[Serpents' Stare and a version of Missile Storm I am less than thrilled with made into R&R2 from this section.]

 

Release the Fires Within.

Magically warms an area.

 

Transmutation

Level: Drd 1, Rgr 1, Sor/Wiz 1

Components: V, M

Casting Time: 1 action

Range: Touch

Target, Effect or Area: Object touched

Duration: 1 hour / lb. of metal used (1 hour / level maximum)

Saving Throw: None

Spell Resistance: Yes (object)

 

Description

Exploring an ancient ruin, the witch Sammae noted that areas where kept at perfect temperature, some areas chilled to store foods, others kept warm to serve as baths or underground greenhouses.  Returning to her studies afterwards, she single-mindedly worked for weeks until she had learned to duplicate these effects, and as is her wont, promptly gave their secrets freely to any who came to her.

 

Spell Effect

This spell was derived with insights from the chronomancers of Darakeene, and it unmakes a forged item of metal, releasing the heat that went into its creation as a campfire-like warmth.  The effect is immobile, but can be cast on a movable object.  For every pound of forged metal ‘unmade’ by this spell, the item will glow ruddy with heat and deform and grow soft for an hour of time before being destroyed, shedding campfire-like warmth within a 20-ft. radius.  This heat is not evenly diffused throughout the area, and it will feel noticeably warmer near the affected item, the metal itself being uncomfortably hot to the touch (although it can be safely handled with leather gloves).  Unlike the effects of a heat metal spell, the item grows softer as it is unmade and cannot be used as a weapon during that time, nor is the effected metal hot enough to damage those touching it briefly.

 

Material Components: A piece of forge-worked metal weighing at least one pound.

 

Sylvan Fire.

Outlines the targets in light only visible with low-light vision.

 

Illusion (Glamer)

Level: Drd 2

Components: V, S, DF

Casting Time: 1 action

Range: Long (400ft. + 40ft./level)

Target, Effect or Area: Creatures and objects within a 5-ft. radius burst

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: Yes

 

Description

The elven druids of Vera-Tre developed this spell to highlight their titanspawn adversaries at night, rendering them easier to target with bowfire.  A few Denevan druids have worked closely with the Veshian Vigils, and this spell has become known the druidic spellcasters among their ranks.

 

Spell Effect

This spell functions identically to faerie fire, but the illumination produced is only visible to those with low-light vision, such as elves and half-elves.  A pale radiance, invisible to those using normal vision, or even Darkvision, surrounds and outlines the subjects of the spell, causing them to shed light like candles to those who can see this magical light.  Creatures outlines do not benefit from any concealment bonuses from darkness, blur, displacement, invisibility and similar effects against any observer with low-light vision.  Assuming they are even aware of the light, the radiance is too dim to have any special effect on undead or dark-dwelling creatures normally subject to penalties in brightly lit areas.  The radiance appears as a pale flickering white glow, as if the subject were illuminated by the light of the full moon, or by the light of a white bonfire, to those who can see it.  Sylvan fire does not cause any harm to any objects or creatures thus outlined, and will travel with affected creatures throughout the duration of the spell, clearly revealing their position to those with low-light vision.

 

Chilling Cloud.

Magically cools an area.

 

Conjuration [Cold]

Level: Drd 3, Sor/Wiz 3

Components: V, M/DF

Casting Time: 1 action

Range: Touch

Target, Effect or Area: 20-ft. radius area

Duration: Permanent

Saving Throw: None

Spell Resistance: No

 

Description

Inspired by a spell effect seen in her explorations, the witch Sammae crafted this spell as a practical aid to storing foodstuffs and herbal spell components for an extended time.

 

Spell Effect

This spell causes an icy fog to stream from the casters lips, billowing out to cover a 20-ft. radius and stealing the warmth from the area, covering the ground and low-lying items with a rime of frost.  Assuming a normal temperate climate, the spell brings the temperature to just above freezing, more or less if the area is unnaturally warm or cool.  The effect is immobile, and once the unnaturally cool fogbank is produced, it remains stationary, even if the caster moves from it.  The cold is evenly diffused throughout the mist, it is not colder near the center or warmer near the edges.  The fog remains indefinitely, although the touch of sunlight or the presence of magical fire within the affected area will cause the mist to recoil and fade away within moments.

