Other Spells

As with other spell lists, this is currently just a dump of the manual. Later, it can be formatted and linked to various effects and strategies pages.

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OTHER CLASSES' SPELLS =

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This list includes
— {BA} Bard Spells
— {PA} Paladin Spells
— {RA} Ranger Spells
— {AL} Alienist Spells
— {AS} Assassin Spells
— {BL} Blackguard Spells
— {TW} Twilight Huntsman Spells

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BARD SPELLS {BA} =

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LEVEL ONE BARD SPELLS =

Call Companions (Weavecraft)
Level: Druid 1, Priest 1, Mage 1, Planning 1, Bard 1, Ranger 1
Mana: 2. Base Success: 95%.
This spell teleports your companions or followers (if you currently have any) to the area surrounding the target empty square. This spell is useful for helping wayward summoned monsters and animal companions navigate difficult terrain or for encouraging them to face a particular challenges on your behalf.

Call Light (Evocation) [Light]
Level: Druid 1, Priest 1, Sun 1, Bard 1, Mage 2, Paladin 1
Mana: 1. Base Success: 95%.
This spell can be cast in one of two forms:
Standing Radiance: This versions of the spell creates a globe of sunlight 50 feet (5 squares) in radius. Hiding within the area is impossible, and creatures can see within the area given line of sight and basic sight range, even if it exceeds the range of their personal light sources. The target area remains lit for the duration and afflicts light-averse creatures with -4 penalities to attack and defense rolls, and disperses any existing globe of shadow if cast into its area of effect.
Portable Globe: Creates a mote of magical light that functions like a torch and provides illumination out to 40 feet (4' squares). The light mote travels with you and cannot be dropped or placed in a container.

Cause Fear (Enchantment) [Fear] [Mind-Affecting]
Level: Mage 1, Bard 1, Blackguard 1
Will negates. Mana: 2. Base Success: 75%.
Causes one target creature to be overcome with mortal terror, such that it will flee from you to the best of its ability for the spell's duration.

Chant (Enchantment) [Sound-Based] [Mind-Affecting]
Level: Priest 2, Community 2, Bard 1, Paladin 2
Mana: 4. Base Success: 95%.
Grants you and your allies (within 60 feet) a +1 morale bonus to hit, damage and saves, and conversely inflicts a -1 morale penalty on your enemies — so long as you continue to chant.

Charm Person (Enchantment) [Mind-Affecting]
Level: Mage 1, Beauty 1, Bard 1, Twilight Huntsman 1
Will negates. Mana: 3. Long duration. Base Success: 75%.
Improves a hostile, sapient humanoid's temperment towards you, such that it ceases attacking and becomes a neutral creature.

Chromatic Orb (Arcana/Illusion) [Light]
Level: Mage 1, Bard 1
Mana: Variable. Base Success: 75%.
Creates orbs of various color that inflict 1d8 points of damage (of varying types, or 1d6 for the white orb) per odd caster level and cause various special effects on a failed saving throw. A ranged touch attack determines if the orb hits a desired target or not.
Clear Orb (Level 1, 4 mana): Inflicts pure magic (like magic missile) damage, and strikes true against incorporeal creatures.
White Orb (Level 3, 5 mana): Inflicts sunlight-based damage, and causes targets who are vulnerable to light to become frightened for 1d4 rounds.
Red Orb (Level 5, 6 mana): Inflicts fire damage and illuminates the target as per faerie fire.
Orange Orb (Level 7, 7 mana): Inflicts psychic damage and confuses the target for 1d6+1 rounds if they fail a Will save.
Yellow Orb (Level 9, 9 mana): Inflicts lightning damage and stuns the target for 2d8 rounds if they fail a Will save.

Convulsion (Thaumaturgy)
Level: Mage 1, Bard 1, Assassin 1, Blackguard 1
Fortitude negates. Mana: 4. Short duration. No bonus damage. Base Success: 90%.
This spell briefly disrupts the biology of a living being, inducing a brief state of system shock where the victim's muscles clench and she suffers a kind of seizure. Creatures with Constitution 12 or less are automatically affected, whereas those with Constitution scores of 13 or higher recieve a Fortitude saving throw to negate the effect. The effect lasts for only 1d4 rounds, causing the victim to suffer a -6 circumstance penalty to all rolls.

Cure Light Wounds (Theurgy)
Level: Druid 1, Priest 1, Bard 1, Paladin 1, Ranger 1, Blackguard 1
Mana: Variable. Base Success: 90%.
Heals you of 1d8 + your level in hit points of damage, to a maximum of 1d8+5, with a hit point to mana ratio of 1 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Dancing Lights (Evocation/Illusion) [Light]
Level: Mage 1, Bard 1
Mana: 2. Base Success: 90%.
Conjures a number of glowing globes of light not unlike a will o' wisp that move about as you direct. The globes shed light in a 20 foot radius around them, and can be used to distract creatures with Intelligence below 14, and frighten creatures of CR 2 or lower; on a critical hit, they can also blind. The globes are incorporeal, but very weak, possessing only one hit point and thus being easily dispelled by any attack which can strike them.

Detect Secret Doors (Divination)
Level: Mage 1, Bard 1
Mana: 2. Base Success: 90%.
Reveals the presence of secret doors. The range of this spell is 25 squares plus 2 squares per caster level.

Detect Stairs (Divination)
Level: Mage 1, Bard 1
Mana: 10. Base Success: 95%.
Tells you where the staircases (up and down) and portals on the current level are, and reveals them on the map. May not reveal some hidden, secret of special types of staircases.

Erase (Abjuration)
Level: Mage 1, Bard 1
Will negates. Mana: 2. Base Success: 90%.
When cast, this spell erases magical writings as if they never were. It will destroy a glyph of warding or a manifestation of the symbol spell, as well as any number of spellbooks or scrolls on the ground, rendering the latter blank but physically damaged. Used against another creature, it will blank 1 randomly chosen scroll or spellbook in that creature's possession, plus one for every three full levels the caster has. A Will save negates the effect if the spell is targeted against a living creature.

Expeditious Retreat (Thaumaturgy)
Level: Mage 1, Bard 1, Assassin 1
Mana: 5. Persistant. Base Success: 100%.
Increases your movement rate by 100%, while decreasing your attack speed by 50%.

Feather Fall (Arcana)
Level: Mage 1, Bard 1
Mana: 5. Persistant. Base Success: 100%.
While this spell is active, you float gentley downward rather then plummeting, suffering no damage for falls and not becoming prone as a result of them, though you can still be tripped.

Friends (Enchantment)
Level: Mage 1, Bard 1
Mana: 10. Persistant. Base Success: 100%.
Casting this spell imbues you with an aura of affiability and good candor, causing other creatures to react favorably to you. You recieve a +2 (+4 for specialist Enchanters) social modifier to all social actions taken against other characters, and shop prices are calculated for you as if your Diplomacy skill rating was that much higher.

Grease (Arcana)
Level: Mage 1, Slime 1, Bard 1, Alienist 1
Mana: 2. Base Success: 75%.
Creates a patch of grease on open ground that can cause foes to slip and fall.

Hypnotism (Enchantment) [Mind-Affecting]
Level: Mage 2, Mysticism 2, Bard 1
Will negates. Mana: 4. Long duration. Base Success: 90%.
Causes a creature immediately beside you to become entranced if it fails a Will save, such that it will not act until it suffers damage or is otherwise shocked back to its senses (though it is not helpless as with Hold Person, and cannot be Coup de Grace'd). This spell has a +4 spell bonus to its save DC.

Knock (Arcana)
Level: Mage 1, Bard 1
Mana: 1. Long duration. Base Success: 95%.
Magically causes all doors in your line of fire within 60 feet to open. This spell opens locked doors but does expose secret doors. This spell opens wizard-locked doors but does not remove the wizard-locked enchantment.

Magic Weapon (Weavecraft)
Level: Priest 1, Mage 1, War 1, Bard 1, Paladin 1, Assassin 1, Blackguard 1
Mana: 5. Persistant. Base Success: 100%.
Casting this spell temporarily enchants a single weapon (or a stack of ammunition) with a +1 magical bonus. This bonus does not stack with any other magical bonus the weapon may have. Magical weapons strike true against undead, outsiders and many other fiends.

Mending (Arcana)
Level: Mage 1, Craft 1, Bard 1, Ranger 1
Mana: 7. Base Success: 75%.
Repairs 1d6+[caster level] hit points of damage to any non-metallic item in the player's possesion.

Monster Summoning I (Weavecraft)
Level: Mage 1, Bard 1
Mana: 2. Base Success: 75%.
Summons a living creature of CR 1 to fight in the caster's name.

Mount (Weavecraft)
Level: Mage 1, Nobility 1, Bard 1, Ranger 1, Blackguard 1
Mana: 5. Persistant. Base Success: 100%.
Summons a horse that the caster begins to ride. At fifth level it summons a warhorse instead. If the caster is size Small (or smaller), a pony (or warpony) is summoned instead. You must be a humanoid with limbs and a non-zero skill level in Ride to take advantage of this spell.

Phantasmal Force (Illusion)
Level: Mage 1, Bard 1, Twilight Huntsman 1
Mana: 4. Long duration. Base Success: 75%.
This spell creates an illusionary creature, force or object. The illusion affects only one sense, and is therefore automatically disbelieved by any creature with tremorsense, sharpened senses, scent or blindsight. An illusion created by this spell winks out of existance if even one person (other than the caster) disbelieves it.
Sustaining a Phantasmal Force requires concentration — the caster suffers a -2 general penalty while the illusion is active, and suffering damage requires a Concentration check (DC 11 + the amount of damage) to avoid the illusion winking out of existance.

Phase Door (Weavecraft)
Level: Mage 1, Bard 1
Mana: 2. No AoO. Base Success: 75%.
Teleports you randomly 1d4+4 squares away.

Protection from Evil (Abjuration) [Good]
Level: Priest 1, Mage 1, Bard 1, Paladin 1
Mana: 5. Persistant. Base Success: 100%.
Shields you from evil's influence with a tripartite effect: evil creatures suffer a -2 penalty to attack you, you recieve a +4 bonus to save against enchantment spell effects and summoned creatures cannot physically attack you.

Read Magic (Divination)
Level: Mage 1, Knowledge 1, Bard 1, Assassin 1
Mana: 10. Persistant. Base Success: 100%.
Casting this spell grants you an exceptional facility for reading and correctly interpreting magical writings, granting you a bonus to the Read Magic skill equal to your caster level (minimum +5).

Sleep (Enchantment/Thaumaturgy) [Mind-Affecting]
Level: Mage 1, Night 1, Bard 1, Ranger 1, Assassin 1
Will negates. Mana: 3. Long duration. Base Success: 75%.
Causes creatures whose levels are half your own or less within a 20 foot (2 square) radius globe to fall into slumber until woken or attacked; creatures with two or fewer Hit Dice are affected regardless of their level.

True Strike (Divination)
Level: Mage 1, Luck 2, Fate 1, Bard 1, Ranger 1, Alienist 1, Assassin 1, Twilight Huntsman 1
Mana: 2. Extended duration. Base Success: 90%.
Grants you a +10 insight toHit bonus (due to preternatural perception) on your next single attack roll.

Unseen Servant (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

Ventriloquism (Illusion)
Level: Mage 1, Bard 1, Assassin 1
Mana: 1. Base Success: 95%.
Allows you to project your voice, which will typically cause monsters to investigate the target area. The target for this spell is a location on the map to which you project your voice. All monsters within a 16 square radius of the target square will hear the projection.

LEVEL TWO BARD SPELLS =

Blur (Illusion) [Water]
Level: Mage 2, Bard 2, Ranger 2
Mana: 20. Persistant. Base Success: 100%.
Causes your image to ripple and become distorted as if reflected on the surface of water, giving attacks a 20% miss chance against you.

Bull's Strength (Thaumaturgy)
Level: Druid 2, Priest 2, Mage 2, Strength 2, Bard 2, Paladin 2, Blackguard 2
Mana: 15. Persistant. Base Success: 100%.
Grants the subject a magic bonus to their Strength of 1d4+1 points.

Cat's Grace (Thaumaturgy)
Level: Mage 2, Bard 2, Ranger 2
Mana: 15. Persistant. Base Success: 100%.
Grants the subject a magic bonus to their Dexterity of 1d4+1 points.

Cause Blindness (Thaumaturgy)
Level: Priest 3, Bard 2
Fortitude negates. Mana: 6. Long duration. Base Success: 90%.
Blinds the target creature, assuming that they fail a Fortitude save.

Cure Moderate Wounds (Theurgy)
Level: Druid 2, Priest 2, Healing 2, Bard 2, Paladin 2, Ranger 2, Blackguard 2
Mana: Variable. Base Success: 90%.
Heals you of 2d8 + your level in hit points of damage, to a maximum of 2d8+10, with a hit point to mana ratio of 1.5 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Detect Monsters (Divination)
Level: Mage 3, Planning 3, Bard 2, Diviner 2, Ranger 4
Mana: 30. Persistant. Base Success: 100%.
Reveals all creatures, seen or unseen, within (15 + caster level) squares of the caster; specialist Diviners have an exceptional facility with this magic, and instead gain a range of 30 + [caster level x 2]) squares.

Detect Objects (Divination)
Level: Mage 2, Planning 2, Craft 2, Bard 2
Mana: 15. Persistant. Base Success: 100%.
Reveals all items, seen or unseen, within (25 + [caster level x 2]) squares of you.

Enthrall (Enchantment) [Sound-Based] [Mind-Affecting]
Level: Priest 2, Nobility 2, Beauty 2, Bard 2, Enchanter 2, Twilight Huntsman 1
Will negates. Mana: 4. Base Success: 90%.
Your performance — spoken or sung — holds all creatures within 60 feet (6 squares) who fail a Will save spellbound (effectively paralyzed). If you attack or stop singing, however, the effect is broken.

ESP (Divination)
Level: Mage 2, Bard 2, Assassin 2
Mana: 20. Persistant. Base Success: 100%.
Renders the caster telepathic, allowing him to sense the presence and location of any thinking creatures within 40 feet (4 squares) of him.

False Life (Necromancy/Thaumaturgy)
Level: Mage 1, Bard 2, Ranger 3
Mana: 15. Persistant. Base Success: 100%.
You draw upon eldricht energies to toughen your body against harm and injury. While this spell is in effect, you gain temporary hit points equal to 3d10 + 1 per caster level (scaled after 9th level).

Glitterdust (Arcana)
Level: Mage 2, Bard 2
Fortitude negates. Mana: 4. Base Success: 75%.
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded (Will save negates) and visibly outlining invisible or hiding creatures. All within the area are covered by the dust (no save), which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Hide checks.

Globe of Shadow (Evocation) [Darkness]
Level: Priest 2, Mage 2, Night 2, Bard 2, Assassin 2, Twilight Huntsman 2
Mana: 15. Persistant. Base Success: 100%.
Creates a 10' (1 square) radius globe of magical gloom and shadows that travels with you and grants all creatures within it a +4 circumstance bonus to Hide and a 25% miss chance versus ranged attacks due to concealment.

Gust of Wind (Evocation) [Air]
Level: Druid 2, Mage 2, Weather 2, Bard 2
Mana: 4. No AoO. Base Success: 90%.
Creates a tremendous blast of wind that forces enemies it strikes 1d4 + 1 per three levels starting at 1st backwards. The wind can also be used to disperse fog created by spells like obscurement, fog cloud, mind fog, stinking cloud or pyrotechnics, or the similar conjurations of rainstorm, summon swarm or insect plague, or the fumes produced by a thunderbeast. This dispersal is automatic.

Hideous Laughter (Enchantment) [Mind-Affecting]
Level: Mage 2, Passion 1, Bard 2
Will negates. Mana: 4. Short duration. Base Success: 75%.
Causes a sapient creature to be completely overcome with uncontrollable laughter for 1d4 rounds.

Hold Person (Enchantment) [Mind-Affecting]
Level: Priest 3, Mage 3, Law 2, Domination 3, Bard 2, Twilight Huntsman 3
Will negates. Mana: 6. Base Success: 75%.
Paralyzes one chosen humanoid, provided they fail a Will saving throw.

Hypnotic Pattern (Illusion) [Mind-Affecting]
Level: Mage 2, Bard 2, Alienist 2, Assassin 2, Twilight Huntsman 2
Will negates. Mana: 4. Base Success: 90%.
Causes creatures in a 20-foot globe to become entranced with a display of weaving lines and images, standing rapt and motionless, provided that their Intelligence is lower then 14, their CR is lower than half your caster level (rounded up) and they are able to see the pattern normally. Attacking an entranced creature ends the trance.

Improved Phantasmal Force (Illusion)
Level: Mage 2, Bard 2, Twilight Huntsman 2
Mana: 6. Long duration. Base Success: 75%.
This spell creates an illusionary creature, force or object, just as Phantasmal Force does, but the illusion affects all natural and supernatural senses, and is thus believable to creatures who have scent, tremorsense, sharp senses or blindsight.

Invisibility (Illusion)
Level: Mage 2, Trickery 2, Moon 2, Bard 2, Assassin 2
Mana: 5. Long duration. Base Success: 60%.
Renders a chosen character unseen by others. Powerful monsters can penetrate invisibility.

Iron Mind (Abjuration)
Level: Mage 2, Bard 2
Mana: 15. Long duration. Base Success: 100%.
Grants the chosen target a +10 enhancement bonus to her next Will saving throw.

Levitation (Thaumaturgy)
Level: Mage 2, Bard 2, Assassin 2
Mana: 4. Long duration. Base Success: 75%.
Allows you to float a foot off the ground and move normally, thus avoiding many traps, becoming invisible to tremorsense and gaining the ability to cross pits and chasms safely, but halving your movement rate, granting you a -2 circumstance penalty to attack rolls, and a -15% circumstance penalty to spell failure chances.

Monster Summoning II (Weavecraft)
Level: Mage 2, Bard 2
Mana: 4. Base Success: 75%.
Summons a living creature of CR 2 to fight in the caster's name.

Protection from Arrows (Abjuration)
Level: Mage 2, Bard 2
Mana: 20. Persistant. Base Success: 100%.
Renders a target of the caster's choice immune to any arrows or bolts with a bonus of less than +3.

Pyrotechnics (Arcana) [Fire]
Level: Druid 2, Mage 2, Bard 2
Mana: 3. Base Success: 90%.
To cast this spell, you must target an already existing fire, such as a wall torch, a fire elemental or even something fire-related like a flow of magma. You can also target any creature carrying a lit torch; in this case the torch is consumed in the casting of the spell. The spell transforms the fire in one of three ways, at your option:
Cloud of Smoke: The fire instantly begins emitting a greasy, unnatural and thick black smoke, filling an area with a radius of 3 squares around the fire. This blocks sight like fog, and breathing creatures in the area must make a Fortitude save each turn or begin choking.
Fireworks: The fire explodes into a brilliant display of fireworks. Everyone within 40 feet of it (other then the caster and his allies, who are assumed to be prepared) must make a Fortitude save or be blinded for 1d4+1 rounds. Further, creatures with an aversion to light (such as orcs and wraiths) must make a second save or become afraid for a much longer duration.
Explosion: The fire explodes outward in a sizzling blast, striking everyone within two squares of it for 3d8 fire damage and 2d6 blunt damage. Additionally, creatures in the area must save or be knocked down. The caster is not immune to the effects of this version.

Revealed Lore (Divination)
Level: Mage 2, Bard 2, Alienist 2
Mana: 15. Persistant. Base Success: 100%.
By casting this spell, the mage gains a divinatory capacity toward whatever problems she focuses on, and solutions are revealed to her that she could not otherwise have known. In game terms, this spell grants the subject a magic bonus to their Intelligence of 1d4+1 points.

Rope Trick (Weavecraft)
Level: Mage 3, Bard 2, Ranger 3, Assassin 2
Mana: 15. Base Success: 75%.
Casting this spell enchants a rope, causing it to rise up and seem to hang down from empty air; when the caster climbs the rope, she vanishes. In truth, the rope leads to a tiny extradimensional space — a kind of safe sanctuary where the caster can rest and recuperate. Casting this spell thus consumes 15 feet of rope.
The caster is safe to rest for as long as desired in the pocket space created by the spell, but as soon as she leaves the portal and re-enters the real world, the effect ends and the rope is drawn back up into the space. Since the tiny pocket world is created anew with every casting of the spell, any items the caster has left on the floor in the extradimensional space will be cast out into the depths of the astral plane when the caster herself leaves, thus being lost forever.
Taking other extradimensional spaces, such as a bag of holding or a Howard's Handy Haversack, into the space created by a rope trick causes a disasterous magical explosion with unpredictable effects.

Scare (Illusion/Necromancy) [Cold] [Fear] [Mind-Affecting]
Level: Mage 2, Bard 2, Blackguard 2, Twilight Huntsman 2
Will negates. Mana: 4. Base Success: 90%.
Casting this spell weaves material drawn from the Negative Energy Plane into a swirling stream of translucent, ghostly figures — beastial, snarling faces tapering off into indistinct bodies. The swarm of apparitions only lasts for a few seconds, flying through the air at considerable speed and passing through the bodies of the caster's foes, carrying with them an icy, unnatural chill.
This spell arcs to a number of targets equal to the caster's level, requiring each target to make a Will saving throw or become afraid for 1d4 rounds plus one round for every three full caster levels. Creatures who fail the save also take 2d4 point of psychosomatic cold damage.
Creatures who are blind, mindless, have sharpened senses, tremorsense or blindsight are immune to this effect. (The apparitions are intangible and thus can't be revealed as illusions via Scent).

