Index: Spells Absorb Strength Necromancy (White)Tier: 1Components: Verbal, SomaticCasting Time: 1 major actionRange: TouchTarget: Dying creature touchedDuration: 10 minutes per HD of subject; see textSaving Throw: Death partial; see textThe man grows still, and you grow stronger. Your touch drains away the last of a creature’s life force, fuelling your own power. The creature must make a Death save or die. If the creature dies, you gain 1d8 temporary hit points and a +2 bonus to Strength. This effect lasts for 10 minutes per HD of the subject. If the creature succeeds on its save, the spell does not kill it, but it must make a new save each round for as long as you choose to concentrate on the spell. Augmentation:If you cast this as a tier 2 spell, you also regain 1 recovery die when you kill the target.Acid Arrow Evocation [water]Tier: 2Components: Verbal, SomaticCasting Time: 1 major actionRange: 360 ftEffect: One magic arrowDuration: 1 round + 1 roundSaving Throw: NoneYou cast a blurred green arrow towards your foe. The bolt turns to clinging, hissing acid as it strikes him. A magical bolt of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. On the next round, the acid deals an additional 2d4 points of damage unless it is somehow neutralized. Augmentation:For each extra spell point you invest, the acid lasts for one more round (up to a maximum total of [½ caster level] rounds).Alarm Abjuration (Ward)Tier: 1 Components: Verbal, Somatic Casting Time: 1 round Ritual Casting Time: 10 minutes Range: Touch, see text Area: See text Duration: 2 hours/level Saving Throw: None From behind you, you hear a terrible shriek. It seems your escape will not be so easy after all. When you cast this spell, you ward an area or object. If you ward an object you need only touch the object while you cast the spell. If you ward an area, you must pace out the perimeter as you cast the spell. The warded perimeter may be as long as 150 ft + 10 ft per caster level. Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches or opens (you decide if one or both of these trigger the alarm) the warded object. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. Mental AlarmA mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. Audible AlarmA deafening clamor, and anyone within 120 feet of the warded area can hear it clearly. The sound lasts for 1 round. Augmentation:If you cast this as a tier 2 spell, the creature who triggers the alarm and all others within 10 ft must make a Spell save or be stunned for 1 round.Alter Magic Aura IllusionTier: 2 Components: Verbal, Somatic Casting Time: 1 full round Range: Touch Target: One touched object weighing up to 5 lb/level Duration: 1 day/level (D) Saving Throw: NoneYou work quietly, carefully concealing the magic of the orb. Your deception will be revealed when they touch it, but by then it will be too late. You alter an item’s aura so that it appears to magical examination as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.Higher tier divination spells can see through alter magic aura.If the targeted item’s own aura is exceptionally powerful, alter magic aura doesn’t work.Animate Dead Necromancy (Black) Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: 40 ft Targets: One or more corpses Duration: Instantaneous Saving Throw: None It begins with a twitch, and then a dozen dead eyes snap open. This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. With each casting of this spell, you can create 1 HD of undead per caster level. These undead count against the number of HD of undead you can control (normally 2 HD per caster level). If you ever exceed this limit, the undead farthest from you slip out from your control until you no longer exceed your limit. Unlike more powerful necromancy spells, Animate Dead does not create truly independent undead. The skeletons or zombies created by this spell are sustained by your magic, and collapse back into death if you cut off that magic. When you cast this spell, the spell points you spend in the casting are divided among the undead you create (Example: if you create 5 skeletons, a spell point is invested in each one). These spell points cannot be recovered by resting or any other means while the undead remain--your spell point maximum is lowered. As your undead minions are destroyed, your maximum increases and you may again recover the spent spell points. If you spend a major action to dismiss the spell, you can cut off your creations, instantly destroying all the undead you have created with this spell, and increasing your spell point maximum back to normal. If you create less than the maximum HD of undead you can create with a casting of this spell, you should still divide the casting cost of this spell among the maximum HD you could have created to learn how many spell points are invested in each creature. Any undead you create with this spell are destroyed if you die or lose your ability to cast spells.Anticipate Attack Divination Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Self Duration: 1 round/level Saving Throw: none As you complete the spell, a vision of your own death flashes through your mind. You peer moments into the future, gaining a warning of a coming attack. The first time you are attacked during the duration of this spell, the attack suffers a -15 luck penalty. After the first attack, the spell ends.Arc of Vengeance Evocation [electricity] Tier: 2 Components: Verbal, Somatic Casting Time: 1 reaction or 1 major action Range: Touch, see text Target: Creature or object touched Duration: Instantaneous Saving Throw: Reflex half You punish your assailant, blasting her before she can get out of reach. You can cast this spell as a reaction when an enemy strikes you in melee. You may immediately make a melee touch attack against your attacker; if the attack hits, the spell deals 3d8 points of electricity damage. Alternately, this spell can be used on your turn as a touch spell, dealing its damage with a successful melee touch attack. Augmentation:For each extra spell point you invest, you can increase the damage by 1d8 (up to a maximum total of [caster level] d8).Arcane Mark Universal Tier: 0 Components: Somatic Casting Time: 1 major action Range: Touch Effect: One personal rune or mark, all of which must fit within 1 sq. ft. Duration: Permanent Saving Throw: None As you touch the door, your sigil flows out from your finger, burning into the ancient wood. This spell allows you to inscribe your personal rune or mark. The sigil can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material on which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible. See invisibility, true seeing, and similar effects also allow a user to see an invisible arcane mark. The mark can be dispelled or removed by an erase spell, or at will by the caster. If an arcane mark is placed upon a living being, normal wear gradually causes it to fade in about a month.Arcane Lock Abjuration (Ward) Tier: 2 Components: Verbal, Somatic, Material Casting Time: 1 major action Ritual Casting Time: 10 minutes Range: Touch Target: The door, chest, or portal touched, up to 30 sq. ft./level in size Duration: Permanent Saving Throw: None The mark burns upon the chest, and then fades. You do not bother with the old brass lock. An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock with a touch; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.) Material ComponentGold dust worth 2 gp, used in markings upon the door. Ordinary chalk can be substituted, but the spell lasts for only 1 minute per caster level.Arcane Sight Divination Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal Target: You Duration: 1 min/level (D) As you complete the spell, runes bloom in the air before you, a deadly barrier made visible. This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. If you focus on a particular aura (as a major action, or more for more complex magic), you may use the Spellcraft skill to try to determine the rough function of an aura (make one check per aura, DC 15 + spell tier). If you attempt to analyze an overwhelming aura, a Spell save may be called for to avoid stunning or worse. If you concentrate on a specific creature within 120 feet of you as a major action, you can determine whether it has any spellcasting or spell-like abilities, and the strength of the most powerful spell or spell-like ability the creature currently has available for use.Arrow Deflection Abjuration (Ward) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal Target: You Duration: 1 min/level (D) With a wave of your hand, the air before you shimmers, and the poisoned arrow is diverted from its lethal course. This spell wards the caster against projectiles. When you would be struck by a ranged weapon, you can use a reaction to make a Reflex save with a DC equal to the attack roll. You gain a bonus on this save equal to your caster level. If you succeed, the projectile is harmlessly deflected. You must be aware of the incoming attack to deflect it. Augmentation:If you cast this spell as a tier 3 spell, any arrows you deflect are instead reflected back at the attacker. A reflected arrow targets the character who originally made the attack, and uses their attack roll.Blast of Force Evocation [force] Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 60 ft Effect: One invisible blast of force Duration: Instantaneous Saving Throw: None The spell throws the creature backwards, smashing him into the wall. This spell creates an invisible (save for dust and debris disturbed by its passage) blast of magical force, which flies from your hand as a ray. If you strike a creature with a ranged touch attack, the ray deals 1d6+1 points of damage and may force the target back (or break through a door or other obstacle). Roll a Strength check for the spell with a bonus of +8, opposed as normal for a bull rush. If the spell is used against an object, to can break the object (use the same Strength bonus). A light, poorly secured object is more likely to be sent flying. Augment:For each additional spell point you invest, you can increase the damage by 1d6 (up to a maximum total of [½ caster level] d6). For each extra d6, the spell gains an additional +2 bonus on the Strength check.Blindness Necromancy (White) Tier: 2 Components: V Casting Time: 1 major action Range: 40 ft Target: One living creature Duration: Permanent (D)Saving Throw: Spell Negates You speak the ancient word, and your foe screams as his eyes are clouded. The dark energies of this spell damage the subject's eyes, potentially blinding them. The effects of this spell vary slightly depending on the strength of the victim: 20 HP or less: The creature is blinded. 20 HP or more: The creature's vision is severely weakened. The target is disoriented, and takes a -6 penalty on any checks that rely on sight; beyond 30 ft, they are almost totally blind. If the target's vision is already weakened, a failed save blinds them (even if they have more than 20 HP).Blur Illusion (Glamer) Tier: 2 Components: Verbal Casting Time: 1 major action Range: Touch Target: Creature touched Duration: 1 min/level (D) Saving Throw: Spell negates (harmless) As you touch your companion, their outline blurs into the shadows, concealing them. The subject’s outline blurs and wavers. The subject gains concealment (20% miss chance, may attempt to hide) if they do not already have it, or doubles the effect to 40% if they already have concealment. In areas where the subject already had concealment, they also gain a +5 bonus on stealth checks. This spell grants no benefit in areas of bright light.Burning Hands Evocation [fire] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 20 ft Area: 20 ft by 10 ft rectangle Duration: Instantaneous Saving Throw: Reflex half A sheet of flame pours from your fingertips. A cone of searing flame shoots from your hands. Any creature in the area of the flames takes 2d4 points of fire damage and flammable materials may be set on fire. Augment:For each extra spell point you invest, you can increase the damage by 1d4 (up to a maximum total of [caster level] d4).Burst of Frost Evocation [cold] Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Area: 10 ft radius cylinder, 5 ft high. Duration: Instantaneous Saving Throw: Reflex half The reavers stumble, their crude hide armor half-shredded by the flurry of ice. A disc-shaped blast of whirling snow and ice shards explodes in the target area, dealing 3d4 cold damage. Creatures who fail their Reflex save are also blinded for 1 round. Augment:For each extra spell point you invest, you can increase the damage by 1d4 (up to a maximum total of [caster level] d4).Burst of Sparks Conjuration [electricity] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Area: 10 ft radius burst Duration: 1 round/level; see text Saving Throw: Reflex partial; see text The cyclops smashes its club into the ground beside you, clumsily batting at the sparks with its left hand. Blinding white sparks explode into the target area, sticking to surfaces and creatures. Creatures within the area of the spell are blinded for 1 round, and then disoriented for 1 round per level. A creature who succeeds on a reflex save is not blinded, but is still disoriented. The sparks radiate bright light out to 30 ft, and dimly illuminate for another 30 ft beyond that.Charm Enchantment Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One humanoid creature Duration: 10 minutes/level Saving Throw: Charm negates The guard’s confusion turns to drugged compliance as you mutter the last word of the spell. This charm makes a humanoid creature regard you as a trusted friend or ally. If the creature is currently being threatened or attacked by you or your allies it receives a +10 bonus on its saving throw. You do not control the target, but they perceive your words and actions in the most favorable way. You must win an opposed Charisma check (or otherwise convince the target) to get them to do something they normally wouldn’t do. Any threatening act by you or your apparent allies breaks the spell. When the spell ends, the target knows it has been charmed. Augment:If you cast this spell as a tier 4 spell, it is not restricted by creature type and size OR the duration increases to 1 day/level.Clairvoyance Divination (Perception) Tier: 3 Components: Verbal, Somatic, Focus Casting Time: 1 minute Range: 600 ft Effect: Magical Sensor Duration: 1 minute/level (D) Saving Throw: None Bit by bit, you cast your mind from your body, forcing your consciousness farther and farther. Slowly, your third eye opens, and you can see the Duke’s study. Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying. Focus:A small crystal.Clinging Lightning Evocation [air] Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: Conductive object of up to large size, or 20 ft radius spread of a conductive surface. Duration: 3 rounds Saving Throw: None, see text. The orc thrashes and screams, tearing at his crude mail, trying to escape the lightning. This spell charges a conductive object or surface with magical power, causing it to deal 1d6 electricity damage to creatures physically touching the target. This spell can target objects in a creature’s possession, but the creature is entitled to a Spell save to negate the effect. Augmentation:For each extra spell point you invest, you can increase the duration by one round (up to a maximum total of [caster level] rounds).Close Wounds Necromancy (White) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: touch Target: One dying creature Duration: Instantaneous Saving Throw: Spell negates (harmless) The flow of blood slows. His pulse is weak, but steady. This spell can stabilize a dying creature by stopping the loss of blood. Roll a special check with a +4 bonus against the wound DC. If you succeed, the target becomes stable. Augmentation:For each extra spell point you invest, you can increase the bonus on the check by one (up to a maximum bonus of your caster level).Command Enchantment Tier: 1 Components: Verbal Casting Time: 1 major action Range: 40 ft Target: One living creature per 2 caster levels (minimum 1) Duration: 1 round Saving Throw: Charm negates You focus your power into a single word, a command. The target is compelled to obey your one-word command. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.Answer: The target answers a previously posed question to the best of its ability. In a single round, it can give only a very short answer. Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.Drop: The target drops whatever it is holding and then ends its turn.Flee: The target spends its turn moving away from you by the fastest available means.Grovel: The target falls prone and then ends its turn.Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. Augmentation:If you cast this as a tier 2 spell, the spell has a duration of concentration. You need not speak again after the first command, only maintain focus on the subject(s). Subjects are entitled to a new save to break free of the effect each turn.Command Undead Necromancy (Black) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One undead creature with Int 6 or less. Duration: One day/level Saving Throw: None The animated corpse stops its stumbling movement toward you, standing idle as it awaits your command. Your spell binds the will of an undead creature to your own, compelling it to obey your orders. Creatures inclined to disobey an order (such as a wight ordered away from a body) may attempt an opposed Charisma check to resist, but you may give the order again without penalty. Nonintelligent undead creatures can understand only basic commands. They won’t usually resist suicidal or obviously harmful orders. These undead count against the total HD of undead you are able to control (normally 2 HD per caster level). If you ever exceed this limit, the undead farthest from you slip out from your control until you no longer exceed your limit. Augmentation: If you cast this as a tier 3 spell, you can target multiple creatures.Conjure Ice Conjuration [cold] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Effect: Ice Duration: Concentration, up to 5 rounds Saving Throw: None Ice creeps from your fingertip, filling the inside of the lock and jamming the door shut. Ice spreads from your fingertips. In one round, you can cover one adjacent 5 ft square with a thin layer of ice. You can only spread ice about a foot from your touch. The ice spreads too slowly to trap creatures. This ice spreads over objects and surfaces, so it is difficult to shape or sculpt as you produce it. Characters must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks increases by +5. After one minute per caster level, the summoned ice disappears.Continual Flame Alteration [fire][light] Tier: 2 Components: Verbal, Somatic, Material Casting Time: 1 round Range: Touch Effect: Magical, heatless flame Duration: Permanent Saving Throw: None You uncover the gem, and the room fills with a ghostly light. This spell enchants a gem to emit a magical flame. The flame is similar in brightness and appearance to a torch, but creates no heat and consumes no oxygen. A continual flame can be covered and hidden, but not smothered or quenched; it even works under water. When you cast this spell, you can specify a command word which turns the flame on and off. Material Component:The gem to be enchanted, a ruby worth at least 30 gp. Larger and finer rubies are said to produce better flames.Counterspell Abjuration (Negation) Tier: 2 Components: Verbal, Somatic Casting Time: 1 reaction or 1 major action Range: 120 ft Duration: Instantaneous Saving Throw: None Before the necromancer’s curse can strike down your ally, your word undoes his spell. You cast this spell as a reaction, triggered when you notice someone casting a spell. Counterspell interferes with their spell, causing spells of a lower tier to fail automatically. Spells of the same tier only fail if you succeed on a caster level check (DC equals 10+target’s CL). Counterspell never works on higher tier spells. You can even cast counterspell on your turn, as a reaction to an enemy countering your spell; if you counter the enemy’s counter, your original spell succeeds. You cannot counterspell twice in the same "exchange" of spells and counterspells, even if you have more than one reaction. Augmentation:You can cast this spell as a Tier 3 or Tier 4 spell, allowing it to counter spells of those tiers.Create Image Illusion (Glamer) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Effect: Illusory construct which fits in one 10 ft cube/level Duration: Concentration (see text) Saving Throw: See text From the corner of your eye, you see the hired thug moving quickly towards you, table-leg in hand. Perhaps a detachment of the king’s bodyguard will deter him. You create an illusory magical construct which takes the form of a number of objects, creatures, or some other phenomena that fit within the spell’s area. You design the exact appearance and behavior of the apparitions. The image appears at a spot that you can see within range and lasts for the duration. As long as you are within range of the illusion, you can use a minor action to redirect the spell, altering the image. You can’t change what the image appears to be, but you can change what it is doing. Alternately, you can cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. The image lacks substance, and objects pass through it effortlessly. Small objects passing through an image cause it to waver and shift; objects larger than a human will destroy the image completely. A creature who sees an image disrupted is likely to recognize it as unreal. A creature that uses a minor action to examine the image can determine that it is an illusion with a successful Perception check against your spell save DC. Even if a creature discerns the illusion for what it is, the image remains in place. If a creature points out to others that an image is unreal, they immediately receive another save with a +4 bonus. Augmentation:Normally, this image is purely visual, but when cast as a higher tier spell, it can fool more senses: Cast as a tier 2 spell, it can produce sound. It also lasts for 1 round after you stop concentrating. Cast as a tier 3 spell, it can produce smell. It also lasts for 2 rounds after you stop concentrating. Cast as a tier 4 spell, it can produce thermal sensations. It also lasts for 3 rounds after you stop concentrating.Curse of Weakness Necromancy (White) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target: One creature Duration: 1 minute/level Saving Throw: Spell negates As you complete the spell, the target struggles to escape his attackers, swinging his mace feebly as the corpses surround him. This spell weakens and slows an enemy. Their speed is reduced by 10 ft (to a minimum of 15 ft) and they take a -2 penalty on attack rolls and saving throws. Augmentation:If you cast this as a tier 3 spell, it affects every living creature in a 15 ft radius burst.Daylight Evocation [light] Tier: 3 Components: Verbal, Somatic, Material Casting Time: 1 major action Range: 60 ft Area: 60 ft radius burst, centered on you Duration: Concentration, see text Saving Throw: None You open your hand, and pure white light spills forth. A brilliant light, like a miniature sun, appears in your hand. It sheds bright light in a 60 ft radius, and dim light for another 60 feet beyond that. Creatures which take penalties in bright light also take them while within the radius of this magical light. Undead creatures take 5d4 damage as long as they remain within the inner circle of light; most undead flee the light in terror. Any fear effects caused by undead are likely to be ended when the spell is cast. Daylight overcomes darkness spells of a lower tier, struggles against darkness of the same tier, and fails against higher tier darkness effects. This spell is difficult to maintain. You can maintain this spell for a number of rounds equal to your caster level without expending any additional energy, but after that point, you must spend spell points as if you were casting this spell again (which renews the duration of the spell). Augmentation:For each extra spell point you invest, you can increase the damage by 1d4 (up to a maximum total of [caster level] d4). Material Component:A flame or spark, which you take into your hand as you cast the spell.Dancing Lights Evocation [light] Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Effect: 1d4+1 lights, all within a 10 ft radius area Duration: 1 minute (D) Saving Throw: None Four spheres of light drift up from your palm, rising to illuminate the ceiling of the ancient temple. You create 1d4+1 glowing spheres of light, which illuminate as torches. The lights must stay within a 20 ft radius area in relation to each other, but otherwise move as you desire (no concentration required). The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spells range. The lights have no mass, and dissolve into a puff of mist if struck. You can use these lights to disorient an opponent by striking them, but it requires a major action and consumes all remaining lights.Darkness Alteration Tier: 2 Components: Somatic Casting Time: 1 major action Range: 360 ft Area: 60 ft radius sphere Duration: 1 minute/level With a whispered word, the torches lining the long hall go out one by one, plunging the passage into darkness. Light sources within the area of the spell are snuffed out. Torches and the like are put out, and magical lights are suppressed for the duration of the spell. Especially large sources of light (bonfires, etc.) have their radius of illumination halved.Daze Enchantment Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One creature of 4 HD or less Duration: 1 round Saving Throw: Charm negates Just as he raises his axe to finish your ally, the orc pauses, confused. This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. Augmentation:If you cast this as a tier 2 spell, it can affect creatures of any type with 6 or fewer HD.Death Armor Necromancy (White) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal Target: You Duration: 1 minute/level As your foe strikes you, a gout of black flames hisses along his blade. He screams as it reaches his hand. When you are struck by a nonmagical weapon, this spell has a 20% chance to harmlessly deflect the blow. Any creature which strikes you with a natural weapon or melee weapon without reach takes 1d6+1 points of damage. Note that miss chances (like those granted by concealment or blur) are not rolled separately, but stack with each other (up to a maximum of 50%). Augmentation:For each extra spell point you invest, you can increase the damage by 1 (up to a maximum total of 1d6 + [½ caster level]).Deflect Abjuration (Ward) Tier: 1 Components: Verbal, Somatic Casting Time: 1 reaction or 1 major action Range: Personal Target: You Duration: Instantaneous With a shout and a desperate gesture, you deflect the blow in a shower of blue sparks. This spell grants you a +4 shield bonus to AC against a single attack (which must by incoming when you cast the spell). You can cast this spell as a reaction when an enemy attacks you in melee. Alternately, this spell can be used as a major action (usually to be readied against a ranged attack). Augmentation:For each extra spell point you invest, you can increase the AC bonus by 1 (up to a maximum total of 3 + [½ caster level]) If you cast this as a tier 4 spell, the attacker’s weapon shatters if the attack fails to hit your AC. Magic weapons are not subject to this effect, and creatures attacking with natural weapons instead take 2d6 sonic damage.Despair Enchantment [fear] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One creature/level Duration: 1 round/level Saving Throw: Fear negates The champion’s expression of resolve slips, hope replaced with despair. Affected creatures are shaken, and can only take a single minor action or major action each turn, but not both (nor may they take full-round actions). Additionally, they take a -2 morale penalty to AC. Augmentation:If you cast this as a Tier 4 spell, it affects everyone within range (except you) and lasts for 1 minute/level.Detect Magic Divination Tier: 0 Components: Somatic Casting Time: 1 round Range: Touch Target: Creature or object touched Duration: Concentration Saving Throw: None You close your eyes, reaching out with your mind to feel the winding patterns of magic which resonate within the staff. You detect magical auras. The amount of information revealed depends on how long you study a particular subject. Many effects (magically charged areas, carefully designed illusions, etc.) may interfere with spell or give the caster inaccurate information. 1st RoundYou feel the presence or absence of magical auras. 2nd RoundYou know the number of different magical auras and the power of the most potent aura. If the most potent aura is overwhelming, a Spell save may be called for to avoid stunning or worse. 3rd RoundYou know the strength of each aura. You may use the Spellcraft skill to try to determine the rough function of an aura (make one check per aura, DC 15 + spell tier). The following table provides a guide to the power of different auras. Moderate and strong magic can leave behind lingering auras, which remain detectable as normal (but obviously nonfunctional) for hours, days, or even weeks. Overwhelming auras can linger for centuries. Aura Power Faint Moderate Strong Overwhelming Tier 0 or 1 Tier 2 or 3 Tier 4 Tier 4+ Detect Metal Divination Tier: 3 Components: Verbal, Somatic, Focus Casting Time: 1 major action Range: 120 ft. Effect: Cone-shaped emanation Duration: Concentration, up to 1 minute/level Saving Throw: None You scan about with the rod, feeling it pull gently towards the hidden cache. You can detect large accumulations of metals, whether worked or unworked. The spell will detect everything from a vein of iron ore to a pile of gold coins, even through solid stone or other barriers. When you cast this spell, you must concentrate on a small sample of the metal you're searching for. If an accumulation of that metal 10 pounds or larger is within the spell area, you will unerringly sense it (most coins are 50 to the pound). Each round you can turn to detect things in a new area. The amount of information revealed depends on how long you study a particular area: 1st RoundPresence or absence of the particular metal. 2nd RoundApproximate weight of the metal. 3rd RoundDistance and direction (measured in a straight line) to the metal or mineral. As long as the spell is active, you can change the metal you're trying to detect by simply concentrating on a different sample (it takes a major action to refocus on the new sample). If you stop concentrating on a sample, the spell ends. If your sample is unworked, you will detect only unworked accumulations of the metal, such as ore deposits and mineral veins. You will only detect worked metal, such as gold coins or mithral armor, if your sample is likewise refined. Focuses: A small sample of the metal to be detected.A dowsing rod (a forked, Y-shaped branch or device, which is held in both hands and used to scan about).Detect Secret Doors Divination Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 60 ft. Effect: Cone-shaped emanation Duration: Concentration, up to 1 minute/level Saving Throw: None You close your eyes as you mutter the ancient word. When you open them again, blue white flames now outline the old portrait of the duke. This spell reveals hidden doors, compartments, and caches. All concealed passages, doors, or openings are detected by this spell; even sealed passages may be highlighted so long as some trace remains. