Anathemic Knowledge
Abjuration
Level: Brd 9, Sor/Wiz 10, Clr 10
Components: V, S, M
Casting Time: 1 week
Range: Special; see text
Target: Special; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell wraps an idea in the anathema of knowledge, which makes it impossible for creatures to remember or knowledge of it to be recorded. Any creature who sees, learns of or otherwise comes in contact with the idea loses all memory of it in one week's time. Attempts to record this knowledge likewise fail. The written word will erase itself, magical recordings will vanish as if they never were and so forth. In essence, the idea naturally returns to a state of being unknown.
There are several rules that govern anathemic knowledge. First and foremost, any creature aware of anathemic knowledge before it becomes anathemic knowledge does not forget it. They are immune to this instance of anathemic knowledge, but not other instances. Any idea known by more than 100 creatures cannot be affected by this spell. Any sort of idea that could be considered primal to Creation - such as air, the sun or death - cannot be made anathemic knowledge. Deities are immune to this spell's effects. The caster is immune to their casting of anathemic knowledge.
No mortal means can counter or stop anathemic knowledge, not even a wish or a miracle. Anathemic knowledge cannot be dispelled by dispel magic or similar spells. Dead magic areas and areas affected by antimagic field prevent anathemic knowledge from being forgotten or erased as long as it stays within it, but the knowledge is forgotten or erased once it leaves such areas. There are epic spells that can counter and undo this spell.
This is not an exhaustive listing of all quantities and types of anathemic knowledge. Further spells exist as well as other methods, as well as ways to overcome anathemic knowledge.
While this spell is not anathemic knowledge itself, it is rarely known and rarely spread.
Material Component
A drop of blood from the caster.
Antimagic Sound
Abjuration [Sonic]
Level: Brd 8, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: Cylinder (20ft radius, 50ft high)
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes
You create a column of discordant, piercing sound that warps magic in an area. Creatures caught within this area cannot use spells, spell-like abilities and supernatural abilities as the sounds created by this spell are so disharmonious. This effect does not stop any magic that is already affecting creatures within this area or stop any active magic effects already in an area.
Asgeroth's Groundbreaker
Transmutation [Earth]
Level: Duskblade 9, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 5ft/level
Area: 5ft/level line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You cause the ground to erupt out in a line ahead of you violently, razor sharp shards of rock surging upwards 100ft. All creatures within the line and up to 100ft above it are affected, a ranged touch attack roll is required. Creatures hit suffer 1d6 points of piercing and slashing damage per CL (max 25d6).
The ground within the line is ruined by this, becoming difficult terrain thereafter. Any creature who passes through this difficult terrain suffers 5d4 points of damage for each square they pass through. This change is permanent, though the ground can be fixed by normal efforts afterwards.
Belial's Mercy
Necromancy [Evil]
Level: Pain 10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/2 levels)
Target: 1 living creature with arms and legs.
Duration: Instantaneous.
Saving Throw: Fortitude negates.
Spell Resistance: Yes.
With a frown of displeasure and a few words of malice, you curse the target of your ire to be forever crippled and agonized. If a fortitude save is failed, the target's arms and legs wither away immediately, leaving bloody, black stumps behind. The target is left in agonizing pain, unable to do anything but howl in misery. The pain steadily destroys the target's mind; after one hour, the target is treated as being the victim of a feeblemind spell. Once it's mind is broken, a symbol of pain appears on it's forehead. This symbol is permanent and affects all creatures that come within 60 feet of the target.
Belial's Mercy is a particularly difficult spell to counter. Regenerate or other methods to restore limbs fail, as do any measures to heal or negate the pain of the target. To heal the target, a wish or miracle spell cast by at least a 25th level caster must be invoked to specifically cease the target's suffering. Doing so ends the agony and removes the symbol of pain, allows the creature to take other actions besides crying in torment, enables the feeblemind effect to be countered and allows other magic to restore it's limbs.
A creature that is living but does not feel pain is not subject to the pain element of this spell nor to the feeblemind, but the other aspects still apply.
This spell carries Belial's name, though other infernal, demonic and fiendish entities claim it for themselves. The authorship of this spell is a matter of some contention in the Depths Below. It is often seen as a variant of Eternity of Torture, though it is far more difficult to remove than that spell.
Bibliotheca Arcana
Divination
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours
You establish a connection with the platonic ideal of a library and fill your mind with lore. You gain a +15 insight bonus to all knowledge checks and may make knowledge checks untrained. This knowledge extends to knowledge of your own life. You you have perfect recall of your own memories for the duration of the spell. Effects that change your memories, such as modify memory or mindrape, are suppressed for the duration of the spell. You gain the ability to read and speak all languages during this time, as if affected by a comprehend languages and tongues spell. Finally, you may instantly absorb the information of any written material you touch, as if by a scholar's touch spell. For the duration of the spell, you have perfect recall of the material read in this manner.
Material Component
A miniature book.
Body Softening
Transmutation
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: 1 creature
Duration: 1 min/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The invocation of this spell causes the target creature's body to become soft and vulnerable. The target loses any damage reduction it possesses as well as any natural armor bonus to armor class. Further, it suffers double damage from weapons and natural attacks. Any critical threats against the target are automatically confirmed.
The target's natural weapons, if any, are blunted and softened by this spell. They deal no damage and are as harmless as a light breeze.
Bone Burst
Necromancy
Level: Dread Necromancer 10, Sor/Wiz 10
Components: V, S, F
Casting Time: 1 standard action
Range: Short (25ft + 5ft/2 levels)
Target: 1 creature/level
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Bone Burst causes the skeletal structure of the targets to explode. A creature is allowed a fortitude save, success reduces the effect the spell to 10d6 points of damage. Failure causes the creature's skeletal system to shatter like glass, impaling them from within. This deals 25d6 points of damage and leaves a surviving creature a shattered husk. This level of damage leaves the creature half crippled. Treat the creature as slowed and sickened. This lasts until the creature recovers as many hit points as it lost from Bone Burst.
