Wizard and Sorcerer Spells
for d20 Fantasy System
0th Level
Enchantment Camouflage, gives concealment (20% miss) to target.
Enchantment Hyposmia, gives -4 to all DC rolls involving smell for 10 minute per level.
Illusion Translucency, makes a creature or object translucent.
1st Level
Evocation Shade, dims the ambient lighting by 50%
Enchantment Epistaxis, Causes target’s nose to bleed for 1 hp/minute.
Enchantment Feign Sleep, target can see through closed eyelids.
Enchantment Magical Contrail, Target leaves a magical contrail
followable with detect magic.
Enchantment Pytalism, causes target to drool profusely,
must drink water to hydrate
Enchantment Smell Blood, smell blood within 60 feet.
Illusion Transparency, makes target transparent like clear
water, granting +1 to attack and 20% concealment.
Transmutation Cleansing, cleans an area of dirt, dust and blood
2nd Level
Divination See Age, casters may see the relative age of things they view.
Enchantment Alopecia, makes target’s hair fall out.
Enchantment Anosmia, target looses sense of smell.
Enchantment Myalgic Curse, subject sustains subdual damage
for each action performed during a round.
Enchantment Pallative, stabilizes patient for 1 hour per
caster level.
Enchantment Pyrexia, give -2 to all stats and 1d8 subdual,
victim rerolls save vs. disease.
Evocation Aggrandizement, adds level(s) to next spell cast by caster.
Transmutation Diffuse Magic, spreads a spells area out
making it proportionally less powerful.
Illusion Diplopia, induces double vision that makes attacks 50% accurate.
3rd Level
Divination Bloodglow, causes blood to glow obviously in an area.
Divination Sense Power, see relative HD or Levels of individuals.
Enchantment Anamensis, fixes events to the mind of the caster.
Enchantment Ataraxia, wizard’s version of Calm Emotions.
Enchantment Desquamation, subject’s skin flakes off
making it easier to track by smell and causing more damage from attacks.
Enchantment Hyperkaratotic Armor, increases target’s
skin thickness giving DR 5/+1 and minus 6 to charisma, -4 dex, and -10’ to movement.
Enchantment Infravision, gives +60 ft range to target’s infravision ability.
Evocation Acidball, like fireball but with acid lasting for three rounds.
Illusion Daydreaming, subject suddenly is lost in a daydream.
Metamagical Maintain Spell, allows any spell to be maintained
with some concentration, caster receives -1 penalty to all die rolls per spell level maintained.
Transmutation Epidermic Transmutation, skin becomes the
same as another touched creature’s.
4th Level
Enchanment Amain, gives recipient maximum damage on attacks for short time.
Enchantment Amusia, target looses ability to recognize or make music.
Enchantment Diaphoresis, target sweats profusely losing 1d4 Con points per hour.
Enchantment Effete, attacks by target do minimum damage.
Enchantment Fit, resizes item for use by another.
Enchantment Shadow Puppet, take control of subject’s shadow making them a puppet.
Enchantment Ultravision, 120 ft range granted.
Enchantment Virus Yawn, adds a magical effect to the common
yawn, making subject more susceptible to sleep effects.
Illusion Project Sensor, project’s the caster’s
senses to probe ahead, detection spells may be cast through them.
Illusion Spectacle, increase the noticeability of the target
area by +1 per level (up to 15 max).
Transmutation Glomtongue, caster’s tongue can spring
out to glom on to objects with strength 12 + caster’s level.
Transmutation Mindswap, caster and target creature exchange
minds
Transmutation Pocket Companion, shrinks an animal into
a small wooden carving until released.
5th Level
Abjuration Equipollent Return, casters accepts full effect
of a spell and sends a copy of the spell back to originator.
Conjuration Freeze Bolts, deals 3d6 cold damage per bolt
plus save against paralysis from cold effect.
Enchantment Imbue with Elemental Essence, target animal gains elemental abilities.
Enchantment Phobia, a permanent suggestion that something
is dangerous to the subject.
Enchantment Sympathetic Shapechange, target is shapechanged
into same species as the caster for one hour per level.
Enchantment X-ray vision, 20 ft range granted.
6th Level
Divination Epiphany, caster gains an insight about something
meditated upon.
Divination Recognize Hand, the caster can see the actions
of specific individuals or of a race.
Enchantment Altermorph, shapechanges caster into same species
as the one (s)he touches.
Enchantment Allergy, causes target to become allergic to something.
Enchantment Vegetarian Curse, you are what you eat!
Transmutation Permeability, allows the passage of objects and creatures through magically created
walls and barriers.
7th Level
Enchantment Auramosis, converts 50 pounds of matter per level into gold.
Enchantment Spell Nimbus, creates a magical potential to
reactivate a spell of 6th level or lower when it ends.
Transmutation Burn Metal, superheats a metal so that it
burns in air, possibly destroying the object.
8th Level
Evocation Unbelief, the caster makes something not exist
for the subject if they wish not to believe in a thing.
Transmutation Contact Shapechanging, recipient shapechanges
into same species as the one they are in contact with.
9th Level
Enchantment Geometric Bifurcation, Splits the subject into
two selves, and then again, making multiple copies of the individual.
Evocation Plasma Flare, does 1d6 per level (max 30) plasma-based
damage.