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The amount of information revealed depends on how long you study a particular area. 1st RoundYou know the presence or absence of passages.2nd RoundPassages within range are outlined with a pale fire (actually a purely visual effect).Detect Thoughts Divination (Perception) Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 60 ft. Area: 60 ft emanation centered on you. Duration: Concentration, up to 1 minute/level Saving Throw: Spell negates, see text You close your eyes, and reach out with your mind. This spell allows you to detect the presence of thinking creatures, and even read their surface thoughts. The amount of information depends on how long you study a particular area or subject. 1st RoundYou discern presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd RoundYou can distinguish the individual thinking minds in the area. You can determine the number of minds (or the rough number, if the area is crowded). At the same time, you can determine the intelligence score of each mind. This spell gives you only an extremely rough idea of the location of other minds relative to you; nearer minds seem somehow louder, and more distant minds quieter, but it is hard to tell more than this. 3rd RoundYou can enter the mind of a creature within the area and listen to its surface thoughts. If a target succeeds on its Spell save you cannot read its thoughts, and you must cast this spell again to have another chance. While reading a creature’s thoughts, you focus on them so that you lose the ability to distinguish any other minds in the area. If you cease reading a creature’s thoughts, you must spend a round picking out the minds in the area again before focusing on another.Detect Undead Divination Tier: 1 Components: Verbal, Somatic, Material Casting Time: 1 full round action Range: Touch Target: Specially prepared sensor Duration: Permanent Saving Throw: None The amulet smolders in your hand. From behind, you hear a low moan. You enchant a specially prepared talisman to sense the taint of undead creatures. The charm reacts differently depending on the strength of the foul auras: If undead have been present in the general area (about a mile, more if the wind is right), the bone slowly blackens, as if burned. Because the blackening is slow and uneven, it is possible to roughly surmise the direction of the undead. If undead are near (within about 300 feet), the bone blackens quickly, and is totally consumed in about 10 minutes. If the bone is touched to an undead creature, it instantly catches fire and burns to ash in moments. Particularly powerful undead may have unusually strong auras, and undead sealed away beneath the earth may not be detectable at all. Material Component:A bit of bone, at least the size of a child’s knuckle. The charm must be carefully inscribed with runes using a silver stylus (worth 2 sp), which is then driven through the center of the bone. Discern North Divination Tier: 0 Components: Verbal, Focus Casting Time: 1 major action Range: Personal Target: You Duration: Instantaneous You feel a twinge of pain somewhere behind your eye, and then the pull of the bear-star. You instantly know the direction of north from your current position. Focus:A bit of ferrous metal.Dismissal Abjuration Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: 40 ft Target: One extraplanar creature Duration: Instantaneous Saving Throw: Spell negates "Begone, daemon!" This spell banishes extraplanar creatures. The creature must return to its home plane if it fails a special Spell save. DC = spell’s save DC + your caster level - creature’s HD If you know a creature’s true name, it receives no save.Dispel Magic Abjuration (Negation) Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target: One creature, object, or magical effect Duration: Instantaneous Saving Throw: None A word and a wave of your hand, and her control over the elemental is broken. It appears to be more than a little resentful. This spell undoes spells on the target, ending ongoing spell effects. Lower tier spells are ended automatically. Spells of an equal or higher tier are ended if you succeed on a caster level check (DC 11 + their spell’s caster level + number of tiers their spell is above yours). Roll once for each spell which could be affected.Displacement Illusion (Glamer) Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Spell negates (harmless) His form flickers and wavers, and your sword passes harmlessly through empty air. The sorcerer laughs. The subject of this spell appears to be around 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. Note that miss chances (like those granted by concealment or blur) are not rolled separately, but stack with each other (up to a maximum of 50%).Distract Enchantment Tier: 1 Components: Somatic Casting Time: 1 major action Range: 40 ft Target: One creature Duration: 1 round Saving Throw: Charm negates "Huh? What was that?" The creature looks away for a moment, distracted by the subtle magic of your spell. A creature affected by this spell is off-guard until the beginning of its next turn. This diversion is sufficient for you (or anyone else) to attempt a Stealth check or the like.Embrittle Alteration Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Ritual Casting Time: 5 minutes Range: 40 ft Target: One metal object (or part of a larger object) of up to small size. Duration: 2 rounds/level Saving Throw: Spell negates (object) The hinge resists no longer, its shards scattering across the floor as the door falls inwards. The target object becomes brittle, reducing its hardness by 5 for the duration of the spell, thereby making the object easier to damage. Rolling a natural 1 on an attack with a weapon subject to this spell causes it to take damage equal to the amount it would have dealt on a hit.Energy Shield Abjuration (Ward) Tier: 3 Components: Verbal Casting Time: 1 reaction or 1 major action Range: 40 ft Target: One creature Duration: Instantaneous Saving Throw: Spell negates (harmless) The blast of flame streaks towards your ally, but you stop it inches from his skin. When you cast this spell, specify an energy type (acid, cold, electricity, fire, or sonic). Against the next attack with this energy type that would damage the subject, it gains resistance 20. You can cast this spell as a reaction when a creature within range would take damage from energy. Alternately, this spell can be used as a major action. Augmentation:If you cast this as a tier 4 spell, it grants resistance 25.Enlarge Item Alteration Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: Touch Target: 1 touched object of up to 2 lb/level Duration: One minute/level; see text Saving Throw: Spell negates (object) You speak the words, and the coin grows, and grows, until it is a golden disc the size of a dinner plate. You are able to enlarge one nonmagical item (of medium size or smaller) to 16 times its normal size in each dimension (to about 4,000 times the original volume and mass). This change effectively increases the object’s size by four categories. If solid objects block the subject’s expansion, its growth ceases. Objects changed by an enlarge item spell can be returned to normal size merely by a word of command from the original caster. Restoring the enlarged object to its normal size ends the spell.Enthrall Enchantment Tier: 2 Components: Verbal, Somatic Casting Time: 1 round Range: 120 ft Targets: Any number of creatures Duration: Up to 1 hour Saving Throw: Charm negates; see text The tavern is totally focused on your performance now. You smile as you notice your companions moving among them, relieving them of their purses. If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a faction unfriendly to you gets a +4 bonus on the saving throw.A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d6 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d6-round delay still applies) if you lose concentration or do anything other than speak or sing.If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.Erase Alteration Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One scroll or two pages Duration: Instantaneous Saving Throw: See text Finishing the missive, you erase the page with a word, leaving nothing for prying eyes to find. Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15.Entice Gift Enchantment Tier: 2 Components: Verbal Casting Time: 1 major action Range: 40 ft Target: One creature Duration: 1 round Saving Throw: Charm negates Your words seem to resonate with power, washing over the vagabond’s mind. He hands you the amulet, his expression blank. The target feels suddenly compelled to give you what it is holding when you cast this spell. On the creature's next action, it moves as close to you as it can get in a single round and offers you the object as a major action. If the subject is attacked during its movement, its spell ends. If the subject is unable to comply, the spell may have no effect.Explosive Runes Abjuration [force] Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: Touch Target: One touched object weighing no more than 10 lb. Duration: Permanent until discharged (D) Saving Throw: See text You find the boy’s body in the morning, the black book still open to the first page. Curiosity is an asset in an apprentice, of course, but only when tempered by caution. You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.False Life Necromancy (White) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: creature touched Duration: 10 minutes/level Saving Throw: None The pain of your wounds vanishes, and you rise again to face your foes. The touched creature no longer feels its wounds. It gains 1d10+1 temporary hp, and takes no penalties from being bloodied or wounded. If the subject becomes staggered, it requires a DC 10 Wisdom check to realize the severity of its wounds. A creature who fails to notice is likely to attempt a strenuous action and collapse from the strain.Feather Fall Evocation (Force) Tier: 2 Components: Verbal, Somatic Casting Time: 1 reaction or 1 major action Range: 40 ft Targets: 1 medium sized creature or object Duration: Instantaneous Saving Throw: Spell negates (harmless) You force yourself to keep your eyes open as the hard ground hurtles toward you, half-screaming the spell just before impact. This spell greatly reduces the momentum of fast-moving creatures and objects. If cast on a falling target just before it hits the ground, the target takes half normal fall damage. Such a maneuver takes close timing, however; the caster must succeed on a DC 10 Reflex save to cast the spell just before impact. A failure means the spell saps less momentum. You can cast this spell as a reaction when you see something about to impact, or as a major action on your turn. This spell is too slow, and the effect too minor, to be of much use against attacks. Augmentation: For each extra spell point you invest, you can target an additional creature or object (up to a maximum total of [caster level] targets). All of the targets must impact within one round to be affected, and you must roll the seperately for each target.Figment Illusion (Figment) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One creature Duration: 10 minutes/level Saving Throw: Charm negates or disbelief, see text As the guard chases down the “thief” you smile to yourself and slip through the door You insert a hallucination into the target’s psyche, which takes the form of a number of objects, creatures or other phenomena. Because this spell is powered by the target’s own subconscious, it can fool all of the target’s senses. You specify what the figment is, and what it is doing (behavior must be fairly simple, but can be reactive). Unlike an image, you do not control the details of the figment’s appearance and behavior; these are supplied by the subconscious of the target. You can create a number of things equivalent to one large object. At the GM’s discretion, far off objects should count as much smaller objects. For the purposes of this spell, the following are equivalent: ¼ colossal = ⅓ gargantuan = ½ huge = 1 large = 2 medium = 3 small = 4 tiny When you cast the spell on the target, it is entitled to a save to negate the effect. The target receives an additional save each time its belief is stretched by some impossible happening (such as: the creature not being hit by an attack which should have landed, others failing to see the figment, the figment failing to respond believably to its environment); if it fails, the target has somehow rationalized or imagined away the inconsistency. If the target succeeds on their save, the spell ends instantly and the figment vanishes. Augmentation:For each extra spell point you invest, you can create another large object (up to a maximum total of [caster level] - 2 objects) If you cast this as a tier 4 spell, it can affect a number of creatures up to your caster level, who all see slight variations on the same figment.Fireball Evocation [fire] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 360 ft Area: 20 ft radius spread Duration: Instantaneous Saving Throw: Reflex half The little ember lands in the midst of the charging orcs. The fiery explosion briefly silhouettes those at the head of the charge before they too are devoured by the flames. You launch a tiny, smoking ember from your hand. It lands within one square of the target (Roll 1d20 to determine precise location. On a roll of 1-8, the projectile scatters to a square adjacent to the target. On a roll of 9-20, it lands on the target square.) The moment it impacts, it detonates, dealing 5d6 points of fire damage to everything within the area. If the fireball does enough damage to a barrier, it can break through to the other side. Augmentation:For each extra spell point you invest, you can increase the damage by 1d6 (up to a maximum total of [caster level] d6). If you cast this as a tier 4 spell, creatures that take any damage from the spell must make a Strength check against the spell’s save DC. If they fail, they are knocked back 10 ft from the fireball’s origin and fall prone. A target which is forced into an obstacle takes 1d6 points of damage. If you cast the spell in this way, the spell’s scatter is now rolled on a d12. On a roll of 12, roll again on a d8; the fireball scatters 1 square farther from the center.Fireburst Evocation [fire] Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 30 ft Area: 30 ft burst centered on you Duration: Instantaneous Saving Throw: Reflex half; see text A last-ditch effort. But then, that always has the best result. When you cast this spell, a torrent of flames pours out from you in all directions, dealing 3d8 fire damage to all creatures within 30 ft. You take half damage, but receive no save. Augmentation:For each extra spell point you invest, you can increase the damage by 1d8 (up to a maximum total of [caster level] d8). If you cast this as a tier 3 spell, it affects a 40 ft radius. If you cast this as a tier 4 spell, it affects a 60 ft radius.Gentle Repose Necromancy (Black) Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Corpse touched Duration: 1 day/level Saving Throw: None Don’t worry. We’ll get help. You preserve the remains of a dead creature so that they do not decay.  