Spells

Acid Splash
Cast : std act
📏: 25′ + 5′/2 lvls
Save: none; SR: no
Desc: Make a ranged touch attack to hit target. Deals 1d3💧 dmg. Acid disappears after 1r.

Alter Self
Cast : std act
📏: pesnl; : 1m/lvl
Desc: When casting this spell, you can assume the form of any Sm or Med creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: drkvis 60′, ll-vis, scent, & sw30. If the form you take is that of a Sm humanoid, gain a +2 size bonus to Dex. If the form you take is that of a Med humanoid, gain a +2 size bonus to Str.

Bane
Cast : std act
📏: 50′; Area: 50′ rad burst; : 1m/lvl
Save: w:neg; SR: yes
Desc: Affected creatures –1 atk & –1 save against fear.

Bleed
Cast : std act
📏: 25′ + 5′/2 lvls; : one living creature;
Save: w:neg; SR yes
Desc: Target living creature at < 0 hp but stabilized resumes dying. If target is dying, it takes 1 dmg.

Blink
Cast : std act
📏: prsnl; : 1r/lvl
Desc: Physical attacks have 50% miss chance (Blind-Fight doesn’t help). If attack is can strike ethereal, miss chance is 20%. If attacker can see invisible, chance is 20%. Your attacks also have 20% miss chance. Spells targeting you have 50% chance to fail. Your spells have a 20% chance to activate just as you go ethereal. ½ dmg from area attacks. +2 atk against targets that can’t see invis. ½ dmg from falling. Can step through solid objects. For each 5′ of solid material you walk through, 50% chance that you become material, shunting you to nearest open space & take 1d6 dmg/5′ traveled. Can see and attack ethereal creatures. Force effects & abjurations affect normally.

Blur
Cast : std act
📏: tch; 1m/lvl
Desc: Subject’s outline appears blurred, granting concealment (20% miss chance). See invis doesn’t work, but true seeing does.

Bull’s Strength
Cast : std act
📏: tch; : 1m/lvl;
Desc: +4 enhancement bonus to Str.

Bull’s Strength, Mass
Cast : std act
📏: 25′ + 5′/2 lvls; : 1 creature/lvl, no more than 30′ apart; : 1m/lvl
Desc: +4 enhancement bonus to str.

Burning Hands
Cast : std act
📏: 15′ cone
Save: r:½; SR: yes
Desc: Creatures in area take 1d4🔥 dmg/caster lvl (max 5d4). Flammable materials burn if flames touch them. Char. can put out flames as f-rnd act.

Cause Fear
Cast : std act
📏: 25′ + 5′/2 lvls; : 1 living creature ≤ 5 hd; : 1d4r or 1r
Save: w:partial; SR: yes
Desc: Target becomes frightened. If save, shaken for 1r.

Charm Monster
Cast : std act
📏: 25′ + 5′/2 lvls; : 1 living creature; : 1d/lvl
Save: w:neg; SR: yes
Desc: Makes target regard you as its trusted friend & ally (treat attitude as friendly). If target is currently being threatened or attacked by you or your allies, +5 to save. Spell does not enable you to control target, but it perceives your words and actions in the most favorable way. Can try to give the subject orders, but must win an opposed Cha check to convince it to do anything it wouldn’t ordinarily do.

Charm Person
Cast : std act
📏: 25′ + 5′/2 lvls; : 1 humanoid creature; : 1h/lvl
Save: w:neg; SR: yes
Desc: Makes target regard you as its trusted friend & ally (treat attitude as friendly). If target is currently being threatened or attacked by you or your allies, +5 to save. Spell does not enable you to control target, but it perceives your words and actions in the most favorable way. Can try to give the subject orders, but must win an opposed Cha check to convince it to do anything it wouldn’t ordinarily do.

Confusion
Cast : std act
📏: 100′ + 10′/lvl; : all creatures in 15′ radius; : 1r/lvl
Save: w:neg; SR: yes
Desc: Causes confusion in targets, making them unable to determine their actions. At the start of each subject’s turn check following table to see what it does in that round.

d% Behavior
01–25 Act normally
26–50 Do nothing but babble incoherently
51–75 Do 1d8 dmg + Str to self w/item in hand
76–100 Attack nearest creature

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Any confused character attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.

Create Water
Cast : std act
📏: 25′ + 5′/2 lvls; Effect: up to 2 gal. water/lvl
Save none; SR: no
Desc: Create clean drinkable water that disappears after 1d if not consumed.

