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The spells listed below are added to the wizard spell list given in the Pathfinder Core Rulebook. New spells are marked with an asterisk (*).

Wizard Spell SummariesEdit

0–Level Wizard Spells (Cantrips)Edit

(Div) Slave Scent*: Divines target’s social class.

1st–Level Wizard SpellsEdit

(Conj) Cooling Canopy*: Summons a cloud to provide shade and prevent dehydration.
(Ill) Illusory Talent*: Provides the appearance of skill.

2nd–Level Wizard SpellsEdit

(Abj) Eye of the Storm*: Protects 30 ft. radius from effects of storm for 1 hour/level.
(Abj) Backlash*: 1d6+1 damage/2 levels to defilers.
(Div) Footsteps of the Quarry*: Track a specific creature or person.
(Ench) Wakefulness*: Target can postpone sleep.
(Evoc) Cerulean Shock*: Imbue target with harmful static electricity.
(Ill) Magic Trick*: Conceal your spellcasting.
(Necro) Death Mark*: Target becomes sickened.
(Necro) Sting of the Gold Scorpion*: Enchants scorpion barb to strike with poison of real scorpion once.
(Trans) Boneharden*: Hardens bone, making weapons stronger and impairing living beings.
(Trans) Sandstone*: Touch turns sand into sandstone.

3rd–Level Wizard SpellsEdit

(Abj) Conservation*: Protect the land from defilement.
(Ench) Dedication*: Allows target to avoid sleep, consume half food and water, and +1 to attack, damage, saves, ability, and skill checks while pursuing a specified task.
(Evoc) Clear‐River*: Blows away or knocks creatures.
(Necro) Boneclaw’s Cut*: Deals damage that continues to cause bleeding damage.
(Necro) Death Whip*: Whip deals temporary Strength damage.
(Trans) Sand Pit*: Excavates sand in a 30 ft. wide and 50 ft. deep cone.
(Trans) Zombie Berry*: Enchants 1d4 berries to act like a berry from the zombie plant.
(Trans) Worm’s Breath*: Subjects can breathe underwater, in silt or earth.

4th–Level Wizard SpellsEdit

(Div) Mage Seeker*: Locate nearby wizard.
(Ench) Gloomcloud*: Make one creature despair.
(Evoc) Sand Spray*: Sprays sand or silt as an area attack.
(Necro) Ghostfire*: Kills 2 HD/level of creatures (max 40 HD).
(Necro) Touch the Black*: Cold deals 1d6 damage per level, 40‐ft. radius.
(Trans) Claws of the Tembo*: Deals 1d6 Str damage and transfers hp.

5th–Level Wizard SpellsEdit

(Conj) Cerulean Hail*: A hailstorm appears and does 3d8 damage and causes less than 10 HD creatures to flee.
(Ench) Scapegoat*: Put the blame on a nearby target.
(Evoc) Ragestorm*: Storm rains hail, winds and lightning.
(Evoc) Quietstorm*: Ranged touch attack deals 8d6 sonic damage.
(Evoc) Skyfire*: Three exploding spheres each deal 1d6 bludgeoning damage and 3d6 fire damage.
(Evoc) Sparkrain*: Bolt dispels magical effects.
(Trans) Rangeblade*: Can strike with melee weapons at a distance.
(Trans) Sandflow*: You shift the location of sand dunes.
(Trans) Sand Trap*: You entrap an area of sand.

6th–Level Wizard SpellsEdit

(Abj) Banish Tyr–Storm*: Repel a Tyr–Storm.
(Conj) Summon Tyr–Storm*: Call a powerful Tyr–Storm.
(Evoc) Cleansing Flame*: 1d6/level fire damage (max 10d6).
(Evoc) Groundflame*: Mist deals acid damage.
(Necro) Shroud of Darkness*: Imbue a cloak with protective qualities.
(Trans) Braxatskin*: Your skin hardens, granting armor bonus and damage reduction.
(Trans) Control Tides*: Raises, lowers, or parts bodies of water or silt.
(Trans) Control Water: Replaced by control tides.
(Trans) Sands of Time*: Reverses or accelerates aging of a nonliving object.
(Trans) Shining Sands*: Grains of sand rotate to reflect light where you wish it to go.