The spell also works on severed body parts and the like. Augmentation:If you cast this as a tier 4 spell, the effect is permanent. This application requires the use of a quantity of gold dust worth 5 gp.Ghost Sound Illusion (Figment) Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Effect: Illusory sounds Duration: 1 round/level Saving Throw: None You close your eyes and recall the sound of armor clanking, then gesture to the end of the hallway in front of you. A loud clatter reverberates off the stones and allows you to quietly make your escape. Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.Ghoul Touch Necromancy (White) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Living creature touched Duration: 1d6+2 rounds Saving Throw: Death negates You feel the chill of death flow from you hand into your enemy. His flesh grows pale, a choked scream escaping his lips as he falls to the ground, paralyzed. This spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Constitution negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.Glamer Illusion (Glamer) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One object, see text Duration: 1 hour/level Saving Throw: None, see text You pass your hand over the cluttered desk and watch as the books and papers turn to dust and cobwebbed debris. This spell alters the appearance of the target object, which can be no larger than small size (or a small section of a larger object). When you change the appearance of the target object, you can also change the appearance of things within a 5 ft radius (this volume is roughly shapeable: you could completely change something 10 ft tall as long as it was quite thin). The target object acts as a kind of “keystone” for the glamer; any other glamered objects which leave the 5 ft radius are no longer affected by the spell. When you cast this spell, you determine how the target object and anything within its area are changed. The illusions can move in simple, believable ways (like a clock ticking, or leaves waving in the wind). You could make a bare wall appear to be covered in paintings, an empty dish appear to be full of food, a dead plant appear to be alive, or a body appear to be a pile of stones. You can only alter a thing’s apparent size by about ten percent. This spell can’t produce illusions of extreme detail (like changing the text on every page of a book to the text of a different book); as a general rule, it can produce anything you can visualize in the casting time of the spell (such as a book with the same word written on every page). Once you have finished casting the spell, you can’t change the appearance of the primary target or anything within its area without casting this spell again. The changes made by this spell are so perfect that they are usually impossible to detect without physically interacting with the object. If a creature interacts with an object in a way which might give away its nature (such as wielding a sword which has been made to appear rusty and damaged), they are entitled to a perception check against your spell save DC. If they interact with an object in such a way that it is obvious it cannot be what it appears to be (such as finding a stone to weigh just ounces, or trying to drink from an empty fountain) the spell immediately ends for that object, and the creature is entitled to a Spell save to end the entire illusion. Augmentation: If you cast this as a tier 3 spell, the radius within which you can designate secondary objects is increased to 15 ft. If you cast this as a tier 4 spell, the radius within which you can designate secondary objects is increased to 20 ft. Additionally, the spell can target a willing creature, and affect other willing creatures as secondary targets.Glyph of Warding Abjuration (Ward) Tier: 3 Components: Verbal, Somatic Casting Time: 10 minutes Range: Touch Target or Area: Object touched or up to 5 square ft./level Duration: Permanent until discharged (D) Saving Throw: See text X marks the spot. And just to be safe, so do a pile of corpses. This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Polymorph and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t.Depending on the version selected, a glyph either blasts the intruder or activates a spell. Blast GlyphA blast glyph deals 3d8 points of damage to the intruder and to all within 5 feet of them. This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.Spell GlyphYou can store any harmful spell of Tier 3 or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws operate as normal, except that the DC is based on the level of the spell stored in the glyph. Augmentation:For each extra spell point you invest, you can increase the damage of a blast glyph by 1d8 (up to a maximum total of [½ caster level] d8). The spell stored in a spell glyph can be augmented normally when it is stored.Greater Vision Enchantment Tier: 3 Components: Verbal, Somatic Casting Time: 1 minute Range: See text Target: Creature known to you Duration: 1 round Saving Throw: Spell negates Focusing your will on the distant merchant, you send her the warning: fire, blood in the dust, and the rider with the eyeless helm. This spell forces upon the target a brief vision of your design. The images, sights, and sounds last for about 6 seconds, but much can be conveyed in this time. This vision replaces the target’s own senses for as long as the vision lasts (the target is dazed while receiving the vision. A creature who succeeds on its save is not dazed, and receives only a fleeting glimpse of the intended vision. This spell can target a creature at any distance, and even on a different plane. You must have some sort of connection with the target for this spell to work. The difficulty of the save depends on how well you know the subject and what sort of physical connection you have to that creature. Knowledge Save Modifier None (you must have some connection) +10 Secondhand (you have heard of the subject) +5 Firsthand (you have met the subject) +0 Familiar (you know the subject well) -5 Connection Save Modifier Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, etc. OR arcane mark placed on subject -10 Hailstorm Evocation [cold] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 60 ft Effect: Cone of ice Duration: Instantaneous Saving Throw: Reflex half The fearsome blast of ice and snow drops most of the goblins, and the last few collapse after a few shivering steps. This spell launches a blast of ice shards and freezing cold from your hand. The blast deals 4d6 damage to creatures caught within it. Creatures who fail their reflex save take an additional 2d6 on their next turn. Augmentation:For each extra spell point you invest, you can increase the secondary damage by 1d6. You can increase the secondary damage of the spell until the total damage of the spell equals [caster level + 1] d6. If you cast this as a tier 4 spell, creatures who fail an additional fortitude save are fatigued.Heal Necromancy (White) Tier: 2 Components: Verbal, Somatic Casting Time: 10 minutes Range: touch Target: Wounded, diseased, or poisoned creature Duration: Instantaneous Saving Throw: Spell negates (harmless) As you chant, the gash knits. The arm will be a little stiff, but it will function. This spell accelerates the healing process, allowing the body to recover more quickly. You must make a heal check to tend to the subject while you cast this spell. A character suffering from poison or disease can immediately roll three times to reduce the effects of the affliction. They gain a bonus on these saves based on your heal check: Heal Check Result Save Modifier Failure -2 Success +0 Success by 5 or more +2 per 5 over the DC Alternately, the spell can be used to heal one of a creature’s wounds. The target rolls a number of Con checks equal to the wound points of the wound, removing one point for each success. No tending is possible during this process, so only the creature’s Constitution modifier will apply to these checks. If no wound points remain, then the injury is fully healed. If any wound points remain, they are removed, but the injury still lingers as if it had healed badly.Heroism Enchantment Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Spell negates (harmless) Sometimes, you only need a little push to be a hero. This spell imbues a single creature with great bravery and morale in battle. The target is immune to fear, and gains a +2 morale bonus on attack rolls, saves, and skill checks.Hold Person Enchantment Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One humanoid creature Duration: 5 rounds (D); see text Saving Throw: Spell negates; see text Instantly, the intruder freezes where he stands, his face full of rage and fear. The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke reaction attacks.)A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.Hold Portal Abjuration (Ward) Tier: 1 Components: Verbal Casting Time: 1 major action Range: 120 ft Target: One portal, up to 20 square feet/level) Duration: 1 minute/level Saving Throw: None The door slams shut behind you, cutting off your pursuers. A moment later, you hear their banging on the door, but it hardly shudders. This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked.  A successful dispel magic spell can negate a hold portal spell.For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.Ice Dagger Evocation [cold] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Effect: Shard of ice Duration: Instantaneous Saving Throw: None You throw out your hand and a shard of ice flies towards your enemies. The ice shard created by this spell launches itself at a target. Treat the attack as a thrown splash weapon that requires a ranged touch attack to hit. The ice dagger deals 1d4 points of cold damage to the target, and 1 point of splash damage to adjacent creatures. Augment:For each extra spell point you invest, you can increase the direct damage by 1d4 and the splash damage by 1(up to a maximum total of [caster level]d4 direct damage and [caster level] splash damage).Inescapable Swarm Illusion [fear] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target: One living creature Duration: 1 round/level Saving Throw: Charm Negates, see text Bugs. Swarming over them. Into their eyes. Their mouth. Devouring them. Hundreds of illusory insects (of your imagining) swarm over the target. The subject of this spell can see and even feel the swarm of insects, but no one else can see them. Each round, the creature must make a Fear save or be debilitated for 1 round. Any living creature other than you who touches, or is touched by, the subject of this spell is also subject to its effects for the remainder of its duration if they fail a Charm save. These secondary targets can also spread the spell.Instant Summons Apportation Tier: 3 Components: Verbal, Somatic, Material Casting Time: 1 minute Ritual Casting Time: 10 minutes Range: Touch Target: Touched item weighing 10 lb or less Duration: Permanent, until discharged Saving Throw: Spell negates, see text The sapphire crushes easily in your hand, turning to dust with a squeeze. Instantly, the grimoire is in your hand. You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the same mark on the sapphire you use as the material component. At any time thereafter, you can use a major action to complete the spell and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, the creature receives a saving throw to negate the effect. If the creature succeeds, the spell doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Material Component:A flawless sapphire.Invigorate Necromancy (White) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: One living creature Duration: Instantaneous Saving Throw: Spell negates (harmless) Your aches disappear, and you shake your head to clear it as you resume your fighting stance. Your touch restores the target’s vitality. The target may roll one of their recovery dice. If the target has no recovery dice remaining, the spell has no effect. Augment:For each extra spell point you invest, you can increase the number of recovery dice they may roll by one (up to a maximum total of [½ caster level] dice).Know Time Divination Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal Target: You Duration: Instantaneous Without bothering to turn and face the window, you mutter the words of the spell, and know that it will not be light for another hour. You instantly know the number of hours until sunrise or sunset.Levitate Evocation [force] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal or 40 ft Target: You or one willing creature or one object (total weight up to 100 lb/level) Duration: 1 min/level (D) Saving Throw: None You speak the last word of the spell, and begin to rise into the air. Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a minor action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.Light Alteration [light] Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target/Effect: See text Duration: 10 minutes/level Saving Throw: None You clasp the head of your staff between your hands. After a moment, light begins to spill between your fingers. When you remove your hands, your surroundings are illuminated. This spell creates a light, either in your hand, or in a specially prepared item. The light shines like a torch, shedding bright light in a 20 ft radius and dim light for an additional 20 ft. This effect is cancelled by darkness spells of a higher tier. Material Component: A specially prepared crystal, infused with sunlight and set in brass. Many wizards set such crystals atop their staves.Lightning Bolt Evocation [electricity] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Effect: 120 ft line Duration: Instantaneous Saving Throw: Reflex half With a rolling crack of thunder, the bolt streaks through the ranks of your enemy. You release a powerful stroke of electrical energy that deals 5d6 points of electricity damage. The bolt begins at your fingertips.The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. Augmentation:For each extra spell point you invest, you can increase the damage by 1d6 (up to a maximum total of [caster level] d6). If you cast this as a tier 4 spell, the spell no longer affects an area, but instead affects up to 1 target per caster level. Select the targets in the order they are to be affected. Each target must be within 30 feet of the previous target (the first can be anywhere within the spell’s range).Locate Object Divination Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Ritual Casting Time: 10 minutes Range: Long (600 ft + 60 ft/level) Area: Circle, centered on you, with a radius of 600 ft + 60 ft/level Duration: 1 minute/level Saving Throw: None Hm… Where did I put that magic sword? Let’s see... You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell.Mage Hand Evocation [force] Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One unattended object weighing up to 5 lb. Duration: Concentration Saving Throw: None The key rises into the air and begins to drift towards the little window of your cell. You point your finger at an object and can lift it and move it at will from a distance. As a minor action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. Because the lifting force is somewhat amorphous, this spell can even lift liquids (though it usually spills some). Augmentation: If you cast this as a tier 1 spell, you can lift an object or creature of up to 40 lb, but