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New Magic Spells

Arcane Impotence

Abjuration
Level: Cha 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: Will partial (See Text)
Spell Resistance: No

This powerful spell neutralizes the abilities of other channelers. The subject may not cast spells until the duration expires or she pays a cost in spell energy equal to half your caster level. This cost cannot be reduced by spell talismans, but it can be paid for with any spell energy channeled through the target character, such as that from a power nexus.

Paying this cost is a free action.

A creature that makes a successful saving throw must pay only half the cost to end the spell.

Arcane Interference

Abjuration
Level: Cha 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 10-ft.-radius emanation, centered on the target
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: No

This spell originated in Erethor as a means of protecting elven diplomats sent to meet the first Dornish arrivals in Erendane.

The subject of this spell emanates a field of overwhelming magical power that interferes with the energy of other spells within the area. Any spell cast into or from the area of arcane interference costs additional spell energy equal to half your caster level. Spells that do not pay this additional cost fail to affect anything within the spell area; treat the area of interference as an antimagic field for the purpose of underpowered spells.

Any character with the Magecraft feat can automatically sense the presence of arcane interference and can judge the magnitude of the interference--and hence the extra cost in spell energy--with a Spellcraft check (DC 20). Dispel Magic affects arcane interference only if its cast with the necessary extra spell energy. Two or more fiekds of arcane interference use the more potent caster ability modifier where their areas overlap; they do not stack.

Assist

Enchantment
Level: Cha 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Characters in a 30-ft.-radius spread
Duration: Concentration + 1 round
Saving Throw: None (harmless)
Spell Resistance: No

This spell steadies hands, calms breathing, and soothes nerves, making it easier to accomplish skill checks. To cast this spell, you must be able to speak to the targets, all of which must be within a 30-ft. radius area. For as long as you speak to, coach, inspire, or otherwise verbally encourage the targets, and for one round after you stop, they all gain a +2 morale bonus on skill checks made whithin the area of the spell.

Bestow Spell

Evocation
Level: Cha 4
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Area: Creature touched, see text
Duration: Permanent until discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell allows you to bestow a spell and the abiliy to cast it onto another character. Only characters with a score of 9 or more in your caster ability may receive a bestowed spell. A character cannot bestow a spell of a level higher than the character's Hit Die total. To bestow multiple spells you must cast bestow spell multiple times.

To cast this spell, you pay the spell energy cost for both this spell and the spell you bestow upon the target, plus any other costs of the spell you bestow upon the target. Spell energy from bestowed spells is not recovered until the bestowed spell has been cast or until you "recall" that energy by dismissing the spell. Recalled spell energy robs the target of his bestowed spell and does not return to you until the next time you recover spell energy.

For example, bestowing a magic missle spell on an ally reduces your spell energy by seven points: four for bestow spell and three for magic missile. Your maximum amount of spell energy is reduced by one until the target actually casts the magic missle spell or until you recall that energy.

Characters with bestowed spells use them as spell-like abilities with a casting time equal to the bestowed spell's casting time.

Focus: The focus of this spell can be anything, but must be passed from the caster to the target when the spell is cast.

Bleed Power

Evocation (Force)
Level: Cha 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level or until discharged, see text (D)
Saving Throw: None
Spell Resistance: No

This spell charges your blood with arcane power. Whenever you take damage, some of that power is released in a flash of force. A creature that damages you in melee combat immediately suffers 1d6 points of force damage in return as an arc of magical force travels back among the offending weapon from your wound to it.

Bleed power is discharged after it has damaged a number of attackers equal to your caster level.

Boil Blood

Transmutation (Fire)
Level: Leg 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration + 1 round, up to 1 round/level; see text
Saving Throw: Fortitude half
Spell Resistance: Yes

This is an interrogation spell used by legates to slowly but inevitably torture a subject. Pairs of legates combine this spell with discern lies for sure and simple inquisitions.

To cast this spell, you must speak words infused with the wrath and malice of the Shadow to the target, whose insides are heated and scalded in the name of Izrador. Each round you spend speaking to, questioning or threatening the target maintains the spell. This dialogue counts as concentration for purposes of this spell.

Every round the spell is maintained, and for one round thereafter, the target suffers 1d8 points of fire damage.