7th–Level Wizard SpellsEdit

(Conj) Infestation*: Tiny parasites infest creatures within area.
(Necro) Gray Beckoning*: Summons zombies from the Gray.
(Necro) Unliving Identity*: Transform a zombie into a thinking zombie.

8th–Level Wizard SpellsEdit

(Abj) Protection from Time*: Makes creature or object immune to aging for 1 month/2 levels.

9th–Level Wizard SpellsEdit

(Conj) Gray Rift*: A hovering rift to the Gray bolsters undead.
(Evoc) Tempest*: Create an obliterating storm.
(Necro) Pact of Darkness*: Exchange services with a shadow giant.
(Necro) Vampiric Youthfulness*: Age others to reverse your aging.
(Trans) Magma Tunnel*: Tunnels through solid rock.

Wizard Spell DescriptionsEdit

Slave ScentEdit

Divination
Level: Wiz 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You smell the air, searching for the unnaturally muskyscent of sweat slaves are tainted with by their very existence.

This spell reveals whether or not the target is a slave, runaway slave, freeman, or noble. If the target is from a classless society (such as an elf tribe or a small village), the spell reveals him as a freeman.

Cooling CanopyEdit

Conjuration (Creation) [Water]
Level: Clr 1, Drd 1, Rgr 1, Wiz 1
Components: V, S, M, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 12 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A blue cloud gathers in the sky above your target, providing shade from the sun’s searing rays.

When cooling canopy is cast, a 30‐ft.–radius blue cloud gathers in the sky far above the target’s head. This cloud blocks the direct rays of the sun and provides shade for anyone within the spell’s radius. Those so protected need only one–half their normal water ration (or one–quarter if resting instead of traveling) needed to prevent dehydration. A creature must spend the majority of the 12 hours underneath the cooling canopy to decrease their required water intake.
Material Component: A drop of water.
Focus: A filmy bit of material (anything will do) stretched over the top of a stick or twig.

Illusory TalentEdit

Illusion (Glamor)
Level: Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: You plus up to one willing creature
Duration: 10 min./level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

You disguise any imperfections in your act through magical assistance, making it appear that you are far more skilled than which is the case.

You make it seem as though you and a single other willing person possess talent in performance ability. You
both receive a +10 bonus on Perform checks. This spell does not actually impart any skill or learning; you do not
perform any better than you could before, but it appears to observers that you do. However, simply watching or
listening to the performance counts as “interaction,” and observers may make a Will save to notice the illusion.
Otherwise, the performance appears flawless.

Eye of the StormEdit

Abjuration
Level: Wiz 2, Clr 3, Drd 3, Rgr 3
Components: V, S, M, DF
Casting Time: 1 standard action
Range: 30 ft.
Area: 30‐ft.–radius emanation centered on you
Duration: 1 hour/level.
Saving Throw: None
Spell Resistance: No

You create a magical calm in the center of the storm, an area safe from powerful winds, rain and sand.

You create a pocket of calm in a 30 ft. radius centered on you. The circle moves with you. Within the circle, the
air is calm, and people may converse at a normal volume. Outside the circle, there may be a raging sand storm or a terrifying Tyr–storm. Like the eye of a hurricane, the area affected by the spell remains unharmed. The storm roars by but has no effect on those within the sheltered eye. Eye of the storm does not exclude storms created by spells or the storm–like abilities of creatures.
Material Component: A few grains of sand thrown into the wind.

BacklashEdit

Abjuration
Level: Drd 1, Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 40–ft–radius spread (S)
Duration: 1 day/level or until discharged (D)
Saving Throw: Fortitude half
Spell Resistance: Yes

The ground glows with a translucent sheen of green light, as you complete the casting of the preserver’s scourge.

Also known as the preserver’s scourge, this spell makes the ground dangerous to defilers. Should a defiler try to tap into land that is protected by a backlash, she automatically takes 1d6+1 points of damage for every two caster levels you have (maximum 5d6+5). The defiler must make a Concentration check (DC 10 + spell level + damage dealt) in order to continue casting her spell. Once it has inflicted damage, the spell is discharged and the ground returns to normal. Only one backlash can be cast on any given plot of ground.
Material Component: A thorn.

Footsteps of the QuarryEdit

Divination
Level: Rgr 2, Tmp 2, Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

If your quarry has passed through here during the last 24 hours, its path shall be revealed to you in the form of ghostly footprints.

