SMV
Allure
Range
120 feet 
Casting Time
Save
1/2 
AoE
1 person 
Duration
1 turn / level 
Damage
 
Materials
Perfume or cosmetics 
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.
Residue
Rare
Both caster and subject are covered in a warm aura of light magic.
School
Enchantment 
Source
Koibu
SMV
Comprehend Languages
Range
Self 
Casting Time
Save
1/2 
AoE
1 creature / level 
Duration
5 minutes / level 
Damage
 
Materials
 
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.
Residue
Uncommon
None.
School
Divination 
Source
Koibu
SMV
Extinguish
Range
Self 
Casting Time
Save
None 
AoE
60' radius / level 
Duration
Instantaneous 
Damage
 
Materials
A drop of water 
With a snap of their fingers and at least a drop of water, the wizard snuffs out all applicable 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.

The reverse of this spell, Ignite, will set aflame any small fire yet to be lit. Candles, torches, lanterns, braziers, or small camp fires that are prepared can be ignited. The reverse has no spell component, and will not work to ignite non prepared substances. The thatch of a roof, a small dry bush, or even a pit of oil cannot be lit via this spell.
Residue
Rare
None
School
Abjuration 
Source
Koibu
SMV
Identify Potion
Range
5' 
Casting Time
10 minutes 
Save
None 
AoE
1 potion 
Duration
Instantaneous 
Damage
 
Materials
1 powdered pearl with 10gp, 1 owl feather 
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.

Upon completion, the caster knows the type of potion its effects.
Residue
Rare
The powder burns and scars the surface on which it is placed. This radiates moderate magic for 1 month.
School
Divination 
Source
Koibu
SMV
Light
Range
60 yds.  
Casting Time
Save
Special 
AoE
20-ft. radius globe 
Duration
1 turn/level 
Damage
 
Materials
a firefly or a piece of phosphorescent moss 
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.

The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the light spell, if the darkness effect is continual).

Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word.

The material component is a firefly or a piece of phosphorescent moss.
Residue
Common
School
Alteration 
Source
Players Hand Book page 176
SMV
Light
Range
level^2 yards 
Casting Time
Instant 
Save
None 
AoE
1 room / level 
Duration
1 hour / level 
Damage
 
Materials
 
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). If many areas are to be lit, they must all be adjacent - a wizard may not light the room they are in, skip the hallway, and light the room at the end of the hallway.

The light can be doused with the same action and sound used to create it.
Residue
Uncommon
Too thin and uniform to be detectable.
School
Evocation 
Source
Koibu
SMV
Minor Disintegration
Range
Touch 
Casting Time
Save
1/2 
AoE
 
Duration
Permanent 
Damage
 
Materials
 
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.
Residue
Rare
None.
School
Alteration 
Source
Koibu
SMV
Protection from Vermin
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
2 rds./level 
Damage
 
Materials
a cone of pungent incense 
This spell creates a magical barrier around the recipient, preventing the attacks of nonintelligent monsters of less than 1 Hit Die. Creatures in this category include normal centipedes, spiders, bats, and rats, but any monster with an Intelligence of low or better can ignore the spell's effects.

The barrier extend about one foot from the protected character's body and moves with him; vermin cannot tolerate the aura's touch and recoil from the character. Any attacks that require physical contact(bites, stings, claws, etc.) Automatically fail, but a creature with a ranged attack can still attack the spell's recipient.

The spell ends if the recipient attacks a creature he has been protected against, or tries to pin or trap the vermin by forcing the repelling barrier against them. The material component for this spell is a cone of pungent incense burned in a tiny bronze censer containing osquip ashes.
Residue
Rare
School
Abjuration 
Source
Spells and Magic page 141
SMV
Read Magic
Range
Casting Time
1 rd. 
Save
None 
AoE
Special 
Duration
2 rds./level 
Damage
 
Materials
a clear crystal or mineral prism 
By means of a read magic spell, the wizard is able to read magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
Residue
Common
School
Divination 
Source
Players Hand Book page 178
SMV
Reveal Doors
Range
Self 
Casting Time
Save
None 
AoE
30' radius 
Duration
1 minute 
Damage
 
Materials
Sand 
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.
Residue
Rare
None.
School
Divination 
Source
Koibu
SMV
Spark Shower
Range
5 yards / level 
Casting Time
Save
Negate 
AoE
20' x 20' 
Duration
Instant 
Damage
Materials
Pinch of sulfur 
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, line of sight, and breath.

Creatures or characters behind total cover, soaked with water, or elsewise protected from the bursts, including those resistant to fire, may take no damage at all.
Residue
Rare
Dim burst points for an hour
School
Evocation 
Source
Koibu
SMV
Wizard Mark
Range
Touch 
Casting Time
Save
None 
AoE
Up to 1 sq. ft. 
Duration
Permanent 
Damage
 
Materials
a pinch of diamond dust (about 10 gp worth) and a pigment or pigments 
When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size.

