Yet More Spells
Yet More Spells
Yet More Spells
Bloodglow
Enchantment
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: 60 feet.
Target: All blood within 20 ft. radius sphere.
Duration: one minute per Caster's Level
Saving Throw: Will negates
Spell Resistance: Yes
With this spell, sighted creatures can clearly see where blood lies as it now glows in a ghastly red
light. Anyone who can see the blood will see it glow. The intensity of the glow depends upon
how old it is: Bright, within minutes old; Torch-light intensity, hours old; dimly lit (candle bright),
days old; faintly phosphorescent, weeks old. Blood older than a month cannot be detected with
this spell (although stains may be present to normal sight). Any quantity of blood can be seen,
down to a speck, and the Blood glow will shine through clothing, 1” of steel, 1' of stone or weed,
or a thin sheet of lead. Creatures and monster's who feed on blood will be drawn to the highest
concentration of glowing blood as they will instinctively know what it is that they are now
seeing.
Cleansing
Transmutation
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: 10 ft. per level
Target: 5 ft. radius per level sphere
Duration: instantaneous
Saving Throw: None
Spell Resistance: Yes
1
The target area (the volume of a sphere), is cleansed of all traces of blood and other bodily
fluids, dirt, grime, dust, powder (if the stuff is in a sealed container, it remains unaffected).
Simply, it is all gone in an instant. Loose ground will be as if swept clean by this spell. Green
slime and oozes are not affected, nor are insects, but germs and bacteria are cleaned by this
spell also. Loose ash, sand, and sediment is also cleared away up to 1” thick per level of caster.
Hairs, lint, scales, and skin flakes are also removed by means of a Cleansing spell.
Diffuse Magic
Transmutation
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action per ailment or injury
Range: 100 ft + 10 ft per level
Target: One spell
Duration: until end of target spell
Saving Throw: None
Spell Resistance: No
This spell thins out and spreads magic's area of effect and thereby lessening the strength
thereof. The target spell's area of effect is multiplied by the Diffuser's caster level (maximum)
and the effectiveness of the spell is lessened by the same multiple. The amount of this diffusion
is up to the caster at the time of casting. The caster must make a diffusion check by rolling a d20
and adding their caster's level to the die roll (maximum +10). The DC for targeted magic or spell
is 11 + Spell Level. This spell may be used to “counter” instantaneous spells from a source, but
the diffusion check must be successful or it won't work.
Diagnose
Divination
2
By means of this spell, the caster my diagnose the various injuries and determine the basic
category of an illness. This knowledge gives the caster a +1 hit point curative bonus per Wisdom
bonus to any one healing attempt, either using the Healing Skill or Cure Spells. Each malady,
disease or illness maybe be determined in a general sense (i.e.: food poisoning, virus, curse,
infection, side effect of some sort of magic, or some type of venom).
Epidermal Transmutation
Enchantment
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Half hour per level of caster
Saving Throw: Fort negates
Spell Resistance: Yes
The skin of a touched creature becomes the same as the skin of another touched creature. The
caster must touch both creatures simultaneously at the time of casting. If, for example, a bear is
used, a humanoid can gain the same insulating qualities from having bear fur as a bear would
have. This could be life saving if in a cold environment or deadly in a desert. A frog's skin grants
resistance to water, but also susceptibility to drying out and environmental toxins. A shark,
salamander, frog, otter, or fish skin give a +5 ft. swimming movement through water. Having the
scales of a dragon would benefit the recipient as if they were wearing dragon-hide armor and
give resistances to the type of attacks that the particular type dragon has. This transformation
can have a detrimental effect on charisma (up to -2) when dealing with others of their same
general form.
3
Magical Contrail
Enchanment
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: 100 ft + 10 ft per level
Target: One creature or object
Duration: 10 minutes + 1 minute per level
Saving Throw: None
Spell Resistance: No
This spell attaches a contrail of magic which trails behind the target when it moves. Anyone
using Detect Magic can see the trail as a line of magical residue indicating the path of the target.
It takes an hour for the contrail to fade away. One contrail may be established per caster's level
affecting one target each. A distinctive “color” maybe assigned to each.
Level: Sor/Wiz 10
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One spell caster
Duration: 10 minutes + 1 minute per level
Saving Throw: Will Negates (if interacted with); varies, See Text
Spell Resistance: Yes
While under this spell, the target becomes a conduit for shadow energies, focusing them,
bringing them closer to the edge of reality and beyond. When he then casts any of the SHADOW
Conjuration or Evocation spells, they will function at +40% more to their effectiveness and he
may then cast up to one spell level higher for the spells being copied. The DC's for the SHADOW
spells +2 per caster level above 19th. In fact, any illusions spells cast while under the Mantle of
Shadow Entelechy have their DC's adjusted by this amount.
4
Pallative
Enchantment
Level: Cleric 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: One hour per Caster's Level
Saving Throw: Will negates
Spell Resistance: Yes
This spell will give a pause to any bleeding, infection or disease for the duration. It effectively
puts the harmful agent into stasis and the recipient will experience no further degradation of
their condition.
Smell Blood
Enchantment
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature's nose
Duration: 10 minutes per caster's level
Saving Throw: Will negates
Spell Resistance: Yes
The nose touched by the caster while using this spell will have a heightened sense for smelling
red blood. It can be smelled from 60 feet away and in quantities as little as a drop. Larger
quantities may be smelled from further away with the variable of wind speed and direction
taken into account. A slaughtered medium creature can be detected from up to 1 mile away and
a huge battle up to 10 miles away. The general direction and relative strength may be
determined by a Smell Blood spell.
5
Plasma Flare
Enchantment
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: 100' + 10' per level
Target: Expanding Loop or Filament of Plasma (as per cone or beam)
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates a fourth state of matter, flaring outwards like a solar flare loop or in a wild,
twisting stream (caster's choice). Being an entirely different attack form, only those creatures
who have specific resistance to Plasma have any defense against these ultra-hot, charged ions.
Electrical and/or fire resistance will not prevent this sort of attack. The Plasma does 1d6 hit
points per level of the caster (maximum 30d6). It is hard to control at times and the caster must
make a ranged attack against whatever targets(s) he is aiming at.