unwilling creatures are entitled to a spell save to negate the effect.Magic Circle Abjuration (Ward) Tier: 3 Components: Verbal, Somatic, Material Casting Time: 1 minute Range: Touch Effect: Cylindrical ward with a radius of up to 5 ft. Duration: 10 minutes/level Saving Throw: No The demon prowls beyond the circle. You huddle within it, terrified of what you’ve summoned. At least you’re safe. For now. When you cast this spell, you trace out a continuous circle of silver salts. Invested with magic, this circle is a magical barrier against the unnatural. Magic Circles are commonly used both defensively (to keep creatures out) and to trap creatures inside. Fey, outsiders and undead are unable to physically move across the boundary of the spell; such creatures who unknowingly attempt to cross the barrier take 1d6 damage per 2 caster levels. The boundary also stops these creatures from using mind affecting magic on targets across the barrier. They are not prevented from using ranged attacks and magic, or even melee attacks if an enemy should stray close enough. If the circle of silver is broken, even slightly, the ward is rendered ineffective. The trapped creature can do nothing to disturb the circle, but to everyone else the circle is nothing but powdered silver. You can cast this spell on an existing circle to renew its duration. Over time, powerful creatures will corrode the silver if it is not replaced, making long-term containment difficult. Material ComponentSilver salts, for the drawing of the circle. Salt can be used as an alternative, but a creature can test the barrier by making a Spell Save against the barrier as a full round action. If they succeed, the spell ends.Magic Missile Evocation [force] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Targets: Up to five creatures, no two of which can be more than 15 ft apart Duration: Instantaneous Saving Throw: None The shimmering bolt strikes the goblin, exploding into a shower of blue sparks. A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Augmentation:For each extra spell point you invest, you can launch an additional missile (up to a maximum total of [½ caster level] missiles). If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you roll damage.Malevolent Miasma Conjuration (creation) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Area: 15 ft radius burst Duration: Instantaneous Saving Throw: Constitution half You finish the spell, and a burst of fog appears among your enemies. Tendrils of the gas seem to cling to them and seek out their mouths and nostrils. The spell produces a toxic fog that deals 3d4 points of nonlethal damage. Creatures in the area that hold their breath are still subject to the effect. Creatures that are immune to poison are not affected by this spell. Any creature which takes damage is disoriented for 1 round. Augmentation:For each extra spell point you invest, you can increase the damage by 1d4 (up to a maximum total of [caster level] d4).Manipulate Fire Alteration [fire] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: Small flames Duration: Concentration Saving Throw: None The torch in the guard’s hand begins to burn even more brightly, quickly consuming the head of the torch and causing him to shout in alarm. You can manipulate small flames (about torch-sized, or smaller) in slight ways. You can make a flame burn twice as fast (and twice as bright) or half as fast (and half as bright). You can cause a flame to burn so slowly that it goes out, or burn so quickly that burns out in a flash of light (disorienting adjacent creatures for 1 round). Augmentation:If you cast this as a tier 2 spell, you can affect fires as large as a 5 ft square (or 5 ft sections of even larger fires). When you cause a fire of this size to burn faster, it deals double damage to anyone in its square. A fire made to burn slower deals half damage.Marking Ward Abjuration (Ward) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Ritual Casting Time: 10 minutes Range: Touch Target: Touched object of up to large size Duration: 2 hours/level or until discharged Saving Throw: None It won’t come off. He’ll find you. Why did you steal from that mage? Why won’t it come off? Keep scrubbing... The warded object stains those who touch it. Anyone who touches the warded object is instantly marked. The nature of the mark is up to you: it can be a personal rune or mark, or a stain of blood or ink. The mark lasts for 1 week per caster level. The mark penetrates clothing and even armor, appearing on the flesh beneath. It cannot be removed by any means short of a successful dispel magic, or the removal of a marked limb or body part. You can remove the mark simply by willing it to fade. Augmentation:If you cast this as a tier 3 spell, it lasts for 1 day per caster level. If you cast this as a tier 4 spell, it lasts for 1 week per caster level, and the mark is permanent.Mark of Truth Enchantment Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: 40 ft Target: One creature Duration: 1 minute/level Saving Throw: Spell negates Your captive flinches as the mark appears on his forehead. You begin by asking his name. This spell places a mark upon a creature which compels it to tell the truth. Only you can see the mark. While this spell is in effect, the subject cannot knowingly lie. This spell does not compel a creature to speak, but a character who attempts to lie will always tell the truth. A creature can still mislead you by omitting facts.Mask Illusion (Glamer) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal Target: Self Duration: 1 hour/level You watch in the mirror as the spell erases the signs of aging, leaving you youthful and handsome once more. This spell causes the caster to appear as a beautiful version of themselves. It can also cause the caster to appear younger. Mending Alteration Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: 10 ft Target: 1 object of up to 1 lb Duration: Instantaneous You run a finger along the tear in your cloak, and the threads close up behind it. Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. Augmentation:If you cast this as a tier 2 spell, it can completely repair an object of up to 10 cubic ft/level. It still can’t repair an object which has been totally destroyed (burned, melted, etc.) or one which has been warped rather than broken.Minor Creation Conjuration Tier: 3 Components: Verbal, Somatic, Material Casting Time: 10 minutes Range: 0 ft. Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level Duration: 1 hour/level Saving Throw: None You watch the ship retreat in the distance. No matter. A matter of minutes and you’re sitting in your own boat, waiting for rescue. You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.Material ComponentA tiny piece of matter of the same sort of item you plan to create with minor creation.Minor Illusion Illusion (Glamer) Tier: 0 Components: Somatic Casting Time: 1 major action Range: 5 ft Effect: Minor illusions Duration: Concentration Saving Throw: None The shadows cast by your hands twist and dance impossibly. This spell creates very minor visual illusions. It can alter the appearance of some existing things, but not create illusions from nothing. This spell can make images appear in flames, change the shape of shadows, and make pictures (small paintings, tattoos, drawings) move. Other effects (of an equal scale) are also possible.Minor Ward Abjuration (Ward) Tier: 0 Components: Verbal, Somatic Casting Time: 1 round Range: Touch Target: Touched object of less than 10 lb Duration: 8 hours + 1 hour/level Saving Throw: Spell negates (object, harmless) Hah. Rain. You used to hate rain, but no longer. This spell wards an object against dirt and water. For the duration of the spell, the garment resists soiling: mud and water simply slide off the object. Papers can survive full immersion in water without damage. Sealed containers are made impermeable to water, and protect their contents so long as the seal is effective. Augmentation:If you cast this as a tier 1 spell, it can now target you.Mirror Image Illusion Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action (see text) Range: 40 ft Effect: 1d4 + 1 illusory duplicates Duration: Concentration Saving Throw: No You, and three other yous, step out from behind the pillar. You all smile as the assassin guesses wrong. A number of illusory duplicates of you pop into existence around you. Because they appear instantly and practically on top of you, it is nearly impossible for onlookers to keep track of the real you. An image which takes any damage instantly vanishes (as does an image which leaves the spell’s range). The images move at your speed, perfectly imitating your actions except for the direction they move. For example, if you cast this spell and then ran into cover, you could direct the images to follow or to run to cover of their own. If you turned and shouted at a guard, the images would turn and shout as well (even making noise as you do). Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or an illusion. Any successful attack against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. Augmentation:For each extra spell point you invest, you can create an additional duplicate (up to a maximum total of 1d4 + [⅓ caster level] images).Muffle Illusion Tier: 0 Components: Verbal, Somatic Casting Time: 1 round Range: 5 ft Area: 5 ft radius emanation centered on you Duration: 10 minutes; see text The noise of the busy street fades, leaving you to focus on your work. This spell acts a barrier to sound, muffling sounds which cross its boundary. Sounds inside the area are quieter and indistinct to those outside, and vice versa. The spell ends if anyone inside moves or acts quickly. Nondetection Abjuration (Negation) Tier: 2 Components: Verbal, Somatic Casting Time: 10 minutes Range: Touch Target: Creature or object touched Duration: 2 hours/level Saving Throw: None You renew the spell once more, dedicating a fragment of your power to conceal yourself. The spell must not slip, not even for a moment. The warded creature or object is protected from divinations. Divinations of a lower tier fail to detect the subject. A creature attempting a divination of an equal tier to this spell must succeed on a caster level check against DC 15 + your caster level. Higher tier divinations succeed automatically. Augmentation:You can cast this as a higher tier spell to thwart more powerful divinations.Obscuring Mist Conjuration [water or fire] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 20 ft Effect: 20 ft radius cloud, 20 ft high Duration: 1 minute/level Saving Throw: Constitution negates, see text Mist rolls out from your hands, giving you cover from the goblin archers. This spell conjures a cloud of mist, smoke or steam, centered on you, or adjacent to you (your choice). The gas obscures all sight beyond five feet. A creature five feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). If you conjure mist, it spreads beyond the original area of the spell, creeping over the ground at a rate of five feet per round. If you conjure smoke, creatures are sickened while inside the cloud (constitution negates, roll each time a creature enters the cloud). If you conjure steam, the cloud disorients and deals one point of damage to those inside it during the round it appears (no save) A moderate wind (11+ mph) disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. Peaceful Sleep Enchantment Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Willing creature touched Duration: 8 hours Saving Throw: None With a touch, he stops his thrashing, his nightmare ended. The target’s sleep is deep, dreamless, and untroubled for the duration of the spell.Prestidigitation Universal Tier: 0 Components: Somatic Casting Time: 1 major action Range: 10 ft Target, Effect, or Area: Duration: 1 minute Saving Throw: See text Without thought or effort, you produce a small flame to light your pipe. Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 minute. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can produce a spark or flame sufficient to light tinder. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 minute.Protection from Energy Abjuration (Ward) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Spell negates (harmless) The dragon unleashes a storm of fire, and you pray the spell holds. This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points. The spell protects the recipient’s equipment as well.The spell only absorbs damage. The subject could still suffer unfortunate side effects.Augmentation:If you cast protection from energy as a tier 3 spell, it grants immunity to the chosen energy type until it has absorbed 12 points per caster level, at which point it is discharged.Rage Enchantment Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: 1 living creature Duration: 1 round/levelSaving Throw: Charm negates With a roar of incoherent rage, the sorcerer launches a ray of flame, and then another. The subject of this spell is filled with an overwhelming urge to kill and destroy everyone around them. The subject attacks targets indiscriminately, prioritizing creatures they normally resent and those that currently threaten them. They can take no action which requires careful thought and focus, and they gain a +4 morale bonus to Strength and Constitution, a +5 bonus on Charm and Fear saves, and take a -2 penalty to AC. When the subject takes damage, they can immediately spend a reaction to make a swift attack against the creature which damaged them, if they are able. Alternatively, if it is the most efficient means of dealing death, they may cast spells. While affected by this spell, all spells trigger resonance, but they also deal an extra 1d12 damage (whether or not the caster takes any damage from resonance). For spells which affect multiple targets, divide the damage evenly between all the targets.Rebuke Enchantment Tier: 2 Components: Verbal Casting Time: 1 major action Range: 40 ft Target: 1 living creature Duration: 1 round/level Saving Throw: Spell negates Your word holds power, and the subject stumbles backwards with the force of it. When the spell is cast, the subject is dazed for 1 round and shaken for the duration of the spell. Furthermore, a spellcaster targeted by rebuke must make a successful Concentration check (DC equal to the save DC for this spell + the level of the spell being cast) to cast spells while under its effect.Resistance Abjuration (Ward) Tier: 0 Components: Verbal Casting Time: 1 major action Range: Touch Target: Creature touched Duration: Concentration, until discharged Saving Throw: Spell negates (harmless) You focus your power, warding and bolstering your companion. This spell grants a +1 resistance bonus on all saving throws. The spell ends when the target makes a saving throw. Augmentation:For each extra spell point you invest, you can increase the bonus by 1 (up to a maximum total of [½ caster level +1]).Rust Ray Alteration [earth] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Effect: Ray Duration: Instantaneous Saving Throw: None Her broadsword dissolves into a pile of dust and flakes with a wave of your hand. This spell produces a ray of red light which corrodes iron objects (iron alloys are also affected). This spell deals 2d6 points of damage +1 per two caster levels, ignoring hardness. You can target wielded weapons and worn armor with this spell (a weapon’s touch AC equals the wielder’s, adjusted by the weapon’s size). Armor damaged by this spell loses 1d4 points of armor class due to corrosion. A weapon which is reduced to half HP takes a -1 