Spells

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Sacred Guardian
Secret Light
Sense Shifting
Shadow Blade
Shadow Bolt
Shadowcat
Shadow Mastiff
Shadow Hand
Shadow Touch
Silent Passage
Skimmer
Slow Rot
Snapshot
Spell Absorpion
Spell Wall
Spirit Armor
Spirit Blades
Stoneskin II
Target Bow
Tenidar's Spell Resistance
Thunder Staff
Trace
Tracer
Turn Pebble to Boulder
Tysiln’s Wondrous Carriage
Undead Ward
Unseen Manservant
Urlich's Diamond Blade


Sacred Guardian (Gaurdian)
Level:  Clr 1, Pal 2
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  Creature touched
Duration:  1 day/level
Saving Throw:  None 
Spell Resistance:  Yes
 By use of this spell, the caster becomes instantly aware when the recipient of the spell is in danger, regardless of the distance between the the priest and the recipient. The recipient may be on a different plane of existence than the priest.
 When this spell is cast by a caster of at least 3rd level, he receives a mental image of the endangered person's situation. At no time, however, does the priest know the person's location through the use of this spell.
 The material component is a rose petal that has been kissed by the spell recipient. 

Secret Light (Alteration) Reversible
Level:  Sor/Wiz 3
Components:  V, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  20’ radius sphere
Duration:  10 minutes per level
Saving Throw:  No
Spell Resistance:  No
 This spell is in all respects the same as the first-level spell Light, except that only the wizard can see the light. This of course means that it can in no way be used as an attack (blinding people, harming certain undead, etc.). It will cancel magical darkness, as it will be cancelled by magical darkness, just like Light. The material components are the same as for Light plus two drops of blood and a tear from the wizard.  The spell can be reversed to Secret Darkness, although this normally isn’t very useful. Perhaps if in presence of a blinding light you could cast Secret Darkness at the light source, so that you wouldn’t be blinded. Of course, you’d better have another source of illumination handy. Also, it wouldn’t save a vampire from the effects of direct sunlight - the light is still hitting his body, he just can’t see it. 

Sense Shifting (Alteration)
Level:  Clr 2, Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  The caster
Duration:  30 minutes
Saving Throw:  None
Spell Resistance:  No
 Sense shifting allows the caster to affect all spells of levels 1 through 3 that he casts within the duration of the spell. For each spell, he can modify one of three sensory features pertaining to the spell: color, sound, or patterned visual appearance of the spell effect. The changes produced by this spell do not affect the functions of the affected spell nor any saving throws that apply against their effects. 
 Sense shifting might be used to produce green fireballs, magic missiles that streak through the air with a scream, colored continual light globes, customized designs for a hypnotic pattern, or a spectral hand that makes scrabbling sounds as it attempts to grasp a target. Sense shifting cannot create any form of invisibility. It cannot completely silence a spell effect (thus, a fireball’s blast might be muted, but not wholly eliminated). 
 The material component is a twist of multicolored ribbon with a small silver bell fastened to its end. 


ShadowBlade (Invocation/Evocation)
Level:  Sor/Wiz 3 
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  1 weapon
Duration:  1 round per 2 levels
Saving Throw:  Fortitude negates
Spell Resistance:  Yes
 The Shadow Blade spell endows one weapon with power drawn from the Plane of Shadow.  Any normal-sized weapon can be so endowed; it need not be a blade.  The weapon is wrapped in a glowing blue-black light, and any creature struck by the weapon is subject to it’s effects.  The force surrounds the weapon for only a very short time, and if no successful hit is scored in that time it fades with no effect. The shadowforce draws strength from the victim and transfers it  to the blade wielder (who need not be the caster).  On a successful hit, the victim must make a Fortitude save or be drained of 1 strength point, which is transferred to the attacker. It is possible for multiple drains to occur if the attacker makes multiple successful hits during the active duration (but no more than one drain per round). The strength transfer fades 10 rounds after the hit, at that  time the victim regains his strength and the attacker loses the extra gained. 


