[And none of Soltares' spells made it either. Bad Sol, no cookie for joo!]
Spell
Affect.
Illusion changes the appearance of another spell.
llusion
Level: Brd 1,
Sor/Wiz 1
Components: V, S
Casting
Time: 1 action
Range:
Personal
Target,
Effect or Area: The caster
Duration:
Variable
Saving
Throw: None
Spell
Resistance: No
Description
Born into slavery to an illusionist in Dunahnae, Soltares
grew to understand that those who spent their lives mastering the blade could
only hope to serve those who mastered the arts of spellcraft. After escaping that land, he mastered every
trick of spellcraft he could muster, yet retained an interest in the arts of
illusion and the power of deception.
Spell Effect
After casting this spell, the caster may alter the
‘special effects’ of any single spell he must cast in the following round (or later
in the same round through the use of metamagics). Using this spell, an arcanist may produce a foul greenish-tinted daylight spell, a lightning bolt that pours forth as hundreds of great shadowy ravens
or magic missiles that appear as
screaming imps that fly through the air to swipe at the targets once before
vanishing into acrid puffs of yellow smoke.
The altered spell will last as long as it normally would, so that a web spell that resembles a gelatinous
cube-like mass would last 10 minutes / level, while a continual flame made to appear as a crackling blue electrical arc
around the object affected could potentially last for decades or even
centuries. It is important to note that
the spell mechanics will remain unchanged in any event; only the visual, aural,
olfactory and tactile appearances of the spell can be changed. For example the ‘screaming imp’ magic missiles mentioned above do not
have to roll to attack, cannot be attacked in return and cannot be blocked by a
protection from evil spell, and will
dissipate normally on a shield. The web
spell altered to appear as a gelatinous cube will not move, suffocate its prey
or secrete a paralyzing venom, and will cut or burn away exactly as any normal
seeming web spell. Nor will resistances or immunities be
impacted in any way, as the spells energy type (if any) will remain unchanged,
so that the lightning bolt that
appears as a swarm of icy ravens of shadow force will still be treated as an
electrical attack and not one based on cold or darkness. Only one spell is affected per casting, and
spells used from magical items are not affected.
Negate
Dweomer.
Automatically dispels a previous spell by the same
caster.
Abjuration
Level:
Sor/Wiz 1
Components: V, S,
M
Casting
Time: 1 action
Range: Close
(25 ft. + 5ft./2 levels)
Target,
Effect or Area: One spell effect
Duration:
Instantaneous
Saving
Throw: Will negates (harmless)
Spell
Resistance: Yes (harmless)
Description
The wizard Soltares learned the importance of order and
discipline at an early age. Any
deviance from his masters’ harsh rules led to a brutal punishment from the
overseer of slaves. Even after he
escaped this fate, he remained a fierce devotee of law and in his magical
studies; seeking the underlying rules that made magic work. This enchantment was one of the first of a
series of spells he crafted to affect the duration of a spell, or to impose an
artificial duration upon a spell that was normally permanent or indefinite in
effect.
Spell Effect
This spell allows the caster to end any arcane spell that
he has personally cast. It cannot be
used to effect permanently enchanted items, no matter the creator, but it can
be used to dispel even normally permanent spells, such as arcane lock, continual flame,
explosive runes, wall of stone and the like.
The spell targeted receives no resistance check and simply vanishes, as
if dispelled (or disintegrated in the case of a physical manifestation, such as
that from a wall of iron). A person under the effect of one of the
casters spells (such as blindness or polymorph other) may choose to resist
this effect and remain under the enchantment normally, and certain
instantaneous person-affecting spells cannot be negated once they have taken
effect, such as the damage inflicted by an evocation, or restored by certain
conjuration (healing) spells. A
long-term and permanent effect, such as polymorph
any object or flesh to stone, may
be undone with this spell, but not a one-time damaging effect such as the harm
inflicted by a fireball or magic missile. Note that even a multi-classed caster cannot affect divine spells
in this manner, as these spells are not learned and studied, so much as
inspired within the caster by outside sources.
Material
Components: A drop of blood from a spell resistant creature (even a
partially spell resistant creature, such as an elf or dwarf) and a pearl worth
at least 10 gp.