penalty on attack and damage. Magic items often prove highly resistant to this spell.Scorching Ray Evocation [fire] Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Effect: Ray Duration: Instantaneous Saving Throw: See text Another orc falls, still burning. You blast your enemy with a fiery ray. If you hit the target with a ranged touch attack, the ray deals 3d6 damage. A creature who takes this damage must make a reflex save or take 1d6 next round. Augmentation:For each extra spell point you invest, you can increase the initial damage by 1d6 (up to a maximum total of [caster level] d6).Sense Life Divination Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: None You pause, touching the warrior’s limp hand, before moving on to one you can still help. You determine if the creature touched is alive, dead, or undead. If the creature is alive, you also determine whether it is healthy, wounded, staggered, stable, or dying. If the creature is stable, you learn the result of their next death save (roll the save in advance, but do not apply the effects immediately). If the creature is dying, you learn the results of their next three death saves.Sensory Deprivation Illusion (Figment) Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target: One living creature Duration: Concentration, up to 1 round/level Saving Throw: Spell negates; see text The man screams, blindly flailing out. This spell creates the illusion of absolute nothingness. The subject perceives little more than its own heartbeat. The subject is blinded and deafened; it even loses its sense of smell. They are also shaken for the duration of the spell. It receives a save each round to negate the effect. Even once the spell ends, the target is shaken for one minute (no save).Shape Metal Alteration [earth] Tier: 4 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Metal or metal object touched, up to 5 cu. ft. + 1 cu. ft./level Duration: Instantaneous Saving Throw: No You run your finger along the iron door, opening a view port.. You can form an existing piece of metal into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work. This spell cannot affect some rare and magical metals.Shape Stone Alteration [earth] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Stone or stone object touched, up to 5 cu. ft. + 1 cu. ft./level Duration: Instantaneous Saving Throw: No The throne isn’t comfortable, but it is impressive. You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.Shatter Evocation [force] Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Area or Target: 5 ft radius spread; or one solid object or crystalline creature Duration: Instantaneous Saving Throw: Spell negates or Spell half The sword shatters, its sparkling shards tinkling on the flagstones. Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 2d8 points of sonic damage per caster level, with a Spell save for half damage.Shelter Abjuration (Ward) Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Ritual Casting Time: 10 minutes Range: 10 ft Effect: 10 ft radius sphere centered on your location Duration: 2 hours/level (D) Saving Throw: None You speak the last syllable, and the storm is reduced to a quiet blur beyond the warmth of your shelter. You create an unmoving, opaque sphere of force around yourself. The sphere appears as a shimmering distortion in the air. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. Creatures can freely pass into an out of the shelter without harming it, as long as they do so carefully. Any object or creature violently moving through the barrier has a 50% chance of ending the spell. If you remove yourself from the shelter, the spell ends.The temperature inside the shelter is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The shelter also provides protection against the elements, such as rain, dust, and sandstorms. The spell withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the shelter is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the shelter (and have a 50% chance of destroying it), although the occupants cannot be seen from outside the shelter (they have total concealment). If you cast Invisibility on the shelter, the spell renders the shelter and all those within it invisible to those outside. The shelter is still opaque to those within.Shocking Grasp Evocation [electricity] Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature or Object touched Duration: Instantaneous Saving Throw: None Your hand crackles with power, and the goblins scramble backwards. Your successful melee touch attack deals 1d6 points of electricity damage. If the target is wet, wearing metal armor, or otherwise especially conductive, the spell deals 6 damage instead of 1d6. Augmentation:For each extra spell point you invest, you can increase the damage by 1d6 (up to a maximum total of [caster level] d6).Shrink Item Alteration Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: Touch Target: 1 touched object of up to 2 lb/level Duration: One day/level; see text Saving Throw: Spell negates (object) With a word, you restore the minute knife to its full size, and set to work cutting yourself free. You are able to shrink one nonmagical item (of medium size or smaller) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Objects changed by a shrink item spell can be returned to normal size merely by tossing them onto any solid surface or by a word of command from the original caster. Restoring the shrunken object to its normal size ends the spell.Silence Illusion (Glamer) Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target: One creature or object Duration: 1 minute/level Saving Throw: Spell partial The guard’s eyes widen, and he yells for help—uselessly. The subject cannot be heard by anyone else for the duration of the spell. This only affects noises directly created by the subject, such as speaking or striking something with a held object. Thrown objects and other “secondary” noises can still be heard;  a sorcerer could cast a fireball silently, but the explosion would be fully audible. On a successful save, the effect lasts for only 1d4+1 rounds.Sleep Enchantment Tier: 1 Components: Somatic, Verbal Casting Time: 1 round Range: 120 ft Area: 10 ft radius burst Duration: 1 minute/level Saving Throw: Spell partial The diplomats slump in their seats, sleeping. This spell causes a magical slumber to come upon a number of living creatures. Roll 4d6; the total is how many hit points of creatures this spell can affect. Creatures within the spell’s area are affected in ascending order of their current hit points (ignoring unconscious creatures). An affected creature is entitled to a save; if they succeed they are dazed for one round instead. A dazed creature nods off for a moment, and might not realize it was affected by a spell.Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a major action (an application of the aid another action). Augmentation:For each extra spell point you invest, you can roll an extra d6 (up to a maximum total of [caster level] d6). If you cast this as a tier 2 spell, it lasts for 1 hour per caster level.Sleet Storm Evocation [cold] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 360 ft Area: Cylinder (40 ft radius, 20 ft high) Duration: 1 round/level Saving Throw: None A blizzard springs up from nowhere. Where is everything? Where is anything? Driving sleet blocks all sight within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).The sleet extinguishes torches and small fires.Stay the Hand Enchantment Tier: 2 Components: Verbal Casting Time: 1 reaction or 1 major action Range: 120 ft Target: One humanoid Duration: Instantaneous Saving Throw: Charm negates The orc hesitates, and you run for it. Your words invoke compassion and mercy in the merciless. You can cast this spell as a reaction to a creature attacking you or targeting you with a spell. If the target creature fails its save against this spell, it refrains from attacking you or targeting you with spells for the remainder of the current round. If the opponent becomes subject to this spell, it can still choose a new target to attack. Alternately, you can cast this spell as a major action (the effect is the same).Steeldance Alteration Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: 40 ft Targets: Five unattended melee weapons or shields Duration: 1 round/level Saving Throw: Spell negates (object) The blades rise into the air around you, their points turning towards your foe. This spell enchants one unattended weapon or shield per caster level so that they fly around you in a close orbit, moving as you move. Any combination of shields and weapons is possible, but two handed weapons count double, and reach weapons are simply to unwieldy for the spell to use. Each turn, as a minor action, you can launch a weapon at an enemy. Your attack bonus is equal to your Caster Level + your casting ability modifier. The weapons deal their normal damage + your ability modifier. The weapons fly along a flat trajectory to a maximum range of 60 ft. When you launch a weapon in this way, the spell is ended for it. When an enemy attacks you, you can use a reaction to potentially negate the attack. After you see the attack roll (but before you take damage), you can reduce the attack roll by the AC value of a shield. As one reaction, you can use multiple shields against an attack. When you use a shield in this way, the spell is ended for it. If you cast this spell again before the first casting has ended, it refreshes the existing duration and allows you to gain more weapons and shields, but not over the limit set by the spell. Augmentation:For each extra spell point you invest, you can target an additional weapon or shield (up to a maximum total of [caster level] objects).Stolen Breath Necromancy (white)Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: 40 ft Target: One living creature that breathes air Duration: Instantaneous Saving Throw: None Your opponent falls to his knees, gasping for breath. With this spell, you steal all the air from the subject's lungs, causing it to suffer a momentary respiratory crisis. It can take shallow breaths and act normally but is considered sickened for 1 minute. A creature suffering from the effects of this spell struggles to speak above a whisper. At any time during this minute, the subject can take a full-round action to get its wind back, ending the condition.Stoneskin AlterationTier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature Touched Duration: 1 hour/level (D)Saving Throw: Spell negates (harmless)You laugh as the blade sparks harmlessly off your arm. You harden your skin against blades, granting you a +4 natural armor bonus to AC. Because this is a natural armor bonus, it does not stack with existing natural armor, or regular armor--you only get the better bonus. Augmentation:For each extra spell point you invest, you can increase the AC bonus by 1 (up to a maximum total of [CL-1]).Suggestion Enchantment Tier: 3 Components: Verbal Casting Time: 1 major action Range: 40 ft Target: One living creature Duration: 1 hour/level or until completed Saving Throw: Charm negates The lone guard strides off, in search of his overdue relief. How convenient. You weave magical power into your words, influencing the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).Summon Elemental Summoning [air, earth, fire or water] Tier: 1 Components: Verbal, Somatic, Material Casting Time: 1 round Range: 40 ft Effect: One summoned elemental Duration: 2 rounds, +1 round/level Saving Throw: None You drop the torch, and it bursts into life. A man-sized whirlwind of fire and smoke surges forward, the grass smoldering under its feet. This spell summons a Lesser Elemental of a type you choose. It appears where you designate and acts immediately, on your turn. You cannot summon an elemental into an environment which cannot support it (non-flying elementals cannot be summoned in midair, fire elementals cannot be summoned into water, etc). The spell compels the elemental to serve you for its duration. It attacks creatures which threaten you to the best of its ability; if you can communicate with it, it will obey your instructions (most summoners learn at least a few words of the primordial languages, such as “attack” or “stop”). Instead of summoning an elemental with this spell, you can cast it on any elemental you know how to summon, gaining control over the target for the duration of the spell. If another caster with control tries to command the same elemental, you must make opposed charisma checks. If neither of you hit DC 10, the elemental goes berserk. Dispel magic ends your control over the conjured elemental, but does not banish it. Augmentation:If you cast this as a tier 2 spell, you can summon or command one Common Elemental, or 1d2+1 Lesser Elementals. If you cast this as a tier 3 spell, you can summon or command one Greater Elemental, 1d2+1 Common Elementals, or 1d4+1 Lesser Elementals. If you cast this as a tier 4 spell, you can summon or command one Elder Elemental, 1d2+1 Greater Elementals, or 1d4+1 Common Elementals. Material Component:A tiny amount of the element to be summoned (a pebble, a drop of water, etc).Summon Daemon Summoning Tier: 2 Components: Verbal, Somatic Casting Time: 1 round Range: See text Effect: One summoned daemon Duration: See text Saving Throw: None The name chills your tongue, and you feel the thing behind you. This spell summons a Lesser Daemon, a spirit from somewhere outside reality. When you cast this spell, you speak the name of the Daemon you wish to summon; without a name, the spell has no effect. The daemon you name appears before you (how exactly this happens varies by the particular daemon); this is all the spell accomplishes. Many daemons will provide a service for a price; others never serve unless forced. Most daemons vanish if reduced to 0 hp, but take no permanent harm. Augmentation:If you cast this as a tier 3 spell, you can summon a Daemon instead of a Lesser Daemon. If you cast this as a tier 4 spell, you can summon a Greater Daemon.Summon Elemental Sprite Summoning [fire or cold] Tier: 0 Components: Verbal, Somatic Casting Time: 1 round Range: 5 ft Effect: One summoned elemental Duration: 10 minutes/level (D) Saving Throw: None Your pot bubbles away on the rock as you read, your servitor stirring it steadily. This spell draws forth a minor, non-intelligent elemental from one of the elemental planes. When you cast this spell, you can choose to summon a fire elemental or an ice elemental (other sprites are possible, but far less common). A sprite is destroyed if it takes any damage. A fire sprite appears as a floating sphere of whirling sparks the size of a small coin. Handled quickly, it will not burn. These sprites are most commonly used to heat liquids (they can bring 2 gallons of water to boil in about 5 minutes before they are exhausted), but they can can also ignite flammable materials and heat metal. An ice sprite appears as a constantly shifting crystalline shard of ice the size of a small coin. These sprites can render 2 gallons of water ice cold in about 5 minutes, but they usually vanish before more than a thin layer of ice has formed over the surface. Augmentation:If you cast this as a tier 1 spell, you can summon 3d6 sprites of the same type.Summon Servitor Summoning Tier: 0 Components: Verbal, Somatic Casting Time: 1 round Range: 5 ft Effect: One summoned spirit Duration: 8 hours (D) Saving Throw: None Your hat and cloak float from the rack and on to your head and shoulders This spell draws forth a minor spirit from the void. It appears as a barely visible