 

Arcane Material Components: A shard of ice placed under the casters tongue as she exhales.

 

Hallowed Touch.

Infuses casters touch with positive energy.

 

Conjuration (Healing)

Level: Clr 2, Drd 3, Pal 3, Rgr 4

Components: V, S, M/DF

Casting Time: 1 action

Range: Touch

Target, Effect or Area: Creature or creatures touched (up to one / level)

Duration: Until fully discharged (1 minute / level maximum) (D)

Saving Throw: Fortitude half (harmless; see text)

Spell Resistance: Yes (harmless; see text)

 

Description

The priests of Madriel often have cause to give at least minor succor to many, in times of famine, war or plague, and in her mercy, this spell was granted to assist in those dark hours.  It was later shown that the druids in service to Denev had a nearly identical procedure, casting doubt in some minds as to whether this spell was a gift of the divine or of titanspawn origin.

 

Spell Effect

The casters hand channels the energies of life itself, glowing with a golden aura that warms and refreshes all it touches.  Up to once / level the caster may choose to channel some of that energy into a single creature touched, curing 1d6 hit points of damage and allowing a new Fortitude saving throw to mitigate or combat any infection, disease or poison currently active in that target.  No creature can benefit from more than a single touch from any one casting of this spell, and the energy can only be focused by touch on the casters action in any given round.  As with most touch-discharged effects, it is an act of will on the part of the caster, and does not simply ‘go off’ on anyone who happens to brush the casters hand.

 

If this positive energy is instead focused into an undead creature, regardless of intent, it causes 2d6 points of positive energy damage (the undead is allowed a Fortitude save for half damage) and a flash of light, a sharp crackling sound, and, in most cases, the smell of scorched undead.

 

In the case of druids and rangers casting this spell, the energies of life are drawn as much from the natural world and life itself as from the upper planes, and while the effects on undead are the same, the casters hand appears to glow with a greenish golden force.

 

Material Components: In lieu of the holy symbols used as divine foci by clerics and paladins, druids and rangers rub their hands in fertile black soil and then bathe them in pure water, which they then drip over the wounds of those they touch.

 

Infusion.

Fills target with extra life-energy.

 

Evocation [Good]

Level: Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target, Effect or Area: Ray of positive energy

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes (harmless, unless undead)

 

Description

While it sometimes seems that every wizard or sorcerer is out to cause harm, or twist every good work to an evil application or tool of violence, there are a few exceptions to this rule.  The elven channeler Uinseach (oon-sea-ash) is one such case, working with the foulest magic to see if any can be turned to good, as with this intriguing reversal of the life-suppressing enervation magic.

 

Spell Effect

With a pointed finger and a trilling evocation, a golden beam of positive energy strikes forth and enhances the life force of any one living creature it strikes.  If the target is unwilling to be struck by this beam, or in the chaos of melee combat, the caster must make a ranged touch attack to strike with the ray, but if it succeeds, the subject gains 1d4 positive levels.

 

Each positive level gives the creature the following benefits; +5 hit points and a +1 competence bonus on attack rolls, saving throws, skill checks, ability checks and effective level (for determining the power, duration, DC and other details of spells or other special abilities).  Spellcasters do not gain additional spells or access to higher level magics or spell slots from these positive levels.  Extra hit points are gained first as healing, if necessary, then as temporary extra hit points (see core rulebook, pages 129-130).  While the spell is in effect, the target feels revitalized and energized, almost bursting with energy, and his skin, hair and eyes seem to shine with the excess life force currently housed within him.

 

The subject retains these extra positive levels for a number of hours equal to the casters level.  At the end of the spells duration, the extra hit points and temporary positive levels fade.

If this ray strikes an undead creature, it inflicts 5 hit points of positive energy (holy) damage / two caster levels (maximum of 50 hit points of damage at 19th level).

 

Living Fire.

Faerie fire-like flames burn target creatures.

 

Evocation [Fire]

Level: Drd 4

Components: V, S, DF

Casting Time: 1 action

Range: Long (400ft. + 40ft./level)

Target, Effect or Area: Creatures and objects within a 5-ft. radius burst

Duration: 1 round/level (D)

Saving Throw: Fortitude half

Spell Resistance: Yes

 

Description

This spell was developed during the Titanswar, and still finds favor primarily among the titanspawn races.  While druids in service to Denev are able to call upon it, they often find it prudent not to use it openly in the presence of veterans of the Titanswar.