10th Level
Conjuration Sunball, creates a miniature sun with diameter
equal to the caster’s level in inches maximum made of plasma providing heat and light.
Enchantment Spell Eternal, makes ANY spell of 8th level or lower permanent.
Evocation Super Nova, explodes a sunball creating a sphere
of miniature sphere of annilation.
Transformation Mantle of Shadow Entelechy, give +40% reality to shadow conjuration spells minuses
to DC save rolls against illusion-based spells for duration.
Spell Descriptions:
Acidball
Evocation (Acid)
Level: Sor/Wiz 3
Components: V,S,M
Casting Time: 1 standard action
Range: Medium (200+20 ft/level)
Area: 20 ft. radius spread
Duration: 3 rounds
Saving Throw: Reflex half
Spell Resistance: No
An acidball is a sphere of concentrated acid and water that flies towards the target. It explodes
on contact with something or at the limit of it’s range. The ball spatters acid all over the Area covering whatever
lies within. It is possible to find cover at the DM’s discretion.
The first round does 0-1 hp/level of the caster to all affected. As the acid starts to work
harder, the next round does 1-2 hp/level of caster. The next round the acid does 1-3 hp per level of the caster. By the 4th
round the acid has faded away and no further damage occurs. At any point, it is possible to wash away the acid from a target.
The maximum level is 10th for determining damage.
Allergy
Enchantment (Curse)
Level: Sor/Wiz 6, Cleric 6
Components: V, S, F
Casting Time: 1 round
Range: 10’
Target: Up to one creature per 4 levels of spell caster
Duration: Permanent until dispelled or removed
Saving Throw: Fort negates , see below
Spell Resistance: Yes
This spell causes the target to have an allergic reaction to whatever the caster wishes (a certain
type of perfume, maple tree pollen, sand, bee stings, magic, evil, cold, etc…) as long as it’s not something that
the creatures requires to live on such as water or air, but a certain type of water (i.e. sea water) or gas (i.e. orc breath,
incense) could be specified. The target must be exposed the allergen at the time of casting. In the future, the thing must
physically contact the victim for the allergy to be activated (ingested, touched, or inhaled). At this time, a Fort save (DC
20) must be made to avoid anaphylactic shock. This makes the victim exhausted, their skin becomes flushed, they make
tears, and it’s difficult to breathe. They also experience -2 to all their attacks, saves, AC and their spell failure
increases by +20 % until they no longer contact the specific allergen and for one round thereafter. The secondary effect will
be unconsciousness if they are exposed to the allergen for another minute (which maybe be avoided by a successful Fort save
at DC 20). Each full minute of exposure requires another such save. After an hour of exposure the recipient must roll a Fort
save (DC 25) or die from the shock. Removing the allergen will end the present episode, but re-exposure can initiate another
one. Someone who already has the same allergy will have a -4 to attacks, saves, AC and +40% spell failure during exposure
and has a -4 to all saves involving this spell as it affects them. A remove curse of dispel magic can end the
misery of this spell and no more episodes can occur from the one casting.
Aggrandizement
Evocation (Magical Power)
Level: 2nd
Components: V,S,M
Casting Time: 1 standard action
Range: 10’ per level
Area: 5’ per level radius
Duration: Special
Saving Throw: None
Spell Resistance: None
Aggrandizement increases the effective spell caster’s level by the intelligence (wizards)
or charisma bonus (sorcerers) for the next spell cast. For example, a Wizard or Sorcerer with 14 intelligence or charisma
(+2 bonus) may add 2 levels of casting level to himself or 2 to another spell caster. Only the next spell cast is affected.
Alopecia
Enchantment
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One mammal
Duration: Permanent until regrown naturally
Saving Throw: none
Spell Resistance: Yes
Recipient’s hair all falls out. Caster can specify which areas at their option.
Altermorph
Enchantment
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1d(touched creature’s) HD minutes
Range: Touch
Target: The Caster
Duration: Permanent
Saving Throw: none
Spell Resistance: No
The caster willingly allows himself to be shapechanged into the same species as the one he is
in physical contact with at the time of casting. It is a permanent change until dispelled.
Amain
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: 10’ per level
Target: One creature
Duration: 1dX rounds (X = level of spell caster, rounded to closest die down).
Saving Throw: Will negates
Spell Resistance: Yes
While this spell is activated, the individual who’s under its affects does maximum damage
with any attack.
Amusia
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: 10’ per level
Target: One living creature with hearing
Duration: 1 hour per level
Saving Throw: Will
Spell Resistance: Yes
The target looses the ability to recognize or make music. Hence they are immune to any songs
from a bard or songs from sirens or other monsters which use such magic. They can’t understand any words from any song
that they hear. Bards under this spell can not use their music abilities for the duration.
Anamenesis
Enchantment
Level: Sor/Wiz 3, Cleric 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: One minute per Level
Saving Throw: Will negates
Spell Resistance: Yes
By means of this spell, the caster commits to memory the next level minutes-worth of events
that he experiences. Every detail is remembered and may be recalled at will with perfect recollection. Spells and skills can
not be permanently memorized by use of this spell, but they will automatically recognize such things when they are seen again.
Command words, songs, writings, faces, pictures, or spoken words or sounds may be remembered and recreated to the best of
the spell recipient's skill (DC determined by complexity and their skill, for example, reproducing a painting depends on their
artistic skill, but every detail will be included). Reproducing glyphs or bardic spells will not invoke the power of the thing.