See Invisibility (Divination)
Level: Mage 2, Guardian 2, Bard 2, Twilight Huntsman 2
Mana: 15. Persistant. Base Success: 100%.
Casting this spell allows the caster to see invisible creatures normally; it also renders visible creatures on the etherial plane, who normally cannot be seen by observers from the material plane.

Shatter (Evocation) [Sound-Based]
Level: Priest 2, Mage 2, Destruction 1, Bard 2, Blackguard 2
Mana: 4. Base Success: 75%.
Creates a harmonic sound that shatters objects, inflicting 1d4 sonic damage per caster level, scaled after 9th, to each exposed item in the target creature's inventory. If the target is a construct, it also suffers this damage directly.

Shield (Abjuration/Evocation) [Force]
Level: Mage 1, Protection 2, Bard 2, Assassin 1
Mana: 10. Persistant. Base Success: 100%.
Creates a shield-shaped force construct that hovers nearby you, granting you a +7 defense class bonus versus physical attacks that you are aware of, so long as you are not being flanked, and rendering you immune to Magic Missiles.

Slow Poison (Abjuration)
Level: Druid 1, Priest 1, Bard 2, Paladin 1, Ranger 1, Twilight Huntsman 1
Mana: 3. Long duration. Base Success: 95%.
Delays the continuing effects of poison in the target for the duration. The poison's effects continue as soon as the duration of this spell runs out.

Sound Burst (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

Suggestion (Enchantment)
Level: Mage 3, Beauty 3, Bard 2
Mana: 7. Base Success: 90%.
Casting this spell allows the wizard to weave a post-hypnotic suggestion into normal speech, leading others into doing what she wants imperceptably. In game terms, the dwenomer gives the mage a +10 magic bonus to her next single Diplomacy check, unless the target is immune to Enchantment magic, in which case the spell has no effect. Though there is no saving throw, if the target has a bonus to save versus Enchantment spells, that is applied as a penalty against the bonus given, to a minimum of 0. The Diplomacy check must be made shortly after casting the spell for it to be effective.

Summon Swarm (Weavecraft)
Level: Druid 2, Mage 2, Spider 2, Bard 2, Ranger 2, Blackguard 2
Mana: 3. Long duration. Base Success: 75%.
Conjures a cloud of stinging, biting insects that inflict 1d2 points of damage to everyone within every turn, along with inflicting a -2 general circumstance penalty.

Web (Arcana)
Level: Mage 2, Bard 2, Ranger 2, Assassin 2
Mana: 4. Base Success: 60%.
Creates a mass of sticky webbing that holds enemies in place and slows their attacks.

LEVEL THREE BARD SPELLS =

Bestow Curse (Enchantment)
Level: Priest 3, Retribution 3, Hatred 3, Fate 3, Bard 3
Will negates. Mana: 7. Base Success: 75%.
Lays a curse on a single sapient enemy that has an equal chance of causing one of his items to become cursed, reducing one of his ability scores by six, or causing him a strange magical affliction.

Blink (Weavecraft)
Level: Mage 3, Bard 3, Ranger 3, Assassin 3
Mana: 30. Persistant. Base Success: 100%.
Causes the caster to flicker in and out of the etherial plane, giving attacks against him a 50% miss chance. Creatures that can see invisible or are using a ghost touch weapon ssuffer only a 25% miss chance, and creatures who can do both do not suffer any miss chance at all.

Charm Monster (Enchantment) [Mind-Affecting]
Level: Mage 4, Beauty 4, Bard 3
Will negates. Mana: 9. Long duration. Base Success: 75%.
Improves a hostile, sapient creature's temperment towards you, such that it ceases attacking and becomes a neutral creature.

Clairvoyance (Divination)
Level: Mage 3, Knowledge 4, Bard 3, Ranger 4, Assassin 3
Mana: 15. Base Success: 95%.
Allows the caster to scry around the nearby area.

Confusion (Enchantment) [Mind-Affecting]
Level: Mage 4, Trickery 4, Chaos 3, Bard 3, Alienist 4, Twilight Huntsman 3
Will negates. Mana: 8. Base Success: 75%.
Causes all living creatures within 30 feet of the target point to become confused, if they fail a Will saving throw.

Cure Disease (Theurgy)
Level: Druid 3, Priest 3, Bard 3, Ranger 3
Mana: 12. Base Success: 95%.
Removes all diseases, natural or magical, from one subject.

Cure Serious Wounds (Theurgy)
Level: Druid 3, Priest 3, Healing 3, Bard 3, Paladin 3, Ranger 3, Blackguard 3
Mana: Variable. Base Success: 90%.
Heals you of 3d8 + your level in hit points of damage, to a maximum of 3d8+15, with a hit point to mana ratio of 2 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Dispel Magic (Abjuration)
Level: Druid 3, Priest 3, Mage 3, Magic 3, Bard 3, Paladin 3
Mana: 15. Base Success: 75%.
Negates standing magical effects within a 30 foot (3 square) radius globe, if the opposed caster level check (made once for each effect) succeeds.

Displacement (Illusion)
Level: Mage 3, Trickery 5, Mysticism 3, Bard 3, Assassin 3
Mana: 30. Persistant. Base Success: 100%.
Causes the caster to appear to be about 2 feet from where he actually is, thereby giving all attacks — ranged and physical — against him a 50% miss chance.

Emotion (Enchantment) [Mind-Affecting]
Level: Mage 4, Passion 3, Bard 3
Will negates. Mana: 8. Base Success: 75%.
Allows you to inflict one of six emotions (love, hate, despair, terror, fury or hope) on a single target, with varying game effects.

Fear (Enchantment) [Fear] [Mind-Affecting]
Level: Mage 4, Bard 3
Will negates. Mana: 7. Base Success: 75%.
Produces an invisible cone of terror out to a range of 80 feet, causing all creatures with minds within its area of effect to drop their weapons and flee if they fail a Will saving throw; this spell grants a +4 bonus to its save DC.

Fly (Thaumaturgy)
Level: Mage 3, Travel 3, Bard 3, Twilight Huntsman 3
Mana: 30. Persistant. Base Success: 100%.
Grants advantages similar to levitation, but without the penalties and grants an additional +2 circumstance bonus to attack rolls and defense class.

Gaseous Form (Thaumaturgy)

  • * * NOT IMPLEMENTED YET * * * [Air]

Level: Mage 3, Air 3, Bard 3, Assassin 3
Mana: 1. Base Success: 90%.
Transforms the caster into an animate cloud of grey vapours. In this state the caster cannot cast spells, but it also immune to most forms of physical attack. The gaseous form moves very slowly at 30% of normal human speed.

Greater Magic Weapon (Weavecraft)
Level: Priest 3, Mage 3, Bard 3, Assassin 3, Blackguard 3
Mana: 25. Persistant. Base Success: 100%.
Casting this spell temporarily enchants a single weapon (or a stack of ammunition) with a magical bonus of +1 per three caster levels, to a maximum of +5 at 15th. This bonus does not stack with any other magical bonus the weapon may have. Magical weapons strike true against undead, outsiders and many other fiends.

Group Invisibility (Illusion)
Level: Mage 3, Bard 3
Mana: 6. Base Success: 75%.
Renders the caster and all allies within 60 feet (6 squares) of her invisible.

Haste (Thaumaturgy)
Level: Mage 3, Time 4, Bard 3, Ranger 3
Mana: 30. Persistant. Base Success: 100%.
Increases one chosen target's attack speed and movement by 100%, and grants that same target a +4 circumstance bonus to Defense. Alternatively, negates slow.

Keen Edge (Arcana)
Level: Mage 3, Craft 3, Bard 3
Mana: 25. Persistant. Base Success: 100%.
Imbues all of your non-blunt, non-missile weapons with a supernaturally sharp edge, doubling their threat ranges.

Magic Circle vs. Evil (Abjuration) [Good]
Level: Priest 3, Mage 3, Bard 3, Paladin 3
Mana: 6. Base Success: 90%.
Creates an enchanted circle (30 ft. radius) that prevents the entry of summoned creatures, inflicts a -3 penalty to all evil creatures' attacks and saves, and grants everyone a +4 bonus to save versus enchantment.

Monster Summoning III (Weavecraft)
Level: Mage 3, Bard 3
Mana: 6. Base Success: 75%.
Summons a living creature of CR 3 to fight in the caster's name.

Nondetection (Illusion)
Level: Mage 3, Trickery 3, Bard 3, Ranger 2, Assassin 3
Mana: 25. Persistant. Base Success: 100%.
The warded creature or object becomes difficult to detect by divination or other non-standard means. Scent, Telepathy and Detection are all blocked. The creature can still be tracked or perceived visually. Note that this does *not* by itself hide or otherwise make the wearer invisible.

Phantom Steed (Weavecraft)
Level: Mage 3, Nobility 3, Bard 3, Ranger 3, Blackguard 3, Twilight Huntsman 2
Mana: 25. Persistant. Base Success: 100%.
Summons a quasi-real horselike creature that the caster begins to ride. The steed can be ridden by you quite rapidly (half again as fast as a warhorse or warpony). It can also magically traverse dangerous terrain (e.g., icy floors, brimstone).

Remove Curse (Abjuration)
Level: Priest 3, Bard 3, Abjurer 3
Mana: 50. Base Success: 90%.
Casting this spell lifts a curse from a single chosen item or individual. The caster's caster level plus Charisma modifier must equal or exceed the curse's level for the spell to succeed.
Curses include the effects of a cursed item that cannot be removed or the effects of spells like bestow curse or mark of justice. A -6 luck penalty to an attribute is a bestow curse effect. Other attribute damage, poisoning, diseases and experience drain do not count as curses — though some curse effects do reduce attributes.

Sculpt Sound (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

Slow (Thaumaturgy)
Level: Mage 3, Time 2, Bard 3
Will negates. Mana: 7. Base Success: 90%.
Slows the motion of all creatures in a 30 foot (3 square) radius globe at the time the spell is cast, causing them to suffer a -50% attack speed and movement rate, and a -2 circumstance penalty to defense. Alternatively, cancels haste.

Spectral Force (Illusion)
Level: Mage 3, Moon 4, Bard 3, Twilight Huntsman 3
Mana: 8. Long duration. Base Success: 75%.
This spell creates an illusionary creature, force or object, just as Phantasmal Force does, but the illusion has a greater depth and independance to it — it does not wink out of existance when a single character sees through it, and any psychosomatic damage it inflicts lasts for (3d6 x 100) turns, as opposed to 3d6. More significantly, it is self-sustaining — the caster does not need to concentrate to keep it active, and it can move outside the caster's line of sight.

Wind Wall (Arcana) [Air]
Level: Druid 2, Priest 2, Mage 2, Air 2, Bard 3, Ranger 1, Ranger 2
Mana: 3. Long duration. Base Success: 90%.
Creates a vertical curtain of wind that deflects all arrows, bolts and throws weapons weighing less than three pounds crossing its area.

LEVEL FOUR BARD SPELLS =

Color Burst (Illusion) [Light]
Level: Mage 5, Bard 4, Twilight Huntsman 5
Reflex negates. Mana: 9. Base Success: 75%.
Projects a burst of multicolored light that may blind or stun creatures it strikes briefly, dependant on their CR in contrast to the spell's caster level. The spell is selective — the caster and her allies are immune, but neutral creatures are not.

Cure Critical Wounds (Theurgy)
Level: Druid 4, Priest 4, Healing 4, Bard 4, Paladin 4, Ranger 4, Blackguard 4
Mana: Variable. Base Success: 90%.
Heals you of 4d8 + your level in hit points of damage, to a maximum of 4d8+20, with a hit point to mana ratio of 3 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Detect Magic (Divination)
Level: Mage 4, Bard 4
Mana: 40. Persistant. Base Success: 100%.
Reveals all magical items or creatures carrying magical items, seen or unseen, within (25 + [caster level x 2]) squares of you.

Dimension Door (Weavecraft)
Level: Mage 3, Travel 4, Bard 4
Mana: 6. No AoO. Base Success: 90%.
Casting this spell teleports you randomly 2d20+(caster level) squares away.

Dismissal (Abjuration/Weavecraft)
Level: Priest 4, Mage 4, Nobility 4, Bard 4
Will negates. Mana: 8. Base Success: 60%.
Teleports an enemy who fails a Will save 4d12+(caster level x 2) squares away. The save DC of Dismissal gains a +4 spell bonus.

Dominate Person (Enchantment) [Mind-Affecting] [Compulsion]
Level: Mage 5, Domination 5, Bard 4
Will negates. Mana: 10. Long duration. Base Success: 75%.
Gives you telepathic control over a single intelligent, medium-sized humanoid.

Endure the Elements (Abjuration)
Level: Druid 4, Mage 4, Protection 3, Bard 4, Ranger 2
Mana: 10. Long duration. Base Success: 100%.
Grants the target resistance equal to 3 plus 1 per 2 caster levels against Fire, Cold, Lightning, Acid and Sound.

Evard's Black Tentacles (Thaumaturgy)
Level: Mage 4, Bard 4, Alienist 4, Blackguard 5
Mana: 12. Base Success: 75%.
This spell causes 1d4 tentacles, plus one per caster level, to grow out of the nearby stone, earth, wood or any other surface and lash out mindlessly to entangle whatever might be nearby. The tentacles have Strength 18, Dexterity 18, 3 hit dice, a +3 base attack bonus and are DC 13 with +5 natural armor. The tentacles cannot move from the spot they first appear, which will be within 50 feet of the spell's chosen point of origin.
The tentacles are not summoned creatures — they are grown by thaumaturgic means out of nothing — and are unaffected by spells and powers which affect summoned beings. Further, they are not subservient to the caster, attacking him as casually as anyone else who comes within their reach. Fortunately, no tentacles will grow in the squares directly surronding the caster.
If the spell is cast is a very constricted area such as a corridor, less then the normal number of tentacles may appear.

Hallucinatory Terrain (Illusion)
Level: Mage 4, Bard 4, Twilight Huntsman 4
Mana: 16. Long duration. Base Success: 75%.
Casting this spell weaves an elaborate illusion of terrain features over a globe 30 feet in radius, with a point of origin that you select. The illusory terrain appears only in map squares containing a normal floor, and can simulate magma, a deep pool of water, a gaping chasm, entangling webs or sticky slime. Just like an illusionary creature, the effects of this terrain are real in the case of those who believe in it, and can inflict psychosomatic damage normally, though it can have no effect on those who are able to see through the illusion. Like the spell phantasmal force, this illusion affects only sight and hearing, and is thus automatically seen though by sharpened senses, blindsight, tremorsense or scent, as well as magics designed specifically to penetrate illusions, like true seeing.
However, hallucinatory terrain does not require concentration or line of sight in order to maintain.

Hold Monster (Enchantment) [Mind-Affecting]
Level: Priest 5, Mage 5, Bard 4, Bard 5, Twilight Huntsman 5
Fortitude negates. Mana: 10. Base Success: 75%.
Paralyzes one chosen creature, provided they fail a Fortitude save.

Ice Storm (Evocation) [Cold]
Level: Druid 4, Mage 4, Weather 3, Bard 4, Ranger 4
Reflex partial. Mana: 8. Base Success: 75%.
This spell can be cast in one of two forms, at the caster's elective, as follows:
Hail Storm: Conjures a brief storm of biting cold and huge, hard hailstones in a 60 foot (6 square) radius area, inflicting 3d10 points of damage, plus one per caster level. Half this damage is cold damage; the other half is trauma damage, and cannot be avoided by resistances.
Sleet Storm: Driving sleet blocks all sight (even darkvision) 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 15 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls.

Improved Invisibility (Illusion)
Level: Mage 4, Bard 4, Assassin 4
Mana: 40. Persistant. Base Success: 100%.
As one might expect from the name, this is a superior version of the 2nd-level spell invisibility. It functions like that spell in all respects, except that if the invisibility effect is broken due to attacking or a similar cause, it will automatically recur in 1d4+1 rounds, at no cost in mana or time and with no chance of failure. Improved Invisibility lasts a full day, but if dispelled or cancelled by means other than attacking, it does not recur.

Monster Summoning IV (Weavecraft)
Level: Mage 4, Bard 4
Mana: 12. Base Success: 75%.
Summons a living creature of CR 4 to fight in the caster's name.

Neutralize Poison (Theurgy)
Level: Druid 4, Priest 4, Bard 4, Paladin 4, Ranger 3
Mana: 7. Base Success: 95%.
Purges all toxins from the subject's body, preventing any further damage, and additionally giving the subject a +5 bonus to save versus poisons for a number of rounds following the casting equal to the caster level.

Phantasmal Killer (Illusion) [Fear] [Death] [Mind-Affecting]
Level: Mage 4, Night 5, Bard 4, Alienist 4, Assassin 4, Twilight Huntsman 4
Will negates. Mana: 8. Base Success: 60%.
Summons a phantasm of the target's worst fear, which the target may make a Will save to disbelieve absolutely. If the target fails, a second Fortitude save determines if the target is slain outright, or merely becomes Afraid and suffers 1d6 points each of Wisdom and Charisma damage.

Premonition (Divination)
Level: Mage 4, Time 3, Luck 4, Bard 4, Ranger 4, Alienist 4, Assassin 4
Mana: 3. Persistant. Base Success: 100%.
Gives you forewarning of the next attack made against you, granting a +15 insight bonus to your Defense Class versus the next single melee, unarmed or missile attack made against you.

Rainbow Pattern (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

Shout (Evocation) [Sound-Based]
Level: Mage 4, Strength 4, Passion 4, Bard 4
Fortitude partial. Mana: 12. Base Success: 90%.
Amplifies a shout into a shattering cone of sound that inflicts 1d10 points of damage for every 2 caster levels (Fortitude save for half) and stuns anyone who fails a Will save.

Solid Fog (Arcana) [Air] [Water]
Level: Druid 4, Mage 4, Bard 4, Ranger 4, Ranger 4
Mana: 8. Base Success: 90%.
Creates a bank of solid fog. Solid fog reduces movement to 15% of normal and deflects all physical missiles.

Track Monster (Divination)
Level: Mage 4, Bard 4, Assassin 4, Twilight Huntsman 3
Mana: 3. Persistant. Base Success: 95%.
Allows you to mystically track a single creature in a manner similar to a ranger's tracking ability. Mindless and non-living creatures are immune.

Wandwierd (Abjuration)
Level: Mage 4, Magic 4, Bard 4
Mana: 35. Persistant. Base Success: 100%.
Creates a zone 90 feet (9 squares) in radius that moves with the caster in which nobody other than the caster can use wands.

LEVEL FIVE BARD SPELLS =

Animal Growth (Theurgy)
Level: Druid 5, Animal 5, Bard 5, Ranger 5
Mana: 45. Persistant. Base Success: 100%.
This spell causes an animal or beast to grow to twice its normal size and eight times its current weight. This alteration increases the target's size category by +1, its strength by +8, its constitution by +4, its dexterity by -2, its natural armor by +12 and its saving throws by +4. All of these bonuses are Circumstance Bonuses.

Dream (Divination/Enchantment/Illusion)
Level: Mage 5, Passion 5, Bard 5, Alienist 5, Assassin 5, Twilight Huntsman 5
Mana: 20. Base Success: 60%.
Casting this spell sends a beguiling and seductive dream to all sleeping creatures on the current level within [caster level x 50] feet, even those outside your sight, leading them to see you as a friend and ally — failing a Will save causes the affected creature to be charmed. Regardless of whether you manage to ensnare a creature with this spell, you can sense their presence for the remainder of the day in which it was cast.
(Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected — but Dream has a greater range then the 120 feet away from which spellcasting can be heard.)

Force Shapechange (Thaumaturgy)
Level: Mage 5, Bard 5, Ranger 5
Mana: 9. Long duration. Base Success: 60%.
Forces shapechanged and polymorphed creatures back to their natural form and prevents them from changing form for a while, inflicting 3d12 damage in the process.

Hold Monster (Enchantment) [Mind-Affecting]
Level: Priest 5, Mage 5, Bard 4, Bard 5, Twilight Huntsman 5
Fortitude negates. Mana: 10. Base Success: 75%.
Paralyzes one chosen creature, provided they fail a Fortitude save.

Insect Plague (Thaumaturgy)
Level: Druid 5, Priest 5, Spider 5, Bard 5, Ranger 5, Twilight Huntsman 5
Mana: 9. Base Success: 75%.
Conjures a huge cloud of flying, biting bugs that limits visibility to 10 feet, inflicts 1d8 points of damage to all within per round, severely impedes concentrating on spellcasting (-75%) and cause all creatures of whose CR is half the caster's level or less to become frightened and flee.

Magic Resistance (Abjuration)
Level: Priest 4, Protection 5, Magic 5, Bard 5, Abjurer 5, Paladin 4
Mana: 35. Persistant. Base Success: 100%.
Grants you a +5% bonus to your magic resistance per caster level.

Mind Fog (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

Monster Summoning V (Weavecraft)
Level: Mage 5, Bard 5
Mana: 10. Base Success: 75%.
Summons a living creature of CR 5 to fight in the caster's name.

Nightmare (Illusion)
Level: Mage 5, Night 3, Fate 5, Bard 5, Alienist 5, Blackguard 5, Twilight Huntsman 5
Mana: 45. Base Success: 60%.
Casting this spell sends a horrific nightmare to all the sleeping creatures on the current level within [caster level x 50] feet, even outside your sight. The creatures suffer 2d6 points of fatigue loss, 1d8 damage to Wisdom and Charisma and 1d6 points of psychic damage per odd caster level.
(Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected — but Nightmare has a greater range then the 120 feet away from which spellcasting can be heard.)

Part Water (Arcana) [Water]
Level: Priest 4, Bard 5
Mana: 14. Base Success: 60%.
Causes all water to part in a ten-foot wide path in front of you, stretching out to a range of 60 feet, plus 10 feet per point of your Wisdom bonus, revealing dry land beneath the water.