Crushing Despair
Cast : std act
📏: 30′ cone; : 1m/lvl;
Save: w:neg; SR: yes
Desc: Causes great sadness in targets. –2 penalty on atks, saves, ability chks, skill chks, & dmg rolls.

Dancing Lights
Cast : std act
📏: 100′ + 10′/lvl; Effect: Up to 4 lights, within 10′-radius area; : 1m
Save: none; SR: no
Desc: Depending on the version selected:
- Create up to 4 lights that resemble lanterns or torches (and cast that amount of light).
- Up to four glowing spheres of light (which look like will-o’-wisps).
- 1 faintly glowing, vaguely humanoid shape.
The dancing lights must stay within a 10′-radius area in relation to each other but otherwise move as you desire (no conc req). The lights can move up to 100′/r. A light winks out if the distance between you and it exceeds the spell’s range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Darkness
Cast : std act
📏: tch; : 1m/lvl
Save: none; SR: no
Desc: Target radiates darkness out to a 20′ radius. This darkness causes the illumination level in the area to drop one step, from bright to normal, normal to dim, or dim to darkness. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light do not increase the light level in an area of darkness. Magical light sources increase the light level in an area if they are of a higher spell level than darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed. This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

Daylight
Cast : std act
📏: touch; : object touched; : 10m/lvl
Save: none; SR no
Desc: Target sheds bright light in a 60′ radius. This increases light lvl for an additional 60′ by one step (darkness becomes dim, dim becomes normal, & normal becomes bright). Creatures that take penalties in bright light take them within the initial 60′ radius. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daze
Cast : std act
📏: 25′ + 5′/2 lvls; : 1 humanoid ≤ 4HD; : 1r
Save: w:neg; SR: yes
Desc: Target of 4 or fewer HD may take no actions (targets of greater HD not affected). Target is not stunned, & attackers gain no special advantage. After target has been dazed by this spell, it is immune to the effects of this spell for 1m.

Deeper Darkness
Cast : std act
📏: tch; : 10m/lvl
Save: none; SR: no
Desc: Target radiates darkness out to a 60′ radius. This darkness causes the illumination level in the area to drop two steps. Bright becomes dim & normal becomes darkness. Areas of dim light and darkness become supernaturally dark. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can’t see. Nonmagical sources of light do not increase the light level in an area of darkness. Magical light sources increase the light level in an area if they are of a higher spell level than darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed. This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.

Detect Thoughts
Cast : std act
📏: 60′ cone; : conc up to 1m/lvl
Save: w:neg; SR no
You detect surface thoughts. Rnd 1: Presence or absence of thoughts. Rnd 2: # of minds and Int of each. If the highest Int ≥ 26 (& 10 > own Int), you are stunned for 1r & spell ends. Rnd 3: Surface thoughts of any mind in the area. Tgt saves to prevent, & must cast again to retry. Spell blocked by 1′ stone, 1″ metal, thin sheet of lead, or 3′ woord or dirt.

Dimension Door
Cast : std act
📏: 400′ + 40′/lvl
: you & tchd objs or tchd willing creatures
Desc: Instantly move from current loc to another spot within range. Can bring objs up to max load. May also bring 1 willing Med or smaller creature or its equivalent per 3 lvls. Lrg=2Med, Hug=2Lrg, and so on. All creatures transported must be in contact with one another.

Disguide Self
Cast : std act
📏: prsnl; 10m/lvl
Desc: Make yourself—including clothing, armor, weapons, & equipment—look different. You can seem 1′ shorter or taller. Can change only minor features, or look like an entirely different person or gender. +10 on Disguise checks. Creatures interacting with you get a Will save to disbelieve.

Divine Favor
Cast : std act
📏: personal; : 1m;
Desc: +1/3 lvls (min +1, max +3) luck bonus on atk & dmg (does not apply to spell dmg).

Doom
Cast : std act
📏: 100′ + 10′/lvl; : one living creature; : 1m/lvl;
Save: w:neg; SR: yes
Desc: Target becomes shaken (–2 on atk, saves, skill checks, & ability checks).