Anosima
Enchantment
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: 10’ per level
Target: One living creature
Duration: Permanent until dispelled or cured.
Saving Throw: Fort
Spell Resistance: Yes
Recipient looses their sense of smell. They will probably eat more and gain weight and they
will not know how bad their body odor is.
Ataraxia
Level: 3 Wiz/Sor
This is another name for Calm Emotions spell, but cast by Wizards and Sorcerers.
Auramosis
Enchantment
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One touched thing
Duration: Permanent until dispelled
Saving Throw: Fort
Spell Resistance: Yes
This spell transforms one solid object or living thing into gold, up to 50 pounds per caster’s
level in mass.
Bloodglow
Divination
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.
Burn Metal
Transmutation (Fire)
Level: Druid 6, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: 25 ft. + 5 ft./3 levels
Target: Metal equipment of one or more creatures per three levels, no two of which can
be more than 30 ft. apart; or 25 lbs./two levels, all of which must be in a 30 ft. circle.
Duration: 9 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Burn Metal heats metal to extreme temperatures where they actually begin to burn with the oxygen
in the air or in water. The metal actually breaks down and it sustains damage from its combustion. Like Heat Metal, this spell
takes place over time (in this case 9 rounds, possibly longer if water is added to burning metal):
Stage/Metal Creature Item
Round Temperature Damage Damage Effect
1 Warm --- --- Heating Up
2 Hot 1d4 --- Burning Flesh
3 Searing 2d4 1d4 Weakening Metal
4-6 Incandescent 4d4 2d4 Burning/Ashing Metal
7 Searing 2d4 1d4 Cooling Down
8 Hot 1d4 --- Cooling Down
9 Warm --- --- Cooling Down
During Rounds 4-6, the metal is white hot and it’s burning. For each round that water
is applied to the metal fire, it continues to burn at Incandescent for one round longer with no reduction in damages from
the attempt. The only way to slow a metal fire is to cover it with dirt, sand, or salt and this will lessen the burning by
one round and prevent it from catching other combustibles on fire by forming a crust over the item (the fire is still burning
inside, touching the crust is as Hot at this time). It will also prevent the temporary blinding effect that occurs whenever
sighted creatures look at the burning metal: they must roll a DC 15 Fortitude save or be blinded for 1d4 rounds (seeing spots).
Under water, this spell lets the metal burn (remain Incandescent) until it is destroyed and
becomes a pile of mineral ash. Also, underwater, the item projects heat damage (boiling water) equal to half the creature
damage out to 5 ft. from the item.
Unattended, non-magical metal gets no saving throw for this spell. Magic items do. Held items
get the saving throw of the possessor if it’s higher. Any cold spell negates the damage on a point by point basis during
the round(s) of contact. However, if the spell has a water or ice component, the damage will still be negated as before, but
burning will continue one round longer than it would have without having added the water or ice. Also, Metal Hardness does
not lessen item damage from the burning stage. Once the metal object reaches zero hit points, it is destroyed and the burning
stage ends although the ash will still have to cool.
Camouflage
Enchantment
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One creature or object 100 pounds per level
Duration: 1 minute per level
Saving Throw: Will negates
Spell Resistance: Yes
The colors and their patterns on the target become the colors and shapes of the background or
surroundings. It give concealment and 20% chance to be missed. If the target moves into another area, the camouflage may not
match that new area.
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.
Contact Shapechanging
Transmutation
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: 10’ per level
Target: One living intelligent creature
Duration: 1 hour + 10 min./level
Saving Throw: none
Spell Resistance: No
The recipient of this spell will automatically shapechange into the species of any intelligent
creature he/she comes in physical contact with. Only by consciously willing it not to happen does it not occur. This takes
a standard action to do. The recipient has to roll an intelligence check to figure this out if they don’t already know
this.
Daydreaming
Illusion
Level: Sor/Wiz 3, Bard 2nd (as part of a song)
Components: V, S, F
Casting Time: 1 standard action
Range: 10’ per level
Target: One living intelligent creature
Duration: 1 round per level of caster
Saving Throw: Will negates
Spell Resistance: Yes
The target immediately begins to day dream, interrupting whatever they were doing. They remain
awake, however, simply tuning out their surroundings for a short trip into the dream world. This gives them a -6 to their
reaction roll and -6 to AC for the first attack against them. They can be called out of the day dream by someone calling their
name loudly or from damage. They need to roll a DC 15 each round to come out of it on their own.
Desquamation
Enchantment
Level: Sor/Wiz 3, Druid 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: One Hour per Level
Saving Throw: Will negates
Spell Resistance: Yes
This makes the target's skin flake off at a much higher rate. This makes tracking them by scent
much easier (minus the Caster's Level to tracker's DC) while under this enchantment. By the end of the spell's duration, if
allowed to go to full length, the target suffers from having thin skin and will receive an additional hit point of damage
per 6 levels of the caster until their skin grows back naturally or their skin is cured. A Hyperkaratotic Armor spell negates
the effects of this spell (see below).