ShadowBolt (Invocation/Evocation)
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  1 creature
Duration:  Instantaneous
Saving Throw:  Fortitude half
Spell Resistance:  Yes
 The Shadow Bolt spell creates a pencil-thin beam of pure darkness which flashes forth to strike the target.  The victim is entitled to a Fortitude save to reduce the affects of the bolt.
 When struck, the victim suffers 1d4 points of damage per caster level and loses 1 point of strength per 2 caster levels (save for 1/2 effect, round down). Any light sources he carries are extinguished; Continual Light returns after 1d4 minutes and all lesser sources are canceled.  Drained strength returns at a rate of one point per 10 minutes. 
 Victims cannot be drained below a Strength of 1.
 Note that this spell may be applied by touch, in which case the Save DC is increased by +6!


Shadowcat (Illusion)
Level:  Sor/Wiz 7
Components:  V, S, M
Casting Time:  1 action
Range:  400’ +40’ / level
Effect:  Special
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  Yes
 When this spell is cast, the wizard brings into being a cat made of shadow. The shadowcat is the size of a normal cat and may be either grey or black at the caster’s option. The caster has complete telepathic control of the feline; he can see, hear, and even speak through it as long as it remains within range. At the moment it moves out of range, the shadowcat vanishes. The caster does not need to concentrate on the shadowcat. 
 The shadowy feline is non-corporeal, making it subject only to magical or special attacks.  Normal attacks have a 50% miss chance. It has AC 15, a movement rate of 45’, and base saving throws equal to those of the caster. The cat dissipates if it loses hit points equal to one-half the caster’s total hit points. The shadowcat has no attacks of its own and cannot touch or carry objects. A successful dispel magic spell causes the cat to vanish.
 A shadowcat makes practically no sound as it moves. It has a +20 hide modifier, and +20 move silently.  It can pass through small holes or narrow openings.
 The material components of this spell are a black pearl of at least 100 gp value and a claw from a grey or black cat.


Shadow Mastiff (Conjuration/Summoning)
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 round
Range:  25’ +5’ / 2 levels
Effect:  Special
Duration:  3 rounds +1round/level
Saving Throw:  None
Spell Resistance:  Yes
 The Shadow Mastiff spell is the junior cousin of Summon Shadow. It calls forth from the Plane of Shadow a small pack of Shadow Mastiffs.  The spell conjures 1d4 of the creatures.  The caster exerts enough control over the pack to cause them to attack opponents, but the creatures are not intelligent, do not speak, and can perform little if any other actions.  The duration of the spell is too short to use them as guard beasts.
Shadow Mastiff-Size M, HD 4d8+12, Init +2, Speed 50’, AC 14, Bite +7, Dmg 1d6+4, SA Bay (Will DC 13 or panicked), Trip, SQ Shadow blend (90% concealment in shadows), scent, Saves Fort +7, Ref +5, Will +5, Skills Listen +8, Spot +8, Wilderness Lore +7 (+11 using scent)


Shadow Hand (Conjuration/Summoning)
Level:  Sor/Wiz 3 
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’/level
Effect:  1 spectral hand
Duration:  Special
Saving Throw:  No
Spell Resistance:  Yes
 This spell almost exactly duplicates the visual aspects of the Spectral Hand spell (q.v.), in that it generates a ghostly, glowing black hand that materializes within the spell’s range and moves about as the caster desires.  The two spells are visually identical, and indistinguishable from each other once cast, except by effect. The hand moves as the caster desires, and can receive flank attack bonuses if the caster is in a position to do so.  It attacks with the same combat bonus as the caster.  The caster cannot perform other actions while directing the hand, else it is dispelled.  It is vulnerable to magical attacks only, and any damage destroys the hand. The hand remains until a successful attack is made, and then vanishes. Creatures struck by the hand are afflicted exactly as per the touch of a Shadow (q.v.); they suffer 1d6 temporary Strength damage.  The victim cannot be drained below strength 3, and lost strength returns in 2d4 minutes.  Negative Energy Protection will protect from this spell.