Creatures without skeletal systems, such as oozes, are immune to this spell.
Focus
A shard of bone from the caster's body, at least one inch long.
Canderella's Sudden Thunderbolts
Evocation [Electricity]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature/level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Each creature you select with the range of the spell is struck by a thunderbolt from above, which deals 1d6 points of electricity damage per caster level (maximum 20d6).
Cauldron's Hearth
Transmutation
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance No
Through the blessings of the Cauldron, your magic is bolstered by elemental harmony. Your spells ignore the impeded magic trait of the Inner Planes, including quasi and para elemental planes. Conditions that block spells with the air, earth, fire and water descriptors can be ignored, as follows. Local conditions that would stop, impede or otherwise interfere with those spells are ignored. Spells that would prevent those spells from being cast, such as a spell that prevents fire spells from being cast within its area, are ignored.
This protection does not extend to a spell being countered. Antimagic and dead magic areas still suppress these spells as normal. Certain demiplanes may also overcome this due to the unique mechanics around demiplanes.
Material Component
Cauldron steel mined personally by Yandrazrt, of no less than 1,000 gold value.
Celestial Valor
Abjuration [Good]
Level: Clr 10, Glory 10, Good 10, Pal 8, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/level
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
Your words of magic fill those that hear them with deep wellsprings of righteous bravery. Each target of this spell gains a +8 sacred bonus to saving throws against fear and any emotion based effect that would sap the will to fight, such as calm emotions or crushing despair. In addition, celestial valor grants a +4 sacred bonus to attack rolls, weapon damage rolls, armor class and saving throws. Finally, any weapon they use counts as a holy weapon for the duration, granting 2d6 extra damage against evil targets. This does not stack if the weapon already has the holy special property.
Champion of the Pit
Transmutation (Polymorph) [Evil, Lawful]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level
You take the form of a pit fiend (MM 57). You gain 90 temporary hit points, which expire at the end of the spell. You may use any of the pit fiend's at will spell-like abilities once per casting of the spell, you cannot use its once per day or once per year spell-like abilities. See the polymorph subschool sidebar (CM 91) for more information.
Circle of Spiritual Protection
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Area: 30ft radius emanation from touched point
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
This spell creates a magic circle that protects the Prime from injury due to the presence of creatures able to cause spiritual wounds. A creature of 30 or less hit dice called into this circle does not cause spiritual wounds so long as it stays within the circle. If the creature leaves the circle, the circle is dispelled while the creature is still in it or the creature is still in the circle when the duration expires, a spiritual wound is immediately created.
This spell can be combined with other spells that call creatures capable of causing spiritual wounds. The spell's casting time is added to the casting time of the calling spell and the duration begins when the calling spell is cast.
This spell is ineffective if a creature has divine rank 1 or higher.
Material Component
A mix of ground up cold iron, silver and diamond dust worth 2,500 gold.
Cleansing Rain
Evocation [Acid, Good]
Level: Sanctified 10
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (80ft radius, 80ft high)
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
A drenching rain falls from above, washing away filth while dissolving evil. Non-evil creatures are cleansed by the rain, any dirt and grime washed away. Evil creatures are affected by the rain as if were acid, taking 20d6 points of acid damage per round of exposure. Evil outsiders are particularly vulnerable, suffering a -4 penalty to the Reflex save.
Evil creatures slain by this spell are reduced to a puddle of clean, clear water.
Sacrifice
1d4 points of Strength drain.
Corruptor's Touch
Enchantment/Evocation [Evil, Fire, Mind-Affecting]
Level: Corrupt 10
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
Your touch blackens both the body and soul with hellfire. Your melee touch attack deals 20d6 points of fire damage to non-evil creatures as fire scorches their body. Additionally, these fires burn the target's soul, eliminating any goodness within them. The target is affected as if by a morality undone spell, except that that the effect is instantaneous and is thus permanent and unable to be dispelled or suppressed once in place. Immunity to mind-affecting protects against the alignment changing portion of this spell, but not the damage taken.
The target is aware of the alignment change and is able to act to reverse it, but doing so is difficult. A wish or miracle spell by a 21st level spellcaster is required and the spell must be cast on hallowed ground. As time passes, the target finds the changes increasingly pleasing and may cease to seek their previous alignment. Each week the target is under their new alignment, they must make a Will save (DC is equal to the DC of this spell) or fully embrace their new alignment.
Corruption Cost
2d6 points of Strength drain.
Create Astral Island
Conjuration (Creation)
Level: Sor/Wiz 10
Components: V, S, M, F
Casting Time: 1 hour
Range: Medium (100ft + 10ft/level)
Effect: One astral island; see text (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates a stable island of matter in the Astral Plane. The island is primarily composed of common, non-precious rock and may be topped with dirt or sand at the caster's choice. If the island is topped with dirt or sand, common plants and grass may be created with the island as well. Any grass or plants created by this spell are at full normal maturity, though they do not age further unless they are removed from the Astral Plane.
The size of the island is one 10ft cube per caster level. The exact shape can be varies within those parameters and does not need to take up all the space. Making it appear as a normal, rounded island is possible. The cubes can be stacked any way you wish, so long as it forms a contiguous shape and resembles an island.
Existing astral islands or other land masses in the astral can be expanded with this spell.
Material Component
A diamond worth 1,000 gold.
Focus
A githyanki silver sword, the claw of an astral dreadnought or other similar and powerful items from natives of the Astral Plane.
