Cnj VSM- 1sa med inst Rfl/ No Acid Storm [Creation/Acid] XXX: 15d6 acid damage Cnj VSM- 1sa med 1rl None No Acid Fog (Acid) 20'Rx20'H: Fog, slow speed, no sight, damage 2d6 Div VS-F 1sa cls 1rl vary No Analyze Dweomer 1 obj/c /r: free, spells|activate+charges; att-object Wil-; -artifact; F: 1500gp Abj VS-F 10m tch 24h none no Anticipate Teleportation, Greater [ITEM] 5'l radius, delay 3r, and type of creatures F:1000gp tiny hourglass Abj VSM- 1sa you 10ml None var Antimagic Field 10'O: suppress spells/spelllike/su; no dispel Trn VSM- 1sa cls 1ml wil- yes Bear's Endurance, Mass 1 cl: each with 30', Con+4 Trn V--- 1sa cls 1ml wil- yes Brilliant Blade 1 melee or 50 missiles become /brilliant/ (ignore non force/living-matter) Trn VSM- 1sa cls 1ml wil- yes Bull's Strength, Mass 1 cl: each with 30', Str+4 Trn VSM- 1sa cls 1ml wil- yes Cat's Grace, Mass 1 cl: each with 30', Dex+4 Trn VSM- 1sa med inst Frt~ Yes Disintegrate Effect: Ray A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature.s equipment is unaffected. When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected; that is, the ray affects only one target per casting. Arcane Material Component: A lodestone and a pinch of dust. Dispel Magic, Greater Abjuration Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6 This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can.t dispel that effect. Trn VSM- 1sa med inst Frt- Yes Flesh to Stone 1 'fleshy' creature+gear => mindless, inert statue; Cnj XXX Gemjump ... Abj ??? Globe of Invulnerability This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects. Trn XXX Hardening ... Uni VS-- 1sa tch 1hl wil- yes Imbue Familiar with Spell Ability 5 5- level spells Div XXX Interplanar Telepathic Bond ... Div VSMF var you var none no Legend Lore Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time). During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are .legendary,. as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds. Material Component: Incense worth at least 250 gp. Focus: Four strips of ivory (worth 50 gp each) formed into a rectangle. Ill -S-- 1sa cls you spec vary No Mislead (Figment/Glamer) Duration: 1 round/level (D) and concentration + 3 rounds; see text You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don.t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so. The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The improved invisibility lasts for 1 round per level, regardless of concentration. Trn VSM- var lng inst none no Move Earth Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S) Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures. Material Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade. Permanent Image Illusion (Figment) Level: Brd 6, Sor/Wiz 6 Effect: Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S) Duration: Permanent (D) This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating. Material Component: A bit of fleece plus powdered jade worth 100 gp. Ill --- once --- Programmed Image (Figment) Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S) Duration: Permanent until triggered, then 1 round/level This spell functions like silent image, except that this spell.s figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech. You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. (See magic mouth for more details about such triggers.) Abj VS-F 1sa you 1rk Wil- Yes Repulsion Area: Up to 10-ft.-radius/level emanation centered on you An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures. actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell.s area. F: 50gp Cnj XXX Resistance, Superior ... Abj XXX Ruby Ray of Reversal ... Cnj VSM- 1sa tch once vary var Shalantha's Delicate Disk (Creation) 1' breekbaar disc holding any 5- spell; effect on breaker; M: 200gp - Heroism (greater): Enchantment-Compulsion, Bard-5, 1mL morale+4 (BAB, saves, skill), immune fear, temporary HP CL (max 20) Abj VSM- 10m cls once Rfl/ No Sign of Sealing, Greater Ld6 40'O;corridor|door; hardn+10 5hp/l sv+4; -knock, dispel(15+L) Disable(31) Trn VSM- 1sa med inst Frt- Yed Stone to Flesh Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone. Material Component: A pinch of earth and a drop of blood. Trn VSM- 1sa you 1rl none no Transformation No mage; Str/Dex/Con enh+4; nat.armor +4; Frt comp+5; bab=char.level; M:P:b.str Div VSM- 1sa tch 1ml wil- yes True Seeing You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet. True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance. Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat. Ill VS-- 1sa lng C+1hl vary var Veil (Glamer) Targets: One or more creatures, no two of which can be more than 30 ft. apart You instantly change the appearance of the subjects and then maintain that appearance for the spell.s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check. Unwilling targets can negate the spell.s effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn.t help.