Shadow Touch (Evocation/Necromancy)
Level:  Clr 2, Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Creature touched
Duration:  1 round/level or until discharged
Saving Throw:  None
Spell Resistance:  Yes
 This spell almost exactly duplicates the visual aspects of the Vampiric Touch spell (q.v.), in that the wizards hand is covered with a black glow.
 The hand glows until a successful attack is made, and then begins to fade over the next round (though it is now harmless). Creatures struck by the hand are afflicted exactly as per the touch of a Shadow (q.v.); they suffer 1d6 temporary Strength damage.  For every two levels of the caster, the hand takes 1 additional round to fade (though still harmless after a successful hit). The victim cannot be drained below strength 3, and lost strength returns in 2d4 minutes. Negative Energy Protection will protect from this spell.


Silent Passage (Alteration)
Level:  Clr 2, Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  One creature per three caster levels
Duration:  2 rounds/level
Saving Throw:  None
Spell Resistance:  No
 This spell enhances or bestows the ability to Move Silently. Wizards often use it to mask the sounds of a heavily encumbered fighter or a pack animal. Silent passage masks the sounds of armor yet allows normal vocal communication and spellcasting. The spell gives the spell recipient(s) a +20 to their Move Silently chance (armor penalties still apply).
 This spell is normally used to sneak past or surprise sentries or dangerous monsters the caster wishes to avoid.
The material component is a piece of velvet, wrapped around and between two pieces of any kind of metal.


Skimmer (Evocation)
Level:  Sor/Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  60’
Effect:  One Skimmer
Duration:  30 minutes per level
Saving Throw:  None
Spell Resistance:  No
 An improved form of Tenser’s floating disc, the skimmer is designed as a flying vehicle for the caster. The caster reclines in a molded seat at the center of the 3-foot radius disc. The “wings” each have room for one person, or a comparable volume of cargo. It can lift 50 pounds per level of the caster. The skimmer can move at a speed of 120’, and has maneuverability class A at speeds less than move 45’. The caster is protected from acceleration, passengers are not. When stopped, the skimmer can rotate on a dime. The caster has full cover from below. The skimmer can take 5 HP per level of the caster. Ramming, it does 1d6 damage for every 30’ of velocity to both itself and the target. Only the caster can control the skimmer; it hovers motionless if he is unconscious, and the caster must stay within the range or the skimmer vanishes. The skimmer is a stable casting platform.


Slow Rot (Plant)
Level:  Dr 2, Clr 3
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  Special
Duration:  1 week/level
Saving Throw:  None
Spell Resistance:  No
This spell increases the amount of time that fruits, vegetables, and grains remain wholesome and ripe. The spell will not take effect upon meat of any kind.
The caster can affect as much as 100 cubic feet of plant material per level. Thus, even a low level priest could effectively keep a farmer’s grain from rotting while in storage or keep the fruit on the trees in his orchard ripe until they are harvested. This spell does not prevent pests (such as rats) from eating the food.
The material component is a pinch of sugar.


Snapshot (Invocation/Evocation)
Level:  Clr 2, Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  Sight
Effect:  One page
Duration:  Instantaneous
Saving Throw:  None
Spell Resistance:  No
 With this spell, the wizard causes an image of whatever he sees, even thermal images and magical auras, to appear on a sheet of parchment or vellum (the material component of the spell). This cannot be used to recreate spell-books or scrolls.


Spell Absorpion (Alteration)
Level:  Sor/Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Caster
Duration:  2 round/level
Saving Throw:  None
Spell Resistance:  No
 This spell turns the caster into a magical sponge.  The caster will completely absorb any Arcane Spell directed at him/her.  Area affect spells are not affected.  Spells are absorbed on a 2 for 1 basis.  For every 2 levels absorbed, the caster gets 1 spell level of energy to use (use is similar to Rary’s NE, maximum of 3rd level spells can be cast).  This energy can be retained for the duration of the spell, and after that, it is lost.  The total spell levels absorbed cannot exceed double the caster’s level.  If that point is reached, the energy detonates from within, causing major damage to the caster.  To determine damage, deduct the number of spell levels cast from the number of spell levels absorbed.  That is the number of dice of damage the caster suffers.  A Fortitude saving throw is allowed for half damage.  Any stored energy is lost in the detonation.
 A successful Dispel Magic will end the spell, and harmlessly dissipate the stored energy.
 The material component is a small piece of coral sponge.