Enlarge Person
Cast : 1r
📏: 25′ + 5′/2 lvls; : 1 humanoid creature; : 1m/lvl;
Save: f:neg; SR: yes
Desc: Causes instant growth, ×2 height & ×8 weight. size cat increases by 1. Target gains +2 size bonus to str, a –2 size penalty to dex (min 1), & –1 on attack & AC. If target grows to Large, gains reach 10. If no room available for the growth, target attains max possible size & may make a str check (using new str) to burst any enclosures. If fails, it’s constrained w/o harm by the materials enclosing it. All equipment worn or carried by target is enlarged. Melee weapons increase in dmg (1d2→1d3→1d4→1d6→1d8→2d6→3d6, 1d10→2d8→3d8, 1d12→3d6, 2d4→2d6, 2d10→4d8). Items leaving posession revert to normal size.

Enlarge Person, Mass
Cast : 1r
📏: 25′ + 5′/2 lvls; : 1 humanoid creature/lvl, no more than 30′ apart; : 1m/lvl;
Save: f:neg; SR: yes
Desc: Causes instant growth, ×2 height & ×8 weight. size cat increases by 1. Target gains +2 size bonus to str, a –2 size penalty to dex (min 1), & –1 on attack & AC. If target grows to Large, gains reach 10. If no room available for the growth, target attains max possible size & may make a str check (using new str) to burst any enclosures. If fails, it’s constrained w/o harm by the materials enclosing it. All equipment worn or carried by target is enlarged. Melee weapons increase in dmg (1d2→1d3→1d4→1d6→1d8→2d6→3d6, 1d10→2d8→3d8, 1d12→3d6, 2d4→2d6, 2d10→4d8). Items leaving posession revert to normal size.

False Vision
Cast : std act
📏: tch; Area: 40′ rad emanation; : 1h/lvl
Save: none; SR: no
Desc: Any divination (scrying) spell used to view anything within area of spell instead receivea a false image as defined by you at casting. You can concentrate to change the image as desired. While not concentrating, image remains static.

Freedom Of Movement
Cast : std act
📏: prsnl or tch; : 10m/lvl
Desc: Enables target to move & attack normally, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, & web. All combat maneuver checks made to grapple the target automatically fail. Subject automatically succeeds on any combat maneuver checks & Escape Artist checks made to escape a grapple or a pin. Also allows subject to move & attack normally while underwater, even w/slashing or bludgeoning weapons, provided that the weapon is wielded in the hand rather than hurled.

Flame Blade
Cast : std act
: 1m/lvl
Saving: none; SR: yes
Desc: Produces a flaming scimitar in hand. Attacks are melee touch attacks. Deals 1d8🔥 +1/2 lvls (max +10). No str bonus to dmg. Can ignite combustible materials.

Fog Cloud
Cast : std act
📏: 100′ + 10′/lvl; Area: 20′ radius; : 10m/lvl
Save: none; SR: no
Desc: Fog obscures all sight, including darkvision, beyond 5′. A creature within 5′ has concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance). A moderate wind (11+ mph) disperses the fog in 4r; a strong wind (21+ mph) disperses in 1r.

Gaseous Form
Cast : std act
📏: tch; : crtr tchd; : 2m/lvl
Save none; SR no
Target & gear become insubstantial. Gain dr 10/mag; & immune to psn, sneak atks, & crits. Can’t atk or cast spells w/components. Lose all moves and gain fly 10 (auto pass fly checks). Subject to winds & can’t enter liquids. Can’t manipulate objects.

Ghost Sound
Cast : std act
📏: 25′ + 5′/2 lvls; : 1r/lvl
Save: w:disbelief; SR: no
Desc: 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. Volume of sound created depends on level. You can produce as much noise as 4 normal humans per level (max 40). 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 8 humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans.

Globe of Invilnerability
Cast : std act
📏: 10′ rad centered on caster; : 1r/lvl
Save: no; SR: no
Desc: Immobile sphere excludes spell & SLA effects ≤ 4th lvl. Spells may be cast out.

Globe of Invilnerability, Lesser
Cast : std act
📏: 10′ rad centered on caster; : 1r/lvl
Save: no; SR: no
Desc: Immobile sphere excludes spell & SLA effects ≤ 3rd lvl. Spells may be cast out.

Grease
Cast : std act
📏: 25′ + 5′/2 lvls; : 1 obj or 10′ sq.; : 1m/lvl
Save: see text; SR: no
Desc:
- Creatures in area when cast, Ref save or fall. Creature can walk in or through area @½ speed w/Acrobatics dc:10. Failure means it can’t move that round (and must a Ref save or fall), while failure by 5 or more means it falls.
- Or to create a greasy coating on an item. Objects not in use are always affected, while objects wielded require their bearers to make a Ref save to avoid the effect. If initial save fails, creature drops item. A save must be made each round that the creature attempts to pick up or use the item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Guidance
Cast : std act
📏: tch; : 1m or until discahrged
Desc: Target gains +1 (competence) on single atk, save, or skill check. Must choose to use bonus before rolling.