ripple in the air, smaller than a fist. The spirits conjured by this spell are simple and very weak; once summoned they can be assigned a simple task. They perform this task for the duration of the spell, or until it is complete, at which point they slip back out of reality. Common tasks include stirring a pot, copying a text, or taking dictation (though its skills in the second two tasks leave much to be desired). The servitor can lift nothing much heavier than a pen, and it vanishes if it ever takes any damage. Augmentation:If you cast this as a tier 1 spell, you can summon 3d6 servitors.Telekinesis Evocation [force] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target or Targets: See text Duration: Concentration (up to 1 round/level); see text Saving Throw: No, see text The stone rises into the air, and then hurtles toward the giant. You exert force at a distance, moving objects or creatures by concentrating on them. You can manipulate objects as if with one hand (pulling levers, turning keys, etc). Complex activities (like untying a knot) may call for caster level checks. You can use a sustained force to move an object weighing no more than 30 pounds per caster level up to 20 ft per round in any direction. This use can also affect creatures so long as they do not resist (combat maneuvers are useful against hostile creatures, however). You can use this spell to perform combat maneuvers (bull rush, disarm, grapple, or trip). You use your caster level in place of your BCB, and your casting ability modifier instead of your strength or dexterity modifier. You can choose to create a violent blast of force, but doing so ends the spell. You can hurl a single creature or object 5 ft per caster level, and they land prone and take 1d6 damage/2 caster levels on impact. Huge creatures/objects are merely shoved, and even larger creatures are unaffected. If you launch the creature or object at a target, the target takes the damage as well, but is entitled to a reflex save to avoid the attack.Theft Apportation Tier: 3 Components: Somatic Casting Time: 1 major action Range: 40 ft Target: One object weighing 5 lb or less Duration: Instantaneous Saving Throw: Spell negates (object) Silently, you complete the spell, and the key appears in your hand. This spell teleports a small object into the palm of your hand.Tireless Vigil Necromancy (White) Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: Personal Target: Self Duration: 24 hours Your reflection is pale and skeletally thin. You can rest when you have won. When you cast this spell, you take 1 point of constitution damage, which can only be recovered by resting naturally. While this spell lasts, you feel no need for food, water, or rest, and take no penalties for dehydration, starvation, or exhaustion. You cannot rest normally while under the effects of this spell, but you do regain recovery dice at a rate of one every six hours. You regain spell points constantly throughout the day (divide your spell point maximum by 24 for the points regained per hour).Touch of Fatigue Necromancy (White) Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Fortitude negates You feel the orc weaken beneath your fingers. Your touch scratches at a creature’s life-force, fatiguing the target. You must succeed on a touch attack to strike a target.The subject is immediately fatigued for the spell’s duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.Touch of Peace Necromancy (White) Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Touched stable or dying creature Duration: Instantaneous Saving Throw: None The poor man shudders, and then grows still. This spell quietly pushes a weakened target closer to death. A stable creature instantly becomes dying. A dying creature dies. This spell has no effect on creatures with any hp.Touch of Rust Alteration [earth] Tier: 0 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Ferrous object touch Duration: Concentration Saving Throw: Spell negates (object) You scrape the rust from the door, and then drag your finger across the spot again. Every day the steel is thinner. A thin layer of rust spreads from your fingertip, covering about 4 square inches per round. This rust can jam hinges and mechanisms, but doesn’t do substantial damage to the metal itself.Tremor Evocation [earth] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Area: 40 ft radius spread Duration: Instantaneous Saving Throw: Reflex negates You touch the ground, and speak the words. The others scream as dust and stones rain from the ceiling. Stone shifts and shakes in the target area. Each creature in the area must make a Reflex save or be knocked prone. Structures, trees, and other natural formations may be damaged by this spell, depending on how stable they are: Unstable structures are very likely to collapse. Stable structures will take damage, but will probably remain standing. Very stable structures will definitely survive, but may suffer some damage. This spell works by manipulating stone in the target area; it is ineffective where there is no underlying stone, or structures made of stone.True Strike Divination Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Personal Target: You Duration: See text You see the hidden gap between its scales. You open your eyes, and nock your arrow. You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.Unseen Servant Abjuration Tier: 2 Components: Verbal, Somatic, Material Casting Time: 3 rounds Range: 40 ft Target: One daemon or elemental Duration: Permanent Saving Throw: Spell negates You speak the word, and feel the old ring warm. The broom begins to sweep the floor. This ritual traps a summoned spirit in an item and forces it to serve the item’s owner. Beginning this spell will break your control over summoned elementals, and daemons are likely to turn on you if they know what you are doing. If the spirit fails its save, it vanishes into the item you have prepared. By willing it to appear, any creature who possesses the item can call forth the servant. The servant follows your instructions to the best of its ability, but its power is very limited. An unseen servant is completely invisible. It has an effective strength score of 2 (so it can lift 20 pounds or drag 100 pounds), and flies at a speed of 15 ft. The servant cannot attack, or perform any task that requires a skill check with a DC higher than 10. The servant cannot move beyond range of the item; if it is ever beyond this range, it instantly returns to the item. The above information describes a servant made with a trapped elemental or lesser daemon. More powerful spirits produce more powerful (and more dangerous) servants. Material ComponentAn amulet, ring, or other item, magically treated in a process that takes 24 hours of work and 12 spell points.Vampiric Touch Necromancy (White) Tier: 2 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Living creature touched Duration: Instantaneous/1 hour Saving Throw: None You feel the old man weaken, and you grow stronger. You must succeed on a melee touch attack. Your touch deals 3d4 points of damage. If the target is bloodied after it takes the damage, you gain temporary hit points equal to the damage you deal. The temporary hit points disappear 1 hour later. Augmentation:For each extra spell point you invest, you can increase the damage by 1d4 (up to a maximum total of [caster level] d4).Veil of Shadows Illusion (Glamer)Tier: 1Components: Verbal, SomaticCasting Time: 1 major actionRange: 40 ftTarget: One willing creature/levelDuration: 10 minutes/levelSaving Throw: NoYou creep through the trees, ever closer to the campfire. Their lookout sees nothing but shadows. This spell causes shadows to hide its subjects. While the spell is in effect, its recipients gain a +10 bonus on stealth checks while in shadow.Vision Enchantment Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Willing humanoid Duration: Instantaneous Saving Throw: None You show her the path, and the girl takes off running towards the distant exit. This spell grants the target a brief vision of your design. The images, sights, and sounds last for only about 3 seconds, but much can be conveyed in this time. An unwilling target receives only a fragmentary glimpse of the intended vision. This vision replaces the target’s own senses for as long as the vision lasts. Warp Alteration Tier: 1 Components: Verbal, Somatic Casting Time: 3 rounds Range: Touch Target: 6 inch square of an object or surface. Duration: Instantaneous Saving Throw: Spell negates (object)The lock droops slightly as if half melted. The affected matter is slightly warped; sections expand and contract slightly, sagging and bulging. This spell ruins mechanisms and fuses affected matter into a block. The material shifts slightly in the first two rounds you cast this spell, but most of the warping occurs in the final round. Augmentation:If you cast this as a tier 3 spell, it can affect a 5 foot square. If you cast this as a tier 4 spell, it can affect a 10 foot square.Water Breathing Alteration Tier: 3 Components: Verbal, Somatic Casting Time: 1 round Range: Touch Effect: Living creatures touched Duration: 2 hours/level, see text Saving Throw: Spell negates (harmless) You breathe deeply. The water is cool in your chest. The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. When this spell’s duration ends, its subjects do not instantly lose its benefits. Instead, the ability to breathe water lingers for 1d6 minutes (roll secretly for each subject). The spell does not make creatures unable to breathe air. Augmentation:If you cast this as a tier 4 spell, its duration is doubled.Weaken Necromancy (White) Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Target: One living creature Duration: 1 minute/level Saving Throw: Spell negates He swings at you again, but the dwarf is pale and his hands shake. Your spell weakens the target. The subject takes a penalty to Strength equal to 1d6 + 1. The subject’s Strength score cannot drop below 1. Augmentation:For each extra spell point you invest, you can increase the penalty by 1 (up to a maximum total of 1d6 + [⅓ caster level]).Wind Wall Conjuration [air] Tier: 3 Components: Verbal, Somatic Casting Time: 1 major action Range: 120 ft Effect: Wall up to 10 ft/level long and 5 ft/level high (S) Duration: 1 round/level Saving Throw: None; see text The spears and arrows are blasted skyward, clattering to the ground behind you. An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. Ice Blade Conjuration [cold]Tier: 1Components: Verbal, SomaticCasting Time: 1 major actionRange: 0 ftEffect: One sword of iceDuration: 1 minute/level (D)Saving Throw: NoneA thin vapor trails behind the blade. A sword of magical ice appears in your hand. You can wield this weapon as if it were an arming sword, except it crits on a 19 or a 20. The sword deals piercing or slashing damage equal 1d8 plus your strength bonus. It also deals one point of cold damage with each hit. If you roll a natural 1 on an attack with the sword, it shatters. It also dissolves in 1d3 rounds if it leaves your hand. Augmentation:For each extra spell point you invest, the sword deals one additional point of cold damage (up to a maximum total of [+½ caster level] cold damage).Shardstorm Evocation [cold]Tier: 2Components: VerbalCasting Time: 1 reaction or 1 major actionRange: 60 ftTarget: Your Ice BladeDuration: InstantaneousSaving Throw: Reflex partialThe word chill the airs as it leaves your mouth, and minute cracks run down the length of your blade. Then it explodes. You charge your Ice Blade with raw elemental fury. The blade detonates in an explosion of razor shards, dealing 1d6/level slashing damage to everyone within 10 ft. A creature which succeeds on a Reflex save takes half damage. Unlike most reaction spells, you don't need a specific event to react and cast this spell; if you have this spell prepared, you can shatter your blade at any time, or in response to any occurence.Heartfreeze Necromancy (White) [cold]Tier: 3Components: VerbalCasting Time: 1 reactionRange: 5 ftTarget: Creature struck by your Ice BladeDuration: InstantaneousSaving Throw: Death partialThe warrior slumps, her lips blue, the wound frozen and bloodless. You can cast this spell when you critically hit an enemy with your Ice Blade. If the target fails its save, its heart freezes and it dies almost instantly. On a successful save, the target survives but is stunned for 1 round and shaken for 10 minutes. Seekers Only: This spell counts as tier 2 instead of tier 3 for the purposes of spell mastery.Presence of Arnis EnchantmentTier: 1Components: NoneCasting Time: 1 major actionRange: PersonalTarget: SelfDuration: Three roundsSaving Throw: NoneYou feel the power rising in you, and you project it outwards. You channel your power outwards, affecting the minds of those around you (as well as your own confidence). You seem impressive and imposing, and you gain a +4 bonus to Charisma. Creatures used to wielding magic will recognize the effects of this spell.Oath of Arnis DivinationTier: 2Components: NoneCasting Time: 1 major actionRange: touchTarget: creature touchedDuration: Permanent until discharged (D)Saving Throw: NoneYou smile as you seal the deal. You will not be cheated. You can cast this spell when you make any formal deal or agreement with a creature. You know instantly if the target ever breaks its word. Additionally, a visible mark of your own design appears on the target wherever you touched them to deliver the spell. The spell is traditionally delivered with a handshake, or by touching the forehead of a kneeling creature. This spell is tied to your magical power: the oath reduces your spell point maximum by 1 as long as it persists, and the spell ends if you die.Chamber Ward Abjuration (Ward)Tier: 3Components: Verbal, Somatic, MaterialCasting Time: 8 hoursRange: 0 ftArea: One single room, up to 2500 square feetDuration: 1 year/level (D)Saving Throw: None.The glamer melts away, and the intruder stands before you, exposed and vulnerable. This potent ward strips away deceptions and keeps out dangerous creatures. Any illusion or enchantment effect entering the area of the spell is attacked, as if you had attempted to dispel it (using the tier of this spell). Any illusion or enchantment effects cast within the area are counterspelled in the same way. Apportation effects fail automatically if they try to move anything into or out of the warded area. Additionally, elementals, undead, and all but the most powerful daemons are barred from entering (and even these are likely to suffer greatly) This ward is uniquely tied to your magical power. The ward reduces your spell point maximum by 3 as long as it exists. You can only have one chamber ward at a time, and the spell ends if you die. You can ignore all the spellcasting limitations of the ward, and your caster level rises by one within its area. Material ComponentThe eye of a dragon, burned as the spell is cast. Silver salts mixed with moonflower petals to form the boundary.Rune of Forgefire Evocation [fire]Tier: 1Components: RuneCasting Time: 1 minuteRange: TouchTarget: One metal object marked with the runeDuration: 5 roundsSaving Throw: NoneThe rune flares to life at your touch, and your blade glows red with heat. You empower the rune to radiate extreme heat when it is wakened. With gloves, a metal weapon can be wielded safely and deals +1d4 fire damage on each hit. If the rune is placed on a creature's equipment, it can cause terrible burns: A small worn metal object deals 1d4 damage per round; a suit of armor deals 4d4. Runic Power:You roll twice for