commanded using only a look [requires line of sight] and a gesture with only a moments focus, and will fly/walk/crawl/swim/hover at their typical movement rate. Most flying insects will move around walking pace.
At 4th level, the caster may reduce the duration of the spell to increase the area covered. Every time the duration is decreased by half, the volume is doubled, with each new volume created being an independently controllable swarm. For example, if the duration is cut in half, the caster has two swarms that each light a 10' cube. The caster cluster them to create one big light, or split them into two groups, one following herself, and one following another party member.
The spell can be dismissed at will.
The caster touches a living plant or the earth itself and enchants all living plants within the area of effect to biolumines. If there are no living plants in the area, or the plants are disconnected (across a chasm, floating, etc.), the effect will not spread.
If the caster maintains light concentration, the effect will continue to spread within the AoE as the caster moves.
The spell can be dismissed while still within the area of it by touching a glowing plant. The effect will then fade out over a few minutes.
Once daylight reaches the enchanted plants, their magic fades away.
The caster touches an object which begins to glow with a cold white light. The light can be as dim as that of a firefly, or as bright as that of a lantern. As long as the caster maintains light concentration on the spell, they may change the brightness of the light with a touch. If concentration is broken, the brightness of the object stays at its current value.
The light may be dispelled at will.
With a clap of their hands, a snap of their fingers, or some other non-language sound, the caster instantly and perfectly lights up a room or other enclosed area. The area must have clear boundaries as to what constitutes in or out of the room, although the size of the room does not matter, be it a peasant's hovel or a dragon's den.
At the time of the casting, the rooms to be lit must be chosen. This can be either a general idea (rooms centered on the one I'm standing in) or specifically chosen (living room, kitchen, bedroom, but not the closet, and cellar).
The light can be doused with the same action and sound used to create it.
The caster creates up to four arrows that fly toward their targets which must be clearly identifiable. The caster must make an attack roll to hit the targets as if s/he were a rogue of equal level (2/3 progression) [+0, +0, +1, +2, +2, +3, +4, +4, etc.]. Due to the magical nature of these arrows the caster only need hit the creature's non-armored AC (10+Dex+Magic). The usual combat adjustments apply for situational effects (back attack, cover, held, etc.), but not environmental effects (e.g. wind). Because the caster is not actually firing or throwing the missiles, the caster's strength and dexterity do not modify the attack roll.
Should the caster use wooden components for the spell, the arrows are bodkins and deal 1d4 damage. If the caster is using metal bars, the arrows are broadheads and do 1d6 damage.
The caster creates up to 3 magic missiles that fly toward their respective targets. Each target must be clearly identifiable and not behind three quarters cover. A nomad standing atop a sand dune back lit by the sun 360' away would be targetable, but a knight behind a parapet 100' away would not. Each missile must have a different target. Should the caster desire to attack fewer targets than they have missiles, they simply create fewer missiles.
Each missile is guaranteed to hit their target and deals 1d4+1 points of damage.
The caster draws some of their own life force and converts it into mana. In effect, they gain 3 mp for each HP they lose. The caster will need a way of drawing out blood, usually a knife or other bladed object is used to create a wound, although an already bleeding caster might draw on existing wounds.
Life lost due to Mana Tap should be recorded separately as it can only be regained through natural healing.
If the MP rules are not being used, the following conversions will work.
HP | Spell Slot Level
2 | 1
3 | 2
4 | 3
6 | 4
9 | 5
13 | 6
20 | 7
26 | 8
34 | 9
The caster holds a small solid object made from a single material entirely on their hand, speaks the words, and the object disintegrates into dust which flows from their hand to the surface below.
This spell is primarily used to create dust from gems and metals for other spell components. The object to be disintegrated must be fully contained in the casters hand without being visible from any angle. A small coin could be turned to dust, but a very large one could not.
When the caster sprinkles sand from their hand and speaks the words, all doors in the area of effect are outlined with a dim light whose color matches that of the sprinkled sand. The light is too dim to be noticed in bright light, and even in dim light can be difficult to distinguish. Furthermore, this light can be blocked by other objects. A trap door underneath some a carpet may be affected by the spell but remain unnoticed because the carpet blocks the light.
By pointing at the gap between two objects (or creatures) within 5 feet of each other and commanding them to separate, the caster creates a pulse of force pushing them away from each other by 5'. The caster must have a clear line of sight to the gap between creatures, and must be standing at a right angle to it, so one object is knocked to their right and the other object to their left.
By placing the components against the (inanimate and solid) object to be enchanted and making the correct movements with their mouth, as if speaking words to a spell but with no sound, the object enchanted becomes sound proof for the duration of the spell. This spell is bidirectional.
Example: A door enchanted thusly would not let sound pass through it. A glass enchanted and thrown to the ground would shatter in silence. A person inside a barrel enchanted with this spell could hear themselves speak, but nobody outside the barrel could - assuming the lid was on.
By means of this spell, the caster can summon any monster with hit dice equal to or less than that of the caster. The creature summoned is in no way bound to the caster and will likely be frightened, angry, confused, or all at being plucked from wherever they were. It is likely that combat capable creatures will attack the caster, unless restrained by a Magic Circle spell or some other means. The creatures summoned do not necessarily have a way of communicating with the caster.
Creatures must be summoned into a habitable space. A fish could not be summoned unless there was an appropriate body of water for them to inhabit. A salt water fish could not be summoned into a fresh water tank.
The casting process is long and involved. The caster must maintain concentration the whole time, and any observers must stay out of the casters way and not distract.
Dozens of small bursts explode into existence, leaving sparks in their wake and dealing 1 damage to everything within the area of effect. The sparks are very hot and will ignite readily flammable materials. The bright lights given off by the sparks are highly visible in anything other than pure daylight, and they make a popping sound.