Diaphoresis
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: touch
Target: One living creature with sweat glands
Duration: Special (See Text)
Saving Throw: Fort initial and every hour thereafter until save is made
Spell Resistance: No
The target begins to sweat profusely. Sweat gets into the eyes causing -2 to visual checks and
sweaty hands causes a fumble to occur on a combat roll of 1-2 instead of just a 1. If it is cold, there is a chance of hypothermia
to set in. After one hour, the victim looses 1d4 Constitution Points. At this time another Fort save is rolled. If it fails,
the sweating continues for another hour with the same effect as described above. If successful, the sweating stops. The victim’s
skin becomes wrinkly from being soaked with water after the first hour. If the victim drinks a pint of water per 100 pounds
of body weight, the loss of Constitution is prevented for that hour.
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).
Diplopia
Illusion
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: 10 ft per level
Target: One creature
Duration: 5 minutes per level
Saving Throw: Will Negates
Spell Resistance: Yes
The target sees everything double and the mind can’t tell which is the image and which
is the real thing that it is looking at. Hence, everything that the subject wants to attack or reach for, there is a 50% chance
that they will have chosen the right one.
Effete
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: 10’ per level
Target: One creature
Duration: 1dX rounds (X = level of spell caster, rounded to closest die down).
Saving Throw: Will negates
Spell Resistance: Yes
While under the affects of this spell, the recipient does minimum damage for all attacks they
do.
Epidermic Transmutation
Transformation
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.
Epiphany
Divination
Level: Sor/Wiz 7, Cleric 6
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 5 minutes
Saving Throw: Will negates
Spell Resistance: Yes
The caster tries to gain an insight into the essential nature of a topic or individual or object.
The DC of this attempt is based on the difficulty of what is being sought (p. 64 of Player's Handbook). The attempt could
be modified by Wis, Int, or Cha, whatever is highest. The thing that is realized is up to the DM and is only a one sentence
that jumps into their mind.
Epistaxis
Enchantment
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 minute per level
Saving Throw: None
Spell Resistance: No
Touching a living creature with blood and a nose to have a nose bleed. 1 hp/minute is lost by
the recipient unless they can stop the bleeding with curative magic or by a successful healing check. There is a DC roll equal
to 10 plus the caster’s level -1 for each minute past since the first one. If the check is made the bleeding is stopped.
Equipollent Return
Abjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: varies depending on spell copied
Target: one spell.
Duration: varies depending on the spell copied
Saving Throw: varies depending on spell copied
Spell Resistance: Yes
The caster decides to take on the full effect of a spell cast at them (they fail their save).
However, a copy of the spell at the same level and effect as the original spell is sent right back at the sender. They must
make a save against their own spell. Only spells up to the 4th level may be returned by this spell.
Feign Sleep
Enchantment
Level: Sor/Wiz 1
Components: S
Casting Time: 1 standard action
Range: Touch
Area: One target creature or being with eyelids
Duration: 1 hour per level
Saving Throw: Will negates
Spell Resistance: Yes
The touched target appears as if in a deep sleep, however they remain quite conscious, awake
and alert. The target can see through their closed eyelids as if they were opened. One simply opens their eyes to end this
spell.
Fit
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: One object
Duration: Permanent until dispelled
Saving Throw: None
Spell Resistance: No
Any mundane item may be resized to fit the use of a humanoid of another size category. Up to
3 sizes in difference maybe accomplished per casting. Hence a sword used by a giant can be made the right size and mass for
a human to wield and vice versa. A dwarf’s mail could be resized to fit an elf, etc.
Freeze Bolts
Conjuration
Level: Sor/Wiz 5th
Components: V, S, F
Casting Time: 1 standard action
Range: 100’ + 10’ per level
Target: Anything
Duration: Special
Saving Throw: Reflex
Spell Resistance: Yes
With this spell, the caster may create up to one freeze bolt per every to levels above ninth:
Level Bolts
-
1
-
2
13-14 3
15-16 4
17-18 5
19-20 6
21-22 7
23-24 8
25+ 9
Each fired only one per round. Each bolt does 3d6 hp damage and the target must make a Reflex
save or become paralyzed by the cold, held in place by restrictive ice which encases them.
Each round after the first, the target may make a strength check (DC: 5+ Caster’s Level)
to break free from the ice. If they do not, they take an additional 1d6 h.p. damage. Each successive round the DC is lowered
by 1.
Fire, Force, and Sonic spells, as well as melee attacks, lowers the DC by 1 for each h.p. damage
done to the target. Ice spells increase the DC by 1 for every 5 hp damage done to the target.
Glom Tongue
Transformation
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: 5 ft per level (max 100 ft)
Target: One object
Duration: 1 round
Saving Throw: None
Spell Resistance: No
The tongue of the caster becomes like that of a chameleon, such that is spring out of their
mouth to stick on to an object that they want to bring back. The action occurs instantly and it is treated as if it has a
strength of 12 plus the caster’s level. Weapons and items held must roll a strength check to see if they can be taken
away from the one who is holding them.
Geometric Bifurcation
Enchantment
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One living creature with Intelligence score >1
Duration: 10 minutes per level and See Text
Saving Throw: none
Spell Resistance: No
Target living thing can be separated into two separate beings. Each unit may then split in to
two as one standard action. The splitting can continue indefinitely and each takes one round to occur. Each unit feels what
any other unit does, hence they all share communal hit points. The total original character’s hit point are divided
evenly (round up) among all the units. Once an individual unit has lost all of its hp, it dies. All units act and think independently,
there is no psychic link imparted by this spell. Physically, they are identical to the original creature. All of the individual
experiences of the units will become part of the whole whenever they merge together again.
