[Serpents' Stare and a version of Missile Storm I am less than thrilled with made into R&R2 from this section.]
Release
the Fires Within.
Magically warms an area.
Transmutation
Level: Drd 1,
Rgr 1, Sor/Wiz 1
Components: V, M
Casting
Time: 1 action
Range: Touch
Target,
Effect or Area: Object touched
Duration: 1 hour
/ lb. of metal used (1 hour / level maximum)
Saving
Throw: None
Spell
Resistance: Yes (object)
Description
Exploring an ancient ruin, the witch Sammae noted that
areas where kept at perfect temperature, some areas chilled to store foods,
others kept warm to serve as baths or underground greenhouses. Returning to her studies afterwards, she
single-mindedly worked for weeks until she had learned to duplicate these
effects, and as is her wont, promptly gave their secrets freely to any who came
to her.
Spell Effect
This spell was derived with insights from the
chronomancers of Darakeene, and it unmakes a forged item of metal, releasing
the heat that went into its creation as a campfire-like warmth. The effect is immobile, but can be cast on a
movable object. For every pound of
forged metal ‘unmade’ by this spell, the item will glow ruddy with heat and
deform and grow soft for an hour of time before being destroyed, shedding
campfire-like warmth within a 20-ft. radius.
This heat is not evenly diffused throughout the area, and it will feel
noticeably warmer near the affected item, the metal itself being uncomfortably
hot to the touch (although it can be safely handled with leather gloves). Unlike the effects of a heat metal spell, the item grows softer as it is unmade and cannot
be used as a weapon during that time, nor is the effected metal hot enough to
damage those touching it briefly.
Material
Components: A piece of forge-worked metal weighing at least one
pound.
Outlines the targets in light only visible with low-light
vision.
Illusion (Glamer)
Level: Drd 2
Components: V, S,
DF
Casting
Time: 1 action
Range: Long
(400ft. + 40ft./level)
Target,
Effect or Area: Creatures and objects within a 5-ft. radius burst
Duration: 1
minute/level
Saving
Throw: None
Spell
Resistance: Yes
Description
The elven druids of Vera-Tre developed this spell to
highlight their titanspawn adversaries at night, rendering them easier to
target with bowfire. A few Denevan
druids have worked closely with the Veshian Vigils, and this spell has become
known the druidic spellcasters among their ranks.
Spell Effect
This spell functions identically to faerie fire, but the illumination produced is only visible to those
with low-light vision, such as elves and half-elves. A pale radiance, invisible to those using normal vision, or even
Darkvision, surrounds and outlines the subjects of the spell, causing them to
shed light like candles to those who can see this magical light. Creatures outlines do not benefit from any
concealment bonuses from darkness, blur,
displacement, invisibility and similar effects against any observer with
low-light vision. Assuming they are
even aware of the light, the radiance is too dim to have any special effect on
undead or dark-dwelling creatures normally subject to penalties in brightly lit
areas. The radiance appears as a pale
flickering white glow, as if the subject were illuminated by the light of the
full moon, or by the light of a white bonfire, to those who can see it. Sylvan
fire does not cause any harm to any objects or creatures thus outlined, and
will travel with affected creatures throughout the duration of the spell,
clearly revealing their position to those with low-light vision.
Magically cools an area.
Conjuration [Cold]
Level: Drd 3,
Sor/Wiz 3
Components: V,
M/DF
Casting
Time: 1 action
Range: Touch
Target,
Effect or Area: 20-ft. radius area
Duration:
Permanent
Saving
Throw: None
Spell
Resistance: No
Description
Inspired by a spell effect seen in her explorations, the
witch Sammae crafted this spell as a practical aid to storing foodstuffs and
herbal spell components for an extended time.
Spell Effect
This spell causes an icy fog to stream from the casters
lips, billowing out to cover a 20-ft. radius and stealing the warmth from the
area, covering the ground and low-lying items with a rime of frost. Assuming a normal temperate climate, the
spell brings the temperature to just above freezing, more or less if the area
is unnaturally warm or cool. The effect
is immobile, and once the unnaturally cool fogbank is produced, it remains
stationary, even if the caster moves from it.
The cold is evenly diffused throughout the mist, it is not colder near
the center or warmer near the edges.
The fog remains indefinitely, although the touch of sunlight or the
presence of magical fire within the affected area will cause the mist to recoil
and fade away within moments.