Spell Wall  (evocation)
Level:  Sor/Wiz 5
Components:  V, S, M
Casting Time:  10 minutes+
Range:  Touch
Effect:  1 entryway
Duration:  1 day/level
Saving Throw:  Special
Spell Resistance:  Yes
 With this spell, the caster can trap another evocation spell up to 3rd level within a magical web. The web can fill an entryway up to 100 square feet, and is invisible to normal sight once casting is complete. 
 Only 1 being can trigger the spell, even if 2 pass the opening at the same time. Determine who the lucky one is at random. When the entryway is passed, the creature is effected as if the trapped spell had been cast directly at it. The saving throw is determined by the trapped spell.  Area effect spells do not have their normal area, they too effect only the touching creature. If the victim is carrying a passenger, area effect spells can damage that person as well.
 The spell takes 10 minutes to cast, in addition to the casting time of the entrapped spell. The material component is a piece of Giant Spider web, and of course any component required by the other spell.


Spirit Armor (Necromancy)
Level:  Bard 2, Sor/Wiz 2
Components:  V, S
Casting Time:  1 action
Range:  0
Effect:  The caster
Duration:  10 minutes / level
Saving Throw:  special
Spell Resistance:  No
 This spell allows the caster to surround himself with a portion of his own life essence, which takes the form of a shimmering aura. The spirit armor offers armor protection (+6 to AC) and grants the wizard a +2 deflection bonus to Reflex saves. The spirit armors effects are not cumulative with other types of armor or deflection bonuses.
 The spirit armor is effective against magical and nonmagical weapons and attacks. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting.
 When the spell ends, the aura dissipates and the caster temporarily loses a bit of his life essence, suffering 2d4 points of damage unless he succeeds at a Fortitude save.  No damage is sustained if the save is successful. The hit points lost can be regained only through magical healing.


Spirit Blades (Evocation)
Level:  Clr 3, Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  10’x50’ path
Duration:  1 round
Saving Throw:  None
Spell Resistance:  Yes
 When cast, this spell sends blades of force from the wizard’s fingertips, flashing out to a distance of 50'.  Every creature in their path gets hit by 1d4 of the blades, and each blade does 1d8 of damage.  There is no ST vs this attack, and even non-living things can be damaged by the attack.  Ropes can be cut, wood splintered, and cloth sliced to ribbons.
 The material component of this spell is any mundane dagger.  The dagger is destroyed in the casting.  If a magical dagger is used, more blades are created and each victim is hit by 1d6 blades.  Even magical daggers are destroyed by this spell.


Stoneskin II (Alteration)
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  Creature touched
Duration:  1 day/level
Saving Throw:  None
Spell Resistance:  Yes
 When this spell is cast, the affected creature gains a complete immunity to any one attack by cut, blow, projectile or the like.  Thus, even a sword of sharpness would not affect a creature protected by stoneskin, nor would a rock hurled by a giant, a snake’s strike, etc.  Magic attacks from such spells as fireball, magic missle, lightning bolt, and so forth have normal effect.  Protection from Arrows applies before Stoneskin.  Magic missiles do not count as attacks.  The spell blocks 1 attack, and then dissipates.  Though only one layer of Stoneskin is received with this version of the spell, multiple castings can be done on the same recipient (by the same caster), limited to 1 layer/5 levels of the caster.  So a 10th level wizard could have two Stoneskin II spells in effect at one time.  The material components of the spell are granite and diamond dust sprinkled on the recipient’s skin.