This spell allows you to follow the tracks of a specific creature or person named at the time of casting. The
person so named must have traveled through the area within the last 24 hours. The spell creates a line of footprints that lead in the direction taken by the person being tracked. The footprints fade into invisibility once you have passed. You receive a +20 bonus on Survival checks to follow tracks of you quarry. If the quarry travels in a way other than on land, the trail ceases. Only after the quarry has resumed traveling by land does the trail continue. This spell works against trackless step or other forms
of concealing tracks.
Material Component: A piece of straw and a bone needle.

WakefulnessEdit

Enchantment
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You force a creature to remain awake for an extended period of time. Bloodshot eyes that see tiny sparkling lights will not close before the spell ends, when the creature collapses from exhaustion.

The subject of this spell cannot naturally fall asleep. When this spell ends, the subject becomes exhausted.
Another wakefulness cast before the previous expires allows the subject to stave off exhaustion, but the subject
must afterwards get eight hours of sleep for each casting to remove exhaustion or fatigue. This spell counters, and is countered by, spells that induce magical slumber (such as sleep).

Cerulean ShockEdit

Evocation [Electricity]
Level: Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D) or until discharged
Saving Throw: Fortitude half
Spell Resistance: Yes

The air hums and tiny electrical discharges spring from the body of your target. Setting the charge, you wait for your enemy to make the mistake of moving.

The target of this spell is imbued with static electricity. If the target leaves its occupied square, the built–up
electrical charge is discharged, inflicting 2d6 points of electrical damage, plus another 2d6 per 4 caster levels.
If the affected creature touches someone or something before the spell is discharged, both the target and whatever it touched receives the damage.
Material Component: Small piece of glass and a clump of fur.

Magic TrickEdit

Illusion (Phantasm) [Mind–Affecting]
Level: Wiz 2
Components: F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20‐ft.–radius spread
Duration: 1 min/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

You perform your tricks, concealing the fact that you use magic to aid you. While everyone focuses on your little mask, they fail to notice your lips moving and your hand gestures.

First developed by arena mages who used it to help disguise their spellcasting, this spell conceals the casting of other magic. When cast, magic trick makes other magic seem to be the result of ordinary prestidigitator’s tricks or psionics. You receive a +10 circumstance bonus on resisted Bluff checks made to disguise spellcasting while the spell is in effect.
Focus: A tiny cloth mask with no eyeholes.

Death MarkEdit

Necromancy [Mind–Affecting]
Level: Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

The shard of obsidian turns to black dust. Your victim takes a gray pall to the skin, which feels clammy and rubbery, as if entering a severe shock.

This spell marks the target for death. The target feels hopeless and ill, feeling as if it had one foot in the grave.
The target becomes sickened and loses its Dexterity bonus to armor class.
Material Component: A small shard of obsidian.

BonehardenEdit

Transmutation
Level: Drd 2, Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature or object
Duration: 1 min./level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The targeted bones emit a cracking sound as they swell. You complete the gestures for your spell, spilling mortar from your hand.

When this spell is cast, it causes bone to harden and become less brittle. Bones under the affect of this spell are harder to break than normal. If used on an inferior bone weapon, this spell removes the normal penalties to attack rolls. If cast on a creature, the creature’s bones harden, causing them to ache and the joints to swell. This gives the creature a –4 penalty to Dexterity. Creatures without a skeleton (elementals, oozes, plants and most constructs) are unaffected by this spell.
Material Component: A bit of mortar.

Sting of the Gold ScorpionEdit

Necromancy
Level: Drd 2, Rgr 2, Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

The dried out barb of the gold scorpion once more seethes with poison as you finish casting your spell, being careful not to hurt yourself on the barb.

You magically enliven the barb of a gold scorpionʹs tail and immediately make a normal melee attack against
a living creature. (You are considered armed and do not provoke an attack of opportunity.) If you hit the target
with the scorpion barb, the victim suffers as if he had been stung by a real gold scorpion. He must make a Fortitude save immediately or suffer 1d6 points of temporary Strength damage. The victim must make a second
Fortitude save 1 minute later. If the secondary save fails, the victim suffers 1d4 points of temporary Strength
damage. This spell does not affect creatures immune to natural venoms or poisons. The barb becomes useless once it is used.
Material Component: The barb of a gold scorpion.