Polymorph Self (Thaumaturgy)
Level: Mage 3, Moon 3, Bard 5, Ranger 4
Mana: 10. Base Success: 60%.
Changes you into a random monster of your own challenge rating or lower.

Wall of Thorns (Arcana)
Level: Druid 5, Plant 5, Bard 5
Mana: 10. Base Success: 90%.
Conjures a solid barrier composed of thick shrubbery interwoven with razor-sharp, thorny vines. The wall of thorns fills an area with diameter 50 feet (5 squares). Any creature attempting to move through it must make an Escape Artist check (DC 30). If successful it moves at 15% normal speed and takes 25 points of slashing damage.

Wizard Sight (Divination)
Level: Mage 5, Mysticism 5, Knowledge 5, Bard 5, Ranger 5, Assassin 5
Mana: 50. Persistant. Base Success: 100%.
Allows the caster to percieve everything within 60 feet of himself, even through walls.

=======================

PALADIN SPELLS {PA} =

=======================

LEVEL ONE PALADIN SPELLS =

Bless (Theurgy)
Level: Priest 1, Paladin 1
Mana: 5. Persistant. Base Success: 100%.
This spell can be cast in one of two forms; the combat form is automatically chosen if this spell is cast as part of an AutoBuff.
Combat Blessing: Grants a +1 morale bonus to attack rolls and saving throws to you and all allies within sixty feet of you when the spell is cast. This version lasts until you rest.
Item Blessing: This form of the spell makes a single chosen item blessed, often improving its effect in some manner. A blessed item cannot be picked up by undead, demons, devils, or lycanthropes. A blessed shield or suit of armor cumulatively increases your Defense by +2 against the touch attacks of such creatures. A blessed weapon strikes true against such creatures, even if they have weapon immunity. A blessed weapon also strikes true against evil incorporeal creatures.
You have the power to bless any item found commonly at a dungeon depth equal to or lower than half your caster level plus your secondary Charisma modifier, plus a modifier based on divine favor. Blessing an item costs you 1 fatigue point, and is permanent until something acts to defile the item.

Call Light (Evocation) [Light]
Level: Druid 1, Priest 1, Sun 1, Bard 1, Mage 2, Paladin 1
Mana: 1. Base Success: 95%.
This spell can be cast in one of two forms:
Standing Radiance: This versions of the spell creates a globe of sunlight 50 feet (5 squares) in radius. Hiding within the area is impossible, and creatures can see within the area given line of sight and basic sight range, even if it exceeds the range of their personal light sources. The target area remains lit for the duration and afflicts light-averse creatures with -4 penalities to attack and defense rolls, and disperses any existing globe of shadow if cast into its area of effect.
Portable Globe: Creates a mote of magical light that functions like a torch and provides illumination out to 40 feet (4' squares). The light mote travels with you and cannot be dropped or placed in a container.

Create Water (Arcana) [Water]
Level: Druid 3, Water 2, Paladin 1
Mana: 5. Base Success: 75%.
Creates a pool of deep water 30 feet (3 squares) in radius.

Cure Light Wounds (Theurgy)
Level: Druid 1, Priest 1, Bard 1, Paladin 1, Ranger 1, Blackguard 1
Mana: Variable. Base Success: 90%.
Heals you of 1d8 + your level in hit points of damage, to a maximum of 1d8+5, with a hit point to mana ratio of 1 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Detect Undead (Divination)
Level: Priest 1, Mage 1, Paladin 1
Mana: 5. Persistant. Base Success: 100%.
Reveals all Undead creatures, seen or unseen, within (25 + [caster level x 2]) squares of you.

Divine Favor (Theurgy)
Level: Priest 1, Mysticism 1, Paladin 1
Mana: 5. Persistant. Base Success: 100%.
Increases your attack rolls and the damage you inflict in combat by +1 per blow at 1st level, +2 at fifth, +3 at 9th, +4 at 13th, +5 at 17th, +5 at 21st, and so forth.

Divine Sacrifice (Theurgy)
Level: Good 2, Paladin 1
Mana: 3.
Casting this spell, you sacrifice between two and ten hit points in order to gain the ability to inflict +1d10 extra damage on the next creature you hit for every 2 hit points you lose. The effect lasts only a short time; if you do not hit within the spell's duration, the sacrificed hit points are wasted. You can sacrifice a maximum number of hit points equal to your paladin level.

Magic Weapon (Weavecraft)
Level: Priest 1, Mage 1, War 1, Bard 1, Paladin 1, Assassin 1, Blackguard 1
Mana: 5. Persistant. Base Success: 100%.
Casting this spell temporarily enchants a single weapon (or a stack of ammunition) with a +1 magical bonus. This bonus does not stack with any other magical bonus the weapon may have. Magical weapons strike true against undead, outsiders and many other fiends.

Protection from Evil (Abjuration) [Good]
Level: Priest 1, Mage 1, Bard 1, Paladin 1
Mana: 5. Persistant. Base Success: 100%.
Shields you from evil's influence with a tripartite effect: evil creatures suffer a -2 penalty to attack you, you recieve a +4 bonus to save against enchantment spell effects and summoned creatures cannot physically attack you.

Shield of Faith (Abjuration)
Level: Priest 1, Paladin 1
Mana: 5. Persistant. Base Success: 100%.
Improves your defense class by +2 points at 1st level, +3 at 4th, +4 at 7th, +5 at 10th, +6 at 13th, and so forth.

Slow Poison (Abjuration)
Level: Druid 1, Priest 1, Bard 2, Paladin 1, Ranger 1, Twilight Huntsman 1
Mana: 3. Long duration. Base Success: 95%.
Delays the continuing effects of poison in the target for the duration. The poison's effects continue as soon as the duration of this spell runs out.

LEVEL TWO PALADIN SPELLS =

Aid (Theurgy)
Level: Druid 2, Priest 2, Paladin 2
Mana: 15. Persistant. Base Success: 100%.
Grants the chosen subject a +1 bonus to hit and damage, as well as 1d8 temporary hit points for every four caster levels, starting with 1d8 at 3rd level.

Bull's Strength (Thaumaturgy)
Level: Druid 2, Priest 2, Mage 2, Strength 2, Bard 2, Paladin 2, Blackguard 2
Mana: 15. Persistant. Base Success: 100%.
Grants the subject a magic bonus to their Strength of 1d4+1 points.

Chant (Enchantment) [Sound-Based] [Mind-Affecting]
Level: Priest 2, Community 2, Bard 1, Paladin 2
Mana: 4. Base Success: 95%.
Grants you and your allies (within 60 feet) a +1 morale bonus to hit, damage and saves, and conversely inflicts a -1 morale penalty on your enemies — so long as you continue to chant.

Consecrate (Theurgy) [Good]
Level: Priest 2, Paladin 2
Mana: 3. Long duration. Base Success: 90%.
Fills an area with holy energies, such that all undead therein suffer a -2 penalty to hit, damage and saves, and have their turn resistance lowered by 4, even below 0.

Cure Moderate Wounds (Theurgy)
Level: Druid 2, Priest 2, Healing 2, Bard 2, Paladin 2, Ranger 2, Blackguard 2
Mana: Variable. Base Success: 90%.
Heals you of 2d8 + your level in hit points of damage, to a maximum of 2d8+10, with a hit point to mana ratio of 1.5 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Draw upon Holy Might (Thaumaturgy)
Level: Priest 3, Paladin 2
Mana: 8. No AoO. Base Success: 75%.
Invoking the name of your diety, you gain tremendous prowess — a 2d6 sacred bonus to Strength, Dexterity and Stamina — at the cost of 3 Fatigue points and 100 XP. The effects last for a comparitively short duration.

Free Action (Abjuration)
Level: Druid 4, Priest 4, Liberation 3, Abjurer 4, Paladin 2, Ranger 4, Assassin 4
Mana: 35. Persistant. Base Success: 100%.
Renders the target creature immune to paralysis, petrification, slowing, entangling, and to any effects which limit of constrain his movement, such as webs.

Heal Mount (Theurgy)
Level: Druid 2, Priest 2, Paladin 2, Twilight Huntsman 2
Mana: 5. Base Success: 95%.
This spell Heals your mount (if you currently have one), as per the Priest spell Heal.

Resist Acid (Abjuration)
Level: Druid 2, Priest 2, Mage 2, Paladin 2
Mana: 7. Persistant. Base Success: 100%.
Grants the target acid resistance equal to 5 plus 2 per 3 caster levels.

Resist Cold (Abjuration) [Cold]
Level: Druid 2, Priest 2, Mage 2, Paladin 2, Ranger 1
Mana: 7. Persistant. Base Success: 100%.
Grants the target cold resistance equal to 5 plus 2 per 3 caster levels.

Resist Fire (Abjuration) [Fire]
Level: Druid 2, Priest 2, Mage 2, Paladin 2, Ranger 1
Mana: 7. Persistant. Base Success: 100%.
Grants the target fire resistance equal to 5 plus 2 per 3 caster levels.

Shield Other (Thaumaturgy)
Level: Priest 2, Abjurer 2, Paladin 2
Mana: 3. Long duration. Base Success: 95%.
Establishes a sympathetic link between the caster and a chosen target, such that any damage the target sustains is divided evenly between both.

Spiritual Hammer (Evocation)
Level: Priest 2, War 2, Paladin 2
Mana: 4. Long duration. Base Success: 75%.
Summons a warhammer-shaped manifestation of force (approximately CR 3) to strike at your enemies.

Zeal (Abjuration)
Level: Paladin 2
Mana: 7. Long duration. No AoO. Base Success: 75%.
An offensive adaptation of the conventional priestly magic sanctuary, the Zeal spell allows a paladin to focus exclusively on a single target, who must be evil. If the paladin attacks any other target, the effect ceases — the target is free to attack him in turn. However, any other creatures — including allies of the target or his summoned creatures — must succeed in a Will saving throw against this spell's DC in order to attack the paladin, just as with sanctuary.
The traditional origins of this spell harken back to the knightly tradition of fair single combat, and thus it finds great favor with the paladins who serve Erich.

LEVEL THREE PALADIN SPELLS =

Create Food and Water (Arcana) [Water]
Level: Priest 3, Succor 2, Paladin 3, Ranger 3
Mana: 8. Base Success: 60%.
This spell can be cast in one of two forms, as follows:
Create Food: Casting this version of the spell creates a single food ration suitable as a sizable meal for a human-sized creature. The ration is permanent and nonmagical once created.
Create Water: This version of the spell calls into existance a pool of water 30 feet (3 squares) in radius, creating any indentation necessary to hold the water without altering or damaging any of the surronding stonework. Once created, the water is permanent and non-magical.

Cure Serious Wounds (Theurgy)
Level: Druid 3, Priest 3, Healing 3, Bard 3, Paladin 3, Ranger 3, Blackguard 3
Mana: Variable. Base Success: 90%.
Heals you of 3d8 + your level in hit points of damage, to a maximum of 3d8+15, with a hit point to mana ratio of 2 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Dispel Evil (Abjuration) [Good]
Level: Priest 5, Good 5, Abjurer 5, Paladin 3
Mana: 16. Base Success: 75%.
Casting this spell empowers you to drive away evil influences with a touch. It has a tripartate effect:
1. You gain a +4 deflection bonus to DC against attacks by evil creatures, which increases to +6 against inherantly evil creatures.
2. You are empowered with a touch attack which can banish evil outsiders of Challenge Rating equal to or lower than your caster level, provided they fail a Will save. You get one touch for every 3 caster levels.
3. If an evil outsider resists your banishment, or you touch an evil creature not subject to the second effect, they are subject to a dispel magic effect with a +10 bonus to the caster level check.
One casting of this spell gives you one touch for every two full caster levels you possess.

Dispel Magic (Abjuration)
Level: Druid 3, Priest 3, Mage 3, Magic 3, Bard 3, Paladin 3
Mana: 15. Base Success: 75%.
Negates standing magical effects within a 30 foot (3 square) radius globe, if the opposed caster level check (made once for each effect) succeeds.

Magic Circle vs. Evil (Abjuration) [Good]
Level: Priest 3, Mage 3, Bard 3, Paladin 3
Mana: 6. Base Success: 90%.
Creates an enchanted circle (30 ft. radius) that prevents the entry of summoned creatures, inflicts a -3 penalty to all evil creatures' attacks and saves, and grants everyone a +4 bonus to save versus enchantment.

Magic Circle vs. Undead (Abjuration)
Level: Priest 3, Mage 3, Paladin 3
Mana: 6. Base Success: 90%.
Creates an enchanted circle (30 ft. radius) that prevents the entry of Undead creatures and grants everyone a +4 bonus to save versus enchantment.

Negative Plane Protection (Theurgy) [Good]
Level: Priest 2, Abjurer 3, Paladin 3
Mana: 20. Persistant. Base Success: 100%.
Creates a subdued aura of positive energy around the caster, deflecting the life-draining attacks of undead such as wights and wraiths. This spell protects against [2 + Cha mod] such attacks, causing them to drain only 1/4th the amount of experience that they normally would.

Prayer (Theurgy)
Level: Druid 3, Priest 3, Community 3, Paladin 3
Mana: 25. Persistant. Base Success: 100%.
Grants you and all your allies within 60 feet (6 squares) a +2 sacred bonus to attack rolls, damage and saving throws.

LEVEL FOUR PALADIN SPELLS =

Cure Critical Wounds (Theurgy)
Level: Druid 4, Priest 4, Healing 4, Bard 4, Paladin 4, Ranger 4, Blackguard 4
Mana: Variable. Base Success: 90%.
Heals you of 4d8 + your level in hit points of damage, to a maximum of 4d8+20, with a hit point to mana ratio of 3 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Death Ward (Abjuration)
Level: Druid 4, Priest 4, Death 4, Mage 6, Abjurer 4, Paladin 4, Ranger 4
Mana: 35. Persistant. Base Success: 100%.
Renders a target of your choice immune to death effects and necromantic (but not poison) damage. Death effects include finger of death, power word: kill, wail of the banshee, phantasmal killer, slay living, destruction, implosion, death knell and the killing component of holy word, blasphemy, dictum and word of chaos. Certain special attacks are also death effects, such as the unearthly beauty of a nymph or the death touch of a priest with the Death domain.

Dimensional Anchor (Weavecraft)
Level: Priest 4, Mage 4, Guardian 4, Paladin 4, Twilight Huntsman 4
Mana: 7. Base Success: 90%.
Produces a thin bolt of green energy that, upon striking a target (ranged attack roll), locks that target into place and prevents them from teleporting, being teleported or plane-shifting. Creatures already phased will be forcibly returned to their natural plane of existance.

Disrupting Weapon (Theurgy)
Level: Priest 5, Paladin 4
Mana: 45. Persistant. Base Success: 100%.
Imbues one of your blunt, non-missile weapons to become deadly to the undead. Any undead struck by such a weapon must make a Will save or be destroyed.

Holy Smite (Evocation) [Good]
Level: Good 4, Paladin 4
Mana: 8. Short duration. Base Success: 75%.
Calls down holy power to smite evil creatures, inflicting 1d8 points of holy damage per two caster levels and blinding evil creatures who fail a Fortitude save for 1d4 rounds.

Holy Sword (Theurgy)
Level: Paladin 4
Mana: 35. Persistant. Base Success: 100%.
This spell allows you to channel holy power into a non-cursed melee weapon in the long blades or short blades weapon groups. One such weapon acts as a +5 holy smiting weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents, special bonuses when smiting).

Invocation (Theurgy)
Level: Druid 4, Priest 4, Community 4, Paladin 4
Mana: 35. Persistant. Base Success: 100%.
Grants you and all your allies within 60 feet (6 squares) a +3 sacred bonus to attack rolls, damage and saving throws.

Magic Resistance (Abjuration)
Level: Priest 4, Protection 5, Magic 5, Bard 5, Abjurer 5, Paladin 4
Mana: 35. Persistant. Base Success: 100%.
Grants you a +5% bonus to your magic resistance per caster level.

Neutralize Poison (Theurgy)
Level: Druid 4, Priest 4, Bard 4, Paladin 4, Ranger 3
Mana: 7. Base Success: 95%.
Purges all toxins from the subject's body, preventing any further damage, and additionally giving the subject a +5 bonus to save versus poisons for a number of rounds following the casting equal to the caster level.

LEVEL FIVE PALADIN SPELLS =

Banishment (Abjuration)
Level: Priest 6, Mage 6, Paladin 5, Alienist 5
Will negates. Mana: 12. Base Success: 75%.
This spell enables you to force an extraplanar creature out of your home plane, effectively destroying it here. You may affect a creature with up to twice your level in hit dice. When you cast this spell you make a Knowledge (Theology) skill check with DC 20. If you succeed the Will save DC for this spell is increased by +2 (representing your ability to call upon substances and ideals that the target hates, fears or opposes).

Commune (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

Raise Dead (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

Righteous Might (Thaumaturgy)
Level: Priest 5, Retribution 5, Nobility 5, Paladin 5
Mana: 20.
Your height immediately doubles and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +4 size bonus to strength and a +2 size bonus to constitution. You also gain a bonus to your natural armor rating equal to 3 plus 1 for every 5 caster levels, and a +5 circumstance bonus to the Intimidate skill. When this spell expires, you lose two fatigue points.

True Seeing (Divination)
Level: Priest 6, Mage 6, Liberation 5, Knowledge 6, Paladin 5
Mana: 60. Persistant. Base Success: 100%.
This august divination shatters all deceptions, causing the caster to inherantly see through every spell of the Illusion school — the effect is automatic and uncontested, unless the creator of the illusion has a false vision spell active. Shadow creatures and effects still affect the caster with regard to the percent that they are real, but she automatically disbelieves them and never suffers full damage.

Undeath to Death (Necromancy) [Death]
Level: Priest 6, Mage 6, Paladin 5
Mana: 12. Base Success: 90%.
Destroys any undead creature caught within a 60-foot globe centered on the caster that currently has fewer than (1d8 per caster level) hit points. The effect is all-or-nothing, and no saving throw is allowed.

LEVEL SIX PALADIN SPELLS =

Blade Barrier (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

Heal (Theurgy)
Level: Priest 6, Healing 5, Paladin 6, Blackguard 6
Mana: 15. Base Success: 90%.
Heals the target fully and cures experience drain, attribute damage and fatigue. In addition, it removes a number of maladies (e.g., poison, disease, stunning).

Heroes' Feast (Theurgy)
Level: Priest 6, Succor 4, Paladin 6
Mana: 40. Persistant. Base Success: 60%.
Casting this spell conjures a lavish feast, complete with chairs and a grand feast table, with more than sufficient food for all the creatures in the caster's party. The food created has a spiritual quality like the mythical ambrosia, curing ills and replenishing the spirit of all who partake for the full length of the feast. Consuming the feast takes a full hour, so obviously this spell cannot be cast in combat. When in a secure area, casting this spell affects the priest and all allied creatures within 100 feet. Creatures that cannot eat — undead, constructs, vortices and elementals — do not benefit, but even outsiders and aberrations can replenish themselves with this spell.
Those who partake of the feast automatically become satiated. They heal 3d10 points of damage, 3d10 / 5 points of attribute damage, are cured of any diseases they possess and are rendered immune to poison and fear for the rest of the day. Participants gain a +1 morale bonus to all rolls, and a sacred bonus to saving throws equal to the priest's Wisdom modifier. Finally, every participant in the feast is renewed and reinvigorated, regaining a number of fatigue points equal to the total number of participants.
Holding a heroes' feast requires a minimum of 3 participating characters. If the feast is interrupted by an encounter or other event, no benefit is gained.

Word of Recall (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

======================

RANGER SPELLS {RA} =

======================

LEVEL ONE RANGER SPELLS =

Alarm (Weavecraft)
Level: Mage 1, Protection 1, Ranger 1
Mana: 1. Base Success: 75%.
Casting this spell wards an area you intend to use as a campsite with a kind of magical early warning system, making you psychically aware when hostile creatures breach its boundries.
In effect, this causes your character to rest, similarly to the 'z' command. If you have an encounter, however, you are instantly alert and the monsters do not get the chance to make a string of attacks against you as usual.

Arrow Mind (Divination)
Level: Mage 1, Ranger 1
Mana: 3. Base Success: 75%.
Casting this spell, a mage or ranger enters a trance state of preternatural awareness and acute focus on her archery. She gains the benefits of the Zen Archery and Defensive Shot feats, as well as a +3 bonus to hit and a +25% bonus to speed on attacks with a bow. At the end of the spell's duration, the caster loses one Fatigue point from the intense devotion of the trance. The effect lasts 10 rounds, plus three rounds per point of the caster's Constitution bonus (if any).

Call Companions (Weavecraft)
Level: Druid 1, Priest 1, Mage 1, Planning 1, Bard 1, Ranger 1
Mana: 2. Base Success: 95%.
This spell teleports your companions or followers (if you currently have any) to the area surrounding the target empty square. This spell is useful for helping wayward summoned monsters and animal companions navigate difficult terrain or for encouraging them to face a particular challenges on your behalf.

Camouflage (Illusion)
Level: Druid 1, Ranger 1
Mana: 5. Persistant. Base Success: 100%.
This spell subtley alters the druid's coloration and the play of light around her, causing her to blend in easily with rock, foliage or other natural surrondings and thus giving her a +5 magic bonus to her Hide skill rating.

Cure Light Wounds (Theurgy)
Level: Druid 1, Priest 1, Bard 1, Paladin 1, Ranger 1, Blackguard 1
Mana: Variable. Base Success: 90%.
Heals you of 1d8 + your level in hit points of damage, to a maximum of 1d8+5, with a hit point to mana ratio of 1 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Detect Animals and Plants (Divination)
Level: Druid 1, Ranger 1
Mana: 5. Persistant. Base Success: 100%.
Reveals all Plant and Animal monsters, seen or unseen, within (120 + [caster level x 5]) squares of you. In addition, all vegetable terrain (e.g., trees, giant mushrooms) on the current level is revealed.