Create Living Spell
Conjuration (Creation)
Level: Magic 10, Sor/Wiz 10
Components: V, S, M, F
Casting Time: 1 hour
Range: 0ft
Effect: 1 living spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Create living spell is capable of creating living spells. You create a living spell from a spell that you can cast and that fulfills the criteria below.
The living spell created must be a spell that you can cast, or alternately it may be a spell another creature assisting you can cast. The spell chosen cannot be of a higher level than your caster level divided by three. For instance, a wizard with a caster level of 21 could choose a 7th level or lower spell.
The living spell slowly forms as you cast this spell. If the casting of this spell is interrupted, the unfinished living spell dies and both this spell and the spell chosen are wasted. At the end of the spell, the living spell is finished. Once created, the living spell cannot be dispelled, it is as real as any other creature. A living spell you create is friendly to you and will not attack you.
The spell chosen to create the living spell is expended as if you cast it. Any metamagic applied to that spell does not affect the final outcome of this spell.
See creating a living spell in the Eberron Campaign Setting, page 294, for details on creating living spells.
Material Components
Gems and special materials worth 1000 * your caster level (or the caster level of the creature that cast the spell that is made into a living spell).
Focus
A fully stocked laboratory with a magical circle to hold the the spell energies in place. Creating such a laboratory and circle costs no less than 50,000 gold.
Curse of Inadequacy
Enchantment [Mind-Affecting]
Level: Clr 10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates; see text
Spell Resistance: Yes
This potent curse destroys the confidence of the target, leaving them a tattered shell of their former selves. The target suffers a -10 morale penalty to attack rolls, ability checks, skill checks and saving throws against fear, despair, hopelessness or other negative emotional effects, including spells that mimic these effects. The power of this spell is difficult to resist, will saves to negate this spell are made at a -5 penalty.
Curse of Inadequacy can only be removed by a remove curse, wish or miracle cast by a 24th level spellcaster.
Discern Curse
Divination
Level: Clr 10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 10ft
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
This divination reveals to you all details of a curse. You learn the following information:
- The origins of the curse and what caused it to be laid down, be it a spell, spell-like ability, supernatural ability or magical item. This also elaborates on curses not directly caused by such, such as a death curse by a dying creature or more esoteric means of being cursed. If appropriate you also learn the caster level of the curse.
- You learn the identity of whatever caused the curse, be it a creature, magical item or something else.
- You learn the full effects of the curse and everything it causes.
- You learn all the ways to end the curse, including any side effects that this may cause.
This spell includes curses of all kinds, from curses from bestow curse, cursed magical equipment, the curse from a mark of justice spell, a geas/quest spell and more unusual curses yet. Exactly what constitutes a curse and what this spell affects is left to DM discretion.
Note that this spell provides no protection if analysis of a curse causes harmful side effects.
It is possible for epic magic or the direct action of a deity to block this spell, but mortal magic is unable to do so. The caster is aware that the spell is blocked.
DM note: Curse isn't a mechanical condition in 3.5 but rather the effect of certain spells and effects without an exact category. As such, it's understood that some DM judgment calls will arise from this. Please ask me if you aren't sure in borderline situations or need a clarification.Ebony's Whisper
Transmutation
Level: Brd 10
Components: V, S
Casting Time: 1 standard action
Range: 200ft/level
Targets: All creatures within the range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell allows you to pass on a single message of no more than 15 words to all creatures within the range of the spell. This message does not need to be spoken aloud, though the targets hear it as if you spoke it. The message is heard as a whisper to the target, as if they are the only target of the spell. The message is heard in the favored language of each target.
At your choice, you can have the message spoken sound like someone else. You must be familiar with a person's voice to have the message sound like them, usually by having heard them speak several times.
This spell does not allow you to send other spells or effects that rely on speech through it.
Energetic Healing
Conjuration (Healing)
Level: Clr 10, Drd 11, Hlr 10
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell completely protects the target from elemental damage and converts some of it to healing energy. First, this spell renders the target immune to one type of energy (acid, cold, fire sonic, electricity), specified when the spell is cast. Second, whenever the target is subjected to a magical attack of the selected energy type, he instead heals damage equal to the damage dealt. For example, a creature protected by energetic healing (cold) that would normally take 35 points of cold damage from a cone of cold heals 35 points of damage instead. Once the spell heals a number of hit points equal to 10 per caster level (maximum 300), it is exhausted.
This spell does not convert nonmagical energy attacks (such as damage from alchemist's fire, lava or natural lightning strikes, for example) into healing.
Material Component
Powdered gemstone worth 500 gold. The type depends on the element to be absorbed. Ruby for fire, sapphire for cold, emerald for acid, citrine for electricity and diamond for sonic.
Energy Immunity
Abjuration
Level: Clr 10, Drd 10, Duskblade 10, Hlr 10, Pal 9, Protection 10, Sor/Wiz 10, Sun 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
This abjuration grants a creature and its equipment complete immunity to one of the five energy types-fire, cold, electricity, acid or sonic. Energy immunity only absorbs hit point damage, so side effects such as deafening from sonic attacks or immobilized in ice by an ice spell still apply.
Energy immunity overlaps with protection from energy and resist energy. As long as it is in place, the other spells absorb no damage.
Eye of the Burning King
Divination/Evocation [Fire]
Level: Rgr 8, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
This spell empowers your eyes with the flaming wrath of the rulers of Fire, which manifests through your ranged attacks. Any ranged attacks you make, including spells that require a ranged attack roll, deal an extra 1d6 points of fire damage per 5 caster levels (max 5d6 at CL 25). Creatures who take fire damage from this spell light up to you, bright as bonfires to your gaze. For the rest of the duration of this spell, you can see these creatures through invisibility and darkness (including magical darkness of 9th level or lower), as well as gain a +20 bonus to Spot checks to locate them if they hide. You also ignore any miss chance granted to them by concealment or total concealment, able to see through it.
Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level
You take the form of an ice para-elemental monolith (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052835.html#msg1052835)). You gain 100 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.
Gathgorian's Fireball
Evocation [Evil, Fire, Lawful]
Level: Sor/Wiz 10
Components: V, S, Devil
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 40ft spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell functions as fireball and resembles it at first glance. However, the fires are composed of pure lawful and evil energies, granting them great power against the opposite alignments. This spell deals 1d6 points of fire damage per caster level, to a maximum of 25d6. Any targets that are chaotic, good or chaotic good in alignment suffer a -3 penalty to the saving throw. In addition, Gathgorian's Fireball ignores any fire resistance or immunity these creatures possess.
Glaciante's Spiteful Ward
Necromancy
Level: Sor/Wiz 10
Components: V, S, F
Casting Time: 1 standard action
Target: One active spell or spell like ability
Duration: Special; see text
Saving Throw: Will negates
Spell Resistance: No
This spell creates a ward that strikes back if the spell it's attached to is dispelled. When cast on a spell already in effect, it attaches to that spell and lasts for as long as the target spell does. If the target spell is dispelled by dispel magic, disjunction or other such means, the spiteful ward triggers immediately. If a will save is failed, the dispeller immediately suffers 4 points of ability drain to all ability scores. Further, the dispeller automatically fails any dispel checks. These effects last until countered with magic. The ability drain can be restored by normal means, while automatically failing dispel checks requires a miracle or wish spell to reverse.
A spiteful ward can be dispelled only with at targeted dispel aimed specifically at it. If it succeeds, the spiteful ward is dispelled and nothing else is. If it fails, the spiteful ward is triggered automatically. Once triggered, a spiteful ward is exhausted.
Arcane Focus
The tooth of a balor soaked in a brine composed of acid and poisons totalling no less than 3,000 gold.
Greater Cone of Cold
Evocation [Cold]
Level: Sor/Wiz 10, Water 10
As cone of cold, except with a maximum of 30d6 damage.
Greater Heal
Conjuration (Healing)
Level: Clr 10, Drd 11, Hlr 10, Pal 10, Rgr 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as Heal, except it restores 15 hit points her level of the caster, to a maximum of 450 hit points.
Greater Snowsong
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 10
This spell functions as Snowsong, except as noted here. Allies gain +8 morale bonus to Charisma and attack rolls, and a +8 insight bonus to Armor Class. They also gain fast healing 3 and resistance to cold 30 to all affected allies. All melee attacks made by allies in the snowsong deal an additional 2d6 points of cold damage. Enemies designated by the spell have a 40% chance of spell failure if they fail the will save.
Greater True Seeing
Divination
Level: Brd 11, Clr 10, Drd 11, Hlr 10, Knowledge 10, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as true seeing, except as noted here. It does not require a material component and the effect of true seeing extends to the length of your vision.
Hellball
Evocation [Fire, Sonic, Acid, Electricity]
Level: Duskblade 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Hellball creates a fireball-like orb of four clashing elements. This orb deals 10d6 fire, 10d6 sonic, 10d6 acid and 10d6 electricity damage to all foes within it's area. The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.
Material component
Powdered bat guano, glass and brass held within an adder's stomach.
Heroism of Ashes
Necromancy [Fire]
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
When this spell is cast, fire crackles over your weapons and hands, hot enough to burn anything to ash. Whenever you kill a creature with a melee attack while affected by this spell, the body is instantly immolated into a pile of ashes. These ashes rise in 1 round as an ash quasi-elemental. The type of ash quasi-elemental depends on the hit dice of the creature slain, see the table below. These quasi-elementals are friendly to you and will fight anyone you direct them to. The quasi-elementals last until this spell ends, at which point any quasi-elementals created by this spell revert to piles of ash.
Hit Dice | Type of Ash Quasi-Elemental |
1-3 | Small Ash Quasi-Elemental |
4-7 | Medium Ash Quasi-Elemental |
8-15 | Large Ash Quasi-Elemental |
16-20 | Huge Ash Quasi-Elemental |
21-23 | Greater Ash Quasi-Elemental |
24-35 | Elder Ash Quasi-Elemental |
36+ | Ash Quasi-Elemental Monolith |
Material Components
Rubies and black onyx worth 1,000 gold.
Jaela's Teleport Block
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 50ft/level
Area: 50ft/level radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell blocks all dimensional travel within its radius. Teleport, plane shift, gate, shadow walk and similar spells all fail, as does travel from the Astral Plane, Ethereal Plane, Plane of Shadow and so forth. Ethereal creatures are unable to enter the area and creatures cannot become ethereal within it (though ethereal creatures already within the area of the spell are not affected). Summoning and calling spells and effects are likewise blocked, though existing called or summoned creatures are not affected, including vanishing when the effects summoning them expire.
Mass Freedom of Movement
Abjuration
Level: Clr 10, Drd 10, Hlr 10, Time 10, Travel 10
Range: Close (25ft + 5ft 2/levels)
Target: One or more creatures, no two of which can be more than 30 ft apart
This spell functions as Freedom of Movement, except as noted above.
Mass Scrying
Divination (Scrying)
Level: Brd 7, Clr 11, Drd 10, Sor/Wiz 10
Effect: One magical sensor/level
This spell is identical to greater scrying, except as noted here. This spell allows you to control all the sensors at the same time and process all the information it gives you. No more than one sensor can be targeted at a particular creature.
Mass Superior Vigor
Conjuration (Healing)
Level: Clr 10, Drd 10, Hlr 10
Duration: 10 rounds + 1 round/level (max 55 rounds)
This spell functions like mass lesser vigor, except as noted here. This spell grants fast healing 8.