A wizard mark spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a detect magic spell will cause it to glow and be visible (though not necessarily understandable).

Detect invisibility, true seeing, a gem of seeing, or a robe of eyes will likewise expose an invisible wizard mark. A read magic spell will reveal the maker's words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If cast on a living being, normal wear gradually causes the mark to fade.

The material components for this spell are a pinch of diamond dust (about 100 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger.
Residue
Common
School
Alteration 
Source
Players Hand Book page 180
SMV
Arcane Spray
Range
30 feet 
Casting Time
Save
Special 
AoE
 
Duration
Instantaneous 
Damage
Special 
Materials
 
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. Characters wielding a shield may add 2 to their save.

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.
Residue
Rare
Very small sulfur crystals are the remains of the miniature magic missiles.
School
Evocation 
Source
Koibu
SMV
Conjure Simple Object
Range
Touch 
Casting Time
Save
1/2 
AoE
1lb / level 
Duration
3 rounds / level 
Damage
 
Materials
Powder or dust of the material desired 
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.
Residue
Common
Object dissolves back into components.
School
Conjuration 
Source
Koibu
SMV
Detect Invisibility
Range
10 yds./level 
Casting Time
Save
None 
AoE
10-foot path 
Duration
5 rds./level 
Damage
 
Materials
a pinch of talc and a small sprinkling of powdered silver 
When the wizard casts a detect invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (e.g., thieves in shadows, halflings in underbrush, and so on).

It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Detection is in the wizards line of sight along a ten-foot-wide path to the range limit.

The material components of this spell are a pinch of talc and a small sprinkling of powdered silver.
Residue
Common
School
Divination 
Source
Players Hand Book page 182
SMV
Locate Landmark
Range
1 mile 
Casting Time
4-10 hours 
Save
None 
AoE
Current plane 
Duration
Instantaneous 
Damage
 
Materials
A compass 
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.

In preparation for this spell, an 10' diameter area must be prepared. If an area has already been prepared (such as a dedicated divination room within a wizard's lair), the spell can be cast straight away taking only 4 hours. If such an area must be constructed, the area must be made uniform and neat. A wheel must be carefully inscribed on the outside with radial spikes to the center. This can be etched, painted, or even made with sticks in a pinch, but the preparation and placement must be exact. In optimal conditions, this takes 2 hours (e.g. paint on an empty warehouse floor). In ordinary conditions, this takes 4 hours (e.g. etching on flat stone). In poor conditions, this takes 6 hours (e.g. sticks and leaves in the forest floor). If the caster is in a hurry, they may use half the prep time with a successful intelligence check. If the check is failed, the caster has not prepared the area correctly and the spell flubs. Generally it is best to roll the intelligence as the spell is being cast.

The actual casting of the spell takes 4 hours, during which time the caster must sit still in the center of the wheel with their eyes closed and their mind in an open state. They cannot carry conversation or interact with objects without flubbing the spell. The magic sweeps the area in an apparently haphazard manner before returning to the caster a direction (if the spell is successful).

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.
Residue
Rare
None
School
Divination 
Source
Koibu
SMV
Magic Key
Range
Touch 
Casting Time
1 round 
Save
1/2 
AoE
 
Duration
Light concentration 
Damage
 
Materials
A key 
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.

The key created is of the same volume as the key used in the component. While locks on homes and chests tend to be of similar size, desk locks tend to have smaller keys, and gates tend to have larger keys. Too much material in the spell component is usually possible to work around, perhaps producing a key with a large handle, but having too small of a spell component can lead to unusable results for large keyed locks.

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.
Residue
Rare
Disintegrated object.
School
Conjuration 
Source
Koibu
SMV
Mark of Recall
Range
Same plane of existence 
Casting Time
Save
1/2 
AoE
1 object 
Duration
Permanent 
Damage
 
Materials
 
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 foot/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. Any item that contains magic (potions, equipment, etc.) cannot be marked. Items with temporary enchantments (e.g. a bless spell) may be marked.

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.
Residue
Rare
Light violet aura on the object,
School
Conjuration 
Source
Koibu
SMV
Minor Sealing Ward
Range
Touch 
Casting Time
1 minute 
Save
None 
AoE
 
Duration
Until dispelled 
Damage
2d4 
Materials
Sage 
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 2d4 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 itself is made of a tough and durable material, requiring a small effort to tear. It is unlikely for the ward to be destroyed through accident or exposure to the elements.

The ward may be dispelled by the caster at will, or removed by any other spell caster 3 levels higher than the original caster.
Residue
Uncommon
Light magic on the ward itself.
School
Abjuration 
Source
Koibu
SMV
Shadow Snap
Range
120 feet 
Casting Time
Save
Negate 
AoE
1 creature 
Duration
1 minute / level 
Damage
 
Materials
 
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. Ground in-between these may require a strength check with a bonus subject to DM discretion.