The casting of the spell involves a loud intonation, but can be held by continuing the low sounds that come before it. Once started, there is no going back, and the area the spell is to be cast in cannot be changed, but it may be held as long as the caster maintains full concentration and line of sight.
The caster enchants the spider (or webs) with this spell. Upon eating the enchanted components, a creature's hands and feet become sticky and the creature gains the ability to climb like a spider. This includes sheer surfaces, over hangs, spider webs, etc. To fully gain these powers, the creature must be barefoot, as the spell only affects the creature's body and not their gear.
Because the creature's hands are sticky, objects of 1lb or less cannot be manipulated. Casters may have a hard time with spells that require material components (being unable to cast with components that weigh a pound or less). Similarly, trying to remove a creature enchanted thusly from a wall (pull or knock off) requires a strength check.
By tracing the magic sigils for blood and life, the caster imbues themselves with necrotic energy. The next creature whose skin they grab is affected by this spell. Should the caster grab themselves, be rendered unconscious, or should 5 minutes of time pass, the spell dissipates harmlessly.
The creature affected by this spell loses an amount of HP equal to the damage of this spell, and the caster regains 1/3 of that amount. If individual wounds are being used, this HP must be applied to the smallest wounds first, and an individual wound must be fully healed before the next one can be tended to. Furthermore, the target of this spell takes the damage as a series of 3 hp wounds.
The draining of life happens at a rate of 3hp/second, so to get the full amount out of this spell, the caster must hold on to their target.
If the caster has no wounds that can be healed by magic, excess regained HP is lost.
It should be noted that making touch attacks against armed opponents or monsters provokes an attack of opportunity at +4 to hit.
The invoker loudly calls the magic words to this spell and points at a target within range, bringing forth a spray of 20 miniature golden magic missiles. If the target of the attack fails their saving throw (dex suggested), they take an amount of damage equal to the difference between their failed save and what they needed to succeed, indicating the number of miniature magic missiles that struck the target. Furthermore, characters in magical or metal armor suffer a damage reduction of half.
Example: Diana the Invoker casts Arcane Spray at a hobgoblin warlord. Diana rolls a d20+21 (15 Int, level 3) and rolls a natural 20, for a combined roll of 41. The hobgoblin warlord rolls a d20+18 (12 Dex, level 3) and rolls a natural 2, for a combined roll of 20. The difference between the two is 21, so the hobgoblin warlord takes maximum damage of 20. Were the warlord to be wearing chain mail, the damage would be reduced to 10.
Spell effects that penalize missile fire, but not natural effects, grant a penalty to the caster's save equal to the missile fire penalty.
With a shout and a point, a lavender ball of force flies from the caster's hand in a straight line to a target within range. If hit, the target is knocked back 5' for every point they failed their save by. If missed, the ball continues until it reaches the edge of the spell range and then dissipates. The ball starts as pea sized and grows to about caster head sized.
This spell does not cause any damage by delivery or by throwing a character, unless that character lands in or on something intrinsically damaging (knocked off a cliff, into a pool of acid, etc.). Even 60' of forced movement into a wall 5' away will cause no damage (unless the wall was covered with spikes or something).
By means of this spell, a caster imbues a finely crafted object with a strong magical aura. The object will radiate magic at a specific "frequency", for lack of a better metaphor. It is similar in nature to flying a flag that is only visible through magic. This frequency can be locked onto with spells that attempt to locate a specific place.
For example, Ginger the Enchanter has created a beacon on a necklace she's given to her younger sister. Ginger then uses a locate object spell to find the beacon and thus her sister, or uses a messenger spell with the beacon as a destination.
By speaking the words aloud and sprinkling the components on the ground in a circle, the caster creates a simple object of the same material. The sprinkled dust forms into the desired object directly. This object must not weight more than 1 pound per level, be fragile, have moving parts, patterns, or complicated construction. Only one object can be summoned and it is of the same material as the dust.
The duration of the spell may be extended if the caster maintains full concentration on the spell before its duration is over. The caster may not break line of sight with the object and cannot occupy their mind with other things, like conversation, spell casting, or keeping concentration of any kind on another spell.
Examples: Ladder (2'/level), hammer, bowl, dagger, plank, crow bar.
Not examples: Bow, lantern, magnifying glass, rope, chain, hinged box.
The quality, but not the complication, of the object summoned changes as the caster gains levels.
At 1st level: Simple and unremarkable work.
At 4th level: Good.
At 6th level: Fine with simple decorations.
Casting this spell draws on the knowledge of all creatures within the range, and poses a subconscious question to these creatures: Where is the landmark in question. The answer is then returned to the caster as long as the location is on the current plane of existence, and there is a general consensus from the creatures in the area. Landmarks must be stationary and singular. Should a stationary landmark be moved, perhaps the "Great Tree of Vitality" has been cut down and moved, the original location of the landmark as it is known to people in the range of the spell is used. Mobile landmarks, like a King's Crown, automatically fail.
Example: Bobo the diviner casts Locate Landmark, with the landmark in question being the secret burial ground of elves. Bobo is in a human dominated region, where nobody knows the answer to this question, so it returns no answer. Bobo then decides to head to a major port where there are many elves, and casts the spell again. The compass in his hand turns to point North West. Bobo doesn't know how far North West it is, so he travels North West for six days before casting the spell again. This time he is in a small elvan port town that allows human visitors. He casts the spell again, and gets a direction of south west. Bobo knows he's overshot the distance, and can change directions, heading south this time.
A very careful wizard with a compass and map might be able to triangulate the location of a landmark, although this can be tricky since the further the target is from the landmark, the more the compass needle wobbles.
The caster creates a circle on a stable surface with chalk and powered silver or lead. The size of the circle dictates how much chalk, silver, and lead is needed, as well as the casting time. Each foot of diameter consumes 30cp worth of lead or 60cp worth of silver and takes 2 minutes to create. Once the circle is created, the spell takes 1 minute to cast.