SandstoneEdit

Transmutation [Earth]
Level: Wiz 2
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: 5‐ft. square/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Sand and gravel clumps into sandstone at your touch.

You can transform into sandstone one 5–foot block of sand or gravel per level. This spell allows you to reinforce
ditches made in sand, building makeshift walls. Sandstone does not have the resilience of normal stone: It
has a hardness of 6 and only 10 hit points per inch of thickness. A 1–foot–thick wall of sandstone created by this spell has hardness 5, 25 hit points, and a break DC of 30. Sandstone is useless for the purpose of making weapons.

ConservationEdit

Abjuration
Level: Drd 2, Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40‐ft.–radius spread
Duration: 1 day/level or until discharged.
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Upon completing the ritual of ash, blood and water, a mysterious pattern appears on the ground. As it is absorbed by the land, it secures its energy from those who would siphon it.

If a defiler tries to use land that is under a conservation spell to power his spells, he must make a Will save or be
unable to use the land at all. Even if he succeeds, the land is considered as barren terrain for the purposes of determining the spell’s DC and level check modifier. The area of ash the defiler actually creates when tapping land under a conservation spell is half that of normal. A second attempt to pull power from the same area for the duration of the spell fails completely, regardless of any success achieved the first time.
Material Component: A drop of water, a drop of blood, and a sifting of ash.

DedicationEdit

Enchantment (Compulsion)
Level: Wiz 3, Tmp 3
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: One creature
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Clenching the cloth into the target’s hand and uttering a groan, you complete the spell. The smell of a sweaty mul worker fills your nostrils.

This potent spell provides benefits to a single creature that is engaged in an ongoing activity, which must be
named at the time the spell is cast. Any activity that requires focus or exertion can be named, such as digging a
large trench, repairing a wall, or reading a lengthy tome. While engaged in this activity, the target needs no sleep
for the duration of the spell, needs only one–half of the food and water it normally would, and cannot becomes exhausted or fatigued. The target also receives a +1 morale bonus on all attack rolls, damage rolls, saving throws, ability checks, and skill checks, provided that it relates directly to the aforementioned task. At the end of the spell’s duration, the creature must rest for eight hours or become exhausted and suffer 1d4 points of temporary Constitution damage. This spell can only be cast on a creature once every 72 hours. If dedication is cast on a creature more than once in a single 72–hour period, it suffers 1d4 points of temporary Constitution damage, and the spell has no other effect.
Material Component: A small piece of baked clay wrapped in cloth.

Clear–RiverEdit

Evocation [Force]
Level: Drd 3, Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: Cone–shaped burst
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes

A roaring stream of force spreads from your fingertip towards your enemies, deflecting their arrows before slamming them off their feet.

This spell functions like gust of wind; except that the effect is force–based and that the creature sizes affected by
the spell are increased by one size category (i.e. Large creatures are unable to move forward against the force of
the blast).

The roaring blast is sufficient to tear objects from unsuspecting hands within the area of effect. (A Reflex
save allows a creature to maintain its grasp on an object.) Arrows, bolts, and spears are deflected away and miss. (A giant–thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Incorporeal creatures, gases, most gaseous breath weapons, and creatures in gaseous form are shunted away from the area of the blast.

Boneclaw’s CutEdit

Necromancy
Level: Drd 3, Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. per level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You viciously slice the air in front of you with a boneclaw knife. Wounds appear on your target’s flesh, which bleed profusely.

The victim of the boneclawʹs cut suffers wounds as if from a boneclaw’s talons. The victim receives one cut per four caster levels (to a maximum of five cuts at 20th level). Each cut inflicts 2 point of damage and continues to bleed, dealing an additional 2 points of damage per round for 10 rounds (for a total of 20 points of damage per cut). A successful Heal check (DC 15) or use of a cure spell prevents the wounds from bleeding further.
Focus: A knife made from a boneclaw’s talon.

Death WhipEdit

Necromancy
Level: Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Whip touched
Duration: Concentration, up to 1 round/level; see text (D)
Saving Throw: None
Spell Resistance: Yes

A dull streak of grey trails the whip and a faint moan is heard when you crack it. The whip feels clammy to the touch, and those struck by it have limp motions.