Target Bow (Enchantment)
Level:  Sor/Wiz 1 
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  One Bow
Duration:  2d4 rounds +1round/level
Saving Throw:  None
Spell Resistance:  No
 While this spell is in effect, any arrows fired from the bow (which may not be a crossbow) are +2 to hit a specific target. The wizard must be able to see the target, and call his shot. The +2 only affects hits on the target, not on someone or something that gets in the way.  Note that the arrow fired from the target bow is in no way magical. The material component is a feather from a bird of prey, rubbed against the bow string. 


Tenidar's Spell Resistance (Abjuration) 
Level:  Wiz 5
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  caster
Duration:  1 minute / level
Saving Throw:  None
Spell Resistance:  No
 This spell embues the caster with Spell Resistance equal to 10 plus the level of the caster.
 The wizard will even resist spells he wants to affect him. The spell can be brought down prior to the end of the duration, but it cannot be `lowered' temporarily to allow a spell through, and then re-activated. It's an all or nothing action. A creature’s SR does NOT count against his own spells.


Thunder Staff (Invocation/Evocation)
Level:  Sor/Wiz 4 
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  20’x40’ cone
Duration:  Instantaneous
Saving Throw:  Reflex negates
Spell Resistance:  Yes
 Upon completion of this spell, the wizard raps his staff on the ground and produces a thundering cone of force 5' wide at the apex, 20' wide at the base, and 40' long. All creatures wholly or partially within this cone must roll a successful saving throw or be stunned for 1d3 rounds. Stunned creatures are unable to think coherently or act during this time and are deafened for 1d3 +1 rounds. Additionally, those who fail the save are hurled 4d4 +4 feet by the wave of force, suffering 1 point of damage per two feet thrown. Intervening surfaces (walls, doors, etc.) may restrict this distance, but damage remains the same (4d4 +4).
 If the save is successful, the victim is not stunned, but is deafened for ld3 + 1 rounds and is hurled only half the distance.
 Large creatures who succeed at their saving throws are deafened but are not thrown, suffer no loss of hit points, and are not stunned. If the saving throw is failed, such creatures are hurled 2d4 +2 feet, suffer one point of damage per two feet thrown, and are deafened and stunned.
 The cone of force is considered to have a Strength of 19 for purposes of opening locked, barred, or magically held doors. This spell can move objects weighing up to 640 pounds a maximum distance of 4d4 +4 feet. Fragile items must make a saving throw vs. crushing blow or be destroyed.
 The material components are a vial of rain gathered during a thunderstorm and the wizard’s staff, which must be made of oak. The staff is not destroyed during casting.


Trace (Divination)
Level:  Sor/Wiz 4 
Components:  V, S, M
Casting Time:  1 minute
Range:  10 miles/level
Effect:  Caster (and one object)
Duration:  1 Week
Saving Throw:  None
Spell Resistance:  Yes
 During the casting of this spell, the caster magically inscribes his/her symbol onto the object.  Then, for the duration of the spell, the caster need only think of the object, and if it’s within the spell’s range, the caster will know its direction, and approximate distance (within 1 mile).
 A caster may only have one item so inscribed at any one time, but the object may be of any size.  A Detect Magic will show a faint aura, and a See Invisibility will show the caster’s symbol.  A Spellcraft check (DC 24) will identify the purpose of this mark.
 The material component is a lodestone, which is not destroyed by the spell.


Tracer (Divination) reversible
Level:  Sor/Wiz 4 
Components:  V, S, M
Casting Time:  10 rounds
Range:  0
Effect:  25’ radius sphere
Duration:  10 minutes
Saving Throw:  None
Spell Resistance:  No
 This spell allows the caster to determine wizard spells which have been cast in an area up to 24 hours ago.  After casting the spell, the mage checks for individual spells, one per round.  For instance, the mage sees a burnt room, and casts Tracer.  He then inquires, “Fireball?” and the spell gives the answer, yes or no.  He can then continues (perhaps looking for escapees) “Teleport?”, “D-Door”, “Fly”.  Spells can be detected no matter which ‘end’ of the spell was in the area of effect (i.e. either end of a Teleport, or casting/recieving a Send spell).  Only arcane spells can be detected for, not divine.