Once the circle is drawn and the spell is cast, nothing (physical or magical) may cross the boundary within the circle. If the chalk and powder circle is broken (a hair or straw laying across it, or being scuffed, for example), the spell is instantly broken. Items or creatures may be summoned within the circle, preventing them from running free, but also preventing the caster, or others, from interacting with the creature. While touch and spells may not cross the border, non-magical sounds may.
A creature inside the circle may attempt to break out. To do so, the creature rolls a d10 and adds their willpower and their number of hit dice. The spellcaster rolls the same thing. If the creature's roll equals or beats the caster's, the creature breaks free of the circle. If the circle is made with silver, instead of lead, the caster has advantage on the d10 roll. When this spell is broken in this way, there is a short but blinding flash of light outside the circle.
This circle may be reused over and over, as long as it is not disturbed. A permanent magic circle can be made at 100x the cost. The permanent version of this circle uses inlaid stones and molten metals.
The spell, but not the physical circle, may be dispelled by the original caster with a touch.
This spell enchants a small paper lantern to glow with a soft light of the same color as the sand used in the casting. The lantern produces ambiant light equal to 5 candles without producing any heat. Anyone who touches or holds the lantern may light, dim, brighten (to it's maximum), or extinguish the light. Sheds 30' of soft light.
By means of this spell, the caster is able to recall any one object that has been prepared in advance. The object must be physically marked/inscribed with words or runes. The first rune inscribed is a personal identifier of the caster, while the other words/runes are the sounds the caster uses to recall that object. Each object must have a unique set of sounds, and marking a new object with sounds of a previous object voids the enchantment on the previous object. If another caster marks the same object with the same spell, the first caster's enchantment is void.
The preparation for an object takes as much time as it would take to engrave (by hand) the object. Only after the runes/words have been inscribed can the caster finish the preparation by casting this spell into the object, which includes a drop of the caster's blood.
Once an object has been prepared, it can be recalled from anywhere on the plane by casting this spell and speaking the sounds/words to that particular object.
Restrictions: 1lb/level of the caster. 1 footÂ³/level. Only the marked object can be summoned, not any attached items (a box will be recalled without its contents). Modifications to the object void the enchantment (writing on marked paper, engraving in a box). Items bound in silver or lead, or those enclosed in silver or lead lined rooms are temporarily unreachable.
The caster can dispel the enchantment by touching the object. If the object is identified, the name of the caster who enchantment can be determined.
The caster eats a feather and then whispers the words to the spell, summoning a small bird into existence. The bird will flutter about in front of the caster for 1 minute while the caster delivers a short message to it, as well as a verbal and mental picture of the person to whom the message ought to be delivered. The bird then flies away to deliver the message.
The bird will follow the rough instructions of the caster trying to find where to deliver its message. If the caster told the bird to deliver the message to the caster's wife who was at home, the bird will fly to the casters home (if within range of the spell) and visually look for the caster's wife. If the caster's wife cannot be found (inside where the bird can't go, not at home, disguised, etc.), the bird circle the area trying to find the target. The bird's ability to locate someone is only as good as a normal bird's - that is it can recognize a person by their face, or what they are wearing, but may get confused if there are many similar subjects.
The bird delivers the message as a series of squawks, which will get the words through, but not intonation or other verbal cues. Alternatively, a message may be attached to the bird physically. This message must be prepared ahead of time and the caster must have a way of attaching it to the bird.
A bird that fails to find its target by the end of the spell, vanishes without having delivered it.
As a magical creature, the bird can also be sent to magical beacons as per the Beacon spell. In this case, the bird will deliver to the beacon, even if it is not in the possession of the intended target of the spell.
After anointing a nonliving object with burning sage, speaking the words, and going through the movements, the spell caster creates a rectangular scrap of paper with magic runes on it that affixes itself to a nonliving object of the caster's choice. If ever a living creature nears the ward, the runes emit a soft orange glow. The scrap of paper cannot be removed without being destroyed, and if the scrap is destroyed it explodes, dealing 2d10 points of damage to everything in a 10' radius, potentially destroying the item it was warding. Saving throws for half. Usually the seal is placed over a door and frame so that the door cannot be opened without ripping the paper. Those with walls or other structures between them may make a saving throw for no damage, suffering half damage on a fail.
Example: A minor sealing ward is placed over on a door frame, with creatures on either side. One creature opens the door, setting off the ward. Those on the ward side of the door save for half damage, taking full on a fail, while those on the opposite side save for no damage, taking half on a fail.
The ward may be dispelled by the caster at will, or by any other spell caster 3 levels higher than the original caster.
Throwing the components into the air an speaking the words aloud summons into existence a mount. The creature summoned must be of hit dice equal to or less than that of the caster. The mount is broken in and well behaved, but know no special commands or tricks and will serve only the person it was specifically summoned for. Any other person or creature attempting to ride it will meet with a very uncomfortable and spooked mount who will try to throw them. The mount will carry its rider into combat, but will not fight. A summoned horse will not overrun someone, for example.
The ability to summon a mount does not confer and ability to ride it. A cater who has never ridden a giant spider might have a very hard, or impossible, time trying to ride one they have summoned via this spell. This spell does not confer any supernatural communication with the mount.
The mount's link to the caster is weak, and the mount will vanish when it takes damage equal to the caster's level, or if the mount is separated by its rider by more than 100' per caster level.
The caster outlines the target with any sort of oil. The oil must make contact with the skin or clothes, and must form three full circles around the character, one in each spacial dimension. When the oil has been applied, the spell takes effect.
A creature or object under the effects of a Perception Filter is visible but unnoticed. As long as the subject does not speak to anyone or draw attention to themselves in any way, they are unnoticed. A guard on a door would notice an individual under the effects of this spell if they approached the door alone, but would not noticed one extra person in a large group that is not supposed to be there.