 

Spell Effect

This spell functions identically to faerie fire, but the flames created are quite real and burn those affected for the duration.  A dull fire surrounds and outlines the subjects of the spell, clinging to them like alchemists fire.  Outlines subjects shed light like torches and suffer 1d4 points of fire damage each round of burning, in addition to suffering the normal effects of faerie fire.  Creatures outlined do not benefit from any concealment bonus from darkness, blur, displacement, invisibility and similar effects.  The flames produce no abnormal amount of light and are too dim to have any special effect on dark-dwelling creatures that are otherwise affected adversely by the presence of strong light.  Undead bathed in these fires take an additional hit point per round of exposure from holy damage.  Living fire can appear as a dull smoldering red, flickering orange or wan amber, depending on the casters word at the time of casting.  Each round of burning, the subjects affected are allowed a Reflex save for half damage (undead affected take the bonus point of holy damage regardless of the result of this save), and the magical fire is not extinguished until the spells duration ends, or no living (or undead) things remain within it.  The fire burns magically, even if the subjects immerse themselves in water, or smother themselves in sand.  The presence of an antimagical field will end the effects of living fire instantly.

 

Feast of Ashes.

Turns a pinch of sand into a deadly weapon.

 

Transmutation

Level: Sor/Wiz 6

Components: V, S, M

Casting Time: 1 full round

Range: Touch

Target, Effect or Area: A pinch of sand

Duration: 1 hour

Saving Throw: Fortitude negates

Spell Resistance: No

 

Description

Who but a foul servant of Glaurak would have crafted such a spell?  Still, the name of this spells creator is long lost, and while some sorcerers of Belsameth may know of its power, it has not been used in living memory.

 

Spell Effect

The caster transforms a tiny pinch of fine sand into a deadly assassins weapon, capable of killing even the strongest man if ingested.  The dusts created absorb water and nutrients within a living victim, so that he appears to dehydrate and starve all in a moments time, while the sand in his belly swells to bloated stones, fattened off of the nourishment and fluids they have stolen from his dying body.

 

The lethal properties of the sand last for only 1 hour, and only a single dose is created.  Anyone who ingests this dose must make a Fortitude saving throw or be reduced to –1 hit points (Dying) immediately, and must begin stabilization checks to avoid losing a hit point every round thereafter.  Instead of binding an obvious bleeding wound, a healer that succeeds in arresting the deterioration has instead managed to get the victim to swallow a small quantity of food and drink without choking, allowing him momentary relief from the deterioration.

 

Unlike a poison, these dusts have no secondary effect.  If the target make the initial Fortitude save, he is both ravenous and thirsty, suffering 4d6 points of subdual damage (3d6 from thirst, 1d6 from hunger) and being treated as Fatigued until this damage is fully healed.  Subdual damage from hunger or thirst can only be recovered if the victim is given a suitable amount of food and water (generally at least one meal worth of food and one days ration worth of water initially, although a survivor of this spell may consume more food and water for a few days while his system recuperates).  The sands will swell in this case no larger than small pearls from this repast, and will pass from the victims’ body with no difficulty, perhaps even unnoticed.

 

The toxic dust must be ingested, it is harmless to the touch, or if injected or inhaled, as it cannot draw nutrients from the blood, skin or breath.  The sand mixes with food and liquids outside of a living host with no hostile reaction, it is only within the stomach of a living victim that it begins to gorge itself.  During the hour of its lethal enchantment, the sand will detect as magical.

 

A victim of this spell appears gaunt and wrinkled from lack of nourishment, with the distended belly common to those who have died of starvation.  The corpse will seem oddly heavy, and if cut open, instead of the trapped gases one would expect, his belly will be filled with greasy fist-sized gray stones that sweat a noxious black oil, but smell sickeningly sweet and prove to be edible…

 

Material Components: A pinch of the fine black sand made from a mixture of ground pumice and obsidian.

 

Sammae’s Sylvan Transformation.

Polymorphs willing creatures into woodland creatures, permanently.