Burial

Transmutation
Level: Cha 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object
Duration: Instant
Saving Throw: None
Spell Resistance: No

This spell, originally used for ceremonies of peace and settlement by halfling communities, has come to be used by smugglers in Erenland and anyone fearful of the rising Fell.

You command the earth to shift and move to swallow up the object you target with the spell. The object must fit within a 10-foot diameter area and weigh less than 400 lbs. Creatures and attended objects are not affected.

This spell requires enough soft earth to accept the mass of the object. No substances are altered by this spell; burial merely asks the earth to carry out the task of burying the target object. This spell leaves no trace of digging or disturbed ground and will function even if weeds or grass grow in that area. Burial does not prevent a creature from finding the object if it digs in the right place.

Corpses interred in the ground with this spell are slightly less likely to rise as Fell (Will save, DC 11). Buried corpses that later become Fell must dig themselves free, if possible.

Channel Might

Evocation
Level: Cha 1
Components: V, S
Casting Time: 1 standard action
Range: Touch or Personal
Target: One creature
Duration: 1 round/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell evokes magical power and channels it through the muscles and bones of the target. The next successful attack the target makes automatically deals maximum damage plus your caster level and ends the spell. If the target scores a critical hit on his attack, only a single die of damage is maximized and your caster ability modifier is not multiplied.

Charm Repair

Transmutation
Level: Cha 3
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One expended charm
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows you to restore minor and lesser charms, making them available for use again. When the spell is cast, the charm is restored and may be used as normal. No charm may be repaired more than once.

Confer Power

Universal
Level: Cha 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration + 1 round (up to 1 round/level)
Saving Throw: None
Spell Resistance: No

With this spell, you become a living power nexus--a battery for any other spellcasting within reach. So long as maintain this spell energy to cast spells, any creature within reach of you that uses spell energy to cast spells may substitute your spell energy for its own. Creatures do not have to physically touch you, they must only be able to reach into the square you occupy (and know which square you're in). Creatures that can reach you do not have to use your spell energy. The spell energy from multiple characters cannot be added together using confer power. Creatures who use your energy may cause you spell damage by drawing beyond your remaining spell energy.

Detect Astirax

Divination
Level: Cha 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

You can detect an astirax in a quarter circle emanating out from you in whatever direction you face. This spell detects any such creature whether it is in its natural form or if it has possessed an animal or other creature. The amount of information revealed depends on how long you search a particular area or focus on a specific astirax.

1st Round: Presence or absence of an astirax.

2nd Round: Number of astiraxes in the area, and the condition of the healthiest specimen.

3rd Round: The condition and location of each individual present. If an astirax is outside your line of sight, then you discern its direction but not its exact location.

Conditions: For purposes of this spell, the categories of conditions are as follows:
Normal: Has at least 90% of original hit points, no ability damage.

Fair: 30% to 90% of original hit points remaining or suffers from 1 to 4 points of ability damage.

Poor: Up to 30% of original hit points remaining, suffering from a debilitating level of ability damage.

Weak: 0 or fewer hit points remaining, or crippled.

If an astirax falls into more than one category, the spell indicates the weaker of the two.

Note: Each round you can turn to detect astiraxes in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Disguise Ally

Illusion (Glamer)
Level: Cha 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 willing ally
Duration: 10 minutes/level (D)
Saving Throw: Will
Spell Resistance: No

As change self, except may affect someone other than yourself.

Disguise Weapon

Illusion (Glamer)
Level: Cha 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 weapon/caster level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You may disguise one weapon per caster level as a harmless object of an appropriate size. The caster must decide what particular object each weapon will look like. A dagger might seem to be a roll of paper, an axe might look like a small banner, or a bow might take on the appearance of a bolt of cloth. The illusion is foolproof until the object is touched or is seen in action (what appears to be a loaf of bread cutting a rope, for instance), at which point the creature touching or viewing the object may make a Will save to see through the illusion.

Anyone using the weapon while disguised receives a -2 penalty to attack rolls.

Far Whisper

Divination
Level: Cha 1, Drd 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You must cast this spell within the Whispering Wood, although once cast you may leave its confines. This spell allows you to hear the Whisper more effectively, granting you a +4 bonus to all Wisdom checks to hear the Whisper. In addition, you can detect the Whisper even when you are not within the Wood itself. As long as you remain within 10 miles per caster level of the nearest whispering tree, you retain the ability to communicate with the Whisper normally. If you move beyond this range, the link is lost and may not be reestablished until you move back into the Whispering Wood and cast this spell again.