Targets that do not see the spell coming, fleeing targets for example, make their saves at -2. For each size difference to the caster (larger or smaller), the target of the spell receives a cumulative +2 bonus to their save. If the shadow leaves the blade (lighting changes for example) the spell is broken.

Whether the subject of the spell is able to reach, grasp, and withdraw the blade is dependent upon the circumstances. The blade is ~3' long and is all but fully sunk into the ground, leaving the handle near to the ground. A tall creature struck from behind may have a hard time reaching something so close to the ground, while a short creature whose shadow stretches before them may easily grasp it.
Residue
Rare
None.
School
Abjuration 
Source
Koibu
SMV
Watchful Ward
Range
Touch 
Casting Time
1 hour or 1 
Save
None 
AoE
2 Objects 
Duration
Permanent 
Damage
 
Materials
4 100gp gems, 2 carved faces each worth 100gp 
This spell creates two magically linked wards that allows a wizard on one end to observe what is happening on the other end. The first version of this spell enchants the wards permanently, while the second version permits their use.

Two masks must be created, one that looks outward, and one that looks inward. The outward facing mask has the shape of a person, animal, or monster as seen by another person - a typical face. The masks that look in are shaped as if to be donned, but must also match the outward mask. When the wizard "wears" the inward mask and casts the spell they see as if their face was the outward mask. They cannot move the outward mask, but may move the eyes, which might be noticed by someone observing the outward mask.

The second version of the spell has a duration of 1 round / level, during which time the wizard may switch between various masks if they have more than one.

Should a mask be damaged, it may cease to function. This is checked the first time the mask is used after being damaged. A mask 10% damaged has a 10% chance of failing. If this check is passed, it will continue to function until further damaged. Damage to the gems that function as eyes destroyed the magic.
Residue
Rare
Moderate divination magic around the eyes, minor divination magic around the mask.
School
Divination 
Source
Koibu
SMV
Clairvoyance
Range
1 mile / level 
Casting Time
1 round 
Save
None 
AoE
120 feet 
Duration
Concentration 
Damage
 
Materials
A small glass or crystal ball 
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.
Residue
Uncommon
Crystal ball takes on a moderate yellow aura, fading over the next 24 hours.
School
Conjuration 
Source
Koibu
SMV
Hold Person
Range
Touch 
Casting Time
Save
Negate 
AoE
1 creature 
Duration
Special 
Damage
None 
Materials
Creature sized mirror and a drop of the creatures blood. 
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 within. 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.
Residue
Rare
Strong magic until the mirror is broken.
School
Necromancy 
Source
Koibu
SMV
Minor Gateway
Range
Touch 
Casting Time
Save
1/2 
AoE
6' wide portal 
Duration
Instant 
Damage
 
Materials
Stick of chalk or paint brush 
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.

A portal drawn at half the size would produce ¼ the volume, so a halfling opening a portal to the Plane of Water would produce 1500 cubic feet of water.
Residue
Uncommon
None
School
Conjuration 
Source
Koibu
SMV
Spirit Armor
Range
Touch 
Casting Time
Save
None 
AoE
1 creature 
Duration
3 rounds / level 
Damage
 
Materials
Special 
This spell conjures spirits from another plane that surround the target. They weight nothing, add nothing to encumbrance, and do not interfere with casting or visibility. These spirits interpose themselves between their host and her nearby enemies. Anyone attempting to make an attack against the caster must make a saving throw vs spell or instead attack the spirits. The spirits have AC 13 and hit points equal to 8 + caster level.

Additionally, depending on the material components there is an additional effect.

5 steel coins: earth elemental spirits surround the target, reducing damage by 1 per die from non magical weapon attacks.
10gp crystal: the spirits have AC 14
Fungus or lichen: the spirits are fey and shed a soft green light for 10 feet in all directions
Healing potion: spirits have additional hit points as if the potion was consumed.
Humanoid finger: the spirits those of the dead and impose a -1 to fear saves of all enemies who can clearly see them
Water, fresh: the subject and their clothes are imbued with water, wetting skin and dampening clothes. Saves vs. fire effects are made at +1
Water, salt: the spirits are foggy and dense, creating an area of light fog for 10 feet
Residue
Uncommon
Spirits radiate light conjuration magic.
School
Conjuration 
Source
Koibu
SMV
Translate
Range
Touch 
Casting Time
Variable 
Save
1/2 
AoE
50' radius 
Duration
5 minutes / level 
Damage
 
Materials
Ink 
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.
Residue
Rare
Ink mark is visible and radiates light magic for 1 day.
School
Divination 
Source
Koibu
SMV
Water Breathing
Range
Touch 
Casting Time
Save
1/2 
AoE
1 creature / level 
Duration
Until dispelled 
Damage
 
Materials
1 fish per creature 
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.
Residue
Uncommon
Light gills for an equal amount of time as the enchantment lasted.
School
Enchantment 
Source
Koibu