Hold Person
Cast : std act
📏: 100′ + 10′/lvl; : 1 humanoid creature; : 1r/lvl;
Save: w:neg; see text; SR: yes
Desc: 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 save to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Hypnotism
Cast : 1r
📏: 25′ + 5′/2 lvls; Area: several living creatures, no more than 30′ apart; : 2d4r
Save: Will negates; SR: yes
Desc: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. If you use this spell in combat, each target gains a +2 bonus on its save. If the spell affects only a single creature not in combat at the time, the save has a penalty of –2. While subject is affected by this spell, it reacts as though it were 2 steps more friendly in attitude. This allows you to make a single request of the affected creature. The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its save does not remember that you enspelled it.

Inflict Critical Wounds
Cast : std act
📏: touch
Save: w:½; SR: yes
Desc: Channel negative energy that deals 4d8 + 1/lvl (max +20) damage.

Inflict Light Wounds
Cast : std act
📏: touch
Save: w:½; SR: yes
Desc: Channel negative energy that deals 1d8 + 1/lvl (max +5) damage.

Inflict Moderate Wounds
Cast : std act
📏: touch
Save: w:½; SR: yes
Desc: Channel negative energy that deals 2d8 + 1/lvl (max +10) damage.

Inflict Serious Wounds
Cast : std act
📏: touch
Save: w:½; SR: yes
Desc: Channel negative energy that deals 3d8 + 1/lvl (max +15) damage.

Invisibility
Cast : std act
📏: pers or tch; : you or creature or object weighing ≤ 100 lbs./lvl; : 1m/lvl
Desc: Target & gear become invisible. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped become visible; items picked up disappear if tucked into the clothing or pouches. Light, however, never becomes invisible. If check required, a stationary creature gets +40 on Stealth checks (+20 if moving). Spell ends if subject attacks (including offensive spells).

Invisibility, Greater
Cast : std act
📏: pers or tch; : you or crtr or obj weighing ≤ 100 lbs./lvl; : 1r/lvl
Desc: Target & gear become invisible. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped become visible; items picked up disappear if tucked into the clothing or pouches. Light, however, never becomes invisible. If check required, a stationary creature gets +40 on Stealth checks (+20 if moving).

Invisibility Purge
Cast : std act
📏: prsnl; : 1m/lvl
Desc: Surrounds you w/sphere (rad 5′/lvl) that negates all forms of invisibility. Anything invisible becomes visible while in the area.

Invisibility Sphere
Cast : std act
📏: pers or tch; : you or creature or object weighing ≤ 100 lbs./lvl; : 1m/lvl
Desc: Target, gear, & others in a 10′ radius become invisible. Items dropped become visible; items picked up disappear if tucked into the clothing or pouches. Light, however, never becomes invisible. If check required, a stationary creature gets +40 on Stealth checks (+20 if moving). Spell ends if subject attacks (including offensive spells). Those affected by this spell can see each other & themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area later do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

Light
Cast : std act
📏: touch; : 10m/lvl
Save: none; SR: no
Desc: Target glows like a torch, shedding normal light in a 20′ radius, & increasing the light level for an additional 20′ by one step, up to normal light (darkness becomes dim, & dim becomes normal). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If cast while another casting is still in effect, the previous casting is dispelled. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Lightning Bolt
Cast : std act
📏: 120′; Area: 120′ ln; : instant
Save: r:½; SR: yes
Desc: Deal 1d6/lvl (max 10d6) to each creature in area. Bolt begins at fingertips. Sets fire to combustibles and dmgs objs in area. Can melt metals w/low melting point (Pb, Au, Cu, Ag, or bronze). If dmg caused to interposing barrier breaks through it, bolt may continue beyond if range permits; otherwise, stops @ barrier just as any other spell effect does.

Levitate
Cast : std act
📏: prsnl or 25′ + 5′/2 lvls; : you or 1 willing creature or 1 obj (≤100 lbs./lvl); : 1m/lvl
Save: none; SR: no
Desc: Levitate target up or down as much as 20′/r; doing so is a move action. Can’t move target horiz. Target attacks @ –1/attack (max –5). Spend full round stabalizing to reset to –1.