A companion to someone under the effect of this spell might lose track of them in a large crowd or forget that they're around somewhere. Moving through crowds is simple, as most people see but do not notice others in a crowd.
A merchant might not notice someone under the effects of this spell take something small and off to the side from their table of wares, but would notice if that same someone came around to the merchants side of the stall, or stood directly in front of the merchant, or tried to pilfer their masterpiece on display.
The spell works best when the target of the spell makes and effort to be out of the way and unimportant.
If there is a question as to whether or not someone is noticed, the noticer should make a saving throw.
Things that will break the spell include, but are not limited to: any attack, spell casting, speaking to a person, making noises, wearing out of place clothes, or using a mirror to reflect light into someone's eye.
Wishing he could keep his drinks cold on hot summer days, the notoriously reclusive wizard Poorvan created this spell to chill his drink. A 1"x1"x1"cube of rock is enchanted to always be chilled. These stones only conduct heat/cold when immured in fluids. One stone will keep one cup at a pleasant temperature. These stones will never be cold enough to cause harm to any living creature.
The caster points to the sky and speaking softly lowers their finger to the shadow of the creature they wish target. A blade springs forth from the air and plunges into the ground under the target's shadow. As long as the blade is in the ground, the target cannot move from the waist down. Once the spell is broken, the blade vanishes.
The blade will not penetrate stone until 8th level, but it is firmly lodged in whatever ground it does penetrate. Sand and snow are loose enough that another creature should be able to easily remove the blade, but hard packed earth or clay might require a strength check to be removed.
Targets that do not see the spell coming, fleeing targets for example, do not get a save. If the shadow leaves the blade (lighting changes for example) the spell is broken.
The caster transforms some of their life essence (1/4 max HP rounded up) into a shield around them. For a number of attacks equal to the caster's level, the shield will reduce incoming damage by the casters level.
For example, Cleo the 5th level necromancer casts Spirit Armor. Each of the next 5 successful attacks against Cleo will have their damage reduced by 5.
For purposes of this spell, and attack is any damage dealing event, be it a sword strike, dragon's breath, or falling.
As long as spirit armor is active, the lost HP may not be regained, either naturally or magically. Once the spell has ended, the HP may only be recovered through natural means. The spell may be dispelled with a word, else it lasts until its effects are all triggered (which could take days).
This spell will envelop an unarmored and unencumbered creature in translucent magical scale mail. This armor is ethereal in nature, cannot be touched, and does not get in the way of spell casting, climbing, swimming, nor does it weigh anything. It provides the wearer with an AC bonus of 5, which will stack with dexterity or enchanted items (such as a ring of protection +1). If cast on a person already protected by magical armor, the spell fizzles and is lost.
Any blow that misses the caster because of this spell deals damage directly to the armor. The armor has HP equal to 10 + 2/level, so a 3rd level caster's armor could take 16hp worth of damage before vanishing. If the spell is broken by these means, the armor it creates breaks and falls to the ground where it vanishes.
This spell surrounds an unarmored and unencumbered target with spirits pulled from another plane. They flit about the target at distances of up to 1'. Incoming physical attacks that strike the target first deal their damage to the spirits. The spirits absorb incoming damage equal to the target's willpower score, plus 1 per each level of the caster.
Attacks that are fully absorbed by this armor stop before reaching the caster's body, and will not interrupt concentration, spells, or force movement of the caster.
A necromancer must touch a willing subject in the casting of this spell, turning their muscles into undead muscles, raising their strength temporarily.
The subject of the spell makes and exchange of HP for Strength. For every HP they lose, they temporarily gain 1 point of strength, to a maximum of 18/100 (each category of exceptional strength counts as 1 point). Non-warriors can gain exceptional strength this way. When the duration expires, the subject reverts to their normal strength, and then loses an equal amount to what they gained. The lost strength returns at a rate of 1 point per day. It is worth keeping in mind, that any character who reaches 0 strength dies.
Example: Lili the Cleric is fighting a giant with her necromancer friend Leoric. Leoric casts Unholy Strength on Lili, who chooses to give up 11 hp, raising her strength from 12 to 18/100. When the spell expires after defeating the giant, Lili looses 11 points of strength, bringing her to 1 strength. The next morning, she has regained 1 lost point of strength and is at 2 str. Three days later, she's at 5 strength. A week later, she's back at her full 12 strength.
Non-willing subjects, including unconscious people, cannot be targeted with the spell, as part of the magic involves an internal agreement to relinquish HP. Similarly, the muscles of the subject are decayed and undead, giving the subject of the spell a stench of death and decay about them.
[This spell uses the Thief Rebuild version of locks.]
The caster places their hand on the object holding the lock and sprinkles the silver over their hand while speaking the words to the spell quietly. When the dust settles on the object, it vanishes. At the end of the spell, the difficulty of the lock is then increased by 5 + 1/3 the caster level. Furthermore, spells that may unlock doors (e.g. alteration version of Hold Portal) must pass a contested saving throw or fizzle.
Once the object has been opened, the lock is returned to it's normal difficulty, but the area where silver did not touch the object, due to the caster's hand being there, takes on a gentle red glow for a number of weeks equal to the caster's level. The glow only becomes visible ten minutes after the object was closed again. This red glow can be dismissed with a gesture by the caster.
By clearing a small circle around themselves and tossing the material components into the sky, the caster summons into being a singular eyeball, wrapped in a lid of its own. The caster can move the eye around at will, as long as they remain in the circle they cleared, and see through the eye as if it was their own. Unless the caster closes their other eyes, the effect is quite dizzying and confusing. The eye has poor focus and has a hard time seeing things beyond 120 feet. When the caster moves the eye, it levitates, hovers, and flies at twice the caster's movement range. The eye is physical and can be interacted with. It has AC 15 and 1hp.
Strong winds, rain, snow, or sleet can make manuvering of the eye difficult or impossible.
When the spell ends, the eye returns to being a crystal ball, landing where the eye last was. Should the eye have been destroyed, the crystal ball is destroyed.