Fell Forbiddance

Abjuration
Level: Cha 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./levels)
Area: One 5-ft.-square/2 levels
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: No

This spell forbids undead from entering the spaces you specify. A non-intelligent undead creature gets no saving throw; an intelligent undead creature does. On a failed saving throw, the undead creature cannot move through, over, or under the forbidden square. A successful saving throw allows the undead to move through the forbidden space as though it were difficult terrain. This spell does not prevent an undead creature from making ranged attacks through the forbidden space so long as the projectile is not part of the Fell creature's physical form.

Fey Fire

Conjuration (Creation)
Level: Cha 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 5-ft.-radius emanating from the touched point
Duration: 1 hour/level; see text
Saving Throw: None (harmless)
Spell Resistance: No

You create a magical campfire specially crafted by a fire or nature spirit. This campfire cannot be seen, heard, or felt by any creature more then five feet away from the spell's radius. Creatures occupying any of the twelve squares directly adjacent to the spell's radius can experience and interact with the fire as if it were normal flame. Craetures who sit by the fire for at least an hour heal 1 hit point and all nonlethal damage.

The fire burns no fuel and leaves no ash or other trace, but may be used to ignite flammable materials.

Flame removed from the fey fire becomes ordinary fire.

Fey hearth doubles the duration of fey fire.

Fey Hearth

Abjuration
Level: Cha 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./levels)
Area: 30-ft.-radius emanating from a source of fire
Duration: See text
Saving Throw: None
Spell Resistance: No

This spell turns a fire into a source of hope. Creatures within the spell's area enjoy a +2 morale bonus to Will saves. Creatures that naturally heal within the spell's area regain hit points equal to one-and-a-half times their character level.

Fey hearth lasts for as long as the fire is centered on continues to burn. Fey hearth doubles the duration of fey fire.

Focus: The fire at the center of the spell's area.

Form of the Meruros

Transmutation
Level: Cha 3
Components: V
Casting Time: 1 standard action
Range: Touch
Effect: One willing humanoid
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

Howling a call for aid to the spirits of the north, the caster channels the spirit of one of the Meruros into the target, allowing him to take on that spirit's preferred shape. It turns a humanoid into a canine form, granting it many of a wolf's abilities and some special abilities related to the Meruros. Because the target must let the spirit of the Meruros bond to his spirit, only willing creatures can be affected by this spell.

First of all, the target's shape changes to that of a wolf. Any worn or carried items may either merge into his new form, be carried in his mouth, or fall to his feet, as he wishes. He gains a wolf's movement, bite attack, low-light vision, natural armor bonus, scent, and trip abilities, as well as its bonus Track feat. He retains his own ability scores, saving throws, base attack bonus, class abilities, and so on. Casting spells with somatic components is impossible in this form, as is using weapons; by the grace of the Meruros, however, the verbal components of spells may be produced in the form of the wolf's howling.

Finally, the spirit of the Meruros cloaks the creature in a warding against the undead. The recipient of the form of the Meruros also gains the benefits of a hide from undead spell as if cast by the same spellcaster. This benefit lasts for the duration of the form of the Meruros spell.

The target may return to its natural form as a full-round action.

Form of the Tadulos

Transmutation
Level: Cha 5
Components: V
Casting Time: 1 standard action
Range: Touch
Effect: One willing humanoid
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

Calling out with a screech for aid to the spirits of the north, the caster channels the spirit of one of the Tadulos into the target, allowing him to take on that spirit's preferred shape. It turns a humanoid into a bird form, granting it many of a large raven's abilities and some special abilities related to the Tadulos. Because the target must let the spirit of the Tadulos bond to his spirit, only willing creatures can be affected by this spell.

This spell functions just like form of the Meruros, except that the target gains an eagle's movement, talon attack, low-light vision, natural armor bonus, and bonus to Spot checks. Also, instead of a hide from undead spell, the target gains the benefits of both death ward and freedom of movement spells.