Arcane
Material Components: A shard of ice placed under the casters tongue as
she exhales.
Hallowed
Touch.
Infuses casters touch with positive energy.
Conjuration (Healing)
Level: Clr 2,
Drd 3, Pal 3, Rgr 4
Components: V, S,
M/DF
Casting
Time: 1 action
Range: Touch
Target,
Effect or Area: Creature or creatures touched (up to one / level)
Duration: Until
fully discharged (1 minute / level maximum) (D)
Saving
Throw: Fortitude half (harmless; see text)
Spell
Resistance: Yes (harmless; see text)
Description
The priests of Madriel often have cause to give at least
minor succor to many, in times of famine, war or plague, and in her mercy, this
spell was granted to assist in those dark hours. It was later shown that the druids in service to Denev had a
nearly identical procedure, casting doubt in some minds as to whether this
spell was a gift of the divine or of titanspawn origin.
Spell Effect
The casters hand channels the energies of life itself,
glowing with a golden aura that warms and refreshes all it touches. Up to once / level the caster may choose to
channel some of that energy into a single creature touched, curing 1d6 hit
points of damage and allowing a new Fortitude saving throw to mitigate or combat
any infection, disease or poison currently active in that target. No creature can benefit from more than a
single touch from any one casting of this spell, and the energy can only be
focused by touch on the casters action in any given round. As with most touch-discharged effects, it is
an act of will on the part of the caster, and does not simply ‘go off’ on
anyone who happens to brush the casters hand.
If this positive energy is instead focused into an undead
creature, regardless of intent, it causes 2d6 points of positive energy damage
(the undead is allowed a Fortitude save for half damage) and a flash of light,
a sharp crackling sound, and, in most cases, the smell of scorched undead.
In the case of druids and rangers casting this spell, the
energies of life are drawn as much from the natural world and life itself as
from the upper planes, and while the effects on undead are the same, the
casters hand appears to glow with a greenish golden force.
Material
Components: In lieu of the holy symbols used as divine foci by
clerics and paladins, druids and rangers rub their hands in fertile black soil
and then bathe them in pure water, which they then drip over the wounds of
those they touch.
Infusion.
Fills target with extra life-energy.
Evocation [Good]
Level:
Sor/Wiz 4
Components: V, S
Casting
Time: 1 action
Range: Medium
(100 ft. + 10 ft./level)
Target,
Effect or Area: Ray of positive energy
Duration:
Instantaneous
Saving
Throw: None
Spell
Resistance: Yes (harmless, unless undead)
Description
While it sometimes seems that every wizard or sorcerer is
out to cause harm, or twist every good work to an evil application or tool of
violence, there are a few exceptions to this rule. The elven channeler Uinseach (oon-sea-ash) is one such case,
working with the foulest magic to see if any can be turned to good, as with
this intriguing reversal of the life-suppressing enervation magic.
Spell Effect
With a pointed finger and a trilling evocation, a golden
beam of positive energy strikes forth and enhances the life force of any one
living creature it strikes. If the
target is unwilling to be struck by this beam, or in the chaos of melee combat,
the caster must make a ranged touch attack to strike with the ray, but if it
succeeds, the subject gains 1d4 positive levels.
Each positive level gives the creature the following
benefits; +5 hit points and a +1 competence bonus on attack rolls, saving
throws, skill checks, ability checks and effective level (for determining the
power, duration, DC and other details of spells or other special
abilities). Spellcasters do not gain
additional spells or access to higher level magics or spell slots from these
positive levels. Extra hit points are
gained first as healing, if necessary, then as temporary extra hit points (see
core rulebook, pages 129-130). While
the spell is in effect, the target feels revitalized and energized, almost
bursting with energy, and his skin, hair and eyes seem to shine with the excess
life force currently housed within him.
The subject retains these extra positive levels for a
number of hours equal to the casters level.
At the end of the spells duration, the extra hit points and temporary
positive levels fade.
If this ray strikes an undead creature, it inflicts 5 hit
points of positive energy (holy) damage / two caster levels (maximum of 50 hit
points of damage at 19th level).
Living
Fire.
Faerie fire-like flames burn target creatures.
Evocation [Fire]
Level: Drd 4
Components: V, S,
DF
Casting
Time: 1 action
Range: Long (400ft.