If a small glass or crystal ball cannot be found, the eye of a creature may be used instead, but is consumed in the process.
A space needs to be cleared, a clean mat put down, and the crystal ball placed on top of it, and a previously seen and well known location held in the mind while the spell is cast. As long as the caster closes their eyes, keeps their hands on the ball, and maintains concentration on the spell, their spirit is projected through the ball to the location in mind. The character sees as if they were standing on the ground in the place. They can look in any direction, but cannot move.
Anyone in the room with the caster can see from the caster's perspective by looking into the crystal ball. If the ball is too small, the caster's hands may cover it and prevent others from seeing.
Should someone use a true-seeing, detect magic, or other sort of divinations spells in the area, the spirit of the caster is revealed in their true likeness in the place they're standing. If the spirit form is struck with a magic weapon (Auto hit out of combat, AC10 in combat) or a dispel magic spell, the clairvoyance spell immediately ends. AOE spells have no effect on the spirit, but dragon fire and similar effects can.
When the caster speaks the rhyming words, and performs the appropriate gesticulations, they create the residual effects of any spell the caster knows of equal or lesser level. This is extended to spells they cannot cast but are closely familiar with. Often times this may be invisible residue, or things only detectable by a detect magic spell.
A true seeing spell, a gem of true seeing, or other similar magic effect will reveal the residue to be illusory.
By positioning a creature against a mirror, and marking their forehead with their own blood, the necromancer entombs the creature inside a mirror. The mirror must be of a size to hold the creature. Spells that change the size of the creature prevent the creature from being entombed until the spell is worn off. Similarly, mirrors that are magically changed in size are unsuitable for this task.
Once a creature is held in a mirror, it is in a state of two dimensional semi-stasis. The creature does not heal, does not age, has no need of food, drink, or bodily functions, yet they may still move and speak (if they were able to outside of the mirror). Furthermore, those trapped in the mirror find that their three dimensional belongings no longer function in two dimensional space: books cannot be read, potions cannot be consumed, itches cannot be scratched, etc. Creatures with magical abilities (spells, gazes, etc.) will find that their spells are restricted to the mirror dimension in which they are placed. A basilisk would not petrify someone looking at it, nor could a mage within a mirror cast Magic Missile at someone on the other side or at the mirror itself.
Creatures inside the mirror are aware of what is happening on the outside of the mirror, being able to see, hear, and smell. Similarly, creatures on the outside of the mirror and see and hear those trapped in it. Those inside the mirror may walk around within the confines of the mirror, and may come into the foreground (between the onlooker and their reflection) or stay in the background (behind the reflection of creatures).
If the mirror is broken or damaged (scratching the glass counts as damaged), the magic is broken, the mirror shatters, and the creature is freed, in the exact state it was originally imprisoned.
A shatter spell cast from within the mirror dimension will break the mirror. Spells that move between dimensions can be used as long as they do not require 3 dimensional space (A spell that opens a portal one walks through would not work, but a spell that shifts the caster from one dimension to another will). Teleportation has no effect.
A caster may not imprison themselves in a mirror.
The caster causes a number of creatures within a 20' cube to believe that they are frozen in place, should they fail their saving throw. The freezing effect happens over a few seconds, allowing creatures in mid stride to come to a stop. These creatures are not actually frozen or held, but the effect of the illusion is strong enough to make them think they are.
Each creature receives a saving throw on their turn to break the illusion, as well as each time they take damage. Should the caster lose light concentration, the spell is broken.
This spell is cast as if it were a command from the spell caster. They must may visual contact with the whole of the group to be affected, and command them to "hold" or "freeze" or some similar utterance. The creatures to be affected need not understand the caster.
Creatures of 4 intelligence or less are unaffected by this spell.
By pointing at an individual creature no more than one size larger than the caster and commanding it to halt (or some similar command), the creature's muscles lock up, causing the creature to be held in place and immobile, presuming it failed it's saving throw (willpower suggested). The creature is held in place for 1 round for each point it missed it's saving throw.
Example: Diana the Transmuter (5th level, 13 int) attempts to hold a kobold with this spell. Diana rolls 1d20+13+5*2, while the kobold rolls 1d20+8+1*2. Diana ends up with a 19 on the die for a total of 41, while the kobold ends up with a 19 on the die as well, for a total of 28. Because the difference in the rolls is 13, the kobold is held for 13 minutes.
Should the caster lose light concentration, the spell is broken.
The caster touches a locked door with one hand, holds a key openly in their other hand, and softly speaks the words to the spell. The component disinterested into a fine sand and slips through the casters fingers. A magical key is conjured from the air that is an exact replica of the key used for the door being touched. The key vanishes when the caster loses light concentration, but until then acts in all respects as a normal key.
It is possible to intentionally flub the spell and produce a key that does not work on the door. This flubbed key will be of a type that would work in the door, but with the wrong configuration.
This spell creates an ethereal magical hardened shell around a creature the caster points at in range while shouting the words to the spell. This shell exists 90% in the ethereal plane, only coming into the prime material plane in full when an object with enough kinetic energy to cause harm approaches it. The shell has HP equal to 5x the caster level and can block up to half of its remaining hp in damage to any single attack.
Example: a 40hp shell could block a 10 damage attack, a 5 damage attack, and then a 8 damage attack (leaving it at 17 hp). If the next attack were to do 9 points of damage, the shell would be broken and the subject would take 1 point of damage (half of 17 rounded down is 8, so the 1 extra damage goes through to the target).
The shell only blocks kinetic attacks (including falling), so breath weapons, fire, acid, etc. are not obstructed. Furthermore, the shell is activated when attacks come within the area of the shell, so it will trigger on missed attacks that roll at least a modified 10, or on attacks that must past through the shell's space, e.g. missile attacks at creatures behind one with magic shell.