Mage Armor
Cast : std act
📏: touch; : creature touched; : 1h/lvl
Desc: +4 armor bonus to AC. This is a force effect and incorporeal creatures can’t bypass.

Mind Fog
Cast : std act
📏: 100′ + 10′/lvl; Effect fog in 20′ rad, 20′ high; : 30m & 2d6r
Save: w:neg; SR: yes
Desc: Creatures in area take –10 on Wis checks and Will saves. Affected creatures take penalty while in cloud & 2d6r after leaving it. Moderate wind disperses cloun in 4r, strong wind in 1r.

Mirror Image
Cast : std act
📏: personal; : you; : 1m/lvl
Desc: 1d4 images +1/3 lvls (max 8 total) are created. If target is attacked determine randomly of target or a figment is hit. If an attack misses by 5 or less, a figment is hit. Hit figments are destroyed.

Misdirection
Cast : std act
📏: 25′ + 5′/2 lvls; : 1 creature or obj, ≤ 10′ cube; : 1h/lvl
Desc: Misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). Choose another obj in range. For duration, the subject of misdirection is detected as if it were the other object.

Mislead
Cast : std act
📏: 25′ + 5′/2 lvls; : 1r/lvl (invis) & conc + 3r (double)
Save: none or w:disbelief (if interacted with); SR: no
Desc: Become invis (as greater invisibility), & an illusory double of you appears. Concentrate to make double move/act/speak (can’t attack or cast spells).

Modify Memory
Cast : 1r
📏: 25′ + 5′/2 lvls; : 1 living creature; : perm
Save: w:neg; SR: yes
Desc: modify as many as 5m target’s memories in one of the following ways.
* Eliminate all memory of an event the subject actually experienced. Cannot negate charm, geas/quest, suggestion, or similar.
* Allow subject to recall with perfect clarity an event it actually experienced.
* Change the details of an event the subject actually experienced.
* Implant a memory of an event the subject never experienced.
If subject fails save, proceed w/spell by spending as much as 5m visualizing the memory to modify. If concentration is disturbed before complete, or if subject is ever out of range during this time, the spell is lost.

Nightmare
Cast : 10m
📏: unlimited; : 1 creature
Save: w:neg; SR: yes
Desc: You send a nightmare which prevents restful sleep, causes 1d10 dmg, leaves subject fatigued, & unable to regain arcane spells for 24h. The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.

Knowledge Will Save Mod
None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) –5

*Must have some sort of connection to a creature of which you have no knowledge.

Connection Will Save Mod
Likeness or picture –2
Possession or garment –4
Body part, lock of hair, bit of nail, etc. –10

Obscuring Mist
Cast : std act
📏: 20′; Effect: cloud 20′ rad from you, 20′ high; : 1m/lvl
Save: none; SR: no
Desc: Stationary cloud obscures all sight, including darkvision, beyond 5′. A creature 5′ away has concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4r. Strong wind (21+ mph) disperses the fog in 1r. A fireball, flame strike, or similar burns away the fog in the spell’s area.

Phantasmal Killer
Cast : std act
📏: 100′ + 10′/lvl; : 1 creature
Save: w:disbelief, then f:partial, see text; SR: yes
Desc: Create a fearsome phantasmal image in taget’s mind. Only the spell’s subject can see image. Target 1st gets a Will save to disbelieve. If that fails, phantasm touches subject & subject must succeed on a Fort save or die from fear. If save is successful, subject takes 3d6 dmg. If subject succeeds Will save & possesses telepathy, spell can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

Produce Flame
Cast : std act
📏: tch or 120′; : 1m/lvl
Save: none; SR: yes
Desc: Flames as bright as torch appear in hand (harm neither you nor your equipment). Can strike opponent w/melee touch attack, dealing 1d6🔥+1/lvl (max +5). Or, hurl flames up to 120′ as ranged touch attack. Flames reappear in hand. Each ranged attack reduces duration by 1m.

Project Image
Cast : std act
📏: 100′ + 10′/lvl; 1r/lvl
Save: w:disbelief (if interacted with); SR: no
Desc: Create an illusionary version of yourself that you can move, hear and see through, and cast spells through. Must maintain line of sight with image.

Rage
Cast : std act
📏: 100′ + 10′/lvl; : 1 willing living creature/3 lvls, all within 30′; : conc + 1r/lvl
Save: none; SR: yes
Desc: +2 morale bonus to Str & Con, a +1 morale bonus on Will saves, and –2. The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage.