Greenshield

Illusion (Glamer)
Level: Cha 2, Drd 2
Components: V, S
Casting Time: 1 hour
Range: Touch
Area: A 30 ft. sphere or hemisphere centered on the touched location
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

This spell may only be cast in a natural setting with abundant foliage. When the spell is cast, the local flora swell up to form a shiled over the affected area in a seamless hemisphere. If cast above ground (in the foliage of a tall tree, for instance), a full sphere is formed. Though this shield looks natural, it can be detected with a DC 15 Spot check. The magical auras of any objects or creatures inside the greenshield when it is cast are completely masked by this spell. The flora forming the wall of the sphere may be parted and passed through without damaging the barrier or leaving mark of any passage. However, the masking ability is not granted to any objects or creatures who enter the greenshield after its initial casting, nor to any who leave the area and later return.

Divinations like detect magic and identify work normally when cast within the area.

Halfling Burrow

Transmutation
Level: Cha 3, Drd 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One touched patch of earth
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

When this spell is cast, the channeler touches the earth. This immediately opens a small hole in the ground, into which Small or Medium creatures can slither. The hole leads to a small but warm and cozy burrow that is 5 feet beneath ground level. The burrow will hold one Small creature per caster level; for purposes of this spell, Medium creatures take up the space of two Small creatures. Large creatures count as eight Small creatures, and must make DC 30 Escape Artist checks to even fit through the hole.

The caster of the spell can open or close the hole leading to the burrow at will with a simple touch of the hand, but no one else can open or close the hole. The earh can be dug through as normal, however. The interior of the burrow is comfortable and warm, protecting those within from any extreme weather conditions and providing them with the equivalent of an endure elements spell against extreme temperatures. There is no food, water, or light in the burrow, however, and those who intend to stay inside for any length of time will want to bring their own supplies. Finding the hole from outside is very difficult, requiring a Survival or Search check of DC 30.

A side effect of the halfling burrow is its ability to make those inside comfortable. Provided they bring enough food with them, creatures who spend at least four hours inside the burrow emerge as if they had had a full night's rest, up to and including recovery of spell energy and natural healing.

Inspiration

Enchantment [Language-Dependent, Mind-Affecting]
Level: Cha 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instant
Saving Throw: None (harmless)
Spell Resistance: No

You bolster the confidence and steadiness of a craftsman with encouraging words and a bit of magic. The creature you touch gains a +10 morale bonus on one check with any Craft skill, whether that roll represents one hour's worth of work or one day's worth of work.

Inspirational Might

Enchantment [Language-Dependent, Mind-Affecting]
Level: Cha 5
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./levels)
Targets: Up to four creatures, no two of wich can be more than 30 ft. apart
Duration: 1 round/2 levels
Saving Throw: None (harmless)
Spell Resistance: No

With poetics, a song, or a rousing speech, you spur your allies on with inspiring confidence. This spell mimics the bardic ability Inspire Greatness, except as noted above. You do not need any ranks in Perform to cast this spell. The subjects must hear you speak or sing during the casting of the spell, but not afterwards.

Focus: Each of the targets must have some object you've given to them prior to the casting of this spell which they associate with you or the greater cause, such as a pendnat, a banner, or even a tattoo.

Joyful Speech

Enchantment [Language-Dependent, Mind-Affecting]
Level: Cha 1
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./levels)
Targets: Any number of targets, no two of which may be more then 30 ft. apart
Duration: Up o 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

By speaking or singing, you rally or otherwise bolster the subjects, provided they can hear you. The attitudes of unfriendly, indifferent, and friendly NPCs automatically improve by one step (from indifferent to friendly, for example). Subjects that are shaken (such as from doom) are unshaken. Subjects gain a +4 morale bonus against fear effects so long as they can hear you. This spell is maintained each round so long as you can and do speak, and do not cast any other spells except enchantment spells that further support the subjects or allies.

You can use this spell to appease two parties in a negotiation, with a +10 bonus to your Diplomancy check.

This spell amplifies genuine sentiment, making it clear even without skillful poetics. If used to bluff, betray, or trick the targets, the spell automatically fails.

Joyful speech counters and dispels woeful speech.

Know the Name

Divination
Level: Cha 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One creature or object
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes

This spell reveals the name of the creature or object you touch. The target's most common or well-known name is revealed first, even if that is not the target's real name. Subsequent casting of know the name on the same target reveals other, more obscure names, if they exist.