Suppress
Dweomer.
Suppresses the effects of a spell.
Abjuration
Level:
Sor/Wiz 3
Components: V, S,
M
Casting
Time: 1 action
Range: Touch
Target,
Effect or Area: One spell effect
Duration:
Variable
Saving
Throw: Will negates (harmless)
Spell
Resistance: No
Description
This spell was an outgrowth from the research into the negate dweomer enchantment, and its creator,
the wizard Soltares, was known to use it on a variety of spells, from temporary
web spells to more lasting wall of stone spells, allowing him to
negate them as he passed and reform them behind him to bar pursuit.
Spell Effect
This spell allows the caster to ‘turn off’ the effects of
any single arcane spell that he has previously cast, at will throughout the
duration of that earlier spell. For
instance an invisibility spell can be
cast and then suppressed by the action of this spell. For the full duration of the invisibility
spell (10 minutes / level), the caster can then turn the spell on or off as a
free action up to once / round, turning it off just before attacking and then
resuming it after combat has ceased, allowing him to ‘nurse’ a single invisibility spell for the entire
duration of the spell, or to ‘turn off’ a fire
trap enchantment on his spellbook to allow an ally to read it. Note that the spells duration continues to
expire even when the spell is in a suppressed state, so the invisibility spell mentioned above will
last only 10 minutes / level maximum.
In the case of a spell with a permanent or indefinite
duration, such as an explosive runes,
or continual flame, this spell remains
in effect potentially forever, so long as the underlying spell remains in
effect. An arcanist can thus use this
spell to turn his otherwise permanent continual
flame spell on and off as a free action at any point (although he must be
able to touch the spell affected area, in this case, the item upon which the continual flame has been cast).
In the case of a spell cast upon a living person, such as
a blindness or polymorph other spell, the subject is allowed a saving throw to
resist any use of this spell, either to suppress or resume a spell. Note that the underlying spell is also ended
if the suppression is resisted, as it weakens and collapses the previous
enchantment.
This magic only can affect a single spell per casting, and only an arcane spell that the caster has previously cast; it cannot affect the spells of another caster, or any divine spell, no matter who cast it. No single object or creature can have more than one suppressed spell maintained upon it at a time.
Material
Components: Three drops of blood from a creature with a spell
resistance of 10 or more and a 100 gp. opal.
Improved
Suppress Dweomer.
Suppresses the effects of a spell.
Abjuration
Level:
Sor/Wiz 5
Components: V, S,
M
Casting
Time: 1 action
Range: Touch
Target,
Effect or Area: One spell or spell effect
Duration:
Variable
Saving
Throw: None
Spell
Resistance: No
Description
The wizard Soltares mapped out a series of spell
research, from negate dweomer to suppress dweomer to improved suppress dweomer, as precisely and methodically as he did
everything. His near-paranoid use of
contingent defensive magics and powerful abjurations were not enough to stave
off the ravages of old age, and by the time he finished this line of research,
he returned to the study of illusion, hoping to find a defense against even his
own mortality in the study of shadow magic.
Spell Effect
This spell allows the caster to ‘turn off’ the effects of
any single arcane spell that he has previously cast, at will throughout the
duration of that earlier spell, much like the lower level suppress dweomer spell. The
exception is that the suppressed spells duration does not expire while it is
not in effect, allowing an arcanist to ‘nurse’ a single invisibility or haste or
similar effect throughout many combats, activating it as a free action when
needed, and suppressing it once the need for it has passed, saving any
remaining rounds of duration for later use, perhaps even hours or days later.
In the case of a spell with a permanent or indefinite
duration, such as an explosive runes,
or continual flame, this spell
remains in effect potentially forever, so long as the underlying spell remains
in effect. An arcanist can thus use
this spell to turn his otherwise permanent continual
flame spell on and off as a free action at any point (although he must be
able to touch the spell affected area, in this case, the item upon which the continual flame has been cast).
This magic only can affect a single spell per casting,
and only an arcane spell that the caster has previously cast; it cannot affect
the spells of another caster, or any divine spell, no matter who cast it. No single object or creature can have more
than one suppressed spell maintained upon it at a time.
Material
Components: 250 gp. worth of powdered jade and the heart of a spell
resistant creature.