Turn Pebble to Boulder (Alteration) reversible
Level:  Sor/Wiz 4 
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  Special
Duration:  Special
Saving Throw:  None
Spell Resistance:  No
 At the culmination of this spell, the caster hurls a pebble which grows and increases in speed, becoming a deadly boulder that inflicts 3d6 +8 points of damage if it strikes the target.  The caster’s combat bonus is used to determine success, and the caster is considered to be proficient with the thrown pebble and receives no penalty for range. The maximum range of attack is equal to 50 feet plus 10 feet per level of the caster. Only the caster may throw the pebble.
 The caster can enchant one stone at 7th level and gains one stone per three levels of experience thereafter (two stones at 10th level, three at 13th level, etc.). The round after the spell is cast, the caster can throw the pebbles with his normal attack bonuses, as many pebbles as the caster has attacks per round.  At minimum, the caster must throw at least 1 pebble per round, failure ends the spell.  Each pebble requires a separate attack roll. Pebbles may be thrown at different targets within range.
 The material components are pebbles, which revert to normal size when the spell expires.
 The reverse of this spell, turn boulder to pebble, shrinks a boulder to the size of a pebble. It affects only naturally occurring rocks and can not be used to shrink a statue or a cut gemstone.
 The number of rocks that may be affected is equal to the number of experience levels of the caster. Boulders must not exceed one cubic foot per level of the caster. Thus, a 10th-level wizard could shrink 10 rocks, each of which is equal to or less than 10 cubic feet in size. All rocks are affected in the same round the spell is cast.  Boulders that have been shrunk remain so for 1 round / level or until dispelled.


Tysiln’s Wondrous Carriage (Evocation, Illusion/Phantasm)
Level:  Sor/Wiz 4 
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  Special
Duration:  1 hour/level
Saving Throw:  None
Spell Resistance:  No
 This spell creates a translucent force energy vehicle that glows with a ghostly, emerald light. The vehicle forms anywhere within the spell’s range, as desired by the caster. Also, the caster may determine what the vehicle will look like, but it must be some type of carriage, wagon, buggy, or the like. Thus, the caster may create a fancy coach, a wagon, or even a chariot, but it must be a representation of an actual wagon-like vehicle in both size and appearance.
 Accompanying the carriage is a team of four illusory horses, and like the vehicle the horses shed an eerie green radiance, but all must be of the same type (e.g., prancing horses, draft horses, etc.), the caster desires.
 At the caster’s mental command, the carriage will move (up to speed 60’), though he must be a passenger in order to do so. If the caster vacates the carriage thereafter, it will come to a halt, but not so quickly as to harm or eject any remaining passengers. This movement rate can be maintained over any terrain so long as there is room to accommodate the carriage; it cannot pass through solid matter. Furthermore, the ride will always feel smooth, as though the vehicle were traveling on a paved road, even if moving over rough terrain.
 The caster need not concentrate to maintain the spell, though one round of attention is required to make the vehicle change speed or direction (from a set course), or stop. Otherwise, the caster may perform other actions, including spellcasting, reading, or the like.
 Due to the carriage’s force-energy composition, passengers are partially shielded from outside attacks, receiving +4 cover bonus to their AC and Reflex saves. Note that the force energy employed to create the vehicle is not equal to a wall of force, so even if the vehicle is entirely enclosed (e.g., a stagecoach, carriage, etc.), occupants never receive more protection than the +4 bonus, though it will negate magic missiles directed from a source outside the carriage.
 The glow produced by the carriage extends to a distance of 30 feet in all directions (but not through solid barriers), and can be seen up to 300’ away in dim light, 1500’ in complete darkness. It is a soft, non-blinding glow that allows reading, inspection of small items, and the like. Spells and magical devices that can absorb or destroy force energy (e.g., wand of force) will affect the carriage, as will a successful Dispel Magic. The carriage cannot pass through magical barriers of any sort, but is not harmed by such magic if contact is made. Other magical attacks and effects will not harm the vehicle or horses, but can affect its passengers, as noted above. If the vehicle is destroyed or the spell’s duration expires while it is moving, passengers suffer 1d6 hp damage per 30’ of movement due to inertia. Thus, if the vehicle is moving at maximum speed (speed 60’) when the spell ends, its passengers suffer 2d6 hp of damage.
  The focus for this spell is a miniature model of the vehicle to be created (carved from a green gemstone worth at least 500 gp) and the material components are a lock of green-dyed horse hair from the type of horse the spell is to create.  The material components are consumed in the casting.