If a unit moves farther than Caster’s Level x 10 feet away from any other unit, that unit
will stay separate until they once again come back into that range. If this happens or if the spell’s duration has lapsed,
they will be pulled together as if by a magnetic force at a rate of CLx10 ft./minute. Anything holding units apart will have
to strive against a Strength equal to the CL. Units can not try to hold themselves apart.
So long as the units keep apart, they can grow into their own character – merging only
when in range of another unit.
Hyperkaratotic Armor
Transmutation
Level: Sor/Wiz 3, Druid 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 Hour per 2 Levels.
Saving Throw: Fort negates unless willing
Spell Resistance: Yes
This spell causes a thickening of the target's skin. This gives damage reduction 5/+1 and resistance
to heat and cold of 5. These stack with exitisting DR and Resistances. This very thick, hard skin lowers the Dexterity score
of the target by 6 (minimum 1) and slows movement down by 10' and Charisma is also lowered by 4 for the duration of this spell.
A Desquamation spell negates the effects of this spell (see above)..
Hyposmia
Enchantment
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: 5’ per level
Target: One living creature
Duration: 10 minutes per level
Saving Throw: Will
Spell Resistance: Yes
Target receives a -4 to all DC checks involving smell for the duration.
Imbue with Elemental Essence
Transmutation
Level: Sor/Wiz 5, Druid 4
Components: V,S,M
Casting Time: 1 standard action
Range: Short (20 ft/level)
Area: One target animal
Duration: 10 minutes per level
Saving Throw: Fort negates
Spell Resistance: No
The target’s attacks and being become enhanced with one of the four elements: fire, water,
air, earth. This gives the any attack that they normally make has an additional +1d6 hit points of damage, treated as the
chosen element. The animal gains resistance 10 verses the element that they are imbued with and a +2 to their AC for the duration.
The recipient also gains 1d8 temporary hit points and movement 20 through any medium that matches the chosen element, like
an elemental moves. The material component for this spell is a piece from an elemental of the appropriate type.
Infravision
Enchantment
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One living creature
Duration: 10 minutes per level
Saving Throw: Will
Spell Resistance: Yes
Recipient can see with infravision to 60 ft. range of in cases where they already have infravision,
60 feet further.
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.
Maintain Spell
Metamagic
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: 0
Target: Proceeding spell only.
Duration: concentration
Saving Throw: None
Spell Resistance: No
The caster prepares to maintain any spell with duration longer than instantaneous by casting
a Maintain Spell. After the proceeding spell ends, the caster maintains a low level of concentration on the continuance of
the spell. He may do whatever he likes but everything carries a penalty of -1 per spell level he is maintaining. Hence, ability
checks, saves, attacks, AC, initiative, and skill checks all carry this minus from the maintained spell. The total number
of spells that may be so maintained is equal to the caster’s Cha or Int bonus (Sorcerers or Wizards respectively). However,
each spell level contributes to the roll adjustment penalty. If the maintaining spellcaster sustains damage, a Concentration
check must be rolled for each maintained spell to determine whether the spell(s) remain active. If the maintainer goes to
sleep or prepares his daily spells, the maintained spell(s) may still be continued, but another Concentration Check must be
made to do so for each instance. If the spell caster meditates for one minute per spell level, prior to either of these activities,
the spell(s) are automatically maintained. Of course, at any time, the spellcaster can simply end his maintaining of a spell
by willing it. As may be surmised, level zero spells give no penalty while being maintained and no meditation is required
to keep them going when one falls asleep or prepares spells.
A Maintain Spell spell is a magical link between the caster and the spell being matained. It
may itself be dispelled, hence severing the link and ending the maintained spell. An antimagic field automatically breaks
any Maintain Spell activated which enter into it.
Mindswap
Transformation
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One other creature
Duration: permanent until contact is made again
Saving Throw: Will Negates
Spell Resistance: Yes
The caster touches the target being's
head for one full round and attempts to swap minds with them. The caster's Int, Wis, and Cha transfers into the target creature's
and vice versa. There is a mild disorientation for 1d4 rounds where the two swapped minds can not do anything except get their
bearings. This lasts for one round only if one anticipates the transference. The minds remained swapped until there is contact
of one of the participant's hands on the head of the other one.
Myalgic Curse
Enchantment (Curse)
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 2 rounds/level.
Saving Throw: Fort negates
Spell Resistance: Yes
The recipient of this spell is afflicted by severe pain from moving the muscles in their body.
For every action/attack that they make, one hit point of subdual damage accrues. As long as the recipient does not move, there
is no further damage and they will realize this after the initial round under this spell. They do not know when the spell
ends unless they test it by moving. Spellcasters must roll a concentration check in order to successfully cast a spell.
Pallative
Enchantment
Level: Cleric 1, Wiz/Sor 2
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. After this
spell lapses, the harmful effect continues where it left off.
Permeability
Transformation
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One magically created wall or barrier
Duration: permanent until wall is dispelled or destroyed
Saving Throw: None
Spell Resistance: No
Creates a condition in a magically
created wall or barrier that allows for the safe passage of any one thing or creature, individual or type. For instance, a
wall of force could be made to pass through oxygen or elves or just the caster. A blade barrier can be passed through safety
by the casting of a permeability.