Mass Valiant Fury
Transmutation
Level: Courage 10
Targets: One or more living creatures, no two of which can be more than 30ft apart
This spell functions as valiant fury, except as noted here. The morale bonus to Strength and Constitution increases to +6.
Mephistopheles' Cold Hand
Evocation [Force, Cold]
Level: Sor/Wiz 10
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100ft. + 10 ft/level)
Effect: 10ft hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
This spell functions as crushing hand with a strength score of 41, except all the damage it inflicts counts as frostburn damage, as well as ignoring cold resistance (but not immunity.).
Arcane Focus
The hand of a creature who died of exposure to cold.
Miracle of Health
Conjuration (Healing)
Level: Clr 10, Hlr 10, Pal 9, Renewal 10
Components: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell cures diseases (as a remove disease spell) on every living creature within the radius. Your caster level is reduced by 5 for this spell.
Miracle of Life
Conjuration (Healing)
Level: Clr 10, Hlr 10, Healing 10, Pal 9
Components: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell heals every living creature within the range 1d4+5 hit points and deals an identical amount of damage to undead creatures. Your caster level is reduced by 5 for this spell.
Miracle of Uncursing
Abjuration
Level: Brd 10, Clr 10, Hlr 10
Component: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell removes curses (as a remove curse spell) on every creature within the radius. Your caster level is reduced by 5 for this spell.
Mirajane's Revelation
Divination
Level: Clr 10
Components: V, S
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/7 levels
A sphere of magic 5ft in radius per caster level surrounds you on casting this spell. All creatures within the sphere gain the benefit of true seeing.
Casting this spell is strenuous and deals 1d6 points of damage per creature within the sphere to the caster.
Moonrise
Conjuration (Summoning) [Good]
Level: Moon 10
Components: V, S, DF
Casting Time: 10 minutes
Range: Special; see text
Area: 5 mile radius, centered on you
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: No
This spell banishes the sun and calls for Selune in all her glory. When this spell is cast, you cause night to instantly fall and a luminous, huge full moon to appear overhead. This moon sheds real moonlight and has the normal effect of the full moon on any creatures, with the following exceptions. Evil lycanthropes must make a Will save when first exposed to this moonlight. Failure results in the lycanthrope being locked out of its lycanthropic forms. If it is currently in a lycanthropic form, the lycanthrope transforms out of it. Afflicted lycanthropes do not transform in this moonlight unless they choose to. If they do, they are at no risk of changing alignment from this transformation. Unaware lycanthropes become aware of their condition and may choose to transform as described previously.
In addition to the above, the area within the radius of this spell is treated as consecrated. You count as an altar for the sake of this spell, doubling the effects of consecrate.
Moore's Modified Spell Theft
Abjuration
Level: Brd 8, Hexblade 8, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target or Area: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell functions like spell theft, except as described here.
You may choose to make a dispel check (Maximum +30) against any spell that target has, plus one additional spell per 5 caster levels. Any spell dispelled is treated as if affected by spell theft, with the same limitations.
Naeys' Life Font
Conjuration (Creation)
Level: Clr 10, Hlr 10, Sor/Wiz 11
Components: V, S, DF/F
Casting Time: 1 standard action
Range: 20ft
Area: 20ft radius based on you
Duration: 1 round/level
Saving Throw: Negates (Harmless)
Spell Resistance: No
On invoking this spell, the caster opens a conduit between the target and the Positive Energy Plane. Each creature within the radius gains the following benefits on it's turn:
* 5d8+20 temporary hit points. The affected creature cannot go above double its normal hit point total from this spell or other effects as long as this spell is in effect.
* The benefits of a restoration spell.
* Immunity to energy drain and resist energy(negative energy) 50 points.
Focus
A crystallized fragment of pure Life from the Positive Energy Plane, worth at least 20,000 gold.
Planet Defender
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level
You take the form of a planetar (MM 11), including the greatsword normally used by such creatures. You gain 70 temporary hit points, which expire at the end of the spell. You do not gain the normal spellcasting ability of your new form. You may use any of the planetar's at will or three times per day spell-like abilities once per casting of the spell, you cannot use its once per day spell-like abilities. The planetar's always active spell-like abilities function as normal. See the polymorph subschool sidebar (CM 91) for more information.
Prismatic Bomb
Evocation
Level: Radiance 11, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 30ft radius burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
This spell affects all creatures within range as by prismatic spray, except they roll three times and take the effect of each roll. A color can affect a creature more than once. Rolls of 8 function as normal and multiple rolls of 8 stack, rather than being ignored.
The colors that strike the creatures are determined randomly, and are not affected by metamagic such as maximize spell or similar things.
Raise Island
Conjuration (Creation)
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 week
Range: 0ft
Area: 10ft/level hemispherical island
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates a new, rocky and sandy island in the ocean with a diameter equal to double the area affected (example, a 100ft hemispherical island has a diameter of 200ft). Islands created by this spell can be enlarged by repeated castings of this spell, creating bigger islands with mountainous terrain in the interior.
Material Component
A ball of pure gold and diamonds with a core of liquid lava, costing no less than 50,000 gold.
Ravaging Touch
Necromancy
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
With a touch you ravage your foe of their talents, leaving them weaker, slower, feebler, stupider, even uglier. The target suffers 2d4 points of ability drain to all six ability scores.
Seira's Fireburst
Evocation [Fire]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 5ft
Effect: Burst of fire extending 5ft from you
Duration: Instantaneous
Saving Throw: Reflex half (object)
Spell Resistance: Yes
This spell is similar to fireburst, dealing 2d10 points of fire damage per caster level (maximum 40d10). Creatures or objects that make a successful Reflex save only takes 5d10 points of fire damage instead.
Any creature slain by this spell or object destroyed by this spell is reduced to ashes.
Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Clr 10, Pal 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
This spell functions as holy transformation, with several new abilities as noted here.
You gain a +4 sacred bonus to Dexterity.
Your melee and natural weapons are cloaked in flames, dealing an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This stacks with other sources of fire damage, such as a flaming weapon or dragonfire wrath.
You glow with golden flames, providing illumination in a 20ft radius. All allies within 20ft gain a +4 deflection bonus to armor class and a +4 resistance bonus to saving throws against attacks made or effects created by evil creatures. You gain a -20 circumstance penalty to Hide checks for the duration.
As an immediate action, you may add your Charisma modifier (minimum 1) on the saving throws and CMD of all allies within 20 feet excluding yourself. This bonus lasts for 1 round. The spell ends after you use it in this manner.
This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.
Seira's Unicorn Apocalypse
Conjuration
Level: Sor/Wiz 10
Components: V, S, F
Range: Medium (100ft + 10ft/level)
Area: 150ft by 150ft cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates a blanketing barrage of unicorn arrows. The caster makes a ranged touch attack that applies to every creature within the area of the spell. Each creature determines hits and misses as normal, with a hit subjecting them to a unicorn arrow. This effect is identical to an unicorn arrow created by Seira's unicorn arrow spell, except that each arrow deals 1d8+24 damage. Creatures struck by this spell are subject to sneak attack regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place, such as being flat-footed.
At the DM's discretion, other types of damage similar to sneak attack may apply to these arrows. Such could include skirmish and sudden strike damage.
Focus
An ivory replica of an eagle riding a unicorn worth 2,500 gold.
Selune's Shield
Abjuration [Good]
Level: Clr 10
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
By casting this spell, you wrap yourself in moonlight-speckled shadows and form a potent shield. You radiate moonlight in a 30ft radius, illuminating everything around you in ghostly light. You gain a +7 resistance bonus to saving throws, a +7 sacred bonus to armor class and damage reduction 15/epic, evil and silver.
This spell is a closely guarded secret of the Selunite faith and is given to her most capable clerics.
Shield of Sylica
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S, M, special
Casting Time: 24 hours
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: None
Spell Resistance No
Intoning a prayer to the two goddesses of Sylica, you channel the harmony of balance between law and chaos. With this blessing you are of both law and chaos and yet with neither at the same time, granting you special protections against attacks that rely on it. You are immune to any spell that has the lawful or chaotic descriptor, such as order's wrath, word of chaos and so forth. You are immune to damage relying on law or chaos, such as the extra damage from an anarchic or axiomatic weapon.
Material Components
An opal from the Opal Mountain of Sylica and a gold nugget from the streams of the Wychwood of Sylica, both of no less than 10,000 gold value.
Special
This spell must be cast in a place of harmony between law and chaos.
Snowbound Soul
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
By freezing the target's mind, you enchant the target to be forever drawn to cold. This spell causes the target to have an irresistible compulsion to seek out the coldest temperatures he can. The target will actively seek the harshest cold he can at all times. They will seek it to the exclusion of all other activities, including eating and sleeping. The target believes that this cold will make them stronger and will not take any precautions against it. In fact, the target is not protected against cold in any way by this spell (though pre-existing defenses still work). Even when the target takes damage from the cold they will not relent or see anything wrong with it. It is common for creatures affected by this spell to freeze to death with a smile on their face.
Any effect that creates cold is welcomed by the target. As a result, they willingly and automatically lower their spell resistance (if any) and fail any save for spells or effects that deal cold damage. A target that can create cold effects or cast cold spells will happily harm or kill themselves with them.
Creatures with the cold subtype are immune to this spell.
Material Component
Diamond dust mixed with snow. This mixture costs no less than 1,000 gold.
Song of the Sea
Conjuration/Enchantment (Compulsion, Healing) [Mind-Affecting, Sonic, Water]
Level: Brd 10
Components: V, S
Casting Time: 1 standard action
Range: 120ft
Targets: All allies within 120ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Song of the Sea grants all allies who hear it water breathing and freedom of movement, as by the spells of the same name. Additionally, allies with the aquatic or water subtypes gain a +6 insight bonus to attack rolls, saving throws and armor class, as well as fast healing 10.
Sonic Shattering
Abjuration/Evocation [Sonic]
Level: Brd 10
Components: V
Casting Time: 1 standard action
Range: 80ft
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: Yes
With a scream and a gesture, you create a cone of sounds powerful enough to shatter magic. This spell does 15d6 points of sonic damage to creatures and 1d6 points of damage per caster level (to a maximum of 30d6) to crystalline or brittle creatures. This spell also stuns affected creatures and deafens them for 1d4 hours. In addition, this spell also functions as a greater dispel magic against creatures caught in the area. Any spell shattered in this way causes an extra 1d6 points of sonic damage to the creature. This damage cannot be reduced via a successful Fortitude save.
A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.
Spellpool
Conjuration (Creation)
Level: Sor/Wiz 10
Components: V, S, M, F
Casting Time: 24 hours
Range: Touch (Attunement only, See text)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Once the proper arcane array has been established, the crystal used to frame it grows exponentially. It becomes a pillar of crystal and mana weaved together, which stretches out to the skies, piercing the heavens themselves! Runes cover the pillar's surface, three tiers made from three circles each. To those who have mastered a given tier, its secrets lie as an open book; to their apprentices, the only clarity lies in the overwhelming aura they can feel in their very blood as they approach the magical construct.
During its creation, a single spell from each mortal circle is cast into the Spellpool, forever serving as a template within it. Drawing upon the Spellpool's arcane might can only be done once per day for any mage that has undergone attunement to it, assuming the mage is somewhere on the same plane as the Spellpool. If such a mage wishes to draw upon the Spellpool's power, he has two options before him:
Spontaneous Casting
The mage sacrifices a prepared spell or a spell slot in order to spontaneously cast a spell from the template precast into the Spellpool of that same level or lower. This functions as the spontaneous casting of Cure spells by clerics.