Undead Ward (Guardian/Necromancy)
Level:  Clr 5
Components:  V, S, M
Casting Time:  2 minutes
Range:  0’
Effect:  cube 5’ / level on a side
Duration:  10 minutes/level
Saving Throw:  None
Spell Resistance:  Yes
This spell prevents most types of undead creatures from entering the area of effect (a cube whose sides equal the caster’s level times 5 feet-a 15th-level caster could affect a cube whose sides equal 75 feet).
When an undead creature attempts to enter the protected area, the creature is affected by the ward as if it were being turned by a priest two levels lower than the caster. The casting priest need not have the ability to turn undead himself. Thus, an undead ward created by a 10th-level priest would turn creatures as if by an 8th-level priest.
The results of the turning attempt are calculated normally. If a large number of undead assault the warded area, not all of them are turned by the spell, since the normal limitations apply. Undead who are unaffected by the turning attempt ignore the undead ward for its duration. Undead within the area of effect when the spell is cast are not affected. However, when such undead leave the area of effect, they are subject to the effects of the spell if they attempt to reenter.
The material component is the priest’s holy symbol, which must be carried around the perimeter of the area to be warded.


Unseen Manservant (Conjuration/Summoning)
Level:  Sor/Wiz 4 
Components:  V, S, M
Casting Time:  10 minutes
Range:  0
Effect:  See below
Duration:  1 day/gold piece value of wire
Saving Throw:  None
Spell Resistance:  No
 After this spell is cast, a magical and very skilled servant is
called into existence. This servant is a combination of butler, chauffeur, cook, etc. who can perform as well as any normal servant. They are usually created to “keep house” when the wizard is away for long periods of time or to help in magical research (feeding, fetching etc.).  The servant can be ‘set’ to travel with the caster, in which case its maximum range from the caster is 60’.  Or it can be ‘set’ to serve a building, in which case it is limited to the building and its grounds.


Urlich's Diamond Blade (Alteration, Enchantment)
Level:  Sor/Wiz 6
Components:  V, S, M
Casting Time:  1 round
Range:  Touch
Effect:  One edged melee weapon
Duration:  1 round +1 round/level
Saving Throw:  Special
Spell Resistance:  Yes
 This spell turns an ordinary edged melee weapon into a blade of sharpness, similar to a Sword of Sharpness. For the duration of the spell, the weapon is treated as a weapon +3 or better for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls. However, on a very high roll, it may sever an extremity, or cause other extra damage, determined by a dice roll. The spell functions on existing magical weapons.
 Target creatures with 6 or more Hit Dice get a Fortitude save to avoid losing a limb or decapitation.
 For an item to Save, it must roll its Magical Plus (or Quality) or lower on a d6.
 The material component for this spell is a 500 GP diamond.
These results are instead of a Critical Hit roll:

 on a 18 
 1- ST or destroy shield 
 2- ST or damage armor -1 to AC, and lose plusses till repaired
 3- ST or destroy weapon 
 4- do double damage 
 5- roll to hit on 2nd opponent 
 6- slice limb, 2x dmg 

on a 19
1- ST -1 or destroy shield
2- ST -1 or destroy armor 
3- ST -1 or destroy weapon
4- roll to hit on 2nd & 3rd opponent
5- roll to hit on all opponents
6- slice limb, 2x dmg

 on a 20 
 1- roll to hit on 2nd & 3rd opponent
 2- roll to hit on all opponents
 3- slice limb, 2x dmg
 4- slice limb, 2x dmg
 5- slice limb, 3x dmg
 6- decapitation (if applicable)

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