+ 40ft./level)
Target,
Effect or Area: Creatures and objects within a 5-ft. radius burst
Duration: 1
round/level (D)
Saving
Throw: Fortitude half
Spell
Resistance: Yes
Description
This spell was developed during the Titanswar, and still
finds favor primarily among the titanspawn races. While druids in service to Denev are able to call upon it, they
often find it prudent not to use it openly in the presence of veterans of the
Titanswar.
Spell Effect
This spell functions identically to faerie fire, but the flames created are quite real and burn those
affected for the duration. A dull fire
surrounds and outlines the subjects of the spell, clinging to them like
alchemists fire. Outlines subjects shed
light like torches and suffer 1d4 points of fire damage each round of burning,
in addition to suffering the normal effects of faerie fire. Creatures
outlined do not benefit from any concealment bonus from darkness, blur, displacement, invisibility and
similar effects. The flames produce no
abnormal amount of light and are too dim to have any special effect on
dark-dwelling creatures that are otherwise affected adversely by the presence
of strong light. Undead bathed in these
fires take an additional hit point per round of exposure from holy damage. Living
fire can appear as a dull smoldering red, flickering orange or wan amber,
depending on the casters word at the time of casting. Each round of burning, the subjects affected are allowed a Reflex
save for half damage (undead affected take the bonus point of holy damage
regardless of the result of this save), and the magical fire is not
extinguished until the spells duration ends, or no living (or undead) things
remain within it. The fire burns
magically, even if the subjects immerse themselves in water, or smother
themselves in sand. The presence of an
antimagical field will end the effects of living
fire instantly.
Feast
of Ashes.
Turns a pinch of sand into a deadly weapon.
Transmutation
Level:
Sor/Wiz 6
Components: V, S,
M
Casting
Time: 1 full round
Range: Touch
Target,
Effect or Area: A pinch of sand
Duration: 1 hour
Saving
Throw: Fortitude negates
Spell
Resistance: No
Description
Who but a foul servant of Glaurak would have crafted such
a spell? Still, the name of this spells
creator is long lost, and while some sorcerers of Belsameth may know of its
power, it has not been used in living memory.
Spell Effect
The caster transforms a tiny pinch of fine sand into a
deadly assassins weapon, capable of killing even the strongest man if
ingested. The dusts created absorb
water and nutrients within a living victim, so that he appears to dehydrate and
starve all in a moments time, while the sand in his belly swells to bloated
stones, fattened off of the nourishment and fluids they have stolen from his
dying body.
The lethal properties of the sand last for only 1 hour,
and only a single dose is created.
Anyone who ingests this dose must make a Fortitude saving throw or be
reduced to –1 hit points (Dying) immediately, and must begin stabilization
checks to avoid losing a hit point every round thereafter. Instead of binding an obvious bleeding
wound, a healer that succeeds in arresting the deterioration has instead
managed to get the victim to swallow a small quantity of food and drink without
choking, allowing him momentary relief from the deterioration.
Unlike a poison, these dusts have no secondary
effect. If the target make the initial
Fortitude save, he is both ravenous and thirsty, suffering 4d6 points of
subdual damage (3d6 from thirst, 1d6 from hunger) and being treated as Fatigued
until this damage is fully healed.
Subdual damage from hunger or thirst can only be recovered if the victim
is given a suitable amount of food and water (generally at least one meal worth
of food and one days ration worth of water initially, although a survivor of
this spell may consume more food and water for a few days while his system
recuperates). The sands will swell in
this case no larger than small pearls from this repast, and will pass from the
victims’ body with no difficulty, perhaps even unnoticed.
The toxic dust must be ingested, it is harmless to the
touch, or if injected or inhaled, as it cannot draw nutrients from the blood,
skin or breath. The sand mixes with
food and liquids outside of a living host with no hostile reaction, it is only
within the stomach of a living victim that it begins to gorge itself. During the hour of its lethal enchantment,
the sand will detect as magical.
A victim of this spell appears gaunt and wrinkled from
lack of nourishment, with the distended belly common to those who have died of
starvation. The corpse will seem oddly
heavy, and if cut open, instead of the trapped gases one would expect, his
belly will be filled with greasy fist-sized gray stones that sweat a noxious
black oil, but smell sickeningly sweet and prove to be edible…
Material
Components: A pinch of the fine black sand made from a mixture of
ground pumice and obsidian.
Sammae’s
Sylvan Transformation.
Polymorphs willing creatures into woodland creatures,
permanently.