Entangle (Arcana)
Level: Druid 1, Plant 1, Ranger 1
Reflex negates. Mana: 3. Base Success: 75%.
Causes plants, vines and vegetation to rise up and entangle hostile creatures within an 80 foot globe; victims become stuck if they fail a Reflex saving throw. If there is no existing plant life to work with, the spell automatically fails.

Hawkeye (Enchantment)
Level: Druid 1, Ranger 1
Mana: 5. Persistant. Base Success: 100%.
This spell imbues the caster with the vision of a hawk, increasing the range increments of her ranged attacks by 50% and granting her low-light vision out to 30 feet.

Invisibility to Animals (Illusion)
Level: Druid 1, Ranger 1
Mana: 5. Long duration. Base Success: 60%.
Renders a chosen character unseen by animals. Powerful monsters can penetrate invisibility.

Jump (Thaumaturgy)
Level: Druid 1, Mage 1, Ranger 1
Mana: 5. Persistant. Base Success: 100%.
The target gains a +10 enhancement bonus on Jump checks, +2 per caster level.

Longstrider (Thaumaturgy)
Level: Druid 1, Travel 1, Ranger 1, Twilight Huntsman 1
Mana: 5. Persistant. Base Success: 100%.
This spell provides an enhancement bonus of 50% to your movement rate.

Magic Fang (Thaumaturgy)
Level: Druid 1, Animal 1, Ranger 1
Mana: 5. Persistant. Base Success: 100%.
Enhances one living creature's natural attacks, giving it a +1 to hit and damage at 1st level, increasing by +1 for every four levels thereafter. Such natural attacks count at magical +1 weapons, increasing by +1 every four levels.

Magic Missile (Evocation) [Force]
Level: Mage 1, Ranger 1
Mana: 1. No bonus damage. Base Success: 90%.
Strikes a visible foe with bolts of magical energy inflicting 1d4+1 damage; creates 1 bolt every odd level.

Mending (Arcana)
Level: Mage 1, Craft 1, Bard 1, Ranger 1
Mana: 7. Base Success: 75%.
Repairs 1d6+[caster level] hit points of damage to any non-metallic item in the player's possesion.

Mount (Weavecraft)
Level: Mage 1, Nobility 1, Bard 1, Ranger 1, Blackguard 1
Mana: 5. Persistant. Base Success: 100%.
Summons a horse that the caster begins to ride. At fifth level it summons a warhorse instead. If the caster is size Small (or smaller), a pony (or warpony) is summoned instead. You must be a humanoid with limbs and a non-zero skill level in Ride to take advantage of this spell.

Obscurement (Arcana) [Air] [Water]
Level: Druid 1, Mage 1, Ranger 1, Alienist 1, Assassin 1
Mana: 10. Persistant. Base Success: 100%.
Conjures a bank of fog which travels with you and limits normal vision and infravision to 10 feet. Wood Elves, second level Druids and other creatures with the Nature Sense ability can see through fog. The fog bank has a radius of 30 feet (3 squares) plus 10 feet (1 square) for every two caster levels. The fog also muffles sound a bit, granting the caster a +2 bonus to Move Silently checks.

Pass without Trace (Illusion)
Level: Druid 1, Ranger 1, Assassin 2
Mana: 5. Persistant. Base Success: 100%.
Turns your party effectively invisible on the wilderness screen — encounters will not chase you, and even if you bump into one, you have a 50% chance of being able to decide whether you want to evade it or not. Additionally, you cannot be sensed by creatures using Scent, Tremorsense or Tracking.

Reduce (Thaumaturgy)
Level: Mage 1, Ranger 1
Fortitude negates. Mana: 2. Base Success: 90%.
Causes a target creature to become smaller, lowering their size catagory by one level.

Resist Cold (Abjuration) [Cold]
Level: Druid 2, Priest 2, Mage 2, Paladin 2, Ranger 1
Mana: 7. Persistant. Base Success: 100%.
Grants the target cold resistance equal to 5 plus 2 per 3 caster levels.

Resist Fire (Abjuration) [Fire]
Level: Druid 2, Priest 2, Mage 2, Paladin 2, Ranger 1
Mana: 7. Persistant. Base Success: 100%.
Grants the target fire resistance equal to 5 plus 2 per 3 caster levels.

Sleep (Enchantment/Thaumaturgy) [Mind-Affecting]
Level: Mage 1, Night 1, Bard 1, Ranger 1, Assassin 1
Will negates. Mana: 3. Long duration. Base Success: 75%.
Causes creatures whose levels are half your own or less within a 20 foot (2 square) radius globe to fall into slumber until woken or attacked; creatures with two or fewer Hit Dice are affected regardless of their level.

Slow Poison (Abjuration)
Level: Druid 1, Priest 1, Bard 2, Paladin 1, Ranger 1, Twilight Huntsman 1
Mana: 3. Long duration. Base Success: 95%.
Delays the continuing effects of poison in the target for the duration. The poison's effects continue as soon as the duration of this spell runs out.

Summon Nature's Ally I (Weavecraft)
Level: Druid 1, Ranger 1
Mana: 2. Base Success: 75%.
Summons a natural creature of CR 1 to fight in the caster's name.

True Strike (Divination)
Level: Mage 1, Luck 2, Fate 1, Bard 1, Ranger 1, Alienist 1, Assassin 1, Twilight Huntsman 1
Mana: 2. Extended duration. Base Success: 90%.
Grants you a +10 insight toHit bonus (due to preternatural perception) on your next single attack roll.

Warp Wood (Arcana)
Level: Druid 2, Ranger 1
Will negates. Mana: 5. Base Success: 75%.
Magically warps wooden objects within a 40-foot radius, inflicting 1d6 points of damage per caster level. Doors are instead broken open in their frame, and chests are forcibly unlocked. The caster is unaffected, and any other creatures recieve a Will save to prevent damage to their wooden items.

Wind Wall (Arcana) [Air]
Level: Druid 2, Priest 2, Mage 2, Air 2, Bard 3, Ranger 1, Ranger 2
Mana: 3. Long duration. Base Success: 90%.
Creates a vertical curtain of wind that deflects all arrows, bolts and throws weapons weighing less than three pounds crossing its area.

LEVEL TWO RANGER SPELLS =

Barkskin (Thaumaturgy)
Level: Druid 2, Plant 2, Ranger 2
Mana: 20. Persistant. Base Success: 100%.
Gives you a natural armor rating of 3, plus one for every five caster levels above 1st.

Bear's Endurance (Thaumaturgy)
Level: Druid 2, Priest 2, Mage 2, Ranger 2
Mana: 15. Persistant. Base Success: 100%.
Grants the subject a magic bonus to their Constitution of 1d4+1 points.

Blur (Illusion) [Water]
Level: Mage 2, Bard 2, Ranger 2
Mana: 20. Persistant. Base Success: 100%.
Causes your image to ripple and become distorted as if reflected on the surface of water, giving attacks a 20% miss chance against you.

Cat's Grace (Thaumaturgy)
Level: Mage 2, Bard 2, Ranger 2
Mana: 15. Persistant. Base Success: 100%.
Grants the subject a magic bonus to their Dexterity of 1d4+1 points.

Cure Moderate Wounds (Theurgy)
Level: Druid 2, Priest 2, Healing 2, Bard 2, Paladin 2, Ranger 2, Blackguard 2
Mana: Variable. Base Success: 90%.
Heals you of 2d8 + your level in hit points of damage, to a maximum of 2d8+10, with a hit point to mana ratio of 1.5 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Endure the Elements (Abjuration)
Level: Druid 4, Mage 4, Protection 3, Bard 4, Ranger 2
Mana: 10. Long duration. Base Success: 100%.
Grants the target resistance equal to 3 plus 1 per 2 caster levels against Fire, Cold, Lightning, Acid and Sound.

Flame Blade (Evocation) [Fire]
Level: Druid 2, Ranger 2
Mana: 15. Persistant. Base Success: 100%.
This spell can be cast in one of two forms, both of which last for a full day:
Conjure Flame Blade: A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. The flame blade inflicts 3d8 points of fire damage otherwise has statistics identical to a scimitar - save that you do not recieve a Strength bonus on the damage, since the blade is immaterial.
Augment Existing Blade: You augment any one weapon from the Short Blades or Long Blades group, granting it the Flaming weapon quality. A weapon that already has the flaming quality is granted the Burst quality instead.

Hold Beast (Enchantment)
Level: Druid 2, Animal 2, Ranger 2
Fortitude negates. Mana: 4. Base Success: 75%.
Paralyzes one chosen beast, provided they fail a Fortitude save.

Might of the Oaks (Thaumaturgy) [Earth]
Level: Druid 2, Ranger 2
Mana: 15. Persistant. Base Success: 100%.
Grants you a +6 magic bonus to Strength, at the cost of accepting a -2 magic penalty to Dexterity. This spell can be cancelled at will with the Cancel Standing Ability command.

Nondetection (Illusion)
Level: Mage 3, Trickery 3, Bard 3, Ranger 2, Assassin 3
Mana: 25. Persistant. Base Success: 100%.
The warded creature or object becomes difficult to detect by divination or other non-standard means. Scent, Telepathy and Detection are all blocked. The creature can still be tracked or perceived visually. Note that this does *not* by itself hide or otherwise make the wearer invisible.

Persistance of the Waves (Thaumaturgy) [Water]
Level: Druid 2, Ranger 2
Mana: 15. Persistant. Base Success: 100%.
Grants you a +6 magic bonus to Constitution, at the cost of accepting a -2 magic penalty to Strength. This spell can be cancelled at will with the Cancel Standing Ability command.

Protection from Cold (Abjuration) [Cold]
Level: Druid 4, Priest 4, Mage 4, Ranger 2
Mana: 35. Persistant. Base Success: 100%.
Grants the target cold resistance equal to 10 plus her caster level.

Protection from Fire (Abjuration) [Fire]
Level: Druid 4, Priest 4, Mage 4, Ranger 2
Mana: 35. Persistant. Base Success: 100%.
Grants the target fire resistance equal to 10 plus her caster level.

Rainstorm (Arcana) [Water]
Level: Druid 2, Ranger 2
Mana: 20. Long duration. Base Success: 100%.
Conjures a bank of thunderclouds at ground level that burst forth with a supernatural torrent of rain. The clouds limit vision to 10 feet. Wood Elves, second level Druids and other creatures with the Nature Sense ability can see through the clouds. The clouds have a radius of 40 feet (4 squares). All creatures within the rainstorm except the caster take 2d3 points of Soaking damage to all exposed equipment every round. The cannot be detected by Scent or Blindsight while the storm lasts.

Resist Water (Abjuration) [Water]
Level: Druid 2, Mage 2, Water 1, Ranger 2
Mana: 5. Persistant. Base Success: 100%.
Grants the target an immunity to rusting, soaking and decay, three of the ravages of water. In addition, it grants the target a bonus to Swim skill checks equal to your caster level (scaled at 10th). This mundane-seeming spell is of critical importance to mages interested in protecting their spellbooks from soaking traps or underground rivers.

Summon Nature's Ally II (Weavecraft)
Level: Druid 2, Ranger 2
Mana: 4. Base Success: 75%.
Summons a natural creature of CR 2 to fight in the caster's name.

Summon Swarm (Weavecraft)
Level: Druid 2, Mage 2, Spider 2, Bard 2, Ranger 2, Blackguard 2
Mana: 3. Long duration. Base Success: 75%.
Conjures a cloud of stinging, biting insects that inflict 1d2 points of damage to everyone within every turn, along with inflicting a -2 general circumstance penalty.

Web (Arcana)
Level: Mage 2, Bard 2, Ranger 2, Assassin 2
Mana: 4. Base Success: 60%.
Creates a mass of sticky webbing that holds enemies in place and slows their attacks.

Wind Wall (Arcana) [Air]
Level: Druid 2, Priest 2, Mage 2, Air 2, Bard 3, Ranger 1, Ranger 2
Mana: 3. Long duration. Base Success: 90%.
Creates a vertical curtain of wind that deflects all arrows, bolts and throws weapons weighing less than three pounds crossing its area.

LEVEL THREE RANGER SPELLS =

Blink (Weavecraft)
Level: Mage 3, Bard 3, Ranger 3, Assassin 3
Mana: 30. Persistant. Base Success: 100%.
Causes the caster to flicker in and out of the etherial plane, giving attacks against him a 50% miss chance. Creatures that can see invisible or are using a ghost touch weapon ssuffer only a 25% miss chance, and creatures who can do both do not suffer any miss chance at all.

Control Plant (Enchantment) [Mind-Affecting]
Level: Druid 4, Ranger 3
Will negates. Mana: 8. Long duration. Base Success: 95%.
Causes a single plant creature to follow you (if it can move), fight and even die at your behalf.

Create Food and Water (Arcana) [Water]
Level: Priest 3, Succor 2, Paladin 3, Ranger 3
Mana: 8. Base Success: 60%.
This spell can be cast in one of two forms, as follows:
Create Food: Casting this version of the spell creates a single food ration suitable as a sizable meal for a human-sized creature. The ration is permanent and nonmagical once created.
Create Water: This version of the spell calls into existance a pool of water 30 feet (3 squares) in radius, creating any indentation necessary to hold the water without altering or damaging any of the surronding stonework. Once created, the water is permanent and non-magical.

Cure Disease (Theurgy)
Level: Druid 3, Priest 3, Bard 3, Ranger 3
Mana: 12. Base Success: 95%.
Removes all diseases, natural or magical, from one subject.

Cure Serious Wounds (Theurgy)
Level: Druid 3, Priest 3, Healing 3, Bard 3, Paladin 3, Ranger 3, Blackguard 3
Mana: Variable. Base Success: 90%.
Heals you of 3d8 + your level in hit points of damage, to a maximum of 3d8+15, with a hit point to mana ratio of 2 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Dominate Animal (Enchantment) [Mind-Affecting]
Level: Druid 3, Animal 3, Ranger 3
Will negates. Mana: 5. Long duration. Base Success: 90%.
Causes a single true animal (not a beast or monster) to follow you, fight and even die at your behalf.

Earthmaw (Arcana) [Earth]
Level: Druid 3, Ranger 3
Mana: 6. Base Success: 90%.
Causes the earth or stone floor beneath a victim's feet to animate, biting them for 1d4 points of damage per caster level, if the druid succeeds in a ranged attack roll against them. If the attack roll scores an unmodified 19 or 20, the victim will also become stuck, partly buried beneath the ground.

False Life (Necromancy/Thaumaturgy)
Level: Mage 1, Bard 2, Ranger 3
Mana: 15. Persistant. Base Success: 100%.
You draw upon eldricht energies to toughen your body against harm and injury. While this spell is in effect, you gain temporary hit points equal to 3d10 + 1 per caster level (scaled after 9th level).

Greater Magic Fang (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

Haste (Thaumaturgy)
Level: Mage 3, Time 4, Bard 3, Ranger 3
Mana: 30. Persistant. Base Success: 100%.
Increases one chosen target's attack speed and movement by 100%, and grants that same target a +4 circumstance bonus to Defense. Alternatively, negates slow.

Neutralize Poison (Theurgy)
Level: Druid 4, Priest 4, Bard 4, Paladin 4, Ranger 3
Mana: 7. Base Success: 95%.
Purges all toxins from the subject's body, preventing any further damage, and additionally giving the subject a +5 bonus to save versus poisons for a number of rounds following the casting equal to the caster level.

Phantom Steed (Weavecraft)
Level: Mage 3, Nobility 3, Bard 3, Ranger 3, Blackguard 3, Twilight Huntsman 2
Mana: 25. Persistant. Base Success: 100%.
Summons a quasi-real horselike creature that the caster begins to ride. The steed can be ridden by you quite rapidly (half again as fast as a warhorse or warpony). It can also magically traverse dangerous terrain (e.g., icy floors, brimstone).

Plant Growth (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

Resist the Elements (Abjuration)
Level: Druid 5, Priest 5, Mage 5, Community 5, Ranger 3
Mana: 35. Long duration. Base Success: 100%.
Grants the target resistance equal to 5 plus 2 per 3 caster levels against Acid, Cold, Lightning, Fire and Sound.

Rope Trick (Weavecraft)
Level: Mage 3, Bard 2, Ranger 3, Assassin 2
Mana: 15. Base Success: 75%.
Casting this spell enchants a rope, causing it to rise up and seem to hang down from empty air; when the caster climbs the rope, she vanishes. In truth, the rope leads to a tiny extradimensional space — a kind of safe sanctuary where the caster can rest and recuperate. Casting this spell thus consumes 15 feet of rope.
The caster is safe to rest for as long as desired in the pocket space created by the spell, but as soon as she leaves the portal and re-enters the real world, the effect ends and the rope is drawn back up into the space. Since the tiny pocket world is created anew with every casting of the spell, any items the caster has left on the floor in the extradimensional space will be cast out into the depths of the astral plane when the caster herself leaves, thus being lost forever.
Taking other extradimensional spaces, such as a bag of holding or a Howard's Handy Haversack, into the space created by a rope trick causes a disasterous magical explosion with unpredictable effects.

Summon Nature's Ally III (Weavecraft)
Level: Druid 3, Ranger 3
Mana: 6. Base Success: 75%.
Summons a natural creature of CR 3 to fight in the caster's name.

LEVEL FOUR RANGER SPELLS =

Air Walk (Thaumaturgy) [Air]
Level: Druid 4, Air 4, Priest 5, Ranger 4
Mana: 35. Persistant. Base Success: 100%.
The subject can tread on air as if walking on solid ground. This allows the subject to avoid ground-based traps, water, pits and chasms.

Clairvoyance (Divination)
Level: Mage 3, Knowledge 4, Bard 3, Ranger 4, Assassin 3
Mana: 15. Base Success: 95%.
Allows the caster to scry around the nearby area.

Cure Critical Wounds (Theurgy)
Level: Druid 4, Priest 4, Healing 4, Bard 4, Paladin 4, Ranger 4, Blackguard 4
Mana: Variable. Base Success: 90%.
Heals you of 4d8 + your level in hit points of damage, to a maximum of 4d8+20, with a hit point to mana ratio of 3 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Death Ward (Abjuration)
Level: Druid 4, Priest 4, Death 4, Mage 6, Abjurer 4, Paladin 4, Ranger 4
Mana: 35. Persistant. Base Success: 100%.
Renders a target of your choice immune to death effects and necromantic (but not poison) damage. Death effects include finger of death, power word: kill, wail of the banshee, phantasmal killer, slay living, destruction, implosion, death knell and the killing component of holy word, blasphemy, dictum and word of chaos. Certain special attacks are also death effects, such as the unearthly beauty of a nymph or the death touch of a priest with the Death domain.

Detect Monsters (Divination)
Level: Mage 3, Planning 3, Bard 2, Diviner 2, Ranger 4
Mana: 30. Persistant. Base Success: 100%.
Reveals all creatures, seen or unseen, within (15 + caster level) squares of the caster; specialist Diviners have an exceptional facility with this magic, and instead gain a range of 30 + [caster level x 2]) squares.

Dire Regression (Thaumaturgy)
Level: Druid 4, Ranger 4
Mana: 50. Extended duration. Base Success: 90%.
Regresses a normal animal to its primordial form, giving it the Dire template permanantly. Dire animals have a vaguely prehistoric look. They are stronger, tougher and larger than their mundane counterparts. Dire animals gain one size level, +4 strength, +2 dexterity, +2 constitution, a +3 natural armor bonus, +4 to hit and +4 hit dice. They become immune to fear. These bonuses are template bonuses. This spell does not work on players.

Divine Agility (Thaumaturgy)
Level: Priest 5, Time 5, Ranger 4, Twilight Huntsman 5
Mana: 45. Persistant. Base Success: 100%.
Grants a subject of your choice supernatural agility, bestowing on them a +4 insight bonus to both Defense Class and Reflex saves, a +25% bonus to their movement rate, the Spring Attack feat and the Evasion ability.

Explosive Runes (Arcana) [Earth]
Level: Mage 3, Destruction 4, Ranger 4, Alienist 3
Reflex negates. Mana: 5. Base Success: 95%.
Turns one chosen floor square into a rune that explodes for 1d6 damage per caster level (max 10d6) when stepped on.

Fire Charm (Enchantment) [Fire] [Mind-Affecting]
Level: Mage 3, Ranger 4
Will negates. Mana: 9. Base Success: 90%.
This spell enchants a source of open, sustained flame or molten stone (such as a wall torch, fire elemental or magma square), causing it to be hypnotically compelling and forcing creatures to stare at it blankly, paralyzed. You must target a square with a source of flame for this spell to be effective, and it only affects creatures who can see and have a mind.

Free Action (Abjuration)
Level: Druid 4, Priest 4, Liberation 3, Abjurer 4, Paladin 2, Ranger 4, Assassin 4
Mana: 35. Persistant. Base Success: 100%.
Renders the target creature immune to paralysis, petrification, slowing, entangling, and to any effects which limit of constrain his movement, such as webs.

Ice Storm (Evocation) [Cold]
Level: Druid 4, Mage 4, Weather 3, Bard 4, Ranger 4
Reflex partial. Mana: 8. Base Success: 75%.
This spell can be cast in one of two forms, at the caster's elective, as follows:
Hail Storm: Conjures a brief storm of biting cold and huge, hard hailstones in a 60 foot (6 square) radius area, inflicting 3d10 points of damage, plus one per caster level. Half this damage is cold damage; the other half is trauma damage, and cannot be avoided by resistances.
Sleet Storm: Driving sleet blocks all sight (even darkvision) 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 15 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls.