This spell uses a whip as a conduit for negative energy from the Gray. A creature damaged by the whip takes 1d2 points of temporary Strength damage. The damage is also dealt if the wielder trips a creature with the death whip. You must maintain concentration on the whip to sustain this spell, but if you wield the whip yourself, you may attack with the whip as normal while maintaining concentration.
Focus: The target whip.

Sand PitEdit

Transmutation [Earth]
Level: Wiz 3, Clr 3, Tmp 3
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cylinder (30 ft. radius, 50 ft. high)
Duration: Concentration (D)
Saving Throw: None
Spell Resistance: No

As you cast this spell, sand and dust within a circle is randomly dispersed, and an indentation appears in the sand.

This spell only works in silt, sand, or loose gravel; it has no effect on rock, rich soil, or tightly packed earth. A
cylinder–shaped pit appears in the sand. Any objects other than dust and sand that were in the excavated area
become visible, lying at the bottom of the pit. This spell lasts as long as you concentrate; when concentration
ceases, silt immediately collapses into the empty area, while sand takes 1d6 minutes to do so.

This spell is particularly useful in excavating ruins that have fallen beneath silt or sand, or for retrieving
companions that have been buried by sand storms or have fallen into the silt.

Zombie BerryEdit

Transmutation
Level: Drd 3, Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1d4 berries from a zombie plant
Duration: 1 day/level; see text
Saving Throw: None; see text
Spell Resistance: No; see text

Purple fumes and a sickly sweet odor momentarily seep from the berries you enchant with the enslaving feature of the zombie plant.

Casting zombie berry on a handful of berries from a zombie plant temporarily alters them so that instead of becoming enslaved by the zombie plant, the one who consumes such a berry becomes your loyal servant
instead. You can always tell which berries you have affected. Any humanoid eating one of the berries must
succeed at a Will save or be affected as by the charm person spell (this is a mind–affecting effect).
Material Component: The berries to be enchanted.

Worm’s BreathEdit

Transmutation
Level: Clr 3, Drd 3, Rgr 3, Tmp 3, Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The skin crawls and sharp pain stings in the chest, as the body ceases to breathe with its lungs, instead absorbing oxygen into the capillaries under the skin’s surface.

The transmuted creatures can breathe freely regardless of being submerged in water, silt, or earth. Divide the duration evenly among all the creatures you touch. The subjects can breathe normally in silt–filled air (commonly known as the gray death), but otherwise get no benefits against inhaled poisons or gaseous contact poisons of any sort. This spell does not make creatures unable to breathe air.
Arcane Material Component: A worm.

Mage SeekerEdit

Divination
Level: Wiz 4, Tmp 4
Components: V, S, F
Casting Time: 10 minutes
Range: Touch.
Target: One object used as focus
Area: 20 ft. + 20 ft./level radius circle centered on you
Duration: 1 day
Saving Throw: No
Spell Resistance: No

The pointer swirls until it comes to a rest, pointing out the direction of the most potent wizard to be here the last day and night.

When mage seeker is cast, the selected object (see below) glows slightly and pivots to point in the direction
of the most potent wizard (not you) who has been in the area of effect within the last 24 hours. The item becomes a sort of compass that continually readjusts to point the direction of the wizard it first located. If a name or description of a wizard is stated at the time the spell is cast, the seeker will home in on that particular wizard if he has been within the area of effect within the last 24 hours. If the particular wizard is not detected, the seeker stays immobile to indicate failure and can be used normally 1 round afterwards to seek out the most potent wizard who has been in the area of effect.
Focus: The object that is to be used as the seeker (an arrow, dart, or piece of bone or wood that is shaped like a
pointer) and a few grains of sand.

GloomcloudEdit

Enchantment [Mind–Affecting]
Level: Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Effect: Cloud that hovers over target’s head
Duration: 1 min./level (D)
Saving Throw: Will negates
Spell Resistance: Yes

A gloomy cloud appears over a creature that becomes despaired and succumbs to apathy, leaving it little more than helpless.

Gloomcloud creates a small, gray cloud over the creature’s head. Only the creature affected by the cloud can see it and it moves with the creature. The despair caused by the gloomcloud is so profound that the victim
can do nothing but walk slowly, sit silently, or weep in frustration. If attacked, his actions are determined by rolling d% at the beginning of his turn: 01–50, do nothing; 51–70, defends himself but is considered shaken and also suffers a –1 penalty to AC; 71–100, reacts normally.