For example, casting know the name on the local blacksmith reveals his name to be "Wat of Lefron". A second casting on Wat reveals another moniker: "the Daggersmith of Dallow." A third casting turns up a secret surname: "Son of Vaun".

This information is drawn from the arcane aura that surrounds all named people and objects; the target may not even be aware of the name himself. Characters referred to by names may be easier to influence, at the DM's discretion.

Lie

Enchantment(Charm) [Mind-Affecting]
Level: Cha 1
Components: V
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: Instant
Saving Throw: None; see text
Spell Resistance: No

A lie you speak may be able to convice even listeners who should be suspicious or unwilling to believe you. You gain a +10 bonus on a single Bluff check. The one lie you speak with this spell is immune to the effects of a zone of truth even if you failed your saving throw. The caster of the zone of truth spell is entilted to a Spellcraft check (DC equal to your Bluff check) to sense the twinge of interfering powers between the two spells and become alerted to the offending lie, however.

The Bluff check you make is subsumed in the casting of this spell.

Lifetrap

Transmutation
Level: Cha 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Plants in a 50-foot radius spread
Duration: 1 round/level
Saving Throw: Reflex (see text)
Spell Resistance: No

This spell causes the plants in the area of effect to rise up and entangle any undead creatures they encounter. at the end of the spell's duration, the plants release their life force into the undead in an attempt to sever the connection between the spirit and the flesh.

When the spell is cast, all grasses, weeds, bushes, trees, and vines in the area twist and twine around corporeal undead cratures in the area of effect while not hindering or entangling the living. Undead who succeed at the required Reflex save are not engtangled, but may only move at one-half speed throught he affected area. Creatures who fail their Reflex save are entangled and suffer a -4 penalty to attack rolls and a -4 penalty to effctive Dexterity, and can't move. Creatures entangled while casting a spell must make a successful Concentration check (DC 20) or lose the spell.

Creatures can break free from the lifetrap and move at one-half normal speed by using a full-round action and succeeding at a Strength or Escape Artist check (DC 20). The lifetrap attempts to entangle any creatures in the area of effect every round on the caster's turn.

When the spell expires, any entangled undead immediately suffer 3d6 points of positive energy damage and the plants in the affected area turn to ash.

Magic Circle Against Shadow

Abjuration (Good, Lawful)
Level: Cha 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 10-ft. radius emanation from touched creature
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell functions like magic circle against evil, except it affects creatures of any alignment that are currently, actively, and knowingly acting on behalf of or in the name of Izrador, the Shadow in the North.

Memorial

Divination
Level: Cha 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: Up to 10-ft./level radius emanating from point touched (S)
Duration: Permanent of until discharged
Saving Throw: See text
Spell Resistance: No

Memorial is one of a very few spells stemming from Dornish and elven exchanges of magic; some believe it originated in Nalford. Memorial is used to record important battles or defeats, to remember the funerals of important people, or to leave behind desperate warnings for those who follow later. Memorial is often mistaken for an illusion or a haunting, and so sometimes scares away those it was meant for.

You infuse an area with the memory of an event, which persists over time until successfully received by future visitors to the side. The area you touch absorbs the pathos of recent or upcoming events, up to one minute per level before or after the spell is cast. The time to be set forth into memorial can be divided as the caster sees fit. For example, a 6th-level channeler could infuse the earth with six minutes of activity just before the spell was cast, the six minutes about to occur, or any combination of minutes totalling six either before or after the spell is cast.

The spell area must be centered on a patch of ground that you can touch, but that ground need not be natural earth. If the ground shifts, collapes, or otherwise leaves the spell area, the memorial is unaffected.

The events remembered by the spell play out over and over, each day, at the same time of the day the events occurred originally. Memorial projects these events into senses of passersby as ghostly shapes of muted colors and shallow echoes of sound. The shapes and sounds require Spot and Listen checks (DC 25 - your caster level - your spellcasting ability modifier) to perceive outside the area of the spell. Within the spell's area, the perception of the events is automatic.

Memorial records only those events that occur within the area you define. The spell has no specific sensory point or "eye;" events are replayed in the space in which they occured.

Once an intelligent creature has occupied the memorial area at the time of the "performance", the spell completes that one final presentation and is discharged.