Whenever subjected to an attack, the whole shield becomes visible as a spherical grid. The visibility of the shield decreases as its HP decreases. When finally broken, the shield visually fractures and shatters.
The caster draws in the air a portal or doorway which then briefly opens to one of the four elemental planes, letting the raw energy and material of the plane flow into the world. The portal opens for only a second or two, but in this time it is bi-directional.
Plane of Fire: When the portal opens, a half sphere of heat and energy bursts forth, enveloping everything within 20' in flames and dealing 8d6 points of fire damage. Creatures in the area of effect can save for half damage.
Plane of Air: A strong gust of fresh air rushes out, blowing over anything not firmly attached to the ground. Creatures within 20' must make a strength check to stay on their feet. If there is nowhere for the air to go, for example if the portal is opened in a sealed room, the pressure in the room raises, but there is no wind. If opened in a hallway or other restricted space the effects are intensified, possibly knocking creatures back.
Plane of Water: 3000' cubic feet (30 x 10 x 10) of fresh water burst forth from the portal. Like a portal to the plane of air, the effects are largely determined by the terrain the portal is opened into.
Plane of Earth: Considering that the plane of earth is solid material, this spell effectively creates a very short lived solid wall.
There is a very small, but non-zero, chance that the portal opens near a denizen of the plane, which may accidentally or intentionally be swept through the portal and into existence. This creature is not bound in any way. DMs should be careful in deciding if and what ever comes through the portal.
By holding a piece of glass aloft and projecting the words to the spell, the caster calls into being a unidirectional field of force that reduces the accuracy of incoming missile fire by 5. The shield must be straight and flat, although it need not rest on any surface. The shield is immobile and distorts and reflects light much like a pane of glass.
Once cast it cannot be moved, nor can it be dispelled at will. Creatures, objects, and spells may all pass freely through the shield, although the trajectory of flying objects or creatures will be disrupted slightly.
When the spell expires, the shield breaks and falls to the ground, spreading ethereal shattered glass everywhere, which then vanishes in a single round.
This is a more powerful version of the 1st level Lesser Shield spell. It creates the same magical lens, but those standing on the "inside" of the lens no longer suffer the associated penalties or visual distortions. The penalties are increased to -3 for melee and -5 for missile attacks.
The caster conjures a dinner table filled with food that is only visible to a number of creatures equal to or less than the caster's level. The table, chairs, and place settings are made of the wood used in casting, while the fabric from the casting creates the tablecloth and napkins. These creatures see the table, food, drinks, and stools and are able to interact with them, even though they do not exist. The creatures can eat and drink their fill which nourishes them completely. Once a creature stops eating, they can no longer see the table, chairs, and food.
After 24 hours, the effects of the meal vanish and the creatures are left as if they had never consumed any of this food or dink. This spell may be chained together day after day, to nourish creatures for a longer period of time, but once the spell wears off, their bodies act as if they had never eaten any of the food. It is possible for someone to survive for a full month on Phantom Feasts and then immediately die of starvation and dehydration when the spell wears off.
It is up to your DM to determine the effects of starvation or dehydration on your character.
By presenting a part of their body and declaring a feast, the caster imbues themself with magic. The caster, and a number of people up to the caster level, may eat the flesh of the caster. Each person needs but one mouthful of flesh to nourish them for a week, although this spell does not stave off the effects of dehydration. The caster takes an amount of damage equal to the number of people who feast on them plus three (a 4 person party would deal 7 damage to the caster). The caster's flesh quickly regrows, but the damage they take is very real and cannot be healed by magical means.
Creatures one size larger than the caster deal 3 damage when they feast, while smaller creatures still deal 1 point of damage.
It is not uncommon for creatures who use this spell to develop a taste for human flesh (assuming the caster is human). Those who survive on this spell for too long may find themselves repulsed by normal food.
By touching a scroll, map, or any other type of page, and softly speaking the command word, the wizard creates an exact duplicate of the pages touched. These exact duplicates must be made of paper, papyrus, parchment, or other similar material (writing on cloth would work, but writing in clay would not), and contain text, images, or other information. The material must be mundane and of little value. Enchantments are not copied, nor are magical writings. Copying a magic scroll does not allow one to cast a spell from the copied scroll. Casting this spell on trapped writings where the trigger is reading the material will trigger the trap.
The object created appears directly on top of the original, and is the same in all respects (burned edges, misspellings, coffee stains, etc.) but one, the wizard's signature appears somewhere on the documents. If the wizard is copying many pages, his/her signature appears on all of them. A large scroll or map might be considered many pages, ask your DM for specifics.
When an article of clothing is enchanted with this spell it becomes unnaturally hydrophobic. A shirt enchanted thusly could be submerged in a bucket and come out dry. While the intent was to create a wonderful raincoat, an unforeseen side affect is that enchanted items are very difficult to clean. Most other fluids (alcohol, oil, blood, etc.) are repelled. Acids are not.
To cast this spell, the caster must draw their own blood onto their fingertip, speak the word, and touch the target. If the target fails their saving throw, they take damage instead of gain life from all nonmagical healing. Magic healing of 3rd level and below heals the very damage it deals, rendering it ineffective. 4th level healing spells will negate the spell instead of healing damage. 5th level healing spells and above will remove the spell in addition to their normal effects. A remove curse or dispel magic spell will also remove the effect.
This spell works like the abjuration Hold Portal spell, except that it also creates a barrier of force across the portal that keeps out small creatures, liquids, and gasses. The door may still be broken down as per a Hold Portal spell.
If this spell were cast upon a portcullis, a mouse could not crawl through the bars nor could a person under the effect of a Gaseous Form spell.
To cast this spell, the caster must fill all the cracks, gaps, and holes in a doorway with some form of animal fat or blubber. When the gaps are filled (to air tight), the caster may finish the spell which causes the components to vanish. A normal door takes ~10 minutes to properly seal with blubber.