Permeability Potion
The one who drinks this potion can
freely pass through magically created barriers freely for 5 minutes per swig. A typical potion vial has 8+1d4 swigs.
1000 gp. CL 12
Phobia
Enchantment (Curse)
Level: Sor/Wiz 5, Cleric(Fear) 4
Components: V
Casting Time: 1 round
Range: 25’ + 5’/2 caster levels
Target: One sentient being
Duration: Permanent until dispelled or removed
Saving Throw: Will negates
Spell Resistance: Yes
This is a permanent suggestion for the target that something is harmful to them and should
be avoided. Whenever they encounter the thing (orcs, bees, spiders, buckets, infants, etc…), they will be affected as
if by a fear spell at the caster’s level.
Plasma Flare
Evocation (Plasma)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: 200' + 20' 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, plasma, 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. Fire Immune creatures take normal damage on a failed save and Cold Immune take double damage on the same.
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 target(s) (s)he is aiming at.
Pocket Companion
Transmutation
Level: Sor/Wiz 4, Druid 3
Components: V,S,M
Casting Time: 1 standard action
Range: Short (20 ft/level)
Area: One target animal
Duration: Special
Saving Throw: Will negates
Spell Resistance: No
The caster points at an animal and shouts: “Capture!” The animal will shink in size
and become a wooden figurine the size of ½ inch per HD in width. It will remain in this form until someone throws it and shouts:
“Release!”, at which time the animal will reform into the same thing that it was when it was captured. While the
animal is in the figurine form, it regenerates at caster’s level hp/day. The attitude of the animal isn’t changed
by this spell. The caster has no special control over the animal other than its safe keeping and portability while in its
shrunken form.
Project Sensor
Illusion (shadow)
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: 100' + 10' per level
Target: Self
Duration: 10 minutes per level.
Saving Throw: none
Spell Resistance: No
The caster projects a shadow version of himself that moves away from himself. It has full sensory
perceptions (touch, sight, hearing, smell and taste), the same as the caster's own and the caster feels like they are standing
where the projected self is. The caster may use any detection spell or see invisibility or true sight type spells (any spell
which affects his senses) and they work from the projected shadow's location. When the spell ends, there is a one round of
disorientation as the projector finds his perceptions back where his body is.
Ptyalism
Enchantment (Curse)
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: 100'
Target: One creature
Duration: 1 hour per level
Saving Throw: Will negates
Spell Resistance: Yes
The target will salivate profusely for the duration of this spell upon failing the Will save.
They will have to drink 1 pint per hour to replace lost fluids or risk dehydration.
Pyrexia
Enchantment (curse)
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: One Hour
Saving Throw: Fort negates
Spell Resistance: Yes
The touch of this spell induces a fever which increases the core body temperature to unsafe
levels. They receive -2 to all six of their ability scores for the duration and 1d8 + 1/level hp subdual damage (max +5).
However, any diseases or infection suffered by the recipient may be destroyed with a successful reroll on the save with a
bonus to the d20 roll equal to the caster's level
Recognize Hand
Divination
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature or race
Duration: Permanent until cast again.
Saving Throw: Will negates
Spell Resistance: Yes
The caster is able to recognize the remaining, tell-tale signs of actions taken by a specific,
pre-determined individual or race whenever they encounter them. For example, when coming upon a battle scene, the fact that
so and so did it or that orcs had a hand in doing it may be seen. There is a 15 DC to determine this for an individual subject
and a 10 DC for a race. The caster must touch the target (either an specific individual OR a representative creature of a
race) to be recognized in the future at the time of casting. The DC is modified by taking the difference of the Caster’s
Level minus the Level of the chosen subject. It is also modified by the Intelligence modifier of the caster. If a 1 or less
is rolled, false information is gained. The DM should roll this DC secretly. Once a subject is determined, the subject is
fixed until another recognize hand is cast. This spell may be cast with someone instead of the caster so that they
can recognize the hand of another, but the caster must touch both the beneficiary and the subject at the time of casting.
Shade
Evocation
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: 10ft
Target: One object, 10ft + 5 ft per caster’s level (no maximum)
Duration: one hour per level
Saving Throw: None
Spell Resistance: No
Similar to the darkness spell, but this creates an area of deep shade where lighting
is dimmed by up to 50%. This spell is invaluable in desert regions and it lowers the temperature in the shaded area by 10
degrees F.
Shadow Puppet
Enchantment (muscle control)
Level: Sor/Wiz 4
Components: V,S,M
Casting Time: 1 standard action
Range: Short (20 ft/level)
Area: One Medium sized creature or being casting a shadow
Duration: Special
Saving Throw: Fort negates
Spell Resistance: No
The caster uses the magic of this spell to animate the shadow of something which is casting
one. He makes the shadow do an action which the caster of the shadow must imitate in the next round. There is a Will save
to be made to avoid this each time. If the save is made, the spell is not broken. This spell lasts as long as the caster concentrates
on the shadow or until the shadow is no longer visible due to changing lighting conditions. There is a DC 18 intelligence
check to see if the target of the spell realizes that his shadow is being manipulated. There is a DC 15 check for others nearby
to realize that it is happening.