Nature's Revelation

Transmutation
Level: Cha 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 25 ft./2 levels)
Area: 30-foot radius spread
Duration: One round per level
Saving Throw: None
Spell Resistance: No

This spell causes all plants and animals in the ara to pinpoint the location of any hidden or invisible creature in the area of effect. Tree limbs point, vines pull back bushes, and animals seem to stare intently at the hiding creatures. This reduces concealment from foliage to zero for any non-invisible creatures in the affected area and gives observers a good general idea as to the whereabouts of invisible foes (the DM should designate no less than 4 squares that the invisible creature might occupy for any attackers to choose from). This does not allow the caster or his allies to actually see invisible creatures; they must still choose the square and still suffer a 50% miss chance when attacking invisible foes in the area of effect. The spell provides benefits to anyone looking for hidden creatures in the area of effect, whether enemies or allies. Note that creatures who leave the area of effect are no longer revealed.

Nexus Fuel

Necromancy
Level: Cha 5, Leg 4
Components: V, S
Casting Time: 1 hour
Range: Touch
Target: One power nexus
Duration: 72 hours
Saving Throw: None
Spell Resistance: No

This spell is used by those with few moral compunctions about the taking of life and a great deal of interest in restoring power to a power nexus. This spell culminates with the ritual killing of a single intelligent creature (Int 3 or higher), slain within the power nexus.

This boosts the power nexus's recovery rate for the duration of the spell by one point per HD of the sacrificial victim.

Pacify

Abjuration
Level: Cha 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./levels)
Targets: One creature plus one additional creature per three levels, no two of which can be more than 30 ft. apart
Duration: 1 round/2 levels
Saving Throw: Will negates; see text
Spell Resistance: No

With a wave of your hand you forbid weak-willed enemies from taking attack actions for up to one round per level. To make an attack while under this spell's influence, a subject must succeed at a Will save on each turn that he attempts an attack action. If he fails his saving throw, the subject is unable to follow through with his attack and the action used to make the attempt is wasted. If the subject successfully saves, he may attack normally that round. Subjects may make indirect attacks against you without a saving throw, such as by cutting loose a portcullis or springing a trap.

Subjects may use defensive combat actions, such as the total defense action, without attempting a saving throw.

If you attack a subject yourself, the spell over him is broken.

Peasant's Rest

Conjuration (Healing)
Level: Cha 1, Drd 1
Components: S, F
Casting Time: 1 round
Range: Touch
Targets: One creature
Duration: 8 hours
Saving Throw: None (harmless)
Spell Resistance: No

The subject of this spell manages to claim all the benefits of a full night's rest with as little as four hours of sleep, so long as those hours occur within the spell's duration.

Phantom Edge

Transmutation
Level: Cha 1
Components: S
Casting Time: 1 standard action
Range: Touch
Targets: One object
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No

You change the weapon type of the object touched, but the weapon's appearance does not change. Thus, a sword may become a bludgeoning weapon or a makeshift club may deal slashing damage. You decide what the weapon's new type will be for the duration of the spell when you cast phantom edge.

A weapon with its type changed is only effective when used as part of an attack action. An unaffected club has no actual edge on which someone could accidentally cut himself, for example, and cannot be used for precision cutting work, such as for Craft checks and the like.

Scryer's Mark

Divination
Level: Cha 2, Leg 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One creature
Duration: Permanet until dispelled
Saving Throw: Will negates; see text
Spell Resistance: Yes

You create a magical connection between you and the subject you touch, which empowers later divination (scrying) spells involving the subject. The subject suffers a -4 penalty on Will saves to resist or oppose any divination (scrying) spells you cast to monitor or observe the subject. This penalty stacks with any other modifiers to the save. Further, any spells you cast through a scrying or greater scrying spell are 10% more likely to succeed.

A scryer's mark is invisible to normal sight. Creatures with access to the Divination school can recognize the mark with a Spellcraft check (DC 12), provided they can see the skin where the scryer's mark was placed.

Silver Blood

Transmutation
Level: Cha 2
Components: V, S
Casting Time: 1 standard action
Range: Self
Duration: One hour
Saving Throw: None
Spell Resistance: No

This spell infuses the blood of the caster with the elemental properties of silver, turning it into a weapon to use against astiraxes. More importantly, this blood can be used to coat weapons, create barriers, and otherwise substitute for silver in the casting of spells.

Once the spell is completed, the caster may inflict 1d4 points of damage to himself to draw his own blood, with which he may do any of the following:

Multiple hit points may be sacrificed to create multiple or repeated effects.