 

Transmutation

Level: Sor/Wiz 6

Components: V, S, M, XP

Casting Time: 10 minutes

Range: Close (25 ft. + 5ft./2 levels)

Target, Effect or Area: Up to one creature / level

Duration: Instantaneous

Saving Throw: Will negates

Spell Resistance: Yes

 

Description

Sammae Deepsong, perhaps the most prolific elven wizard of the day (and an accomplished druidess as well, although her detractors prefer the term ‘witch’), crafted this spell out of a desire to preserve life, in any form, rather than slay even a titanspawn that fell before her.  The results were condemned as a mockery of life and an affront to the very soul of the elven people, and she was cast out of her home lands, her name now hissed as a warning to young elven arcanists who would delve too deeply into the arts of transformation without considering the ethical ramifications of their acts.

 

Spell Effect

With an incantation, the caster can turn enemies into friends, quite literally.  From her outstretched hands butterflies of light seem to spring, dancing around those to be affected and spinning a radiant cocoon of pale shimmering multicolored forces.  The targets, up to one per caster level, must individually be of no more Hit Dice that the casters level, and can simply walk out of range at any time during the 10 minute casting time and be unaffected by the spell, as the cocoon of light does not impede their movement in any manner.

 

Those who remain in the area for the full casting time are completely enveloped by this glowing shroud, which promptly shreds open and falls to the ground, revealing completely different creatures!  These creatures are immediately allowed a single Will save to reassert their original personalities and forms (a target cannot choose not to resist this change) .  Once the cocoon opens and the saving throw is failed, the creature(s) are now permanently members of their new racial type, and no magic less than a wish will undo this change.

The sylvan transformation tends to follow the tables presented for the reincarnate spell, and is not within the control of the spellcaster or the subject(s).  It seems to take a ‘path of least resistance’ in that it is more likely to transform an orc or goblin into a similar sized sylvan humanoid, such as an elf or gnome, while changing a magical beast to a similar form of natural, sylvan or fey creature similar to their type, such as a displacer beast into a mundane panther or a winter wolf into a blink dog or normal wolf.

 

Creatures with the Construct, Elemental, Outsider, Shadow, Shapechanger or Undead templates are unaffected by this spell.

 

This transformation is permanent, lasting even after the creatures’ death, and it affects not just the body, but also the mind of the subject creatures.  From the moment the cocoon splits to reveal the reborn creatures, they begin dimly recalling hazy broken memories appropriate to their ‘new’ type, along with fragments of their true lives, but altered to appear as if they were their new racial type all along.  Within a matter of weeks, any initial ‘confusion’ will pass and the creature will clearly remember a life as a member of its new racial type, with only dim nightmarish memories of its old existence.

 

Statistically, transformed individuals remain much the same as before, changing only via racial modification of statistics.  For example, a half-orc transformed into a high elf would lose 2 pts of Strength and gain 2 pts of Intelligence and Charisma with the loss of the half-orc racial attribute modifiers, and gain 2 pts of Dexterity (but lose 2 pts of Constitution) with the elven ability modifiers.  Simply put, the creatures’ statistics remain unchanged, simply being adjusted by the new racial ability modifiers instead of the older racial template.  As a result of the aforementioned ‘path of least resistance,’ a burly orc is actually more likely to become a stouter wood elf, while an aquatic hobgoblin would likely become a sea elf or merfolk.

In the case of alignment, the creatures personal alignment seems to fuse with that of its new racial type, so that a traditionally lawful and evil orc might emerge as a traditionally chaotic and good elf and be left somewhere in the middle, as a true neutral individual, with conflicting impulses from its base instincts and its ‘new’ past.

 

The creatures age will be adjusted by racial type as well, so that a 45 year old orcish veteran transformed into an elf will not be a mere child, but will be equally aged in his new elven life, while a 70 year old magical beast in the prime of its life-cycle transformed into a simple wolf will not appear as a dying husk, but will instead remain in the prime of its new lupine life-cycle, even if that means it is only a few years old in ‘dog years.’

 

At 15th level, the caster becomes able to transform size large creatures into appropriately large-sized animals, fey or sylvan creatures, depending upon the nature of the creatures to be affected.

 

Material Components: A collection of butterfly cocoons containing living larvae in the midst of their own metamorphosis.  These are rendered lifeless during the casting.

 

XP cost: 500 XP.