Polymorph Self (Thaumaturgy)
Level: Mage 3, Moon 3, Bard 5, Ranger 4
Mana: 10. Base Success: 60%.
Changes you into a random monster of your own challenge rating or lower.

Premonition (Divination)
Level: Mage 4, Time 3, Luck 4, Bard 4, Ranger 4, Alienist 4, Assassin 4
Mana: 3. Persistant. Base Success: 100%.
Gives you forewarning of the next attack made against you, granting a +15 insight bonus to your Defense Class versus the next single melee, unarmed or missile attack made against you.

Protection from Elements (Abjuration)
Level: Druid 6, Priest 6, Mage 6, Ranger 4
Mana: 45. Long duration. Base Success: 100%.
Grants the target resistance equal to 10 plus her caster level against Acid, Cold, Lightning, Fire and Sound.

Solid Fog (Arcana) [Air] [Water]
Level: Druid 4, Mage 4, Bard 4, Ranger 4, Ranger 4
Mana: 8. Base Success: 90%.
Creates a bank of solid fog. Solid fog reduces movement to 15% of normal and deflects all physical missiles.

Solid Fog (Arcana) [Air] [Water]
Level: Druid 4, Mage 4, Bard 4, Ranger 4, Ranger 4
Mana: 8. Base Success: 90%.
Creates a bank of solid fog. Solid fog reduces movement to 15% of normal and deflects all physical missiles.

Spike Growth (Arcana) [Earth]
Level: Druid 4, Ranger 4
Mana: 8. Base Success: 90%.
Causes spikes to grow out of the ground in a 60 foot (6 square) radius, inflicting 1d8 points of damage per 10 feet on any creatures walking across them, as well as inhibiting their movement.

Stoneskin (Thaumaturgy) [Earth]
Level: Mage 4, Earth 5, Ranger 4
Mana: 35. Persistant. Base Success: 100%.
Turns your skin as hard as rock, automatically and completely negating 1d4+(caster level/2) blows from any weapon of less than +5 enchantment. Critical hits damage you, but only as much as a normal hit would usually.

Tree Stride (Weavecraft)
Level: Druid 2, Ranger 4
Mana: 2. No AoO. Base Success: 90%.
With this spell, a druid can utilize trees as a method of near-instantaneous travel — if cast while standing beneath a tree, the druid can appear anywhere within 300 feet of her starting locale; otherwise, she steps out of a tree within 300 feet of her starting location. If no trees are available within the spell's area, it simply fails.

LEVEL FIVE RANGER SPELLS =

Animal Growth (Theurgy)
Level: Druid 5, Animal 5, Bard 5, Ranger 5
Mana: 45. Persistant. Base Success: 100%.
This spell causes an animal or beast to grow to twice its normal size and eight times its current weight. This alteration increases the target's size category by +1, its strength by +8, its constitution by +4, its dexterity by -2, its natural armor by +12 and its saving throws by +4. All of these bonuses are Circumstance Bonuses.

Commune With Nature (Divination)
Level: Druid 5, Animal 4, Ranger 5
Mana: 50. Base Success: 90%.
By communing with primordial spirits of nature, the caster is able to learn the layout of the level around her.

Force Shapechange (Thaumaturgy)
Level: Mage 5, Bard 5, Ranger 5
Mana: 9. Long duration. Base Success: 60%.
Forces shapechanged and polymorphed creatures back to their natural form and prevents them from changing form for a while, inflicting 3d12 damage in the process.

Insect Plague (Thaumaturgy)
Level: Druid 5, Priest 5, Spider 5, Bard 5, Ranger 5, Twilight Huntsman 5
Mana: 9. Base Success: 75%.
Conjures a huge cloud of flying, biting bugs that limits visibility to 10 feet, inflicts 1d8 points of damage to all within per round, severely impedes concentrating on spellcasting (-75%) and cause all creatures of whose CR is half the caster's level or less to become frightened and flee.

Turnclaw (Abjuration)
Level: Druid 5, Ranger 5
Mana: 50. Persistant. Base Success: 100%.
Turns aside the claw attacks of animals, humanoids and monsters alike, shielding the caster from the first [1d6 / caster level] points of damage that would normally be taken from such attacks.

Wizard Sight (Divination)
Level: Mage 5, Mysticism 5, Knowledge 5, Bard 5, Ranger 5, Assassin 5
Mana: 50. Persistant. Base Success: 100%.
Allows the caster to percieve everything within 60 feet of himself, even through walls.

========================

ALIENIST SPELLS {AL} =

========================

LEVEL ONE ALIENIST SPELLS =

Grease (Arcana)
Level: Mage 1, Slime 1, Bard 1, Alienist 1
Mana: 2. Base Success: 75%.
Creates a patch of grease on open ground that can cause foes to slip and fall.

Obscurement (Arcana) [Air] [Water]
Level: Druid 1, Mage 1, Ranger 1, Alienist 1, Assassin 1
Mana: 10. Persistant. Base Success: 100%.
Conjures a bank of fog which travels with you and limits normal vision and infravision to 10 feet. Wood Elves, second level Druids and other creatures with the Nature Sense ability can see through fog. The fog bank has a radius of 30 feet (3 squares) plus 10 feet (1 square) for every two caster levels. The fog also muffles sound a bit, granting the caster a +2 bonus to Move Silently checks.

Spiritwrack (Abjuration/Weavecraft) [Mind-Affecting]
Level: Mage 1, Alienist 1, Blackguard 1
Will negates. Mana: 3. Base Success: 90%.
By casting this spell, a mage creates an intense dissonance between the fabric of the material plane and those nearby it, injuring and driving back creatures that reach into the Prime Material from other planes of existance. Incorporeal creatures (whether their existance overlaps into the astral, ethereal or negative energy planes) suffer 1d8 points of damage per caster level, material creatures native to the Outer Planes, astral or ethereal suffer 1d6 points of damage per caster level and creatures native to the elemental planes suffer 1d4 points of damage per caster level. The spell affects a 30 foot burst, and all damage is scaled after 9th level. A Will saving throw negates the damage completely, but failure also leaves the victim in a state of psychic shock causing a -4 circumstance penalty.
Since the Spiritwrack effect is essentially an attack made of pure will, if an affected creature makes the Will saving throw and has a Wisdom score of 15 or higher, it may attempt to reflect the wave of torment back at the caster, making him subject to the damage from his own spell. This requires that the creature beat the caste in a contest of wills — an opposed Concentration check.

True Strike (Divination)
Level: Mage 1, Luck 2, Fate 1, Bard 1, Ranger 1, Alienist 1, Assassin 1, Twilight Huntsman 1
Mana: 2. Extended duration. Base Success: 90%.
Grants you a +10 insight toHit bonus (due to preternatural perception) on your next single attack roll.

LEVEL TWO ALIENIST SPELLS =

Hypnotic Pattern (Illusion) [Mind-Affecting]
Level: Mage 2, Bard 2, Alienist 2, Assassin 2, Twilight Huntsman 2
Will negates. Mana: 4. Base Success: 90%.
Causes creatures in a 20-foot globe to become entranced with a display of weaving lines and images, standing rapt and motionless, provided that their Intelligence is lower then 14, their CR is lower than half your caster level (rounded up) and they are able to see the pattern normally. Attacking an entranced creature ends the trance.

Revealed Lore (Divination)
Level: Mage 2, Bard 2, Alienist 2
Mana: 15. Persistant. Base Success: 100%.
By casting this spell, the mage gains a divinatory capacity toward whatever problems she focuses on, and solutions are revealed to her that she could not otherwise have known. In game terms, this spell grants the subject a magic bonus to their Intelligence of 1d4+1 points.

Stinking Cloud (Arcana) [Air]
Level: Mage 3, Alienist 2
Mana: 6. Base Success: 75%.
Creates a 30 foot (3 square) radius cloud of noxious vapors, causing all breathing creatures within the cloud to make a Fortitude save (DC 20) every round or suffer nausea for 2d4 additional rounds. Nauseated creatures cannot attack or cast spells and are considered flat-footed for the purposes of sneak attacks. The caster is not immune!

Touch of Idiocy (Enchantment) [Mind-Affecting]
Level: Mage 2, Alienist 2
Fortitude negates. Mana: 3. Base Success: 95%.
With a touch, you reduce a sapient target's mental faculties. Your successful touch attack does 1d6 points of damage to the target's Intelligence, Wisdom and Charisma scores. You may make one such Touch attack per level.

LEVEL THREE ALIENIST SPELLS =

Animate Shadows (Illusion) [Darkness]
Level: Mage 3, Alienist 3, Assassin 3, Blackguard 3, Twilight Huntsman 3
Mana: 30. Persistant. Base Success: 100%.
Casting this spell causes all of the shadows around the caster in a mobile globe with an 80-foot radius to begin to pulse and writhe unnaturally. The effect is initially very subtle, but increases as the victims of the spell become more and more agitated. Sometimes monsterous shapes can be seem within the area for a brief period of time, while at other times tendrils of shadow stroke at characters within the area almost lasciviously.
All hostile characters within the area of effect that are not blind, mindless or gifted with true seeing must make a Will saving throw every turn or suffer a -1 morale penalty to all rolls. Multiple failed saving throws are culmulative; when the penalty exceeds -5, creatures enter a state of panic and flee. A call light spell or similarly bright, sustained radience will cancel the effect within its area, but a lantern is insufficient. Creatures immune to fear will not panic, but still suffer the morale penalty.
Any creatures in the area also suffer a -6 circumstance penalty to Spot checks.

Explosive Runes (Arcana) [Earth]
Level: Mage 3, Destruction 4, Ranger 4, Alienist 3
Reflex negates. Mana: 5. Base Success: 95%.
Turns one chosen floor square into a rune that explodes for 1d6 damage per caster level (max 10d6) when stepped on.

Lorecall (Divination)
Level: Mage 3, Knowledge 3, Alienist 3, Twilight Huntsman 3
Mana: 17. Persistant. Base Success: 100%.
Casting this spell, you greatly enhance your proficiency via magically revealed knowledge. You select any one skill that you have as an affinity skill, and you gain a magic bonus to that skill equal to the number of ranks invested into the skill. This bonus caps at +5, or +10 for specialist Diviners.

LEVEL FOUR ALIENIST SPELLS =

Confusion (Enchantment) [Mind-Affecting]
Level: Mage 4, Trickery 4, Chaos 3, Bard 3, Alienist 4, Twilight Huntsman 3
Will negates. Mana: 8. Base Success: 75%.
Causes all living creatures within 30 feet of the target point to become confused, if they fail a Will saving throw.

Evard's Black Tentacles (Thaumaturgy)
Level: Mage 4, Bard 4, Alienist 4, Blackguard 5
Mana: 12. Base Success: 75%.
This spell causes 1d4 tentacles, plus one per caster level, to grow out of the nearby stone, earth, wood or any other surface and lash out mindlessly to entangle whatever might be nearby. The tentacles have Strength 18, Dexterity 18, 3 hit dice, a +3 base attack bonus and are DC 13 with +5 natural armor. The tentacles cannot move from the spot they first appear, which will be within 50 feet of the spell's chosen point of origin.
The tentacles are not summoned creatures — they are grown by thaumaturgic means out of nothing — and are unaffected by spells and powers which affect summoned beings. Further, they are not subservient to the caster, attacking him as casually as anyone else who comes within their reach. Fortunately, no tentacles will grow in the squares directly surronding the caster.
If the spell is cast is a very constricted area such as a corridor, less then the normal number of tentacles may appear.

Phantasmal Killer (Illusion) [Fear] [Death] [Mind-Affecting]
Level: Mage 4, Night 5, Bard 4, Alienist 4, Assassin 4, Twilight Huntsman 4
Will negates. Mana: 8. Base Success: 60%.
Summons a phantasm of the target's worst fear, which the target may make a Will save to disbelieve absolutely. If the target fails, a second Fortitude save determines if the target is slain outright, or merely becomes Afraid and suffers 1d6 points each of Wisdom and Charisma damage.

Premonition (Divination)
Level: Mage 4, Time 3, Luck 4, Bard 4, Ranger 4, Alienist 4, Assassin 4
Mana: 3. Persistant. Base Success: 100%.
Gives you forewarning of the next attack made against you, granting a +15 insight bonus to your Defense Class versus the next single melee, unarmed or missile attack made against you.

LEVEL FIVE ALIENIST SPELLS =

Banishment (Abjuration)
Level: Priest 6, Mage 6, Paladin 5, Alienist 5
Will negates. Mana: 12. Base Success: 75%.
This spell enables you to force an extraplanar creature out of your home plane, effectively destroying it here. You may affect a creature with up to twice your level in hit dice. When you cast this spell you make a Knowledge (Theology) skill check with DC 20. If you succeed the Will save DC for this spell is increased by +2 (representing your ability to call upon substances and ideals that the target hates, fears or opposes).

Distance Distortion (Weavecraft)
Level: Mage 5, Alienist 5
Mana: 16. Base Success: 75%.
Casting this spell produces a globe 60 feet in radius, targeted on a point of the caster's choice, where distance and geometry simply do not work in normal Euclidean ways, instead melting and flowing in a perverse and disturbing manner to make distances shorter for the caster's allies and the reverse for her enemies. Creatures within the spell's area of effect may suffer one or more of the following effects:
* The caster and her allies find that their movement rates are doubled within the area.
* Enemies of the caster find that their movement rate is halved as long as they are in the area.
* Any creatures of Challenge Rating 4 or lower are automatically nauseated while inside the area; this element of the effect does not discriminate between friend and enemies.

Dream (Divination/Enchantment/Illusion)
Level: Mage 5, Passion 5, Bard 5, Alienist 5, Assassin 5, Twilight Huntsman 5
Mana: 20. Base Success: 60%.
Casting this spell sends a beguiling and seductive dream to all sleeping creatures on the current level within [caster level x 50] feet, even those outside your sight, leading them to see you as a friend and ally — failing a Will save causes the affected creature to be charmed. Regardless of whether you manage to ensnare a creature with this spell, you can sense their presence for the remainder of the day in which it was cast.
(Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected — but Dream has a greater range then the 120 feet away from which spellcasting can be heard.)

Nightmare (Illusion)
Level: Mage 5, Night 3, Fate 5, Bard 5, Alienist 5, Blackguard 5, Twilight Huntsman 5
Mana: 45. Base Success: 60%.
Casting this spell sends a horrific nightmare to all the sleeping creatures on the current level within [caster level x 50] feet, even outside your sight. The creatures suffer 2d6 points of fatigue loss, 1d8 damage to Wisdom and Charisma and 1d6 points of psychic damage per odd caster level.
(Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected — but Nightmare has a greater range then the 120 feet away from which spellcasting can be heard.)

Open the Third Eye (Divination/Thaumaturgy)
Level: Mage 5, Alienist 5
Mana: 100. Base Success: 30%.
Casting this irrevocable spell opens a mystical third eye in the center of the caster's forehead. The caster gains a +6 racial bonus to Spot and Search checks as well as 60 feet of infravision. The caster also gains a gaze attack that confuses victims for 1d8 rounds (Fortitude save, DC 14) and deals 2d4 points of magic damage.
Casting this spell costs the caster 5000 XP.

========================

ASSASSIN SPELLS {AS} =

========================

LEVEL ONE ASSASSIN SPELLS =

Change Self (Illusion)
Level: Mage 1, Trickery 1, Assassin 1, Twilight Huntsman 1
Mana: 5. Base Success: 90%.
Casting this spell crafts a dynamic illusion over your body, allowing you to use the Disguise skill with a +10 magic bonus. The spell also removes the need to spend an hour preparing the disguise, and removes the need for a disguise kit. However, the effect is an illusion, and is automatically penetrated by anything which penetrates illusions, including true sight.

Convulsion (Thaumaturgy)
Level: Mage 1, Bard 1, Assassin 1, Blackguard 1
Fortitude negates. Mana: 4. Short duration. No bonus damage. Base Success: 90%.
This spell briefly disrupts the biology of a living being, inducing a brief state of system shock where the victim's muscles clench and she suffers a kind of seizure. Creatures with Constitution 12 or less are automatically affected, whereas those with Constitution scores of 13 or higher recieve a Fortitude saving throw to negate the effect. The effect lasts for only 1d4 rounds, causing the victim to suffer a -6 circumstance penalty to all rolls.

Expeditious Retreat (Thaumaturgy)
Level: Mage 1, Bard 1, Assassin 1
Mana: 5. Persistant. Base Success: 100%.
Increases your movement rate by 100%, while decreasing your attack speed by 50%.

Magic Weapon (Weavecraft)
Level: Priest 1, Mage 1, War 1, Bard 1, Paladin 1, Assassin 1, Blackguard 1
Mana: 5. Persistant. Base Success: 100%.
Casting this spell temporarily enchants a single weapon (or a stack of ammunition) with a +1 magical bonus. This bonus does not stack with any other magical bonus the weapon may have. Magical weapons strike true against undead, outsiders and many other fiends.

Obscurement (Arcana) [Air] [Water]
Level: Druid 1, Mage 1, Ranger 1, Alienist 1, Assassin 1
Mana: 10. Persistant. Base Success: 100%.
Conjures a bank of fog which travels with you and limits normal vision and infravision to 10 feet. Wood Elves, second level Druids and other creatures with the Nature Sense ability can see through fog. The fog bank has a radius of 30 feet (3 squares) plus 10 feet (1 square) for every two caster levels. The fog also muffles sound a bit, granting the caster a +2 bonus to Move Silently checks.

Passwall (Arcana)
Level: Mage 2, Liberation 2, Assassin 1
Mana: 4. Base Success: 60%.
Allows the caster to phase through solid stone or wood, moving two squares in the indicated direction even if the middle square is blocked by a door or wall.

Read Magic (Divination)
Level: Mage 1, Knowledge 1, Bard 1, Assassin 1
Mana: 10. Persistant. Base Success: 100%.
Casting this spell grants you an exceptional facility for reading and correctly interpreting magical writings, granting you a bonus to the Read Magic skill equal to your caster level (minimum +5).

Shield (Abjuration/Evocation) [Force]
Level: Mage 1, Protection 2, Bard 2, Assassin 1
Mana: 10. Persistant. Base Success: 100%.
Creates a shield-shaped force construct that hovers nearby you, granting you a +7 defense class bonus versus physical attacks that you are aware of, so long as you are not being flanked, and rendering you immune to Magic Missiles.

Sleep (Enchantment/Thaumaturgy) [Mind-Affecting]
Level: Mage 1, Night 1, Bard 1, Ranger 1, Assassin 1
Will negates. Mana: 3. Long duration. Base Success: 75%.
Causes creatures whose levels are half your own or less within a 20 foot (2 square) radius globe to fall into slumber until woken or attacked; creatures with two or fewer Hit Dice are affected regardless of their level.

Spider Climb (Thaumaturgy)
Level: Mage 1, Spider 1, Assassin 1
Mana: 5. Persistant. Base Success: 100%.
Casting this spell causes your hands to become adhesive, granting a +10 bonus to Climb checks for the duration, and removing the need for a climbing set when using the skill. You also gain the Brachiation feat while the spell is active.

True Strike (Divination)
Level: Mage 1, Luck 2, Fate 1, Bard 1, Ranger 1, Alienist 1, Assassin 1, Twilight Huntsman 1
Mana: 2. Extended duration. Base Success: 90%.
Grants you a +10 insight toHit bonus (due to preternatural perception) on your next single attack roll.

Ventriloquism (Illusion)
Level: Mage 1, Bard 1, Assassin 1
Mana: 1. Base Success: 95%.
Allows you to project your voice, which will typically cause monsters to investigate the target area. The target for this spell is a location on the map to which you project your voice. All monsters within a 16 square radius of the target square will hear the projection.

LEVEL TWO ASSASSIN SPELLS =

Bladethirst (Necromancy)
Level: Mage 2, Death 2, Assassin 2, Blackguard 2, Twilight Huntsman 2
Mana: 2. Long duration. Base Success: 90%.
Imbues a blade with negative energy, causing it to drink the blood of its next victim, inflicting a bonus 2d8 points of necromantic damage.

Choke (Necromancy/Thaumaturgy) [Air]
Level: Mage 2, Slime 3, Assassin 2
Mana: 4. Base Success: 75%.
Causes spectral hands to appear around the target's neck, choking him for 1d8 points of damage every turn and lasting a number of turns equal to half your caster level.

ESP (Divination)
Level: Mage 2, Bard 2, Assassin 2
Mana: 20. Persistant. Base Success: 100%.
Renders the caster telepathic, allowing him to sense the presence and location of any thinking creatures within 40 feet (4 squares) of him.

Globe of Shadow (Evocation) [Darkness]
Level: Priest 2, Mage 2, Night 2, Bard 2, Assassin 2, Twilight Huntsman 2
Mana: 15. Persistant. Base Success: 100%.
Creates a 10' (1 square) radius globe of magical gloom and shadows that travels with you and grants all creatures within it a +4 circumstance bonus to Hide and a 25% miss chance versus ranged attacks due to concealment.

Hypnotic Pattern (Illusion) [Mind-Affecting]
Level: Mage 2, Bard 2, Alienist 2, Assassin 2, Twilight Huntsman 2
Will negates. Mana: 4. Base Success: 90%.
Causes creatures in a 20-foot globe to become entranced with a display of weaving lines and images, standing rapt and motionless, provided that their Intelligence is lower then 14, their CR is lower than half your caster level (rounded up) and they are able to see the pattern normally. Attacking an entranced creature ends the trance.