Silver Storm

Transmutation
Level: Cha 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

When this spell is cast, the channeler throws a handful of silver dust in the direction he wishes to target. The dust is transformed into needles, which then hurtle forward to impale those caught in the area of effect. Though small, the needles moe at a tremendous velocity and cause damage. This spell causes 1d4 points of damage per caster level (maximum 15d4). Creatures particularly vulnerable to silver, like astiraxes, lycanthropes, or trapped spirits with silver vulnerability, take 1d6 points of damage per caster level (maximum 15d6). Additionally, such creatures that fail their saves are immediately forced out of any creature they might have been possessing at the time.

The material component for this spell is 10vp worth of finely ground silver.

Silver Wind

Lesser Conjuration (Creation)
Level: Cha 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within a 20-ft. spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: Yes

This spell calls into being a swirling cloud of magical silver particles that whips through the affected area throughout the duration. These particles cling to any creatures they encounter, including invisible creatures and incorporeal beings such as astiraxes. This reveals all invisible creatures and negates penalties for nonmagical darkness as the particles glow visibly. This silver dust cannot be removed and will continue to cling and glow until the spell's duration expires.

All creatures in or entering the area of effect are also blinded unless they make their Will saves. If they fail, they are considered blinded for as long as they remain in the spell's area of effect. Creatures that make their save need not roll every round they remain in the area of effect.

The wind and silver dust also make breathing difficult. Targets in the area of effect must hold their breath or suffer 1d6 points of damage per round for inhaling the dust. Any spell requiring a verbal component cannot be cast in the area of effect of the spell, and all other spells require a Concentration check (DC 20 + spell level) to cast.

Astiraxes and other creatures harmed by silver who are caught in the area of effect suffer 1d8 points of damage per round. Because the silver clings to the target, this damage occurs every round until the spell ends, regardless of where the creature moves. If the astirax is possessing an animal, the astirax takes damage fromt he spell but the animal does not.

Speak with Fell

Necromanty (Language-Dependent)
Level: Leg 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: One Fell creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You enable a Fell creature to speak regardless of its ruined body, its hatred, or its sanity. The creature's attitude does not change--it may continue to attack, cower, flee, or otherwise act even while it speaks to you. You may compel it to answer up to three questions truthfully (the answer to the third question ends the spell), but the Fell creature is allowed a save to resist this spell. If the creature desires to speak, it may voluntary fail its Will save. Unlike the dead, Fell creatures are aware of what has gone on around them since their death.

Stone Soup

Transmutation
Level: Cha 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One stone
Duration: One hour
Saving Throw: None
Spell Resistance: No

This useful spell allows a stone to absorb the nutrients of the earth and transform them into an edible, appetizing form. When the spell is cast, the stone it is cast upon must be immediately buried in the earth. After one hour, when the spell expires, the stone is pushed back up from the earth.

If this stone is boiled within the next day in at least one gallon of water, it creates a nourishing broth that meets the daily food requirements for one Medium creature (or two Small creatures) per caster level. The broth can be stored for up to one week, in any container, but becomes stale water after that point.

Summon Ancestral Hero

Conjuration (Calling)
Level: Cha 7
Components: V, S, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5ft./2 levels)
Effect: One called ancestral hero or three ancestral warriors
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions like Summon Ancestral Warrior, except that you may call an ancestral hero or three ancestral warriors. A task taking up to one minute per caster level requires a payment of 1,500 vp. For a task taking up to one hour per caster level, the creature requires a payment of 3,000 vp. A long-term task, one requiring up to one day per caster level, requires a payment of 6,000 vp.

The ancestral hero summoned is a typical figure of Dornish legend. Advanced ancestral heroes might be summoned by larger rituals at the DM's discretion, but such beings demand larger, and often more exceptional rewards.

XP Cost: 500 XP.

[Editor's note: I suggest using the regional worth listings for Northern Erenland to determine the value of the payment.]

Summon Ancestral Warrior

Conjuration (Calling) [see text]
Level: Cha 4
Components: V, S, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5ft./2 levels)
Effect: One called ancestral warrior
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By casting this spell, you request that the Vigdir send you one of the honored dead known as an ancestral warrior. If you know an individual warrior's name, you may request that individual by speaking the name during the spell.