Attackers are not at any special advantage when attacking an affected creature. Note that an affected character will not make attacks of opportunity.
Material Component: A drop of dirty water and a small, twisted length of chain.

Sand SprayEdit

Evocation [Earth]
Level: Wiz 4, Clr 4, Tmp 3
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone–shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Small, glassy particles of sand or silt spray towards your opponents’ eyes.

Creatures within the area are blinded for 1d6 minutes and take piercing damage: 2d6 nonlethal and 2d6 lethal. A
successful Reflex save halves the damage and blinds a creature for only one round. Note that this spell does not create the tiny shards; sand or silt must be within range for this spell to take effect.

GhostfireEdit

Necromancy [Death]
Level: Wiz 4
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Range: 40 ft.
Area: Cone–shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

After uttering the chant, a geyser of nebulous light springs forth from your hand, covering your enemies in a crimson hue. Then as the hue fades they begin to scream, as the flesh from their bodies pours off.

This spell functions like circle of death, except that the spell slays 2 HD worth of living creatures per caster level (maximum 40 HD) and no creature of more than 5 HD can be affected.

Touch the BlackEdit

Necromancy [Cold, Death]
Level: Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft.
Area: 40‐ft.–radius burst, centered on you
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

You open a conduit to the Black, gating forth an inky–black cube of numbing cold nothingness, sapping the life–force of anything it touches.

This spell calls into being a 40–foot cube of inky–black nothingness that chills everything inside it and deals 1d6
points of cold damage per caster level (maximum 15d6). Those who are successful take only half damage from the numbing cold.

All within the cube take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for the next 1d4+1 rounds whether they succeed or not.
Material Component: A shard of obsidian or glass.

Claws of the TemboEdit

Transmutation (Polymorph)
Level: Drd 3, Rgr 3, Wiz 4
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)

You feel an intense pain as vicious claws spring forth from your hands, similar to those of a tembo.

You grow vicious claws similar to those of a tembo. You may make two claw attacks per round, each dealing 1d6 (1d8 if you are Large, or 1d4 if you are Small) points of damage plus your Strength modifier. Like the dreaded tembo, your claws can drain a victimʹs life force and transfer it to you. Every time you hit with a claw, the creature struck must make a Fortitude save. If it fails, it takes an additional 1d4 points of damage, and you heal that many hit points. If the transferred hit points bring your total above your normal maximum, the additional hit points are temporary hit points. You are unable to cast spells with somatic components while this spell is in effect.
Material Component: A scale from a tembo.

Cerulean HailEdit

Conjuration (Creation)
Level: Wiz 5, Cold Malice 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20‐ft.–radius spread
Duration: 1 round
Saving Throw: Reflex half and special (see text)
Spell Resistance: No

When you let a drop of water fall into a pinch of dust, a deep blue–black cloud forms over the area and it rains blue hailstones that fall with a piercing scream.

The hailstones deal 1d6 points of damage per caster level to all creatures and structures in the area of effect
(maximum 15d6). Half the damage is cold damage, and the other half is bludgeoning damage. Creatures who
make a successful Reflex save reduce the damage by half. The cloud remains for one full round, but the hailstones are instantaneous – they fall only once and evaporate upon impact. All creatures with 10 HD or less who come within 60 feet of the cloud must make a Will save or become panicked for 1d4 rounds, fleeing from the storm.
Material Component: A drop of water mixed with a pinch of dust.

ScapegoatEdit

Enchantment (Charm) [Mind–Affecting]
Level: Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20‐ft.–radius spread
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You casually throw a stone in the direction of your target and then, by the top of your lungs, cry “Wizard!”

This spell causes all creatures within 20 feet of the target to believe he is to blame for all troubles or difficulties they have. All creatures in the area become hostile towards the target.

Affected creatures with Intelligence 3 or greater are allowed to make a Will save to come to their senses.
Material Component: A strand of hair and a stone thrown in the chosen target’s direction.