See Age
Divination
Level: Sor/Wiz 2, Cleric (time) 2
Components: V, S, F
Casting Time: 1 standard action
Range: limit of vision
Target: One creature
Duration: 10 minutes per level
Saving Throw: will negates
Spell Resistance: Yes
Upon fixing his gaze to an object or living thing, the one using this spell can get a feeling
for the relative age of the thing. This spell may even be used while other spells (such as detect magic) are working so that
the age of spells in place maybe determined. The apparent age catagories are as follows are seen as the various time increments.
Something can be on the order of seconds, minutes, hours, days, weeks, months, seasons, years, decades, centuries, millenia
and older. The user of this spell knows what the order of time is for the age of an object and can tell if something is older
than something else.
Sense Power
Divination
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Limit of vision
Target: One creature
Duration: 10 minutes per Level
Saving Throw: Fort negates
Spell Resistance: Yes
By looking at living things, their relative negative or positive energies can be discerned.
Given a side by side comparison, one creature can be seen as having more HD or Levels than another. It does not indicate the
absolute level (ie the actual number). Also, paladins glow brightly and the use of curing spells is obvious. Also, the undead
become obvious to the user of this spell. Spells using Positive or Negative energy are clearly visible as well.
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.
Spectacle
Illusion
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: 100 ft + 10 ft/level
Target: 2ft. + 1 ft./level diameter
Duration: 1 minute per caster's level
Saving Throw: Will negates
Spell Resistance: Yes
The targets area has its sound and light amplified more than the normal. This makes the area
easier to spot and hear by those outside of it (+level to spot roll and listen roll, max +15). It is a useful spell for making
one’s self heard and seen easier by a larger crowd. Those in the area are not necessarily aware of the increased attention.
Also, it is far easier to overhear the conversation and to notice what is happening to those in the subject area by those
outside of the area of effect.
Spell Eternal
Universal (Spell Enchantment)
Level: Sor/Wiz 10
Components: V, S, F
Casting Time: 3 rounds
Range: See text
Target: See text
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell must be cast immediately prior to the next spell that is to be made permanent. This
spell makes another spell of 8th Level or lower permanent, but there is a cost in XP that must be paid depending
upon the spell's normal duration. Any spell that has a duration longer than instantaneous costs 500 xp per level (250 xp for
level zero spells). Any spell with an instantaneous duration will be renewed each round, repeated endlessly, over and over
again. This costs 1000 xp per spell level (500 xp for level zero spells. The spell is the same each time. Hence a fireball
explodes at the same point, round after round. Spell Eternal enchanted spells are at +2 DC to resist dispelling attempts.
Spell Nimbus
Universal (Spell Enchantment)
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 round
Range: See text
Target: See text
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No
When cast on an existing spell of 6th level or lower, it creates a nimbus or magical
cloud of spell energy that surrounds the spell. This nimbus allows the associated spell to reinstate as soon as it ends, either
from being dispelled or when its duration ends. The replacement spell has the same parameters as the first spell and there
is no interruption of effects during the transition. The spell's parameters are exactly the same: duration, level, caster's
level, and effect; as if it had just be cast again. The nimbus can be dispelled separately from the spell that it enchants.
Multiple spell nimbuses may be placed on the same spell, each re-enabling the original spell in series until they are all
used up. It cost the caster 50 xp per spell level (25 xp for level zero) that is being targeted by this spell. Spells that
have been Extended are likewise extended by the spell nimbus. Permanent spells are recast as permanent if they were permanent
at the time the nimbus was added to the base spell.
Still Invisibility
Enchantment
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One creature or object 100 pound per level
Duration: permanent until movement of target occurs
Saving Throw: Will negates
Spell Resistance: Yes
This spell confers invisibility on to creature or object which is permanent until any part of
it moves more than ¼” in any direction. Creatures must concentrate on remaining still and it’s a DC 5 to keep
still for one minute. There is a +1 to DC per minute of standing still. Dexterity adjustment affects this roll. Damage taken
gives +4 per hit point damage to DC.
Sunball
Conjuration
Level: Sor/Wiz 10
Components: V, S, F
Casting Time: 1 minute per 1” diameter
Range: 100’ + 10’ per level
Target: na
Duration: one year per 1” diameter
Saving Throw: Fort for half
Spell Resistance: No
Creates a miniature sun that remains stationary at the location it is conjured. When it is formed,
the caster determines the diameter of the sun in inches (up to caster’s level maximum). This diameter is X. Each 1”
diameter sheds light equal to full daylight out to a 60’ radius and twilight out to twice that distance. Hence a X=20”
sunball would light a 1200 ft. radius and twilight illumination would extend to 2400 ft. It also provides heat making the
air temperature 50 + X degrees F. Anyone staring at the sunball must roll an Intelligence save DC X or go blind for X rounds.
Anyone staring at the sunball within X feet must roll an intelligence save DC X or suffer permanent blindness on a failed
save or temporary blindness for X rounds.
Anything within X feet of the sunball takes 1dX fire and heat damage (round X down to nearest
whole die, roll d12 + 1 per X over 12).
Anything that contacts a sunball takes Xd6 plasma damage. The Fire Immune take normal damage
failing a save and Cold Immune take double damage failing a save. Plasma is so hot that anything touching it will burn into
atoms (except for a force effect). Fire Resistance doesn’t apply against plasma effects.
Sunballs weigh 25 pounds per inch diameter and gain no momentum. They only can be moved while
something is pushing on it (telekinesis or physical pushing) otherwise they remain stationary.