Infravision (Divination)
Level: Druid 2, Mage 2, Assassin 2
Mana: 15. Persistant. Base Success: 100%.
Grants the caster temporary magical infravision out to a range of 60 feet (6 squares), or increases his existing infravision by a similar amount.

Invisibility (Illusion)
Level: Mage 2, Trickery 2, Moon 2, Bard 2, Assassin 2
Mana: 5. Long duration. Base Success: 60%.
Renders a chosen character unseen by others. Powerful monsters can penetrate invisibility.

Levitation (Thaumaturgy)
Level: Mage 2, Bard 2, Assassin 2
Mana: 4. Long duration. Base Success: 75%.
Allows you to float a foot off the ground and move normally, thus avoiding many traps, becoming invisible to tremorsense and gaining the ability to cross pits and chasms safely, but halving your movement rate, granting you a -2 circumstance penalty to attack rolls, and a -15% circumstance penalty to spell failure chances.

Pass without Trace (Illusion)
Level: Druid 1, Ranger 1, Assassin 2
Mana: 5. Persistant. Base Success: 100%.
Turns your party effectively invisible on the wilderness screen — encounters will not chase you, and even if you bump into one, you have a 50% chance of being able to decide whether you want to evade it or not. Additionally, you cannot be sensed by creatures using Scent, Tremorsense or Tracking.

Rope Trick (Weavecraft)
Level: Mage 3, Bard 2, Ranger 3, Assassin 2
Mana: 15. Base Success: 75%.
Casting this spell enchants a rope, causing it to rise up and seem to hang down from empty air; when the caster climbs the rope, she vanishes. In truth, the rope leads to a tiny extradimensional space — a kind of safe sanctuary where the caster can rest and recuperate. Casting this spell thus consumes 15 feet of rope.
The caster is safe to rest for as long as desired in the pocket space created by the spell, but as soon as she leaves the portal and re-enters the real world, the effect ends and the rope is drawn back up into the space. Since the tiny pocket world is created anew with every casting of the spell, any items the caster has left on the floor in the extradimensional space will be cast out into the depths of the astral plane when the caster herself leaves, thus being lost forever.
Taking other extradimensional spaces, such as a bag of holding or a Howard's Handy Haversack, into the space created by a rope trick causes a disasterous magical explosion with unpredictable effects.

Web (Arcana)
Level: Mage 2, Bard 2, Ranger 2, Assassin 2
Mana: 4. Base Success: 60%.
Creates a mass of sticky webbing that holds enemies in place and slows their attacks.

LEVEL THREE ASSASSIN SPELLS =

Animate Shadows (Illusion) [Darkness]
Level: Mage 3, Alienist 3, Assassin 3, Blackguard 3, Twilight Huntsman 3
Mana: 30. Persistant. Base Success: 100%.
Casting this spell causes all of the shadows around the caster in a mobile globe with an 80-foot radius to begin to pulse and writhe unnaturally. The effect is initially very subtle, but increases as the victims of the spell become more and more agitated. Sometimes monsterous shapes can be seem within the area for a brief period of time, while at other times tendrils of shadow stroke at characters within the area almost lasciviously.
All hostile characters within the area of effect that are not blind, mindless or gifted with true seeing must make a Will saving throw every turn or suffer a -1 morale penalty to all rolls. Multiple failed saving throws are culmulative; when the penalty exceeds -5, creatures enter a state of panic and flee. A call light spell or similarly bright, sustained radience will cancel the effect within its area, but a lantern is insufficient. Creatures immune to fear will not panic, but still suffer the morale penalty.
Any creatures in the area also suffer a -6 circumstance penalty to Spot checks.

Blink (Weavecraft)
Level: Mage 3, Bard 3, Ranger 3, Assassin 3
Mana: 30. Persistant. Base Success: 100%.
Causes the caster to flicker in and out of the etherial plane, giving attacks against him a 50% miss chance. Creatures that can see invisible or are using a ghost touch weapon ssuffer only a 25% miss chance, and creatures who can do both do not suffer any miss chance at all.

Clairvoyance (Divination)
Level: Mage 3, Knowledge 4, Bard 3, Ranger 4, Assassin 3
Mana: 15. Base Success: 95%.
Allows the caster to scry around the nearby area.

Deep Slumber (Enchantment) [Mind-Affecting]
Level: Mage 3, Assassin 3
Will negates. Mana: 7. Long duration. Base Success: 75%.
Causes creatures whose levels are equal to your own or less within a 20 foot (2 square) radius globe to fall into slumber until woken or attacked.

Deeper Darkness (Evocation) [Darkness]
Level: Priest 3, Mage 3, Assassin 3, Blackguard 2
Mana: 4. Long duration. Base Success: 75%.
Creates a 60' (6 squares) radius globe of inpenetrable magical darkness that obscures all natural and magical sight. The spell will also negate the effects of a call light spell existing in its area when it is cast.

Displacement (Illusion)
Level: Mage 3, Trickery 5, Mysticism 3, Bard 3, Assassin 3
Mana: 30. Persistant. Base Success: 100%.
Causes the caster to appear to be about 2 feet from where he actually is, thereby giving all attacks — ranged and physical — against him a 50% miss chance.

Gaseous Form (Thaumaturgy)

  • * * NOT IMPLEMENTED YET * * * [Air]

Level: Mage 3, Air 3, Bard 3, Assassin 3
Mana: 1. Base Success: 90%.
Transforms the caster into an animate cloud of grey vapours. In this state the caster cannot cast spells, but it also immune to most forms of physical attack. The gaseous form moves very slowly at 30% of normal human speed.

Greater Magic Weapon (Weavecraft)
Level: Priest 3, Mage 3, Bard 3, Assassin 3, Blackguard 3
Mana: 25. Persistant. Base Success: 100%.
Casting this spell temporarily enchants a single weapon (or a stack of ammunition) with a magical bonus of +1 per three caster levels, to a maximum of +5 at 15th. This bonus does not stack with any other magical bonus the weapon may have. Magical weapons strike true against undead, outsiders and many other fiends.

Illusory Stance (Illusion)
Level: Mage 3, Assassin 3, Twilight Huntsman 3
Mana: 25. Persistant. Base Success: 100%.
Casting this spell causes the caster's body to become a confusing blur of afterimages, making it difficult for foes to percieve the real positioning of her arms and legs and the location of her melee attacks. She gains a +2 bonus to hit, and for every melee attack foes must make a successful opposed Spot test against her Illusioncraft skill or be treated as flat-footed.
Possessing true sight negates these bonuses in regard to any true-seeing opponent, and they do not apply against mindless or blind opponents.

Nondetection (Illusion)
Level: Mage 3, Trickery 3, Bard 3, Ranger 2, Assassin 3
Mana: 25. Persistant. Base Success: 100%.
The warded creature or object becomes difficult to detect by divination or other non-standard means. Scent, Telepathy and Detection are all blocked. The creature can still be tracked or perceived visually. Note that this does *not* by itself hide or otherwise make the wearer invisible.

LEVEL FOUR ASSASSIN SPELLS =

Enervation (Necromancy)
Level: Mage 4, Assassin 4, Twilight Huntsman 4
Mana: 7. Base Success: 90%.
Produces a bolt of negative energy that inflicts a -(1d4+1) general penalty if it strikes a living target. You must make a ranged attack roll to hit with this spell.

Free Action (Abjuration)
Level: Druid 4, Priest 4, Liberation 3, Abjurer 4, Paladin 2, Ranger 4, Assassin 4
Mana: 35. Persistant. Base Success: 100%.
Renders the target creature immune to paralysis, petrification, slowing, entangling, and to any effects which limit of constrain his movement, such as webs.

Improved Invisibility (Illusion)
Level: Mage 4, Bard 4, Assassin 4
Mana: 40. Persistant. Base Success: 100%.
As one might expect from the name, this is a superior version of the 2nd-level spell invisibility. It functions like that spell in all respects, except that if the invisibility effect is broken due to attacking or a similar cause, it will automatically recur in 1d4+1 rounds, at no cost in mana or time and with no chance of failure. Improved Invisibility lasts a full day, but if dispelled or cancelled by means other than attacking, it does not recur.

Phantasmal Killer (Illusion) [Fear] [Death] [Mind-Affecting]
Level: Mage 4, Night 5, Bard 4, Alienist 4, Assassin 4, Twilight Huntsman 4
Will negates. Mana: 8. Base Success: 60%.
Summons a phantasm of the target's worst fear, which the target may make a Will save to disbelieve absolutely. If the target fails, a second Fortitude save determines if the target is slain outright, or merely becomes Afraid and suffers 1d6 points each of Wisdom and Charisma damage.

Premonition (Divination)
Level: Mage 4, Time 3, Luck 4, Bard 4, Ranger 4, Alienist 4, Assassin 4
Mana: 3. Persistant. Base Success: 100%.
Gives you forewarning of the next attack made against you, granting a +15 insight bonus to your Defense Class versus the next single melee, unarmed or missile attack made against you.

Track Monster (Divination)
Level: Mage 4, Bard 4, Assassin 4, Twilight Huntsman 3
Mana: 3. Persistant. Base Success: 95%.
Allows you to mystically track a single creature in a manner similar to a ranger's tracking ability. Mindless and non-living creatures are immune.

LEVEL FIVE ASSASSIN SPELLS =

Cloudkill (Arcana) [Air]
Level: Mage 5, Destruction 5, Air 5, Assassin 5
Fortitude partial. Mana: 10. Base Success: 75%.
Creates a cloud of poisonous gas that kills outright any creature of CR 2 or less, kills any creature of CR 3 to CR 5 on a failed saving throw, and inflicts 1d4 toxic damage per caster level on everything else (Fortitude for half). Only creatures who breathe are affected. The caster is immune.

Dream (Divination/Enchantment/Illusion)
Level: Mage 5, Passion 5, Bard 5, Alienist 5, Assassin 5, Twilight Huntsman 5
Mana: 20. Base Success: 60%.
Casting this spell sends a beguiling and seductive dream to all sleeping creatures on the current level within [caster level x 50] feet, even those outside your sight, leading them to see you as a friend and ally — failing a Will save causes the affected creature to be charmed. Regardless of whether you manage to ensnare a creature with this spell, you can sense their presence for the remainder of the day in which it was cast.
(Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected — but Dream has a greater range then the 120 feet away from which spellcasting can be heard.)

Lower Resistance (Enchantment/Weavecraft)
Level: Priest 5, Mage 5, Planning 5, Assassin 5, Twilight Huntsman 5
Mana: 9. Base Success: 90%.
This dwenomer strips outsiders, creatures of the Underdark and powerful supernatural horrors like hags of their inherant resistance to magic. The spell must first penetrate that resistance to take effect, but once it does no saving throw applies and the creature's Magic Resistance is halved; this is a damage penalty. The spell is targeted on a point, affecting all creatures within 60 feet of that point, but is selective and excludes the caster and her allies.

Misdirection (Illusion)
Level: Mage 5, Chaos 6, Assassin 5
Mana: 45. Persistant. Base Success: 100%.
This clever deception weaves an illusion over a large area, causing hostile enemies to mistake other characters for you, directing their ranged attacks against others — potentially including their teammates — believing them to be you. The delusion affects all enemies within a 90 foot radius field that moves with you, but if the only creature in the field percieved by a given enemy is you, that enemy will target you normally.
Intelligent enemies recieve a chance to disbelieve this spell when they hit the wrong target; this chance is 5% per point of Intelligence about 12.

Power Word: Stop (Divination) [Sound-Based]
Level: Mage 5, Assassin 5
Mana: 30. Base Success: 30%.
Power words are ancient pieces of the sorcerous truespeak from the dawn times of the world. They are inherantly unknowable, and creatures who hear one spoken irresistably forget the exact structure of its syllables immediately after hearing it. They can not be recorded, transcribed or preverved by any mortal magic; however, certain powerful divinations can grant a skilled mage knowledge of a Power Word just long enough to speak it once, allowing its terrible effect to take hold on the world.
One of the earliest and simplest power words, 'Stop' freezes a single target creature in place, preventing it from walking, running, jumping or otherwise moving naturally. The effect does not prevent teleportation, nor does it stop the creature from being knocked prone or bull rushed. The creature is not paralyzed, simply fixed in place, and can still make melee and ranged attacks. Free action negates this power word, but like all power words there is no saving throw against its effects.

Telekinesis (Evocation) [Force]
Level: Mage 5, Strength 5, Assassin 5
Mana: 10. Base Success: 90%.
This spell can be enacted in one of two forms, as chosen when the spell is cast:
Violent Thrust: This form of Telekinesis targets a single creature of your choice, causing them to be knocked down and back up to one square per caster level and to suffer 1d4 points of blunt damage for every caster level, scaled after 10th.
Sustained Force: This version of the spell allows you to exert force at a range of 10 feet per caster level. You can use the combat maneuvers Grapple, Punch, Trip and Bull Rush in this manner, with your Wisdom standing in for Strength and Intelligence for Dexterity. You can also open or kick doors, pick up items or try to disarm traps at range.

Wizard Sight (Divination)
Level: Mage 5, Mysticism 5, Knowledge 5, Bard 5, Ranger 5, Assassin 5
Mana: 50. Persistant. Base Success: 100%.
Allows the caster to percieve everything within 60 feet of himself, even through walls.

LEVEL SIX ASSASSIN SPELLS =

Disintegrate (Arcana)
Level: Mage 6, Destruction 6, Assassin 6
Fortitude negates. Mana: 22. No bonus damage. Base Success: 75%.
This terrifying spell creates a wan green ray that utterly destroys anything it touches, erasing up to 10 cubic feet of matter and leaving behind only a tiny trace remnant of grey dust. If a creature, or an item in a creature's possession, is the target of this spell, the victim recieves a Fortitude save to negate the effect. Since disintegration utterly destroys the target, no body remains for ressurection.
There are some other defenses against disintegration, of course. It's a ray, so reflection and absorbtion both negate it. Huge or larger creatures lose 10 cubic feet of mass on a failed save, suffering 20d6 points of untyped damage and possibly losing limbs or being otherwise maimed. Creatures wearing armor with the Fortification quality are resistant to this spell — a creature with Light Fortification takes 20d6 (and possible maiming) on a failed save, Medium Fortification reduces this to half, and a creature wearing Heavy Fortification armor is immune to disintegration. This spell is not a death effect, however.
Disintegrate cancels, and is cancelled by, stoneskin; this occurs before the saving throw.
If a character's total Fortitude save bonus is higher than the saving throw DC of this spell, the character is considered immune as well — the saving throw isn't rolled, so the character doesn't die on a natural 1.

Power Word: Stun (Divination) [Sound-Based]
Level: Mage 6, Assassin 6
Mana: 15. Base Success: 30%.
Power words are ancient pieces of the sorcerous truespeak from the dawn times of the world. They are inherantly unknowable, and creatures who hear one spoken irresistably forget the exact structure of its syllables immediately after hearing it. They can not be recorded, transcribed or preverved by any mortal magic; however, certain powerful divinations can grant a skilled mage knowledge of a Power Word just long enough to speak it once, allowing its terrible effect to take hold on the world.
This power word scrambles a creature's mind, preventing it from acting coherantly. The victim becomes stunned for a duration that is dependant upon their current hit points — 1d4 rounds if the victim has 250 or more HP, 3d6 rounds if the victim has 150 to 249 HP, 10d6 rounds if the victim has 149 to 75 HP and a full day if the victim has 74 or fewer HP.

==========================

BLACKGUARD SPELLS {BL} =

==========================

LEVEL ONE BLACKGUARD SPELLS =

Bane (Theurgy) [Fear]
Level: Priest 1, Blackguard 1, Twilight Huntsman 1
Mana: 2. Long duration. Base Success: 90%.
Inflicts ill fortune in battle on all enemies within 50 feet (5 squares) of you, causing them a -1 morale penalty to most rolls.

Cause Fear (Enchantment) [Fear] [Mind-Affecting]
Level: Mage 1, Bard 1, Blackguard 1
Will negates. Mana: 2. Base Success: 75%.
Causes one target creature to be overcome with mortal terror, such that it will flee from you to the best of its ability for the spell's duration.

Convulsion (Thaumaturgy)
Level: Mage 1, Bard 1, Assassin 1, Blackguard 1
Fortitude negates. Mana: 4. Short duration. No bonus damage. Base Success: 90%.
This spell briefly disrupts the biology of a living being, inducing a brief state of system shock where the victim's muscles clench and she suffers a kind of seizure. Creatures with Constitution 12 or less are automatically affected, whereas those with Constitution scores of 13 or higher recieve a Fortitude saving throw to negate the effect. The effect lasts for only 1d4 rounds, causing the victim to suffer a -6 circumstance penalty to all rolls.

Cure Light Wounds (Theurgy)
Level: Druid 1, Priest 1, Bard 1, Paladin 1, Ranger 1, Blackguard 1
Mana: Variable. Base Success: 90%.
Heals you of 1d8 + your level in hit points of damage, to a maximum of 1d8+5, with a hit point to mana ratio of 1 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Doom (Theurgy) [Fear]
Level: Priest 1, Blackguard 1, Twilight Huntsman 1
Will negates. Mana: 2. Long duration. Base Success: 90%.
Inflicts severe ill fortune in battle on a single enemies, causing them a -4 morale penalty to most rolls.

Inflict Light Wounds (Necromancy)
Level: Priest 1, Blackguard 1, Twilight Huntsman 1
Mana: 1. Long duration. Base Success: 95%.
Inflicts 1d8 + caster level (maximum 1d8+5) points of necromantic damage on the next creature you touch. Undead are healed instead.

Magic Weapon (Weavecraft)
Level: Priest 1, Mage 1, War 1, Bard 1, Paladin 1, Assassin 1, Blackguard 1
Mana: 5. Persistant. Base Success: 100%.
Casting this spell temporarily enchants a single weapon (or a stack of ammunition) with a +1 magical bonus. This bonus does not stack with any other magical bonus the weapon may have. Magical weapons strike true against undead, outsiders and many other fiends.

Malignance (Theurgy) [Evil]
Level: Evil 1, Blackguard 1, Twilight Huntsman 1
Mana: 5. Persistant. Base Success: 100%.
Casting this spell evokes an air of hatefulness and malice around the caster, making her seem sinister and terrifying while obscuring her true intentions. The caster thus recieves a bonus to Bluff and Intimidate equal to her caster level (minimum +5).

Mount (Weavecraft)
Level: Mage 1, Nobility 1, Bard 1, Ranger 1, Blackguard 1
Mana: 5. Persistant. Base Success: 100%.
Summons a horse that the caster begins to ride. At fifth level it summons a warhorse instead. If the caster is size Small (or smaller), a pony (or warpony) is summoned instead. You must be a humanoid with limbs and a non-zero skill level in Ride to take advantage of this spell.

Pain Touch (Necromancy)
Level: Pain 1, Blackguard 1
Fortitude negates. Mana: 1. Long duration. Base Success: 95%.
Any living creature you touch is overcome with agony on a failed Fortitude save, suffering a -3 general penalty to all actions. You get a number of touches per casting equal to your priest level (minimum 3).

Protection from Good (Abjuration) [Evil]
Level: Mage 1, Blackguard 1
Mana: 5. Persistant. Base Success: 100%.
Shields you from good's influence with a tripartite effect: good creatures suffer a -2 penalty to attack you, you recieve a +4 bonus to save against enchantment spell effects and summoned creatures cannot physically attack you.

Spiritwrack (Abjuration/Weavecraft) [Mind-Affecting]
Level: Mage 1, Alienist 1, Blackguard 1
Will negates. Mana: 3. Base Success: 90%.
By casting this spell, a mage creates an intense dissonance between the fabric of the material plane and those nearby it, injuring and driving back creatures that reach into the Prime Material from other planes of existance. Incorporeal creatures (whether their existance overlaps into the astral, ethereal or negative energy planes) suffer 1d8 points of damage per caster level, material creatures native to the Outer Planes, astral or ethereal suffer 1d6 points of damage per caster level and creatures native to the elemental planes suffer 1d4 points of damage per caster level. The spell affects a 30 foot burst, and all damage is scaled after 9th level. A Will saving throw negates the damage completely, but failure also leaves the victim in a state of psychic shock causing a -4 circumstance penalty.
Since the Spiritwrack effect is essentially an attack made of pure will, if an affected creature makes the Will saving throw and has a Wisdom score of 15 or higher, it may attempt to reflect the wave of torment back at the caster, making him subject to the damage from his own spell. This requires that the creature beat the caste in a contest of wills — an opposed Concentration check.

LEVEL TWO BLACKGUARD SPELLS =

Bladethirst (Necromancy)
Level: Mage 2, Death 2, Assassin 2, Blackguard 2, Twilight Huntsman 2
Mana: 2. Long duration. Base Success: 90%.
Imbues a blade with negative energy, causing it to drink the blood of its next victim, inflicting a bonus 2d8 points of necromantic damage.

Bull's Strength (Thaumaturgy)
Level: Druid 2, Priest 2, Mage 2, Strength 2, Bard 2, Paladin 2, Blackguard 2
Mana: 15. Persistant. Base Success: 100%.
Grants the subject a magic bonus to their Strength of 1d4+1 points.

Cure Moderate Wounds (Theurgy)
Level: Druid 2, Priest 2, Healing 2, Bard 2, Paladin 2, Ranger 2, Blackguard 2
Mana: Variable. Base Success: 90%.
Heals you of 2d8 + your level in hit points of damage, to a maximum of 2d8+10, with a hit point to mana ratio of 1.5 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Death Knell (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

Deeper Darkness (Evocation) [Darkness]
Level: Priest 3, Mage 3, Assassin 3, Blackguard 2
Mana: 4. Long duration. Base Success: 75%.
Creates a 60' (6 squares) radius globe of inpenetrable magical darkness that obscures all natural and magical sight. The spell will also negate the effects of a call light spell existing in its area when it is cast.