RagestormEdit

Evocation [Electricity]
Level: Clr 5, Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: 30‐ft.–radius emanation centered on a creature or object
Effect: One storm
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

Lightning flares up the sky accompanied by a great thunderclap. Dark clouds appear above a creature, and in an instant, the sky opens to unleash rain, hail, winds and lightning.

Ragestorm creates a miniature Tyr–storm, the affected target becoming the focus of an intense force of rain, hail,
high winds, and lightning strikes for the duration of the spell. The storm inflicts 4d8 points of damage to anyone
within its radius on a failed save due to high winds, dangerous hail, and electrical discharges.

A creature that fails its saving throw can’t run out of the area of effect, for they carry the storm with them wherever they go.

If some container is left in the area (and it survives the deluge), up to two gallons of water can be collected.
Material Component: A drop of water, a pinch of dirt, and a tiny replica of a lightning bolt carved in wood or
bone.

QuietstormEdit

Evocation [Sonic]
Level: Wiz 5
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Several rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A beam of white light silently shoots from your fingertip towards your enemy.

A white ray of subsonic energy springs from your hand. You may fire seven rays, plus one additional ray for
every other level beyond 10th (to a maximum of twelve rays at 19th level). Each ray requires a ranged touch attack to hit and deals 8d6 points of sonic damage. The rays may be fired at the same or different targets,
but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

SkyfireEdit

Evocation [Fire]
Level: Drd 5, Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Three 5‐ft.–radiuses spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes

Three bolts of crimson flame spurt from the end of your fingers, quickly moving towards their target, exploding on a fiery blast upon contact.

This spell functions like meteor swarm, except that you create three egg–sized spheres that inflict 1d6 points of
bludgeoning damage (no save), and 3d6 points of fire damage in a 5‐ft.‐radius spread.

SparkrainEdit

Evocation [Force]
Level: Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A bright, silver and gold flare shoots out of your hand, filling the air with the smell of melting copper. As it strikes its target it explodes in a deafening cascade of red and blue sparks.

A sparkrain spell allows you to hurl a bolt of force that has two effects. You must make a ranged touch attack to
strike a target, and if you succeed you automatically dispel any defensive spell or power with the force descriptor that affects the target, with no limit on the level of the effect dispelled.

As the bolt strikes it explodes in a shower of sparks, affecting creatures and objects within a 20‐ft.–radius
burst. All defensive spells or powers of 1st level with the force descriptor within the area of effect are automatically dispelled.

RangebladeEdit

Illusion (Shadow)
Level: Clr 5, Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

As you touch the weapon, it takes on a ghostly, ethereal, gray hue.

One melee weapon touched by you takes on a ghostly, ethereal gray hue. For the duration of the spell, the
wielder of the weapon can strike opponents at a distance, just as if he was standing directly next to them. The
maximum range for attacks with the rangeblade is 5 ft. + 5 ft. per 2 caster levels. Creatures struck by the rangeblade see a faded, ghostly image of the weapon strike them, but the damage dealt to them is real. A rangeblade threatens no area and cannot provide a flanking bonus. This spell does not grant the wielder proficiency in the weapon.

SandflowEdit

Transmutation [Earth]
Level: Broken Sands 5, Tmp 5, Wiz 5
Components: V, S

The work of 50 slaves is performed at the snap of your fingers, as huge barrows of sand are excavated at your
command.

This spell functions like move earth, except that this spell can only be used to move sand.

Sand TrapEdit

Transmutation [Earth]
Level: Wiz 5, Broken Sands 4
Components: V, S, M
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Area: Sand up to 100 ft. + 10 ft./level in radius
Duration: 1 day/level
Saving Throw: See text
Spell Resistance: Yes

Tearing the map to tiny pieces that disappear with the wind, you put a curse on the sand in the area, providing a nasty surprise for those who would cross it.

You trap an area of sand. You must designate a 30–foot radius “trigger area” somewhere within the larger
area. When a creature sets foot inside the trigger area, the trap is sprung, and all of the entrapped area is affected with one of the following effects (your choice):
Drum Sand: Every footstep taken within the entrapped area of sand is amplified so loudly that it can be heard for miles, typically attracting predators.
Sand Spikes: Treat the entire entrapped area as though affected by spike stones.
Slip Sand: The entire area of sand becomes difficult to travel. Treat the area as if affected by the grease spell.
Material Component: A paper map of the area affected.

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