this spell's damage.Rune of Sealing Abjuration (Ward)Tier: 1Components: RuneCasting Time: 1 minuteRange: TouchTarget: One closed door, window, or container marked with the runeDuration: Permanent until breachedSaving Throw: NoneThe door holds as if barred, barely shuddering under the assault. This rune magically seals a door, gate, window, container, or the like. The sealed door is effectively stuck shut; it can be broken open with a DC 25 strength check (unless the Break DC is higher than 25) or simply dealt damage until it is breached. A sealed door resists Knock, but not Dispel Magic. Runic Power:The break DC is increased to 30 Rune of Protection Abjuration (Ward)Tier: 1Components: RuneCasting Time: 1 minuteRange: TouchTarget: One amulet or suit of armor marked with the runeDuration: Permanent until dischargedSaving Throw: NoneThe amulet pulses with a blue light, and the blade glances off . . . something. You're bleeding, but you still have your head. This rune automatically negates the first critical hit dealt to its bearer, turning it into a normal hit. Once it has negated one critical hit, the rune is expended. Runic Power:You also take half damage from the attack.Rune of Darkness AlterationTier: 1Components: RuneCasting Time: 1 minuteRange: TouchTarget: Any solid surface bearing the runeDuration: 1 hourSaving Throw: NoneThe shadows around the tree darken, hiding you and your companions. This rune darkens a 20' radius around itself: bright areas become shadowy, and shadowy areas become dark. This spell is ineffective in very well lit areas (broad daylight with no shade, close to a massive bonfire). Mundane light sources which enter the area are extinguished. Magical light sources are dispelled, unless they are of a higher tier. Runic Power:The spell affects a 40' radius.Rune of Light EvocationTier: 1Components: RuneCasting Time: 1 minuteRange: TouchTarget: Any surface or item bearing the runeDuration: 1 hourSaving Throw: NoneThe rune flares with a brilliant, blinding light. When wakened, this rune glows with a steady white light. It produces bright light in a 40' radius, and shadowy illumination out to 80'. Creatures looking directly towards the rune (for example, to attack the bearer or defend against the bearer's attacks) are disoriented. Light sensitive creatures and those adjusted to darkness are blinded for one round. Runic Power:All creatures within 40' are disoriented, regardless of where they look.Rune of Destruction AlterationTier: 2Components: RuneCasting Time: 1 minuteRange: TouchTarget: Object or surface bearing the runeDuration: InstantaneousSaving Throw: Spell negates (object)The rune wakens under your finger, and the door splinters violently. When wakened, this rune cracks, splinters, corrodes, or otherwise deals major damage to the object on which it was scribed. It only affects material within about 3 ft. Wooden objects and walls (such as a door, or the hull of a ship) are very likely to be breached. A 1' thick stone wall will be very badly damaged, and possibly breached. An iron wall or door, or a thick stone wall, will be seriously weakened. Runic Power:The rune affects material within 5 ft.Rune of True Striking EvocationTier: 1Components: RuneCasting Time: 1 minuteRange: TouchTarget: Any weapon bearing the runeDuration: 1 round or until dischargedSaving Throw: NoneYou speak the word, and time seems to slow as you loose the arrow. When wakened, this rune guides your weapon to strike true. You gain a +5 bonus on the next attack you make with this weapon. This bonus is lost if it is not used within the duration of the spell. Runic Power:You gain a +10 bonus on the attack, instead of +5.Rune of Deflection Abjuration (Ward)Tier: 2Components: RuneCasting Time: 1 minuteRange: TouchTarget: Armor, shield, or amulet bearing the runeDuration: 5 roundsSaving Throw: Reflex negates, see textThe axe bounces aside in a shower of sparks an instant before it would have taken off your arm. When wakened, this rune protects you from physical attacks. Each attack against you has a 20% chance to be deflected. When you are struck, the protective aura emits a blinding flash of light, blinding all creatures (except the bearer) within 5 ft unless they succeed on a Reflex save. Runic Power:The rune grants you a 40% miss chance.Master Rune of Sealing Abjuration (Ward)Tier: 2Components: RuneCasting Time: 1 minuteRange: TouchTarget: One closed door, window, or container marked with the runeDuration: Permanent until breachedSaving Throw: NoneThe abomination recoils in pain, its claw-like hands scorched by white fire. This rune magically seals a door, gate, window, container, or the like. The sealed door is effectively stuck shut; it can be broken open with a DC 25 strength check (unless the Break DC is higher than 25) or simply dealt damage until it is breached. Additionally, any daemon or undead creature which touches the door takes 1d6 damage per caster level. A sealed door resists Knock and counts as a tier 4 spell for the purposes of Dispel Magic. Runic Power:The break DC is increased to 30 and the damage is doubled.Rune of Blasting Evocation [force]Tier: 2Components: RuneCasting Time: 1 minuteRange: TouchTarget: Object or surface bearing the runeDuration: Permanent until dischargedSaving Throw: Reflex halfYou speak the word, and hurl the little stone down the hallway, shielding your eyes from the blast. Once wakened, this rune explodes when it takes damage or suffers a hard impact. The explosion deals 3d6 bludgeoning damage and takes the shape of a 10' cube. If the blast is centered on a square (and not an intersection), roll 1d4 to see which way the blast radiates. If a target takes damage from multiple blast runes simultaneously, each rune after the first only deals 1d6 damage (no save). If you take damage while holding a wakened blast rune, it has a 50% chance to detonate. Dwarf war wizards often mark their crossbow bolts with blast runes. Runic Power:The explosion deals 6d6 damage, and the rune is even more sensitive. An overcharged blast rune will detonate immediately if fired from a bow or crossbow, dropped from waist height, or if you pat your pocket a little too hard.Rune of Binding UniversalTier: 2Components: RuneCasting Time: 1 minuteRange: TouchTarget: Object or surface bearing the runeDuration: See textSaving Throw: Reflex halfYou finish the rune, and then set to work on the ward. Once wakened, you can bind another spell to this rune. The duration of a bound spell is doubled. The spell and rune must be placed on the same target to be effective. For example, you could etch the rune into the target's armor, and then bind Protection from Energy to the rune. Runic Power:The duration of the bound spell is tripled.Master Rune of Destruction AlterationTier: 3Components: RuneCasting Time: 1 minuteRange: TouchTarget: Object or surface bearing the runeDuration: InstantaneousSaving Throw: Spell negates (object)Cracks spread outward from the rune, and around them the wall turns to fine ash. When wakened, this rune instantly cracks, splinters, corrodes, or otherwise deals major damage to the object on which it was scribed. Then, over the course of about a second, the seriously damaged material dissolves into ash. It only affects material within about 2.5 ft. Sturdier materials are still more resistant, so this spell will create a smaller breach in a wall of iron than in a wall of stone. Runic Power:The rune affects material within 5 ft.Rune of Fury Evocation [force]Tier: 3Components: RuneCasting Time: 1 minuteRange: TouchTarget: Melee weapon bearing the runeDuration: 1 round or until dischargedSaving Throw: NoneYou feel your weapon hum with power, and you unleash it in a flurry of rapid blows. When wakened, this rune imbues your weapon with a force all its own. As a major action, you can make one melee attack against each adjacent enemy. This bonus is lost if it is not used within the duration of the spell. Runic Power:You gain a +2 bonus on each attack.Master Rune of Wrath Evocation [force]Tier: 3Components: RuneCasting Time: 1 minuteRange: TouchTarget: Melee bludgeoning weapon bearing the runeDuration: 1 round or until dischargedSaving Throw: Reflex partial; see textYour hammer strikes the ground with impossible force, and shards of stone explode all around you. When wakened, this rune empowers your weapon with raw explosive force. Your next attack against deals +3d6 damage. If you strike solid ground, the force breaks and shatters the surface. You deal 3d6 damage to all creatures (except you) within 10', and each creature that takes damage falls prone unless they succeed on a Reflex save. This bonus is lost if it is not used within the duration of the spell. Runic Power:The damage increases to 6d6.Master Rune of Negation Abjuration (Negation)Tier: 3Components: RuneCasting Time: 1 minuteRange: TouchTarget: Any object or surface bearing the runeDuration: 5 roundsSaving Throw: NoneThe shadows around the tree darken, hiding you and your companions. This rune suppresses all magic within 10' of itself. This negates the direct effects of spells, but not the indirect effects. For example, the explosion of a fireball (a direct effect) would vanish where it flowed into the area, but any fires started by a spell (indirect effects) would still spread normally. A summoned creature could not appear within the area (because summoning the creature is a direct effect), but it could walk into area (though doing so would remove any magical control the caster might have had over it). Runic Power:The spell affects a 20' radius.Disguise Self [WIP] Tier 3, 1 hr/level Does not effect clothing Almost perfectly mimics (just details you don't notice).Entangle Wild Magic Tier: 1 Components: VerbalCasting Time: 1 major actionRange: 120 ftArea: Plants in a 30 ft radius spread Duration: 1 minute (D)Saving Throw: Reflex partial (see text) The vines respond instantly to the ancient word. Your pursuer falls, his leg snared by a coil of greenery. Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become held. A creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.Wind Guided Arrows Wild MagicTier: 2Components: SomaticCasting Time: 1 minor actionRange: PersonalTarget: SelfDuration: 1 roundYour arrow flies true, piercing the howling gale as if it were nothing. Your next ranged attack gains a +4 bonus to hit, provided it is made within the duration of the spell. This attack also ignores any penalties caused by wind.Blizzard Strike Conjuration [air, cold]Tier: 1 Components: Verbal, Somatic Casting Time: 1 major action Range: Touch Target: Your Ice Blade Duration: 1 minute, or until dischargedSaving Throw: None A whirlwind of ice and freezing snow forms around your blade, waiting to be unleashed. You bind a freezing windstorm to your blade, and unleash it with a strike. The spell is discharged the next time you hit a target with your iceblade, dealing 1d6 cold damage. Additionally, the blizzard pushes both of you back with great force. You are automatically pushed back 10 ft and the target is subject to a bull rush attempt (the spell has a +8 bonus on this check). Your movement occurs first and does not provoke reaction attacks. Augment:For each additional spell point you invest, you can increase the damage by 1d6 (up to a maximum total of [½ caster level] d6). For each extra d6, the spell gains an additional +2 bonus on the Strength check.Soulfrost Necromancy (White) [cold]Tier: 1Components: Verbal, SomaticCasting Time: 1 major actionRange: 15 ftArea: 15 ft cone originating from your handDuration: InstantaneousSaving Throw: Death partial; see textHis face grows pale, and he stumbles backwards, his breathing heavy and ragged. A deathly chill emanates from your fingertips, leaving your foes weakened and vulnerable. Creatures in the area take 1d6 damage; additionally, creatures which take damage are rendered off-guard until their next turn and disoriented for three rounds. A successful save negates the disorientation and halves the damage. Augmentation:For each extra spell point you invest, you can increase the damage by 1d6 (up to a maximum total of [½  caster level] d6).Claws of Arrak AlterationTier: 1Components: VerbalCasting Time: 1 major actionRange: PersonalTarget: SelfDuration: 10 min/level (D)Saving Throw: NoneYour hands twist and warp, and from your fingers grow vicious claws. You transform your hands into deadly claws. Your unarmed strikes deal 1d6 damage (instead of 1d3).Transfusion Necromancy (White)Tier: 2Components: VerbalCasting Time: 1 major actionRange: TouchTarget: Creature touchedDuration: 10 min/level (D)Saving Throw: Death negates (harmless)You feel your life-energy flow into your ally, invigorating him. You transfer your own vitality to the target. Roll a recovery die; the target receives the result as healing. You must spend HP to cast this spell; it cannot be cast using spell points. Augment:For each extra hitpoint you invest, you can increase the number of recovery dice you roll by one (up to a maximum total of [½ caster level] dice).Weapons of the Beast AlterationTier: 2Components: VerbalCasting Time: 1 major actionRange: PersonalTarget: SelfDuration: 10 min/level (D)Saving Throw: NoneThe pain in your arms fades, and is replaced with a sensation of primal power. You transform your body and mind, gaining the use of powerful natural weapons, and the ability to fight like a wild animal. Select one of the following options: Raking strikes: This weapon bloodies any creature it hits. Bloodied creatures are dealt bleeding injuries and take 1d6 damage one round later. Ferocious Charge: When you charge, this weapon deals extra damage equal to your strength bonus. Additionally, whenever you deal damage with a charge attack, you can roll a free trip attempt. This attempt does not provoke reaction attacks, but you can still be tripped yourself if you fail. Gripping Maw: When you hit a target with this weapon, you can spend a reaction to immediately grapple the target. You also gain a +4 bonus on grapple checks. Stalking Strike: This weapon deals an extra 1d6 damage against off-guard targets. You also gain a +4 bonus on intimidate checks. Each weapon deals 1d6 base damage. You can have multiple weapons at the same time, but you must choose which to use for each attack.Aspect of the Beast AlterationTier: 3Components: VerbalCasting Time: 1 major actionRange: PersonalTarget: SelfDuration: 1 min/level (D)Saving Throw: NoneYour hide thickens, and black fur races across your back as you drop to all fours. You adopt a powerful, animalistic form. Pick two of the following aspects: Aquatic Adaptation: You gain a swim speed of 40 ft, and a +8 bonus on swim checks. Water Breathing: You can breath water as if it were air. Thick Hide: Your hide thickens, or you grow thick fur or scales. You gain Resistance 3 to piercing, slashing, and bludgeoning damage. Bestial Stride: You drop to all fours, and your base speed increases to 50 ft. This speed increase grants you a +8 bonus on jump checks. Deadly Weapons: You gain a natural weapon, as if you had cast Weapon of the Beast. Senses of the Hunter: You gain low-light vision and an inhumanly keen sense of smell. You also gain a +8 bonus on perception checks. You gain the benefits of your chosen aspects for the duration of the spell. You can cast this spell multiple times to gain even more aspects, and the durations add together instead of overlapping. It is, however, very dangerous to give over so much control to the beast. Augmentation:If you cast this as a tier 4 spell, you gain Massive Wings as an aspect option. The wings replace your arms, but grant a 60 ft fly speed.