Inflict Moderate Wounds (Necromancy)
Level: Priest 2, Blackguard 2, Twilight Huntsman 2
Mana: 3. Long duration. Base Success: 95%.
Inflicts 2d8 + caster level (maximum 1d8+10) points of necromantic damage on the next creature you touch.

Scare (Illusion/Necromancy) [Cold] [Fear] [Mind-Affecting]
Level: Mage 2, Bard 2, Blackguard 2, Twilight Huntsman 2
Will negates. Mana: 4. Base Success: 90%.
Casting this spell weaves material drawn from the Negative Energy Plane into a swirling stream of translucent, ghostly figures — beastial, snarling faces tapering off into indistinct bodies. The swarm of apparitions only lasts for a few seconds, flying through the air at considerable speed and passing through the bodies of the caster's foes, carrying with them an icy, unnatural chill.
This spell arcs to a number of targets equal to the caster's level, requiring each target to make a Will saving throw or become afraid for 1d4 rounds plus one round for every three full caster levels. Creatures who fail the save also take 2d4 point of psychosomatic cold damage.
Creatures who are blind, mindless, have sharpened senses, tremorsense or blindsight are immune to this effect. (The apparitions are intangible and thus can't be revealed as illusions via Scent).

Shatter (Evocation) [Sound-Based]
Level: Priest 2, Mage 2, Destruction 1, Bard 2, Blackguard 2
Mana: 4. Base Success: 75%.
Creates a harmonic sound that shatters objects, inflicting 1d4 sonic damage per caster level, scaled after 9th, to each exposed item in the target creature's inventory. If the target is a construct, it also suffers this damage directly.

Summon Swarm (Weavecraft)
Level: Druid 2, Mage 2, Spider 2, Bard 2, Ranger 2, Blackguard 2
Mana: 3. Long duration. Base Success: 75%.
Conjures a cloud of stinging, biting insects that inflict 1d2 points of damage to everyone within every turn, along with inflicting a -2 general circumstance penalty.

Visage of Death (Illusion/Necromancy)
Level: Mage 2, Blackguard 2
Mana: 20. Persistant. Base Success: 100%.
This spell allows you to alter your appearance to that of a zombie of the same size class. Your body temperature will feel cold and your limbs will appear stiff, putrid and rotting; you lose six points of Charisma. This spell does not actually make you undead or grant the usual undead abilities or resistances. However, it does grant resistance to cold and electricity and you do not need to breathe while the spell is in effect. Finally and perhaps most importantly, the spell makes you neutral to undead by default.

LEVEL THREE BLACKGUARD SPELLS =

Adamant Facade (Illusion)
Level: Mage 3, Blackguard 3, Twilight Huntsman 3
Mana: 30. Persistant. Base Success: 100%.
This powerful spell wraps an illusion around the caster's body, causing her to appear to be in full health and unharmed by any attacks or maladies. Even should a sword stroke all but cripple her, it appears to onlookers as nothing more than a glancing blow.
This has the effect of causing sapient monsters to have a chance of retreating as if afraid after they or their allies strike the caster with no apparent effect. The chance of this happening is 1 in (10 - the caster's Charisma mod), and lowers by one for every attack from the same group of monsters after the first, until it reaches 1 in 1 and is certain. When it does occur, all members of the same group of monsters will flee at the same time. This is not magical fear, instead being a rational choice made in the face of a seemingly invincible foe. As such, it is unaffected by fear immunity and no saving throws apply.
Creatures with an Intelligence of 14 or higher have a chance of recognizing the guise for what it is and thus disbelieving it — this chance is 5% per point of Intelligence above 14, rolled after every hit.
If this spell is cast at caster level 9 or higher, it conveys an additional benefit: when the caster is struck with a metal weapon, the weapon will seem to shatter upon hitting her, when in fact it merely falls from the attacker's hand and turns invisible to the attacker on the ground.

Animate Shadows (Illusion) [Darkness]
Level: Mage 3, Alienist 3, Assassin 3, Blackguard 3, Twilight Huntsman 3
Mana: 30. Persistant. Base Success: 100%.
Casting this spell causes all of the shadows around the caster in a mobile globe with an 80-foot radius to begin to pulse and writhe unnaturally. The effect is initially very subtle, but increases as the victims of the spell become more and more agitated. Sometimes monsterous shapes can be seem within the area for a brief period of time, while at other times tendrils of shadow stroke at characters within the area almost lasciviously.
All hostile characters within the area of effect that are not blind, mindless or gifted with true seeing must make a Will saving throw every turn or suffer a -1 morale penalty to all rolls. Multiple failed saving throws are culmulative; when the penalty exceeds -5, creatures enter a state of panic and flee. A call light spell or similarly bright, sustained radience will cancel the effect within its area, but a lantern is insufficient. Creatures immune to fear will not panic, but still suffer the morale penalty.
Any creatures in the area also suffer a -6 circumstance penalty to Spot checks.

Blackmantle (Necromancy) [Death]
Level: Mage 3, Pain 3, Hatred 4, Blackguard 3, Twilight Huntsman 3
Mana: 5. Base Success: 60%.
Brings into existance around the target a black aura that prevents supernatural healing of any sort (but does not prevent regeneration).

Contagion (Necromancy)
Level: Druid 4, Priest 4, Mage 4, Blackguard 3
Fortitude negates. Mana: 7. Base Success: 90%.
Infects a living creature with one of the following diseases if they fail a Fortitude saving throw: blinding sickness, cackle fever, filth fever, red ache, mindfire, the shakes or slimy doom.

Cure Serious Wounds (Theurgy)
Level: Druid 3, Priest 3, Healing 3, Bard 3, Paladin 3, Ranger 3, Blackguard 3
Mana: Variable. Base Success: 90%.
Heals you of 3d8 + your level in hit points of damage, to a maximum of 3d8+15, with a hit point to mana ratio of 2 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Greater Magic Weapon (Weavecraft)
Level: Priest 3, Mage 3, Bard 3, Assassin 3, Blackguard 3
Mana: 25. Persistant. Base Success: 100%.
Casting this spell temporarily enchants a single weapon (or a stack of ammunition) with a magical bonus of +1 per three caster levels, to a maximum of +5 at 15th. This bonus does not stack with any other magical bonus the weapon may have. Magical weapons strike true against undead, outsiders and many other fiends.

Inflict Serious Wounds (Necromancy)
Level: Priest 3, Blackguard 3, Twilight Huntsman 3
Mana: 5. Long duration. Base Success: 95%.
Inflicts 3d8 + caster level (maximum 3d8+15) points of necromantic damage on the next creature you touch.

Magic Circle vs. Good (Abjuration) [Evil]
Level: Mage 3, Blackguard 3
Mana: 6. Base Success: 90%.
Creates an enchanted circle (30 ft. radius) that prevents the entry of summoned creatures, inflicts a -3 penalty to all good creatures' attacks and saves, and grants everyone a +4 bonus to save versus enchantment.

Phantom Steed (Weavecraft)
Level: Mage 3, Nobility 3, Bard 3, Ranger 3, Blackguard 3, Twilight Huntsman 2
Mana: 25. Persistant. Base Success: 100%.
Summons a quasi-real horselike creature that the caster begins to ride. The steed can be ridden by you quite rapidly (half again as fast as a warhorse or warpony). It can also magically traverse dangerous terrain (e.g., icy floors, brimstone).

Sign of Discord (Enchantment) [Chaotic]
Level: Mage 3, Chaos 2, Blackguard 3
Mana: 6. Base Success: 90%.
By making an archaic gesture, the caster curses a single creature, causing discord between it and all nearby creatures. All creatures within 120 feet, even the victim's allies, who fail a Will saving throw will view that creature as hostile and act accordingly to it. The target herself is not affected and does not make a saving throw. This spell is considered a considered a confusion effect, and save bonuses for such apply against it.

LEVEL FOUR BLACKGUARD SPELLS =

Animate Dead (Necromancy)
Level: Death 3, Mage 5, Necromancer 3, Blackguard 4
Mana: 6. Base Success: 30%.
Casting this spell causes humanoid corpses within 60 feet of the caster to animate, permanently taking on unlife as either skeletons or zombies (at the caster's elective), enslaved to her.
There are two metaphysical powers that can be invoked on Theyra to animate the dead. The first is various archfiends, notably Orcus — the demon lord of undead. The second is the goddess of death, Mara. As such, casting this spell is an evil act (as a result of allying with fiends) unless the caster is devoted to Mara or has earned at least two blessings from her as a lay worshipper.

Burning Blood (Thaumaturgy) [Fire]
Level: Mage 4, Blackguard 4
Mana: 7. Base Success: 90%.
Causes a victim's blood to boil, dealing 2d6 points of fire damage and 1d6 points of unblockable damage to him every turn for your caster level in rounds. Can only be cast on victims that possess blood.

Cure Critical Wounds (Theurgy)
Level: Druid 4, Priest 4, Healing 4, Bard 4, Paladin 4, Ranger 4, Blackguard 4
Mana: Variable. Base Success: 90%.
Heals you of 4d8 + your level in hit points of damage, to a maximum of 4d8+20, with a hit point to mana ratio of 3 per 1. Healing spells disrupt unlife, inflicting twice the damage to an undead creature they would have healed in a living one.

Inflict Critical Wounds (Necromancy)
Level: Priest 4, Blackguard 4, Twilight Huntsman 4
Mana: 7. Base Success: 95%.
Inflicts 4d8 + caster level (maximum 4d8+20) points of necromantic damage on the next creature you touch.

Lesser Planar Conjuration (Weavecraft)
Level: Mage 4, Blackguard 4
Mana: 65. Base Success: 60%.
This spell — the first hint young mages recieve of the true art of conjuration — allows a caster to summon a powerful creature with a CR of up to (6 + caster's Charisma mod) from the outer planes in order to serve her for a full day. This kind of summoning is extremely difficult — in addition to a staggering mana cost, it requires that the caster stand next to a specially perpared summoning circle (which, fortunately, are sometimes found in dungeons already prepared by ancient mages) to conduct a two hour ritual, and it costs the caster 2 fatigue points.
Opening the outer-planar conduit correctly requires a Knowledge (Planes) check against DC 15 — if this check fails, the creature is unbound and arrives hostile. If the check is successful, however, the caster can proceed to negotiate terms of service with the creature by means of an opposed Diplomacy test. [ For now, if the creature wins, it just leaves — later, the spell will have more complexity, allowing the caster to pay the creature to stay, maybe stays for a shorter term, different modifiers, etc. Creatures summoned with this spell have +200% movement until we can fix the companion AI.]
A caster can only have one creature summoned with lesser planar conjuration at a time, though she may summon others with spells like planar conjuration or conjure earth elemental.

Thornwrack (Thaumaturgy)
Level: Druid 4, Pain 4, Hatred 5, Blackguard 4, Twilight Huntsman 4
Fortitude negates. Mana: 7. Base Success: 75%.
Causes thorns to grow out of a victim's flesh, inflicting a -4 penalty to attack rolls and saves due to agony, and causing 1d8 points of damage each round for the duration. A Fortitude save negates the effect.

Wall of Fire (Evocation) [Fire]
Level: Druid 4, Mage 4, Fire 4, Blackguard 4
Mana: 8. Long duration. Base Success: 90%.
Creates a curtain of violet flames which causes (2d6 + caster level) points of fire damage to any creature which passes through it.

LEVEL FIVE BLACKGUARD SPELLS =

Evard's Black Tentacles (Thaumaturgy)
Level: Mage 4, Bard 4, Alienist 4, Blackguard 5
Mana: 12. Base Success: 75%.
This spell causes 1d4 tentacles, plus one per caster level, to grow out of the nearby stone, earth, wood or any other surface and lash out mindlessly to entangle whatever might be nearby. The tentacles have Strength 18, Dexterity 18, 3 hit dice, a +3 base attack bonus and are DC 13 with +5 natural armor. The tentacles cannot move from the spot they first appear, which will be within 50 feet of the spell's chosen point of origin.
The tentacles are not summoned creatures — they are grown by thaumaturgic means out of nothing — and are unaffected by spells and powers which affect summoned beings. Further, they are not subservient to the caster, attacking him as casually as anyone else who comes within their reach. Fortunately, no tentacles will grow in the squares directly surronding the caster.
If the spell is cast is a very constricted area such as a corridor, less then the normal number of tentacles may appear.

Infernal Blood (Thaumaturgy/Theurgy)
Level: Blackguard 5
Mana: 45. Persistant. Base Success: 100%.
Infuses the blood of the target with the blood of demons. The target gains the benefit of the Half-Fiend template: +4 Natural Armor, +4 Strength, +4 Dexterity, +2 Constitution, +4 Intelligence, +2 Charisma, the Outsider type, resistance to Acid, Cold, Fire and Electricity, and immunity to Poison.

Nightmare (Illusion)
Level: Mage 5, Night 3, Fate 5, Bard 5, Alienist 5, Blackguard 5, Twilight Huntsman 5
Mana: 45. Base Success: 60%.
Casting this spell sends a horrific nightmare to all the sleeping creatures on the current level within [caster level x 50] feet, even outside your sight. The creatures suffer 2d6 points of fatigue loss, 1d8 damage to Wisdom and Charisma and 1d6 points of psychic damage per odd caster level.
(Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected — but Nightmare has a greater range then the 120 feet away from which spellcasting can be heard.)

Slay Living (Necromancy) [Death]
Level: Priest 5, Death 5, Blackguard 5
Mana: 9. Base Success: 95%.
Lets you kill a living creature with a touch, or inflict [3d6 + caster level] points of damage if they succeed in a Fortitude saving throw.

LEVEL SIX BLACKGUARD SPELLS =

Create Corporeal Undead (Necromancy)
Level: Mage 6, Necromancer 5, Blackguard 6
Mana: 15. Base Success: 30%.
Casting this animates a single humanoid corpse as a type of greater corporeal undead. Based of the caster's caster level, she may choose to create different forms of undead. Certain types are available only to Marists, while others are inherantly evil.
There are two metaphysical powers that can be invoked on Theyra to animate the dead. The first is various archfiends, notably Orcus — the demon lord of undead. The second is the goddess of death, Mara. As such, casting this spell is an evil act (as a result of allying with fiends) unless the caster is devoted to Mara or has earned at least two blessings from her as a lay worshipper.

Harm (Necromancy)
Level: Priest 6, Blackguard 6, Twilight Huntsman 6
Mana: 12. Base Success: 95%.
Casting this spell grants the caster a touch attack which inflicts necromantic damage equal to two-thirds the victim's total hit points when healthy, bringing the victim to a minimum of 1d4+1 hit points — this spell cannot kill its subject, and a victim can be subject to only one harm spell per day. Only one such touch is allowed per casting.

Heal (Theurgy)
Level: Priest 6, Healing 5, Paladin 6, Blackguard 6
Mana: 15. Base Success: 90%.
Heals the target fully and cures experience drain, attribute damage and fatigue. In addition, it removes a number of maladies (e.g., poison, disease, stunning).

Planar Conjuration (Special Ability)

  • * * NOT IMPLEMENTED YET * * *

Mana: None.
(Resource Zero)

=================================

TWILIGHT HUNTSMAN SPELLS {TW} =

=================================

LEVEL ONE TWILIGHT HUNTSMAN SPELLS =

Bane (Theurgy) [Fear]
Level: Priest 1, Blackguard 1, Twilight Huntsman 1
Mana: 2. Long duration. Base Success: 90%.
Inflicts ill fortune in battle on all enemies within 50 feet (5 squares) of you, causing them a -1 morale penalty to most rolls.

Change Self (Illusion)
Level: Mage 1, Trickery 1, Assassin 1, Twilight Huntsman 1
Mana: 5. Base Success: 90%.
Casting this spell crafts a dynamic illusion over your body, allowing you to use the Disguise skill with a +10 magic bonus. The spell also removes the need to spend an hour preparing the disguise, and removes the need for a disguise kit. However, the effect is an illusion, and is automatically penetrated by anything which penetrates illusions, including true sight.

Charm Person (Enchantment) [Mind-Affecting]
Level: Mage 1, Beauty 1, Bard 1, Twilight Huntsman 1
Will negates. Mana: 3. Long duration. Base Success: 75%.
Improves a hostile, sapient humanoid's temperment towards you, such that it ceases attacking and becomes a neutral creature.

Color Spray (Evocation/Illusion) [Light]
Level: Mage 1, Twilight Huntsman 1
Reflex negates. Mana: 3. Base Success: 75%.
This spell projects a splash of multicolored light that may blind or stun creatures it strikes — creatures whose CR is less than half the caster's level are blinded and stunned for 2d6 turns, other creatures whose CR is lower than the caster's level are blinded for 1d6+1 turns and stunned for 2 turns and creatures whose CR equals or exceeds the caster's level are merely stunned for 2 turns. A Reflex saving throw negates the effect, but the spell gains a +4 bonus to its DC.

Doom (Theurgy) [Fear]
Level: Priest 1, Blackguard 1, Twilight Huntsman 1
Will negates. Mana: 2. Long duration. Base Success: 90%.
Inflicts severe ill fortune in battle on a single enemies, causing them a -4 morale penalty to most rolls.

Enthrall (Enchantment) [Sound-Based] [Mind-Affecting]
Level: Priest 2, Nobility 2, Beauty 2, Bard 2, Enchanter 2, Twilight Huntsman 1
Will negates. Mana: 4. Base Success: 90%.
Your performance — spoken or sung — holds all creatures within 60 feet (6 squares) who fail a Will save spellbound (effectively paralyzed). If you attack or stop singing, however, the effect is broken.

Faerie Fire (Evocation) [Light]
Level: Druid 1, Twilight Huntsman 1
Mana: 1. Base Success: 90%.
Limns any creatures within a 40-foot radius with colored, flickering light, granting a +1 to hit it with ranged weapons, making it unable to hide, negating the effects of blur or displacement and making it visible from a greater distance kaway.

Inflict Light Wounds (Necromancy)
Level: Priest 1, Blackguard 1, Twilight Huntsman 1
Mana: 1. Long duration. Base Success: 95%.
Inflicts 1d8 + caster level (maximum 1d8+5) points of necromantic damage on the next creature you touch. Undead are healed instead.

Longstrider (Thaumaturgy)
Level: Druid 1, Travel 1, Ranger 1, Twilight Huntsman 1
Mana: 5. Persistant. Base Success: 100%.
This spell provides an enhancement bonus of 50% to your movement rate.

Malignance (Theurgy) [Evil]
Level: Evil 1, Blackguard 1, Twilight Huntsman 1
Mana: 5. Persistant. Base Success: 100%.
Casting this spell evokes an air of hatefulness and malice around the caster, making her seem sinister and terrifying while obscuring her true intentions. The caster thus recieves a bonus to Bluff and Intimidate equal to her caster level (minimum +5).

Phantasmal Force (Illusion)
Level: Mage 1, Bard 1, Twilight Huntsman 1
Mana: 4. Long duration. Base Success: 75%.
This spell creates an illusionary creature, force or object. The illusion affects only one sense, and is therefore automatically disbelieved by any creature with tremorsense, sharpened senses, scent or blindsight. An illusion created by this spell winks out of existance if even one person (other than the caster) disbelieves it.
Sustaining a Phantasmal Force requires concentration — the caster suffers a -2 general penalty while the illusion is active, and suffering damage requires a Concentration check (DC 11 + the amount of damage) to avoid the illusion winking out of existance.

Slow Poison (Abjuration)
Level: Druid 1, Priest 1, Bard 2, Paladin 1, Ranger 1, Twilight Huntsman 1
Mana: 3. Long duration. Base Success: 95%.
Delays the continuing effects of poison in the target for the duration. The poison's effects continue as soon as the duration of this spell runs out.

True Strike (Divination)
Level: Mage 1, Luck 2, Fate 1, Bard 1, Ranger 1, Alienist 1, Assassin 1, Twilight Huntsman 1
Mana: 2. Extended duration. Base Success: 90%.
Grants you a +10 insight toHit bonus (due to preternatural perception) on your next single attack roll.

LEVEL TWO TWILIGHT HUNTSMAN SPELLS =

Animate Rope (Arcana)
Level: Mage 2, Twilight Huntsman 2
Mana: 7. Base Success: 75%.
Casting this spell imbues a coil of rope with a semblance of life and motion, causing it to animate and attack the caster's enemies. The animated rope has Strength and Dexterity equal to the caster's Wisdom and Intelligence, hit points and damage based on the type of rope the spell is used on and the same Hardness it has when inanimate.
Casting animate rope consumes 30 feet from a coil of rope, so a well-equipped caster can animate several distinct coils at the same time.

Bladethirst (Necromancy)
Level: Mage 2, Death 2, Assassin 2, Blackguard 2, Twilight Huntsman 2
Mana: 2. Long duration. Base Success: 90%.
Imbues a blade with negative energy, causing it to drink the blood of its next victim, inflicting a bonus 2d8 points of necromantic damage.

Globe of Shadow (Evocation) [Darkness]
Level: Priest 2, Mage 2, Night 2, Bard 2, Assassin 2, Twilight Huntsman 2
Mana: 15. Persistant. Base Success: 100%.
Creates a 10' (1 square) radius globe of magical gloom and shadows that travels with you and grants all creatures within it a +4 circumstance bonus to Hide and a 25% miss chance versus ranged attacks due to concealment.

Heal Mount (Theurgy)
Level: Druid 2, Priest 2, Paladin 2, Twilight Huntsman 2
Mana: 5. Base Success: 95%.
This spell Heals your mount (if you currently have one), as per the Priest spell Heal.

