Ataraxia
This is another name for Calm Emotions spell.
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).
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.
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 decided 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.
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)..
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.
Project Senses
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.
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.
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
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.