Ray of Enfeeblement
Cast : std act
📏: 25′ + 5′/2 lvls; : 1r/lvl
Save: f:½; SR: yes
Desc: Make ranged tch atk. Target takes str penalty of 1d6+1/2 lvls (max 1d6+5). Target’s str can’t drop below 1.

Ray of Frost
Cast : std act
📏: 25′ + 5′/2 lvls
Save: none; SR: yes
Desc: Make ranged tch atk. Target takes 1d3.

Reduce Person
Cast : 1r
📏: 25′ + 5′/2 lvls; : 1 humanoid; : 1m/lvl
Save: f:neg; SR: yes
Desc: Reduce targ’s size cat by 1. +2 Dex (size), –2 Str (size, min 1), +1 atk, & +1 AC. All equip worn & carried shrinks. Atks do less dmg.

Resistance
Cast : std act
📏: touch; : 1m
Desc: +1 resistance bonus on saves.

Sanctuary
Cast : std act
📏: touch; : creature touched; : 1r/lvl;
Save: w:neg; SR: no
Desc: Attacking opponents must make a will save. Failure means the attack fails and it can’t attack for duration of spell. If subject attacks, spell ends.

See Invisibility
Cast : std act
📏: prsnl; : 10m/lvl
Desc: See objects or beings that are invisible or ethereal within your range of vision as if they were normally visible. Such creatures are visible as translucent shapes, allowing discernment between visible, invisible, & ethereal creatures.

Shatter
Cast : std act
📏: 25′ + 5′/2 lvls; : 5′ rad spread; or 1 solid obj or 1 crystalline creature
Save: w:neg (object); w:neg (object) or f:½; see text; SR: yes
Desc:
- As area atk, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All objects in a 5′ radius are smashed into dozens of pieces. Objects weighing more than 1 lb/lvl are not affected.
- Or target a single solid nonmagical object, regardless of composition, weighing up to 10 lbs/lvl.
- Or target a crystalline creature (of any weight). Deals 1d6 damage per caster level (max 10d6), with f:½.

Shadow Walk
Cast : std act
📏: tch; : 1 touched creature/lvl; : 1h/lvl
Save: w:neg; SR: yes
Desc: Must be used in area of dim light. You & targets travel at 50mph but can’t make out details of area/terrain or judge distance well. When spell ends, you appear 1d10×100′ in random dir from desired endpoint. If this places you in a solid object, you shift 1d10×1,000′ in same dir. If this still places you in a solid object, you appear in the nearest empty space available, but the strain of this renders fatigued (no save). Spell can also be used to travel to other planes bordering the Plane of Shadow, but requires transiting the Plane of Shadow, taking 1d4h. Any creatures touched when spell is cast also come without. They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you receive a Will saving throw, negating the effect if successful.

Shield
Cast : std act
📏: prsnl; : 1m/lvl
Desc: Negates magic missile attacks. Provides a +4 (shield). Applies against incorporeal touch attacks (this is a force effect).

Shield of Faith
Cast : std act
📏: touch; : creature touched; : 1m/lvl;
Desc: +2 deflection to AC, +1/6 lvls (max +5 & 18th).

Sound Burst
Cast : std act
📏: 25′ + 5′/2 lvls; Area: 10′ radius spread
Save: f:partial; SR: yes
Desc: Blast area with a tremendous cacophony. Every creature in the area takes 1d8 & must succeed on a Fort save to avoid being stunned (drop everything held, can’t take actions, –2, lose dex to AC) for 1r. Creatures that cannot hear are not stunned but are still damaged.

Spark
Cast : std act
📏: 25′ + 5′/2 lvls; : 1 fine object
Save: f:neg; SR: yes
Desc: Make an unattended fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

Stabilize
Cast : std act
📏: 25′ + 5′/2 lvls; : 1 living creature;
Desc: Target w/≤ –1 hp automatically stabilizes.

Suggestion
Cast : std act
📏: 25′ + 5′/2 lvls; : 1 creature; : 1h/lvl or until completed
Save: w:neg; SR: yes
Desc: Influence actions of target by suggesting a course of activity (limited to a sentence or two). Asking target to do some obviously harmful act auto negates the effect of the spell. Very reasonable suggestions cause save to be made with –1 or –2 penalty.

Touch Of Idiocy
Cast : std act
📏: tch; : living creat tchd; : 10m/lvl
Save: no; SR: yes
Desc: Melee tch atk applies 1d6 penalty to tgt’s Int, Wis, & Cha (min 1).