This spell creates a barrier around the door that prevents the passage of small creatures, objects, liquids, or gasses as long as the door is closed. When the door is opened, the magic is temporarily suspended. This spell confers no extra protections against traditional opening and closing.
The caster speaks the words to the spell while holding the essence of the creature in their primary hand. The essence bursts into flame, which the caster then reaches through to pull out an individual of that type who is then bound to the caster's will. Casters cannot summon specific individuals with this spell, and mindless/soulless creatures cannot be bound (jellies, undead, etc.). This spell does not bring any weapons, armor, or equipment that the creature wasn't already wearing.
The caster must physically touch the creature when it pulls it through the flame, but the creature does not appear held in the caster's hand. Instead it appears wherever desired within 10' of the caster.
Creatures that cannot understand the caster will simply attack whoever the caster indicates and cannot be called off once sent to attack. Creatures that can understand the cater will obey verbal commands to the best of their ability, but will not be self destructive. A goblin might be ordered to charge a dragon, but it will not throw itself off a cliff.
The creature, upon being summoned, may make a check to burst the casters dominance on them. Both sides roll a d10+wil+levelx2 (or hit dice if level is not available), and if the creature meets or beats the caster, the creature is free. Semi-magical creatures get a +5 bonus to their roll, magical creatures get a +10, highly magical creatures get a +15. Natural 1s and 20s have no effect on this roll.
If the creature successfully bursts the spell, it becomes free willed and usually very angry at the summoner, who it will probably try to destroy.
Creatures that are bound may be dismissed with a gesture and a sound.
This divination spell allows a number of creatures to understand and be understood by other recipients of this spell. Each creature that is to understand must have their ears touched by the caster, while each of the creatures that is to be understood must have their mouth (or origin of their speech) touched. All subjects of the spell need to be smeared with ink on their forehead (or equivalent) by the caster, and the caster must continue intoning the words to the spell as they move between recipients. During the casting of the spell, none of the recipients that have been marked may leave the AOE, else their ink fades and they are removed from the spell's effects. It is possible to have 2 people who can speak and 10 people who can listen.
When the spell ends, which happens when the duration expires, the caster cancels it, or the caster's light concentration is broken, the ink fades from each of the subjects of the spell.
Example: A diviner wishes to hold an audience with a goblin queen and his party. The goblin queen does not speak common, so the diviner touches the ears of the party members, himself, and the queen, while touching the lips of the queen and himself. All are marked with ink. When the spell takes effect, the goblin will only understand the caster, while the party will understand the goblin. This way the party (caster not included) can speak in common without the goblin understanding, but all can understand the goblin.
The caster places a fish in the mouth of each creature to be enchanted and walks around them while incanting the words to the spell. Upon completion each creature grows gills on their necks. These gills last until the creature uses their normal method of breathing, and then vanish.
The caster traces the footprint or shadow of the object to be summoned, creating an outline of it on the ground. Some surfaces are particularity difficult to create shapes in. Grass, for example, is particularly difficult to work with, but chalk on stone, or a stick in dirt works very well. The object to be summoned must be named and appears after the words are spoken. It is typical of its type, and can contain many different types of materials, but no living things. A caster may summon a carriage, but not the horse to pull it. Summoning an item does not confer an ability to use it.
Specific items cannot be summoned, nor can a look or decorative style be picked. For example, a caster could not summon "A black carriage" or "The queen's carriage". Moreover, the object must be solid and self contained. The caster cannot fill 400 cubic feet of poison gas or water or broken glass, etc.
The item appears on the ground in the footprint outlined. The casting time is for the utterance of the spell, and does not include the time needed to make the outline, which is variable.
The caster kneels on the ground, or stands before an elevated flat surface, and mimes the shape of the chest, inserting the martial component (a key) into space where the lock on the chest would be. When the key is released from the caster's hand, it holds its place in mid air while a chest materializes around the key. The chest will only form if there is a surface for it to rest on.
The chest is unlocked and any items that can fit inside may be placed in there. Once the caster has placed what they want in the chest, they can close the lid and remove the key. Once the key is removed, the chest vanishes into a small dimensional pocket where it is untouchable by any but extreme means. The key remains on the same plane as the caster. This key, when placed in any lock by any creature, will summon the chest at the feet (or nearby flat surface) of its holder. The chest will fizzle after 5 minutes unless the Dimensional Chest spell is cast again, in which case the same chest can be sent back without having to move items between chests.
The chest will say in extra dimensional space until recalled. Should a wizard lockup their goods and then be eaten by a large creature, it may be many years or centuries until someone finds the key again, but the chest will still be waiting. The extra dimensional chest space is only as large as the chest and the only air there is what is in the chest. Living creatures should not be put in the chest if they wish to survive.
While the chest is in extra dimensional space, the key used to summon it radiates moderate magical energy. The key is almost indestructible, but if destroyed immediately summons the chest back at the point of its destruction. If the key is tossed into a pit of lave, it will be destroyed, the chest will be summoned into the pit of lava, and all items in the chest will (more than likely) be destroyed too.
Working much like the mending spell, this spell is able to fix damaged (but not broken) objects that are simple in construction and huge in size. 300' cubic feet of congruent area may be repaired per casting. To cast the spell, the wizard must run their hands over the whole of the surface.
Example: a 20 foot section of a palisade wall (1' thick x 20' long x 15' high) that was damaged by a catapult can be made new again, or a 4' section of a stone wall (5' thick x 4' long x 15' high).
This spell will rollback time on any one inanimate and nonmagical object, room, or building, reverting to a state it was in 1 minute ago per level. Thus a room destroyed by a fireball spell could be restored, or a broken sword mended.
The AoE is based on cube side length. A 9th level caster could affect a room that fully fits into a cube 90' on a side. No part of the object to be rewound can be outside the cube, but the cube can be oriented any way.