Mnemonic Enhancer
The mage may call upon a spell invested into the Spellpool by an any mage attuned to it. No prepared spell or spell slot is lost in the process, but the mage must invest a spell of equal or higher level back into the Spellpool within an amount of days no greater than the level of the spell called upon. Having a sufficient positive balance with the Spellpool negates this need.
An attuned mage can keep a positive balance of up to the highest level of spell he can cast. Any spells past that are still invested into the Spellpool and stored there, but don't go towards the mage's balance.
Attunement
The attunement of arcane mages to the Spellpool requires a symbolic sacrifice amounting to one percent of the costs that went into making it, as well as a focus made of the same crystal as the Spellpool itself. That focus is required for any and all future interactions with the Spellpool. Those seeking attunement who have met these conditions must place their hands on the construct, as an already-attuned mage guides them through the initial process.
Material Component
An array of crystals to be placed in key locations on the magical rune used in the Spellpool's creation, worth no fewer than 200,000 gold.
Notes
You cannot draw on spells of higher level than which you are capable of casting yourself. The base chance for the Spellpool to have the spell you're trying to draw on is 10% + 1% per mage attuned to the Spellpool that can cast spells of that level, to a maximum of 70%.
Star Explosion
Evocation [Good, Light]
Level: Sanctified 10
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 70ft radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A burst of radiant stars deals 1d6 points of damage per caster level (maximum 25d6). Creatures vulnerable to bright light (including sunlight) take 25d10 points of damage instead.
Sacrifice
1d2 points of Strength damage.
Stone Skewers
Transmutation [Earth]
Level: Drd 10, Sor/Wiz 10
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: 1 day/caster level
Saving Throw: See text
Spell Resistance: Yes
On intoning the final word of power, the caster causes dozens of long stone spikes to grow out of the target's skeleton. This skewers the target from the inside as the spikes erupt out to 10ft from the target's body in all directions. This deals 1d6 points of damage per caster level (maximum 35d6) to the target and causes it to become sickened for 1 round, as well as entangled. On a successful fortitude save, the target only takes half damage and no longer becomes sickened, though it still become entangled. The target remains entangled for as long as the stone spikes remain all over their body.
At the time the spikes erupt, if there are any solid surfaces (such as the ground or walls) within a 10ft radius from the target, the target also becomes pinned in place, as the spikes burrow into that surface, holding the target in place. On the target's turn, attempts to free itself from the pin are done against a CMB of 30 (assuming the target is medium size, otherwise modify opposed CMB by the target's size modifier).
Any creature caught within this radius at the time the spikes erupt takes 5d6 damage from the spikes and also becomes pinned. On a successful reflex save, the creature escapes both effects, and is instead entangled, at least while it remains within a 10ft radius of the target. If pinned, either the target or the creature may attempt to free themselves on their turn by making a check against a CMB of 30 (again modified by the target's size as needed).
Characters moving through the space occupied by the stone skewers treat it as difficult terrain, but do not become entangled or pinned (including creatures that were initially caught in the radius and had moved away, then back inside the space) by them.
The target can break the stone spikes so that it is no longer considered entangled, the spikes have AC 30 and 50 hit points. Doing so leaves behind stony protrusions that scar the target's body. The stone protrusions (or spikes if they were never broken to aid the target's mobility) eventually vanish though, as they only remain 1 day per caster level. Over the course of that time, any remaining stone slowly breaks off or gets absorbed back into the skeleton.
This spell is ineffective against creatures that lack a discernible skeleton, such as oozes.
Summon Monster X
Conjuration (Summoning) [See text for Summon Monster I]
Level: Brd 10, Clr 10, Sor/Wiz 10
This spell functions like summon monster I, except that you can summon one creature from the 10th-level list, 1d3 creatures of the same kind from the 9th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
This is the highest summon monster spell possible. Summons beyond this point require customized spells.
Monster | Alignment |
Celestial Dire Polar Bear | LG |
Angel, Astral Deva | NG |
Eladrin, Ghaele | CG |
Unicorn, Celestial Charger | CG |
Devil, Ice | LE |
Fiendish Kraken1 | NE |
Fiendish Monstrous Scorpion, Colossal | NE |
Demon, Glabrezu | CE |
Fiendish Roper | CE |
Summon Stygian Chilblain
Conjuration (Summoning) [Cold, Evil, Lawful]
Level: Sor/Wiz 10
Component: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One summoned stygian chilblain
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No
You summon a stygian chilblain, a particularly unpleasant variety of chilblain. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
Superior Mighty Wallop
Transmutation
Level: Sor/Wiz 10, Spellthief 10, War 11
As greater mighty wallop, except the bludgeoning melee weapon damage increases by four size categories.
Superior Shadow Evocation
Illusion (Shadow)
Level: Brd 10, Sor/Wiz 10
This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 9th level or lower. If recognized as a superior shadow evocation, a damaging spell deals only four-fifths (80%) damage.
Syala's Awaken Defender of the Home
Transmutation
Level: Drd 10
Components: V, S, M
Casting Time: 24 hours
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell functions as awaken with the following exceptions. The creature gains an additional 4 hit dice in addition of the normal benefits of awaken . Further, it gains the defender of the home template.
Material Component
Rare herbs and incense worth 10,000 gold.