Transmutation
Level:
Sor/Wiz 6
Components: V, S,
M, XP
Casting
Time: 10 minutes
Range: Close
(25 ft. + 5ft./2 levels)
Target,
Effect or Area: Up to one creature / level
Duration:
Instantaneous
Saving
Throw: Will negates
Spell
Resistance: Yes
Description
Sammae Deepsong, perhaps the most prolific elven wizard
of the day (and an accomplished druidess as well, although her detractors prefer
the term ‘witch’), crafted this spell out of a desire to preserve life, in any
form, rather than slay even a titanspawn that fell before her. The results were condemned as a mockery of
life and an affront to the very soul of the elven people, and she was cast out
of her home lands, her name now hissed as a warning to young elven arcanists
who would delve too deeply into the arts of transformation without considering
the ethical ramifications of their acts.
Spell Effect
With an incantation, the caster can turn enemies into
friends, quite literally. From her
outstretched hands butterflies of light seem to spring, dancing around those to
be affected and spinning a radiant cocoon of pale shimmering multicolored forces. The targets, up to one per caster level,
must individually be of no more Hit Dice that the casters level, and can simply
walk out of range at any time during the 10 minute casting time and be
unaffected by the spell, as the cocoon of light does not impede their movement
in any manner.
Those who remain in the area for the full casting time
are completely enveloped by this glowing shroud, which promptly shreds open and
falls to the ground, revealing completely different creatures! These creatures are immediately allowed a
single Will save to reassert their original personalities and forms (a target
cannot choose not to resist this change) .
Once the cocoon opens and the saving throw is failed, the creature(s)
are now permanently members of their new racial type, and no magic less than a wish will undo this change.
The sylvan transformation tends to follow the tables
presented for the reincarnate spell,
and is not within the control of the spellcaster or the subject(s). It seems to take a ‘path of least
resistance’ in that it is more likely to transform an orc or goblin into a
similar sized sylvan humanoid, such as an elf or gnome, while changing a
magical beast to a similar form of natural, sylvan or fey creature similar to
their type, such as a displacer beast into a mundane panther or a winter wolf
into a blink dog or normal wolf.
Creatures with the Construct, Elemental, Outsider,
Shadow, Shapechanger or Undead templates are unaffected by this spell.
This transformation is permanent, lasting even after the
creatures’ death, and it affects not just the body, but also the mind of the
subject creatures. From the moment the
cocoon splits to reveal the reborn creatures, they begin dimly recalling hazy
broken memories appropriate to their ‘new’ type, along with fragments of their
true lives, but altered to appear as if they were their new racial type all
along. Within a matter of weeks, any
initial ‘confusion’ will pass and the creature will clearly remember a life as
a member of its new racial type, with only dim nightmarish memories of its old
existence.
Statistically, transformed individuals remain much the
same as before, changing only via racial modification of statistics. For example, a half-orc transformed into a
high elf would lose 2 pts of Strength and gain 2 pts of Intelligence and
Charisma with the loss of the half-orc racial attribute modifiers, and gain 2
pts of Dexterity (but lose 2 pts of Constitution) with the elven ability
modifiers. Simply put, the creatures’
statistics remain unchanged, simply being adjusted by the new racial ability
modifiers instead of the older racial template. As a result of the aforementioned ‘path of least resistance,’ a
burly orc is actually more likely to become a stouter wood elf, while an
aquatic hobgoblin would likely become a sea elf or merfolk.
In the case of alignment, the creatures personal
alignment seems to fuse with that of its new racial type, so that a
traditionally lawful and evil orc might emerge as a traditionally chaotic and
good elf and be left somewhere in the middle, as a true neutral individual,
with conflicting impulses from its base instincts and its ‘new’ past.
The creatures age will be adjusted by racial type as
well, so that a 45 year old orcish veteran transformed into an elf will not be
a mere child, but will be equally aged in his new elven life, while a 70 year
old magical beast in the prime of its life-cycle transformed into a simple wolf
will not appear as a dying husk, but will instead remain in the prime of its
new lupine life-cycle, even if that means it is only a few years old in ‘dog
years.’
At 15th level, the caster becomes able to
transform size large creatures into appropriately large-sized animals, fey or
sylvan creatures, depending upon the nature of the creatures to be affected.
Material
Components: A collection of butterfly cocoons containing living
larvae in the midst of their own metamorphosis. These are rendered lifeless during the casting.
XP
cost: 500 XP.