With a closing of their eyes and a snap of their fingers, the caster projects an incorporeal image of themselves somewhere they can see. This projection can see, speak, and hear on behalf of the caster who must keep their eyes closed for the duration of the spell. Whatever the caster says or does, the projection says or does, the sole exception being the eyes of the projection are open despite the caster's eyes being closed. The projection has AC 10 and 0 hp; it can be dispelled by being disrupted with any physical interaction (such as waving a hand through the projection).
This spell works with any form of vision, including spells such as Clairvoyance, allowing the caster to Clairvoyance into an area, and then project themselves there.
A lining of silver or lead around a room blocks the spell from being cast into the area, and blocks sight to the area from the projection.
Similar to the 2nd level spell Minor Sealing Ward, this spell creates a ward that is placed on an object. The key differences between these two spells are as follows. Sealing Ward deals 4d10 damage only in the direction away from the object, and any closeable object is held shut as if it had a Hold Portal spell cast upon it.
When cast, a spectral sentry is summoned into being. The sentry is composed of a whitish misty vapor that resembles a watchful soldier clad in chain mail with a spear, sword, axe, or mace. The sentry is telepathically linked to the caster and will warn them (including a brief mental image) of any unusual activity within their range of sight. The sentry has 18 perception and is never distracted, however it only warns of unusual activity. Any target that enters the area warded by the sentry (not just seen by the sentry) may be attacked at the wizard's discretion. A spectral sentry cast in city street at night would begin to alert the wizard as people woke up and started walking around town, but as people moving through the streets become the norm, the sentry stops reporting them. A sentry placed in the woods would probably be reporting back to the wizard fairly often as wildlife moves through the area. The wizard is woken up anytime the sentry reports back. The sentry fights as a warrior equal to 1/2 the wizard's level (rounded down). The sentry can be dispelled at will as long as the mental connection between the two is established.
This spell is identical to the 3rd level Summon Creature spell, except that the caster may summon a number of creatures equal to their level.
The caster makes one opposed burst check check at -1 for every two creatures summoned (rounded up), that each creature contests with their own roll. Each round that a bound creature and a freed creature from the same casting are in the same area gives the bound creature another chance to burst the spell.
A 7th level caster with 14 Wil who summons 7 ogres (4HD, 10 Wil) would have opposed rolls as follows.
Caster: 1d10+14+7x2-4 -> 1d10+24
Ogres: 1d10+10+4x2 -> 1d10+18
This spell works the same as the 3rd level Personal Shield spell but completely surrounds the subject instead of only covering their front. The penalties are increased to -5 for melee and -8 for missile attacks
This spell functions in all respects like the 2nd level Magic Circle spell, except that those outside the circle may cast spells into the circle. They still may not physically cross the barrier.
This spell has two uses; the first to consecrate a magical circle for the purposes of the spell and the second to activate a teleportation circle and teleport the contents of one circle to another and vice-versa.
In order to consecrate a circle the wizard must carve out an intricate circle of at least 5ft diameter, this takes 1 day for every 10ft circumfrence of the circle. Then chunks of silver, costing 100gp per 1ft diameter of the circle, must be placed at points along the circle. Upon completion of casting the spell the silver melts to form the in-laid silver circle. When casting the spell in this way the wizard must designate a keyword to act as this circles name.
The second use of the spell allows the contents of the current circle to switch with the contents of any of the other circles for which the wizard knows the keyword. If a circle is broken by anything at the time of casting the contents of that circle are teleported to a random location. It is imperative the wizard ensures his circle is unbroken before casting.
If more than one magic circle has the same keyword then there is an equal chance of switching with either even if they were created by different casters.
This spell summons one specific living person from wherever they are to in front of the caster. The person being summoned gets a saving throw to avoid the affects of the spell. If they pass, they are aware that they were being summoned. The summoned person is not enthralled in any way and is free to act as they please.
The person must be on the same plane of existence to be targeted.
If the person is touching or wearing anything of silver or lead, the spell fails. Coins in a pocket are not touching the person directly, but a cloak lined with silver threads does count as touching.
This spell functions identically to the 3rd level False Detection spell, except that it can create residue of any spell 6th level or lower.
To prepare for this spell, the caster must build a very hot fire. This can be through making a large fire, or a small fire of materials that burn very hot. The caster must also have an amount of sand on hand. Once the fire has reached the required intensity, the caster imbues a handful of sand with the magic of the spell and tosses it into the flames where they are quickly and brightly incinerated in an instant, and altering the flames to act as a window into the past.
Any who look upon the flames will see the same event or location as if viewed through a window whose shape flickers with the flame. The caster chooses a location and a time when enchanting the first handful of sand, and can change location and time with each subsequent imbued handful they add to the fire.
The location must be public, something generally accessible to anyone, unless the caster adds to the fire a flammable personal affect of a specific person whose past they wish to view. The item should be relatively whole and personal in nature. Alternatively, a drop of blood or the root of a hair, freshly procured in the last 24 hours, may be used in lieu of a personal item. The location can be changed with a handful of sand. Regardless whether the caster is viewing a public area, or a specific person, a room lined with lead or silver will block the spell and the caster will see nothing but flames.
The time frame is limited to the past, viewed in real time, and limited to increments of exactly 1 year. Should a caster wish to view the events of the previous day, they would have to wait a year minus a day to see them. The time may be changed with a handful of sand to any increment of 1 year that they wish.
Postcognition can be channeled for as long as the caster is no more than 15 from the flames, their intensity is maintained, and the caster maintains concentration on the spell. They may converse with those around around them as long as it is about what is happening in the fires. Other conversation is too distracting and will cause the caster to falter. Taking damage requires making a saving throw to maintain concentration.
Because the onlooker sees the events only where flames are, one bigger or closer the flames, the better view the onlooker will have. Frequent users of this spell often have singed hairs and small burns on themselves, as well as a distant and unchanging gaze that feels removed from the world.