Cnj VSMF 1sa you 1rl noen no Acid Sheath (Creation/Acid) [STD] Any hitting get 30dmg unless reach, get +1/die damaged on acid attack Abj VS-- 1sa 10' 10ml none yes Anticold Sphere [Cold] 10' radius on you, immune to cold, no [cold] creatures Trn VS-- 1sa cls perm Mult Yes Baleful Polymorph Change (Frt-) Small- 1HD- animal; fatal: save+4; Animal mental (Wil-); keep lvls Abj VS-- 1m cls inst vary No Break Enchantment [STD] 1cl: neg ench/transm/curse incl(inst); CL(11+L); item CL(25). Cnj VS-- 1sa med 1ml Frt~ No Cloudkill (Creation) 20'O: kill 3HD-; Frt- Kill 6HD- else Con-1d4/r; 6HD+ Frt/ Con-1d4; move 10' Abj VSM- 1m you 1hl none no Contingent Energy Resistance Energy Resist 10, 10ml, against first energy attack Abj VS-- 1sa cls inst Wil- Yes Dismissal Forces xplanar creature back to its plane (20% other) Wil-(20-HD+CL) Trn VS-- 1sa tch 1ml frt- yes Draconic Might Str,Con,Cha enhance +4; nat.armor enhance +4; - paralysis Trn VS-F 1sa you 1hl none no Dragonsight sight: 2x normal, 4x lowlight, darkvision 10'l, blindsense 5'l Ill VS-- 1m+ tch vary None Yes Dream (Phantasm/Mind-Affecting) Send phantasmal dream message to specific entity; fail all saves while casting trn VSM- 1r+ cls inst none no Fabricate 1'C*10l: convert normal material into normal product (use Craft if appro) Ill VSM- 1sa tch 1hl none no False Vision (Glamer) 40'O: Any scrying spell receives a false image; Concetrate to change; M:250gp Trn VS-- 2sa cls 1ml~ wil- yes Fly, Mass Subjects have to stay with 30' of eachother Abj VS-- 1sa tch 1ml~ none yes Indomitable First incapacitating attack, stop at 1hp Abj VSM- 1sa tch 1rl wil- yes Ironguard, Lesser Immune to non magical metal Abj VSM- 10m cls 24h none no Mage's Private Sanctum 30'Cl: no look nor hear or scry or detect thoughts inside; PERM Cnj ???? 10m cls vary none no Major Creation (Creation) Vegetable(2hl), Stone/metal(1hl), prec-metal(20ml), gem(10ml), rare-metal(1rl) Ill VS-- 1sa cls C+1hl var No Mirage Arcana (Glamer) 20'Cl: change terrain and structures, not creatures Trn VSM- 1sa you 1rl none no Nightstalkers Transformation Dex enh+4, AC luck+3, Rfl+5 luck; Spot/Listen/Hide/MovSil +5 comp; Evasion/Finesse; no Mage Trn VSM- 1sa tch 1hl none no Passwall 5'x8'x10+5l/3': through wood/stone/plaster; ejected on end Uni VS-X 2r var perm none no Permanency This spell makes certain other spells permanent. Cnj VSM- 1sa cls 1rl none no Phantasmal Thief Invisible (+hide=CL/MovSil=CL) steal -hold -worn; give 1r; once disarm=CL held Div VSM- 1m 1ml 1hl none no Prying Eyes L+1d4 eyes, see 120', fly 30', AC 18, hide 16, Spot 15; 25 word command Trn CSM- 1sa cls 1r frt- yes Sakkratar's Triple Trike Up to L creatures get two full bab attacks on full-attack +keen+flame-burst Cnj VS-F 10m --- 60d none no Secret Chest (Summoning) Chest 1'C*L goods: hide in etheral, recall once with focus; 5000/50gp You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest.s actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you. The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time-even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be. To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it. Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive. Focus: The chest and its replica. Abj VS-- 10m 0 once Wil- No Symbol of Spell Loss Each round loose highest spell, Wil-; 10ml or 50 spell levels Telekinesis Transmutation Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target or Targets: See text Duration: Concentration (up to 1 round/ level) or instantaneous; see text Saving Throw: Will negates (object) or None; see text Spell Resistance: Yes (object); see text You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust. Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks. Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don.t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn.t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level). You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). Telepathic Bond Divination Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: You plus one willing creature per three levels, no two of which can be more than 30 ft. apart Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting. Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency. Material Component: Pieces of eggshell from two different kinds of creatures. Cnj V--- 1sa inst wil- yes Teleport (Teleportation) Target: You and touched objects or other touched willing creatures 100ml*CL +1c*CL/3 (touching); See [teleport table] Trn VSM- 1sa med perm vary No Transmute Mud to Rock (Earth) Area: Up to two 10-ft. cubes/level (S) This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently. Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone. Transmute mud to rock counters and dispels transmute rock to mud. Trn VSM- 1sa med perm vary No Transmute Rock to Mud (Earth) Area: Up to two 10-ft. cubes/level (S) This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet. If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves. Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can.t affect worked stone and doesn.t reach deep enough to undermine such buildings. foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell. The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance-but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage. Cnj VSM 1sa med inst vary No Wall of Stone (Creation/Earth) Stone wall (5'[l,1"l/4), not in same space, any shape, but anchored to stone Abj VSM- 2r 0 1ml None Yes Zone of Respite 10'O: No Etheral/Shadow/Astral movement; No summon; gates keep working