Bloodglow
Enchantment
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: 60 feet.
Target: All blood within 20 ft. radius sphere.
Duration: one minute per Caster's Level
Saving Throw: Will negates
Spell Resistance: Yes
With this spell, sighted creatures can clearly see where blood lies as it now glows in a ghastly
red light. Anyone who can see the blood will see it glow. The intensity of the glow depends upon how old it is: Bright, within
minutes old; Torch-light intensity, hours old; dimly lit (candle bright), days old; faintly phosphorescent, weeks old. Blood
older than a month can not be detected with this spell (although stains may be present to normal sight). Any quantity of blood
can be seen, down to a speck, and the Blood glow will shine through clothing, 1” of steel, 1' of stone or weed, or a
thin sheet of lead. Creatures and monster's who feed on blood will be drawn to the highest concentration of glowing blood
as they will instinctively know what it is that they are now seeing.
Cleansing
Transmutation
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: 10 ft. per level
Target: 5 ft. radius per level sphere
Duration: instantaneous
Saving Throw: None
Spell Resistance: Yes
The target area (the volume of a sphere), is cleansed of all traces of blood and other bodily
fluids, dirt, grime, dust, powder (if the stuff is in a sealed container, it remains unaffected). Simply, it is all gone in
an instant. Loose ground will be as if swept clean by this spell. Green slime and oozes are not affected, nor are insects,
but germs and bacteria are cleaned by this spell also. Loose ash, sand, and sediment is also cleared away up to 1” thick
per level of caster. Hairs, lint, scales, and skin flakes are also remmoved by means of a Cleansing spell.
Diffuse Magic
Transmutation
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action per ailment or injury
Range: 100 ft + 10 ft per level
Target: One spell
Duration: until end of target spell
Saving Throw: None
Spell Resistance: No
This spell thins out and spreads magic's area of effect and thereby lessening the strength thereof.
The target spell's area of effect is multiplied by the Diffuser's caster level (maximum) and the effectiveness of the spell
is lessened by the same multiple. The amount of this diffusion is up to the caster at the time of casting. The caster must
make a diffusion check by rolling a d20 and adding their caster's level to the die roll (maximum +10). The DC for targeted
magic or spell is 11 + Spell Level. This spell may be used to “counter” instantaneous spells from a source, but
the diffusion check must be successful or it won't work.
Diagnose
Divination
Level: Sor/Wiz 3, Cleric 0, Paladin/Druid 1, Ranger 2
Components: V, S, F
Casting Time: 1 standard action per ailment or injury
Range: Touch
Target: One creature
Duration: 0
Saving Throw: Will negates
Spell Resistance: Yes
By means of this spell, the caster my diagnose the various injuries and determine the basic
category of an illness. This knowledge gives the caster a +1 hit point curative bonus per Wisdom bonus to any one healing
attempt, either using the Healing Skill or Cure Spells. Each malady, disease or illness maybe be determined in a general sense
(i.e.: food poisioning, virus, curse, infection, side effect of some sort of magic, or some type of venom).
Epidermic Transmutation
Enchantment
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Half hour per level of caster
Saving Throw: Fort negates
Spell Resistance: Yes
The skin of a touched creature becomes the same as the skin of another touched creature. The
caster must touch both creatures simultaneously at the time of casting. If, for example, a bear is used, a humanoid can gain
the same insulating qualties from having bear fur as a bear would have. This could be life saving if in a cold environment
or deadly in a desert. A frog's skin grants resistance to water, but also susceptibility to drying out and environmental toxins.
A shark, salamander, frog, otter, or fish skin give a +5 ft. swimming movement through water. Having the scales of a dragon
would benefit the recipient as if they were wearing dragon-hide armor and give resistances to the type of attacks that the
particular type dragon has. This transformation can have a detrimental affect on charisma (up to -2) when dealing with others
of their same general form.
Magical Contrail
Enchanment
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: 100 ft + 10 ft per level
Target: One creature or object
Duration: 10 minutes + 1 minute per level
Saving Throw: None
Spell Resistance: No
This spell attaches
a contrail of magic which trails behind the target when it moves. Anyone using Detect Magic can see the trail as a line of
magical residue indicating the path of the target. It takes an hour for the contrail to fade away. One contrail may be established
per caster's level affecting one target each. A distinctive “color” maybe assigned to each.
Mantle of Shadow Entelechy
Transformation
Level: Sor/Wiz 10
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One spell caster
Duration: 10 minutes + 1 minute per level
Saving Throw: Will Negates (if interacted with); varies, See Text
Spell Resistance: Yes
While under this
spell, the target becomes a conduit for shadow energies, focusing them, bringing them closer to the edge of reality and beyond.
When he then casts any of the SHADOW Conjuration or Evocation spells, they will function at +40% more to their effectiveness
and he may then cast up to one spell level higher for the spells being copied. The DC's for the SHADOW spells +2 per caster
level above 19th. In fact, any illusions spells cast while under the Mantle of Shadow Entelechy have their DC's
adjusted by this amount.
Pallative
Enchantment
Level: Cleric 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: One hour per Caster's Level
Saving Throw: Will negates
Spell Resistance: Yes
This spell will give a pause to any bleeding, infection or disease for the duration. It effectively
puts the harmful agent into stasis and the recipient will experience no further degradation of their condition.
Smell Blood
Enchantment
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature's nose
Duration: 10 minutes per caster's level
Saving Throw: Will negates
Spell Resistance: Yes
The nose touched by the caster while using this spell will have a heightened sense for smelling
red blood. It can be smelled from 60 feet away and in quantities as little as a drop. Larger quantities may be smelled from
further away with the variable of wind speed and direction taken into account. A slaughtered medium creature can be detected
from up to 1 mile away and a huge battle up to 10 miles away. The general direction and relative strength may be determined
by a Smell Blood spell.
Plasma Flare
Enchantment
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: 100' + 10' per level
Target: Expanding Loop or Filament of Plasma (as per cone or beam)
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates a fourth state of matter, Flaring outwards like a solar flare loop or in
a wild, twisting stream (caster's choice). Being an entirely different attack form, only those creatures who have specific
resistance to Plasma have any defense against these ultra-hot, charged ions. Electrical and/or fire resistance will not prevent
this sort of attack. The Plasma does 1d6 hit points per level of the caster (maximum 30d6). It is hard to control at times
and the caster must make a ranged attack against whatever targets (s)he is aiming at.