Super Nova
Evocation
Level: Sor/Wiz 10
Components: V, S, F
Casting Time: 1 standard action
Range: 10 ft. + 20 ft. per level
Target: One sunball
Duration: instantaneous
Saving Throw: None
Spell Resistance: No
This spell explodes a sunball causing Xd6 plasma damage to everything within the primary radius
of 10 ft. per 1” diameter of the sunball. Plasma does normal damage on a failed save to the Fire Immune and double damage
on a failed save to the Cold Immune. Fire Resistance doesn’t apply. Anything that is beyond the primary radius, but
within a radius twice the primary takes Xd6 heat and fire damage.
After the explosion, all that remains is a miniature Sphere of Annilation with a diameter equal
to the sunball’s diameter divided by 10.
Sympathetic Shapechange (Walk in my
shoes)
Enchantment
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One living creature with Intelligence score >1
Duration: 1 hour per caster’s level
Saving Throw: negates
Spell Resistance: No
The recipient is shape changed into the same species as the caster of this spell.
Translucency
Illusion
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One creature or object 100 pounds per level
Duration: 1 hour per level.
Saving Throw: Will negates
Spell Resistance: Yes
Object or creature affected becomes translucent to light and it makes for a cool effect only.
It gives the appearance of glass, crystal or gem-like quality.
Transparency
Illusion
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One creature or object 100 lb.s weight per level
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Target becomes transparent to light gaining +1 on combat to hit and concealment (20% chance
to miss).
Ultravision
Enchantment
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One living creature
Duration: 10 minutes per level
Saving Throw: Will
Spell Resistance: Yes
Recipient can see with ultravision to 120 ft. range of in cases where they already have ultravision,
120 feet further.
Unbelief
Evocation
Level: Sor/Wiz 8, Cleric 8th
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One creature or intelligent being (above animal)
Duration: 1 day per level
Saving Throw: Will negates
Spell Resistance: Yes
Subject consciously decides to not believe in something and by means of this spell, the thing
cannot affect or be affected by the subject of this spell. It simply doesn’t exist for the individual. The thing that
is now unreal to the recipient can have normal effects for others and objects as usual, but can’t directly affect them.
The subject simply does not believe the thing(s) are real, as if it were all a fairy tale to them. A specific person or thing
can be the focus of unbelief or a general class of things such as orcs, or demons, or swords or even magic. No amount
of convincing will make the unbeliever believe that the thing is real, finding some other explanation for what has
happened.
Vegetarian Curse
Enchantment (Curse)
Level: Sor/Wiz 6, Druid 5
Components: V
Casting Time: 1 round
Range: 10’
Target: One or more meat-eating, sentient being
Duration: Permanent until dispelled or removed
Saving Throw: Will negates initially plus see below
Spell Resistance: Yes
The caster must be able to converse with the target and the curse is activated by a lecture
about how eating meat is disgusting and vile. Up to one target per caster’s level may be affected within ear shot of
the caster. Each listener gets a Will save to avoid the curse. However, for those affected, the curse is activated every time
some meat is swallowed by the recipient. A Fort save at a DC equal to 0, +1 per each bite of a particular meat that is consumed.
This effect as such being cumulative since the inception of the curse, so that haven eaten 15 bites of chicken for example
(over time), the DC would be 15. The next bite (whenever that is) of chicken would be DC 16, etc., each time it gets harder
to make the Fort DC. Once the DC is failed, the victim is transformed (polymorphed) into the animal or creature whose
flesh (s)he has been eating. You are what you eat!
Virus Yawn
Enchantment (Curse), Sleep
Level: Sor/Wiz 4, Bard 4
Components: S
Casting Time: 1
Range: Vision
Target: Any being or creature with a mouth
Duration: Permanent until save is made, sleeping occurs, or dispelled or removed
Saving Throw: Will negates
Spell Resistance: No
When this spell is cast, the caster yawns in a big way, stretching and contorting his or her
body. Anything with a mouth (including magic mouths, undead, constructs and even pictures!) that is within visual range
of the caster has to roll a Will save (DC 25) to avoid yawning in turn (spell creations save at the caster’s level).
Yawning can interrupt the concentration of spell casters (-10 to concentration roll). Yawning also gives -4 to initiative
and to saves which attempt to avoid any sort of sleep inducing magics. Once the save is made, the target(s) will stop yawning
for that round. However, if they see another mouth yawn within the next round, they have to roll the save again as the Virus
Yawn reactivates. The caster is not affected by his own spell after the first yawn used to initiate the process. Once a person
falls asleep, the curse is removed from them. As long as a yawn occurs within the field of vision of a thing with a mouth,
the spell is activated. If someone is facing the other way it does not affect them. If they then turn around to see someone
with the virus yawn yawn, they are subject to the curse. This spell is quite effective against Gibbering Mouthers, as one
might imagine! In fact, it affects creatures with more than one mouth as if they were under a slow spell.
X-ray vision
Enchantment
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or touch
Target: One living creature
Duration: 1 round per level
Saving Throw: Will
Spell Resistance: Yes
Recipient can see with x-ray vision to 20 ft. range, else as ring of x-ray vision in DMG. Gaze
causes 1d4 hp per round to those within range as side effect, as the radiation emanates from the caster’s eyes. Lead
and other dense materials block x-rays.