Telay's Ice Horror
Evocation
Level: Drd 10, Sor/Wiz 10
Components: S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous; see text
Saving Throw: Fortitude partial
Spell Resistance: Yes
With one finger you point at the victim, as his body is frozen solid. The subject of this spell is engulfed in absolute cold. This deals 1d6 points of cold damage per caster level (max 30d6), if this spell kills the subject, its body becomes an ice statue which immediately animates as an ice golem (Frostburn pg 137), with the following exceptions: It uses the size, base attack bonus, hit points and saving throws of the creature that was slain. Any magical items worn by the corpse function normally, though it cannot activate any. For example, it can benefit from a cloak of resistance but not use a wand of cure light wounds. The golem can use any weapons it holds and is proficient with them so long as the creature slain was proficient with them. An ice to flesh spell immediately ends this spell land produces a corpse.
At the end of this spell's duration, the statue melts into lukewarm water. A body destroyed in this way can be recovered by a wish or miracle spell.
Titan's Surge
Transmutation
Level: Duskblade 10, Strength 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
By channeling the energy of a titan, you gain vast might. You gain a +14 enhancement bonus to Strength. Any weapon you wield deals damage as if it were two sizes larger (to a maximum of Colossal).
Material Component
A hair from a titan.
True Meteor Swarm
Evocation [Fire]
Level: Drd 10, Fire 11, Sor/Wiz 10
Components: V, S, special
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level); see text.
Area: One 60ft impact crater and 6 20ft lesser impact craters
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell conjures a small meteor to strike from the heavens and slay your foes in an apocalyptic rain of fire. A meteor slams down from above, trailed by six lesser meteorites. The main meteor deals 15d6 fire and 15d6 bludgeoning damage. The secondary meteorites deal 5d6 fire and 5d6 bludgeoning damage. These lesser meteors cannot overlap with the main impact crater or with other lesser craters; they are directed by the caster and can fall within 200 feet of the impact crater. Reflex saves for half damage are allowed on both the primary meteor and the lesser meteors.
The area hit by the primary meteor is left with a 30 ft deep in the center crater, with lesser impact zones with 10 feet deep craters. These areas are considered difficult terrain.
Special
While there is no material component, the open sky is required to cast this spell. Casting this spell without the open sky causes it to fizzle.
True Vulnerability
Abjuration
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One or more creatures in a 20ft radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures affected by this spell are treated as being vulnerable to acid, cold, electricity, fire and sonic energy damage. In addition, any immunities or resistances to energy are negated for the duration of the spell.
Material Component
A miniature wooden shield, broken in half.
Unseen Needle
Conjuration (Creation)/Illusion (Glamer)
Level: Asn 7, Sor/Wiz 10
Components: M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One invisible needle
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell conjures up a small, invisible needle that flies towards a chosen target. You must succeed on a ranged touch attack to hit your target. If you strike, you deal 1d6 points of damage per caster level (maximum 25d6). As this spell lacks verbal and somatic components, this spell is nearly undetectable. Any creature that cannot see invisibility does not notice this spell being cast. They are treated as being flatfooted against it, including allowing the caster to inflict sneak attack damage, if they possess any. A creature that does not notice this spell cannot use spellcraft to analyze the spell, as they were not aware a spell was even cast. Creatures that can see invisibility defend as normal from the spell, but they cannot tell from where the spell came from.
Material Component
A tiny silver needle. This needle does not need to be handled by the caster and need only be on his person. It vanishes silently when the spell is cast.
Vitrification Bomb
Transmutation [Earth, Cold]
Level: Sor/Wiz 10
Components: V, S, F
Casting Time: 1 standard action.
Range: Medium (100ft + 10ft/level)
Area: 10ft cube per five levels; see text.
Duration: Instantaneous.
Saving Throw: Reflex halves; see text.
Spell Resistance: No.
This spell functions as Vitrify, immediately heating an area of sand into molten glass. All creatures within it are allowed a reflex save as normal. This only lasts for a split-second before a burst of intense cold flash-freezes the molten glass, causing a spectacular explosion of cooling glass shrapnel. This burst explodes out in 100ft from each cube in all directions. Any creature within the burst takes 20d6 points of slashing damage from the glass. A reflex save is allowed to halve this damage. Targets who were in the range of the Vitrify effect and failed the reflex save suffer a -5 penalty to this second reflex save.
Afterwards, the energy of this spell is spent and cooling glass shards litter the entire area of the vitrify and burst effect. No molten glass remains. Treat this area as difficult terrain covered with caltrops. These caltrops have an attack bonus equal to your caster level and deal 2d4 points of damage.
Focus
A serrated glass knife half melted and allowed to cool, worth no less than 1,500 gold.
Vlaakith's Haste
Transmutation
Level: Sor/Wiz 10
Components: S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 creature/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The targets of this spell find themselves far more proficient in dealing with the Astral Plane. All the effects of this spell only function when a creature is on the Astral Plane. The creature gains the following benefits.
- Improved evasion, as the rogue class feature.
- A +6 competence bonus to Reflex saves.
- A +3 competence bonus to attack rolls.
- Doubled movement speed. Treat this as an enhancement bonus.
- A freedom of movement effect identical to the spell of the same name, except it only applies to natural hazards of the Astral Plane.
Special
Githyanki cast this spell at +2 caster level.
War's Blessing
Enchantment (Compulsion) [Mind-Affecting]
Level: War 10
Componetns: V, S, DF
Casting Time: 1 standard action
Range: 1 mile
Area: The caster and all allies within a 1 mile burst, centered on the caster
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
You grant yourself and allies a +2 morale bonus to attack rolls and weapon damage rolls.
Wizard's Grace
Transmutation
Level: Hlr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 14 days
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No.
This spell permanently increases the target's age categories by 100 years. For example, a human is middle aged at 135 years, old at 153 years, and venerable at 170 years. This spell can benefit a single creature only once, multiple castings have no effect.
Material Component
An apple from the Tree of Idun, a potion of youth or other magical item that permanently reduces the age of a creature by at least 1 year. Herbs, unguents, incense and offerings worth at least 100,000 gold are also required.