Hypnotic Pattern (Illusion) [Mind-Affecting]
Level: Mage 2, Bard 2, Alienist 2, Assassin 2, Twilight Huntsman 2
Will negates. Mana: 4. Base Success: 90%.
Causes creatures in a 20-foot globe to become entranced with a display of weaving lines and images, standing rapt and motionless, provided that their Intelligence is lower then 14, their CR is lower than half your caster level (rounded up) and they are able to see the pattern normally. Attacking an entranced creature ends the trance.

Improved Phantasmal Force (Illusion)
Level: Mage 2, Bard 2, Twilight Huntsman 2
Mana: 6. Long duration. Base Success: 75%.
This spell creates an illusionary creature, force or object, just as Phantasmal Force does, but the illusion affects all natural and supernatural senses, and is thus believable to creatures who have scent, tremorsense, sharp senses or blindsight.

Inflict Moderate Wounds (Necromancy)
Level: Priest 2, Blackguard 2, Twilight Huntsman 2
Mana: 3. Long duration. Base Success: 95%.
Inflicts 2d8 + caster level (maximum 1d8+10) points of necromantic damage on the next creature you touch.

Phantom Steed (Weavecraft)
Level: Mage 3, Nobility 3, Bard 3, Ranger 3, Blackguard 3, Twilight Huntsman 2
Mana: 25. Persistant. Base Success: 100%.
Summons a quasi-real horselike creature that the caster begins to ride. The steed can be ridden by you quite rapidly (half again as fast as a warhorse or warpony). It can also magically traverse dangerous terrain (e.g., icy floors, brimstone).

Scare (Illusion/Necromancy) [Cold] [Fear] [Mind-Affecting]
Level: Mage 2, Bard 2, Blackguard 2, Twilight Huntsman 2
Will negates. Mana: 4. Base Success: 90%.
Casting this spell weaves material drawn from the Negative Energy Plane into a swirling stream of translucent, ghostly figures — beastial, snarling faces tapering off into indistinct bodies. The swarm of apparitions only lasts for a few seconds, flying through the air at considerable speed and passing through the bodies of the caster's foes, carrying with them an icy, unnatural chill.
This spell arcs to a number of targets equal to the caster's level, requiring each target to make a Will saving throw or become afraid for 1d4 rounds plus one round for every three full caster levels. Creatures who fail the save also take 2d4 point of psychosomatic cold damage.
Creatures who are blind, mindless, have sharpened senses, tremorsense or blindsight are immune to this effect. (The apparitions are intangible and thus can't be revealed as illusions via Scent).

See Invisibility (Divination)
Level: Mage 2, Guardian 2, Bard 2, Twilight Huntsman 2
Mana: 15. Persistant. Base Success: 100%.
Casting this spell allows the caster to see invisible creatures normally; it also renders visible creatures on the etherial plane, who normally cannot be seen by observers from the material plane.

Silence (Arcana)
Level: Priest 2, Twilight Huntsman 2
Mana: 5. Base Success: 75%.
Creates a field of supernatural silence 40 feet in radius, inside which spellcasters cannot produce the verbal components of their spells.

LEVEL THREE TWILIGHT HUNTSMAN SPELLS =

Adamant Facade (Illusion)
Level: Mage 3, Blackguard 3, Twilight Huntsman 3
Mana: 30. Persistant. Base Success: 100%.
This powerful spell wraps an illusion around the caster's body, causing her to appear to be in full health and unharmed by any attacks or maladies. Even should a sword stroke all but cripple her, it appears to onlookers as nothing more than a glancing blow.
This has the effect of causing sapient monsters to have a chance of retreating as if afraid after they or their allies strike the caster with no apparent effect. The chance of this happening is 1 in (10 - the caster's Charisma mod), and lowers by one for every attack from the same group of monsters after the first, until it reaches 1 in 1 and is certain. When it does occur, all members of the same group of monsters will flee at the same time. This is not magical fear, instead being a rational choice made in the face of a seemingly invincible foe. As such, it is unaffected by fear immunity and no saving throws apply.
Creatures with an Intelligence of 14 or higher have a chance of recognizing the guise for what it is and thus disbelieving it — this chance is 5% per point of Intelligence above 14, rolled after every hit.
If this spell is cast at caster level 9 or higher, it conveys an additional benefit: when the caster is struck with a metal weapon, the weapon will seem to shatter upon hitting her, when in fact it merely falls from the attacker's hand and turns invisible to the attacker on the ground.

Animate Shadows (Illusion) [Darkness]
Level: Mage 3, Alienist 3, Assassin 3, Blackguard 3, Twilight Huntsman 3
Mana: 30. Persistant. Base Success: 100%.
Casting this spell causes all of the shadows around the caster in a mobile globe with an 80-foot radius to begin to pulse and writhe unnaturally. The effect is initially very subtle, but increases as the victims of the spell become more and more agitated. Sometimes monsterous shapes can be seem within the area for a brief period of time, while at other times tendrils of shadow stroke at characters within the area almost lasciviously.
All hostile characters within the area of effect that are not blind, mindless or gifted with true seeing must make a Will saving throw every turn or suffer a -1 morale penalty to all rolls. Multiple failed saving throws are culmulative; when the penalty exceeds -5, creatures enter a state of panic and flee. A call light spell or similarly bright, sustained radience will cancel the effect within its area, but a lantern is insufficient. Creatures immune to fear will not panic, but still suffer the morale penalty.
Any creatures in the area also suffer a -6 circumstance penalty to Spot checks.

Blackmantle (Necromancy) [Death]
Level: Mage 3, Pain 3, Hatred 4, Blackguard 3, Twilight Huntsman 3
Mana: 5. Base Success: 60%.
Brings into existance around the target a black aura that prevents supernatural healing of any sort (but does not prevent regeneration).

Confusion (Enchantment) [Mind-Affecting]
Level: Mage 4, Trickery 4, Chaos 3, Bard 3, Alienist 4, Twilight Huntsman 3
Will negates. Mana: 8. Base Success: 75%.
Causes all living creatures within 30 feet of the target point to become confused, if they fail a Will saving throw.

Fly (Thaumaturgy)
Level: Mage 3, Travel 3, Bard 3, Twilight Huntsman 3
Mana: 30. Persistant. Base Success: 100%.
Grants advantages similar to levitation, but without the penalties and grants an additional +2 circumstance bonus to attack rolls and defense class.

Hold Person (Enchantment) [Mind-Affecting]
Level: Priest 3, Mage 3, Law 2, Domination 3, Bard 2, Twilight Huntsman 3
Will negates. Mana: 6. Base Success: 75%.
Paralyzes one chosen humanoid, provided they fail a Will saving throw.

Illusory Stance (Illusion)
Level: Mage 3, Assassin 3, Twilight Huntsman 3
Mana: 25. Persistant. Base Success: 100%.
Casting this spell causes the caster's body to become a confusing blur of afterimages, making it difficult for foes to percieve the real positioning of her arms and legs and the location of her melee attacks. She gains a +2 bonus to hit, and for every melee attack foes must make a successful opposed Spot test against her Illusioncraft skill or be treated as flat-footed.
Possessing true sight negates these bonuses in regard to any true-seeing opponent, and they do not apply against mindless or blind opponents.

Inflict Serious Wounds (Necromancy)
Level: Priest 3, Blackguard 3, Twilight Huntsman 3
Mana: 5. Long duration. Base Success: 95%.
Inflicts 3d8 + caster level (maximum 3d8+15) points of necromantic damage on the next creature you touch.

Insightful Stroke (Divination)
Level: Mage 3, Planning 4, Twilight Huntsman 3
Mana: 10. Long duration. Base Success: 90%.
Casting this spell reveals the hidden weaknesses of a target and the most perfect pattern of attack specific to a given target in a given instant, granting the caster a bonus to her next single physical attack's damage equal to her caster level plus her Wisdom modifier.

Lorecall (Divination)
Level: Mage 3, Knowledge 3, Alienist 3, Twilight Huntsman 3
Mana: 17. Persistant. Base Success: 100%.
Casting this spell, you greatly enhance your proficiency via magically revealed knowledge. You select any one skill that you have as an affinity skill, and you gain a magic bonus to that skill equal to the number of ranks invested into the skill. This bonus caps at +5, or +10 for specialist Diviners.

Spectral Force (Illusion)
Level: Mage 3, Moon 4, Bard 3, Twilight Huntsman 3
Mana: 8. Long duration. Base Success: 75%.
This spell creates an illusionary creature, force or object, just as Phantasmal Force does, but the illusion has a greater depth and independance to it — it does not wink out of existance when a single character sees through it, and any psychosomatic damage it inflicts lasts for (3d6 x 100) turns, as opposed to 3d6. More significantly, it is self-sustaining — the caster does not need to concentrate to keep it active, and it can move outside the caster's line of sight.

Track Monster (Divination)
Level: Mage 4, Bard 4, Assassin 4, Twilight Huntsman 3
Mana: 3. Persistant. Base Success: 95%.
Allows you to mystically track a single creature in a manner similar to a ranger's tracking ability. Mindless and non-living creatures are immune.

Vampiric Touch (Necromancy)
Level: Mage 3, Twilight Huntsman 3
Fortitude partial. Mana: 5. Long duration. Base Success: 95%.
Causes your touch attack to inflict 1d6 points of necromantic damage per odd caster level to living creatures; you also heal damage taken up to the damage this spell actually inflicts. One casting of this spell gives you a number of touches equal to your caster level.

LEVEL FOUR TWILIGHT HUNTSMAN SPELLS =

Crushing Despair (Enchantment) [Mind-Affecting]
Level: Mage 4, Domination 4, Twilight Huntsman 4
Mana: 7. Base Success: 75%.
Projects a ray of despair at the caster's enemies inflicting at -2 morale penalty on attack rolls, saving throws, spellcasting, and weapon damage rolls. There is no resistance to this effect.

Dimensional Anchor (Weavecraft)
Level: Priest 4, Mage 4, Guardian 4, Paladin 4, Twilight Huntsman 4
Mana: 7. Base Success: 90%.
Produces a thin bolt of green energy that, upon striking a target (ranged attack roll), locks that target into place and prevents them from teleporting, being teleported or plane-shifting. Creatures already phased will be forcibly returned to their natural plane of existance.

Enervation (Necromancy)
Level: Mage 4, Assassin 4, Twilight Huntsman 4
Mana: 7. Base Success: 90%.
Produces a bolt of negative energy that inflicts a -(1d4+1) general penalty if it strikes a living target. You must make a ranged attack roll to hit with this spell.

Hallucinatory Terrain (Illusion)
Level: Mage 4, Bard 4, Twilight Huntsman 4
Mana: 16. Long duration. Base Success: 75%.
Casting this spell weaves an elaborate illusion of terrain features over a globe 30 feet in radius, with a point of origin that you select. The illusory terrain appears only in map squares containing a normal floor, and can simulate magma, a deep pool of water, a gaping chasm, entangling webs or sticky slime. Just like an illusionary creature, the effects of this terrain are real in the case of those who believe in it, and can inflict psychosomatic damage normally, though it can have no effect on those who are able to see through the illusion. Like the spell phantasmal force, this illusion affects only sight and hearing, and is thus automatically seen though by sharpened senses, blindsight, tremorsense or scent, as well as magics designed specifically to penetrate illusions, like true seeing.
However, hallucinatory terrain does not require concentration or line of sight in order to maintain.

Improved Spectral Force (Illusion)
Level: Mage 4, Twilight Huntsman 4
Mana: 10. Long duration. Base Success: 75%.
This spell creates an illusionary creature, force or object, combining the advantages of both Spectral Force (resilience, independence, longer-lasting psychosomatic damage) and Improved Phantasmal Force (affecting all senses).

Inflict Critical Wounds (Necromancy)
Level: Priest 4, Blackguard 4, Twilight Huntsman 4
Mana: 7. Base Success: 95%.
Inflicts 4d8 + caster level (maximum 4d8+20) points of necromantic damage on the next creature you touch.

Mooncloak (Abjuration/Evocation)
Level: Mage 5, Moon 5, Twilight Huntsman 4
Mana: 45. Persistant. Base Success: 100%.
Casting this spell evokes a shimmering silver lumenescence around the mage's body not unlike that produced by faerie fire, but the Mooncloak has a much greater effect then that. The dwenomer abjures several kinds of protection against the next applicable attack she suffers — a Cold Resistance of 7, a +5 bonus on saving throws versus paralyzation and petrification and absolute immunity to a single negative energy effect. Once the Mooncloak has offered its protection against one of these effects, it is expended and the radiance vainshes.
Alternatively, once the Mooncloak is in effect, the caster can choose to expend its magic at any time (by 'a'ctivating it) as a destructive silvery bolt. This bolt inflicts 5d6 points of pure magic damage, triple that against lycanthropes. If victims fail a Fortitude save for half damage, they are also confused for 3d6 rounds — literally, they are moonstruck. The bolt hits a single creature and requires a ranged attack roll to successfully impact.

Music of the Spheres (Evocation)
Level: Beauty 5, Twilight Huntsman 4
Will negates. Mana: 12. Base Success: 90%.
Casting this spell allows the priest to produce music of such unearthly beauty that all creatures hostile to her of CR 5 or lower must stand transfixed in mute awe for 1d4 rounds. Additionally, creatures of any CR whose alignment opposes the priest's god's ethos suffer 1d4 points of sonic damage per caster level, and are debilitated in a manner specific to the diety. Maeve's priestesses make alien, discordant music which smites and confuses lawfuls, Mara's children produce tones which cause intense sadness, slowing evil creatures, and Essiah's joyful ballad causes evil creatures to be nauseated. Other casters stun targets who oppose them on the good/evil spectrum. A Will save negates the debilitation but not the damage.
The music affects all creatures within 80 feet of the caster, and the priest and her allies are immune. Allies who are bards or casters can even add to the effect in a cooperative manner, forming a choir. A bardic ally adds half her bardic music level to the effect's caster level, while a priestly ally adds half her caster level.

Phantasmal Killer (Illusion) [Fear] [Death] [Mind-Affecting]
Level: Mage 4, Night 5, Bard 4, Alienist 4, Assassin 4, Twilight Huntsman 4
Will negates. Mana: 8. Base Success: 60%.
Summons a phantasm of the target's worst fear, which the target may make a Will save to disbelieve absolutely. If the target fails, a second Fortitude save determines if the target is slain outright, or merely becomes Afraid and suffers 1d6 points each of Wisdom and Charisma damage.

Thornwrack (Thaumaturgy)
Level: Druid 4, Pain 4, Hatred 5, Blackguard 4, Twilight Huntsman 4
Fortitude negates. Mana: 7. Base Success: 75%.
Causes thorns to grow out of a victim's flesh, inflicting a -4 penalty to attack rolls and saves due to agony, and causing 1d8 points of damage each round for the duration. A Fortitude save negates the effect.

LEVEL FIVE TWILIGHT HUNTSMAN SPELLS =

Advanced Illusion (Illusion)
Level: Mage 5, Twilight Huntsman 5
Mana: 12. Long duration. Base Success: 75%.
An advanced illusion is a complex and responsive dwenomer that includes all the properties of an improved spectral force, as well as a powerful enhancement: the illusion can spawn secondary illusionary effects that are consequences of its actions or existance. This means that an illusionary monster can make use of that monster's special attacks or equipment typical to a monster of its type — an illusionary dragon can produce an illusionary blast of fire, and an illusionary kobold can fire illusionary crossbow bolts. The illusion is still unreal and can't affect inanimate matter in any way, but it can simulate those effects remarkably — an illusionary basilisk's gaze would cause people to become paralyzed for a period, for example, believing they had been petrified.
This facility also allows the illusion takes active and intelligent measures to preserve its own believability: the shadows cast by an illusionary fountain change position as new light sources manifest, an illusionary wall creates illusionary dust as it is hacked apart, and even the illusion of the scent of cooler air wafting in through a created hole into the room beyond. Illusions that inflict damage create illusionary blood and bruises rather than merely psychosomatic shock. As a result of these improvements, advanced illusions are not subject to disbelief checks when they appear out of nowhere, someone passes through them or ignores their attacks, they cause a victim to fall unconscious or so forth. The magic creates secondary illusions to cover over the things which might cause disbelief checks — an adavanced illusion appearing out of nowhere might seem to jump out of a previously unnoticed illusionary skylight in a shadowy area of the ceiling, for example.

Color Burst (Illusion) [Light]
Level: Mage 5, Bard 4, Twilight Huntsman 5
Reflex negates. Mana: 9. Base Success: 75%.
Projects a burst of multicolored light that may blind or stun creatures it strikes briefly, dependant on their CR in contrast to the spell's caster level. The spell is selective — the caster and her allies are immune, but neutral creatures are not.

Divine Agility (Thaumaturgy)
Level: Priest 5, Time 5, Ranger 4, Twilight Huntsman 5
Mana: 45. Persistant. Base Success: 100%.
Grants a subject of your choice supernatural agility, bestowing on them a +4 insight bonus to both Defense Class and Reflex saves, a +25% bonus to their movement rate, the Spring Attack feat and the Evasion ability.

Dream (Divination/Enchantment/Illusion)
Level: Mage 5, Passion 5, Bard 5, Alienist 5, Assassin 5, Twilight Huntsman 5
Mana: 20. Base Success: 60%.
Casting this spell sends a beguiling and seductive dream to all sleeping creatures on the current level within [caster level x 50] feet, even those outside your sight, leading them to see you as a friend and ally — failing a Will save causes the affected creature to be charmed. Regardless of whether you manage to ensnare a creature with this spell, you can sense their presence for the remainder of the day in which it was cast.
(Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected — but Dream has a greater range then the 120 feet away from which spellcasting can be heard.)

Hold Monster (Enchantment) [Mind-Affecting]
Level: Priest 5, Mage 5, Bard 4, Bard 5, Twilight Huntsman 5
Fortitude negates. Mana: 10. Base Success: 75%.
Paralyzes one chosen creature, provided they fail a Fortitude save.

Insect Plague (Thaumaturgy)
Level: Druid 5, Priest 5, Spider 5, Bard 5, Ranger 5, Twilight Huntsman 5
Mana: 9. Base Success: 75%.
Conjures a huge cloud of flying, biting bugs that limits visibility to 10 feet, inflicts 1d8 points of damage to all within per round, severely impedes concentrating on spellcasting (-75%) and cause all creatures of whose CR is half the caster's level or less to become frightened and flee.

Lower Resistance (Enchantment/Weavecraft)
Level: Priest 5, Mage 5, Planning 5, Assassin 5, Twilight Huntsman 5
Mana: 9. Base Success: 90%.
This dwenomer strips outsiders, creatures of the Underdark and powerful supernatural horrors like hags of their inherant resistance to magic. The spell must first penetrate that resistance to take effect, but once it does no saving throw applies and the creature's Magic Resistance is halved; this is a damage penalty. The spell is targeted on a point, affecting all creatures within 60 feet of that point, but is selective and excludes the caster and her allies.

Nightmare (Illusion)
Level: Mage 5, Night 3, Fate 5, Bard 5, Alienist 5, Blackguard 5, Twilight Huntsman 5
Mana: 45. Base Success: 60%.
Casting this spell sends a horrific nightmare to all the sleeping creatures on the current level within [caster level x 50] feet, even outside your sight. The creatures suffer 2d6 points of fatigue loss, 1d8 damage to Wisdom and Charisma and 1d6 points of psychic damage per odd caster level.
(Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected — but Nightmare has a greater range then the 120 feet away from which spellcasting can be heard.)

Symbol of Pain (Necromancy)
Level: Twilight Huntsman 5
Mana: 10. Base Success: 95%.
(Resource Zero)

Symbol of Sleep (Enchantment)
Level: Twilight Huntsman 5
Mana: 10. Base Success: 95%.
(Resource Zero)

LEVEL SIX TWILIGHT HUNTSMAN SPELLS =

Animate Objects (Arcana)
Level: Priest 6, Chaos 5, Twilight Huntsman 6
Mana: 15. Base Success: 75%.
Casting this spell causes all unattended, inanimate objects within 60 feet of the caster to animate, fighting in his defense as if they were living allies. Creatures may make a Reflex saving throw to prevent whatever they hold in their hands from tearing free and animating, but worn objects do not animate.

Harm (Necromancy)
Level: Priest 6, Blackguard 6, Twilight Huntsman 6
Mana: 12. Base Success: 95%.
Casting this spell grants the caster a touch attack which inflicts necromantic damage equal to two-thirds the victim's total hit points when healthy, bringing the victim to a minimum of 1d4+1 hit points — this spell cannot kill its subject, and a victim can be subject to only one harm spell per day. Only one such touch is allowed per casting.

Immortal Grandeur (Enchantment) [Fear] [Mind-Affecting]
Level: Mage 6, Beauty 6, Twilight Huntsman 6
Mana: 50. Persistant. Base Success: 100%.
Casting this spell wraps a character in an aura of radiant, terrifying glory so palpable as to almost be a physical force. Her force of presence is augmented to the point where she seems to formidable to even offend, let alone actually attack.
To attack a character under the effect of this spell head-on requires a Will saving throw; making a ranged attack also requires a saving throw, but this save have a +4 bonus from the distance. Every attack requires a seperate Will save, but every past successful saving throw against this spell grants a +1 culmulative circumstance bonus to further saves against this spell.
The psychological exertion requires to defy this spell is tremendous, and no matter how strong one's will, no one can last forever against it. Every saving throw made against it costs the maker a point of Fatigue.
Elves have a special advantage with regard to this ancient magic — after all, it originated with them. If they both have this spell active and use their Manifestation ability, their force of presence is so overwhelming that living creatures of Challenge Rating 5 or lower die instantly, their hearts stopped in shock, should they fail to save against this spell when trying to attack. This additional aspect is a death effect and a fear effect, and can be avoided accordingly.

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