You may ask the warrior to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the warrior called in order to bargain for its services. The bargaining is part of the casting time. The warrior called requires a payment for its servics.

A task taking up to one minute per caster level requires a payment of 500 vp. For a task taking up to one hour per caster level, the creature requires a payment of 1,000 vp. A long-term task, one requiring up to one day per caster level, requires a payment of 2,000 vp. The sacrifice is typically provided in the form of hides, furs, weapons, armor, grain, and the like, which disappears into the Eternal when the bargain is concluded. A preferred payment, however, is in the form of the bodies (or merely the heads) of servants of the dark god. Each HD of servant thus sacrifieced is worth 10 vp for the purposes of the sacrifice.

A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. If slain, the warrior discorporates and returns to the Eternal. The warrior will not accept a task that seems foolish but may consider tasks that others would think suicidal, provided it would make a worthy death for a Dorn. If the task is strongly aligned with the warrior's beliefs, such as hunting an astirax, it may halve or even waive the payment.

The ancestral warrior summoned is a typical member of the Dornish dead. Advanced ancestral warriors might be summoned by unique rituals at the DM's discretion, but such beings demand larger, and often more exceptional rewards.

At the end of its task, or when the duration bargained for expires, the warrior returns to the Eternal (after reporting back to you, if appropriate and possible).

XP Cost: 100 XP.

[Editor's note: I suggest using the regional worth listings for Northern Erenland to determine the value of the payment.]

Weather

Conjuration (Creation)
Level: Cha 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (60 ft. radius, 30 ft. high)
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You create an area of precipitation out of natural humidity and arcane energy. A clyinder of space immediately fills with rainfall or snowfall, even if that area is indoors or within the effects of another, less severe weather with each casting of this spell.

Rain: Spot, Listen, and Search checks suffer a -4 penalty within the spell area. Unprotected flames the size of a torch or smaller have a 50% chance of being extinguished. Ranged attacks originating in or passing through the spell area suffer a -2 penalty.

Snow: As with rain, except flames are not affected. After three rounds, snowy squares in the spells area are considered difficult terrain.

Mud or other terrain-based effects may develop depending on the environment. Snowfall, for example, may make it possible to determine the general location of an invisible foe.

Willful Stand

Abjuration (Language-Dependent)
Level: Cha 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature
Duration: Concentration
Saving Throw: Will negates; see text
Spell Resistance: No

You pit yourself against a single opponent in a contest of wills. To cast this spell you must shout rebukes and proclaim the might of your power to the subject, who must be able to see or hear you. You may only make move actions while maintaining the spell.

The subject of this spell cannot attack you or enter any space you threaten unless it succeeds at a Will save that round.

Apply your caster ability modifier to any Concentration check you make to maintain willful stand.

Withering Speech

Enchantment (Evil, Language-Dependent, Mind-Affecting)
Level: Cha 2, Leg 2
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./level)
Target: One creature
Duration: Concentration; see text
Saving Throw: None
Spell Resistance: No

This insidious spell transforms ordinary words into subtle instruments of dispair. As you speak--whether you threaten or commiserate--your words slowly wither the subject's Wisdom and Charisma scores. Each minute you maintain the spell by continuing your dialogue, the subject suffers one point of Wisdom and Charisma damage. You may make a Bluff or Diplomacy check to hide your intend, and the subject must make a Spellcraft check to recognize that you are using magic against her. The target experiences the ability damage as a deepening depression if she does not recognize it as a magical effect. Ability damage from withering speech heals according to the usual rules for ability damage.

Legates use this spell to secretly weaken channelers before revealing themselves. More often, the spell is used to break captives or prepare unwitting spies for enchantment spells.

Woeful Speech

Enchantment (Evil, Mind-Affecting)
Level: Cha 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Any number of targets, no two of which may be more than 30 ft. apart
Duration: Up to 1 round/level
Saving Throw: Will negates
Spell Resistance: No

By speaking or singing, you shake the subjects with a demoralizing display, provided they can hear you. Subjects are shaken and suffer an additional -2 penalty against fear effects so long as you can and do speak, and do not cast any spell except enchantment spells that further demoralize the subjects of their allies.

You can use this spell to influence NPC actions, with a +10 bonus on your Intimidation check.

Woeful speech counters and dispels joyful speech.