The World of Aenea - A Persistent Neverwinter Nights World


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New Aenean Spells (125):

Found here will be the complete descriptions of the new spells available to casters in the World of Aenea.

Notes:
- Spell descriptions here take precedence over the in-game descriptions if they differ (in-game descriptions are only updated with the aenea.tlk file is updated).

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A
acidic weapon
araneae's binding webs
arcane lock

B
barrier of force
barrier of ice
barrier of iron
barrier of stone
blade of the life eater
burn the souls

C
cleave health
conceal alignment
contingency
crag's armor of stone
crag's sacrificial stones
crag's stone form
create food

D
dark bolt
devastating bloodloss
dewfall
disarming wave
disintegrate
dissonance

E
earthen rupture
earthen rupture, greater
erase

F
faerie fire
feral visage
flame blade
flora's plant armor
flora's razorleaf shield
fog
frost weapon

G
geyser
glacius' breath of winter
glacius' hypothermia
glacius' ice armor
glacius' ice blast
glitterdust
gnimish's shockwave
grim harvest
H
healing ray
healing ray, greater
healing ray, lesser
health of the soul
heart of the beast

I
ice fog
isaac's freezing touch

J
jump

K

L
luminus' redeeming flames
luminus' white rapture

M
magehound
mass pacify
mirror image
mount

N
neuman's spider conjuration

O
oculus' frightening gaze
oculus' frigid gaze
oculus' magical eyes
oculus' searing gaze
otiluke's freezing sphere
overpowering shout

P
pacify
path of fog
phoenix's field of flame
phoenix's frigid bolts
phoenix's funeral pyre
phoenix's shocking blast
phoenix's teleporation capture

Q
quillin's arrow burst
quillin's arrow of silence
quillin's bow of cold
quillin's bow of electricity
quillin's bow of fire
quillin's company of archers
R
repel vermin

S
self sacrifice
shivani's beheading blade
shivani's bloodletting blade
shock weapon
silvania's blood of holy fire
silvania's golden aura
silvania's golden flames
silvania's holy rain
silvania's nova of life
silvania's silver spikes
silvania's sphere of golden fire
silverblade's searing strike
spell trigger
sphere of denial
spiritual weapon
stampede
strength of blood
summon ally

T
telemus arcanum I
telemus arcanum II
telemus arcanum III
telemus arcanum IV
telemus arcanum V
telemus arcanum VI
telemus arcanum VII
telemus arcanum VIII
telemus arcanum IX
teleport
teleportation barrier
teleportation circle
tempest's microburst
tempest's protective gale
tempest's rolling thunder
tempest's sheet lightning
tempest's shielding wind
tempest's stormshield
tempest's thunderclap
tenser's floating disc
thunderblade
transference
tripgust

U

V

W
water breathing
wild visage
word of recall

X

Y

Z

Acidic Weapon
Evocation
Level: Sor/Wiz 2
Components (standard): V, S
Component (material): None
Range: Touch
Target: Creature or melee weapon
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
Covers a melee weapon with a corrosive aura, adding 1d6 acid damage for the duration. If the caster is 11th level or higher, the additional damage is instead 2d6. The caster can target a specific weapon or a creature with this spell.

Araneae's Binding Webs
Conjuration
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Medium
Target/Area of Effect: 1 Humanoid
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
Description:
The subject of this spell is bound in place, helpless, by thousands of strands of very strong, sticky spider webs.

Arcane Lock
Transmutation
Level: Sor/Wiz 1
Components (standard): V, S
Component (material): None
Range: Close
Target/Area of Effect: 1 Door or Object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
Casting this spell on a door or object (such as a chest) will instantly lock it. The DC to pick such a lock is your caster level + 10.

Barrier of Force
Conjuration
Level: Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Medium
Effect: Force wall
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
This spell brings forth a barrier made of invisible magical force which blocks movement. It lasts for 1 minute per caster level and can only be destroyed by a disintegrate spell. A caster of 14th level or higher creates a barrier that is 50% wider than that of lower level casters.

Barrier of Ice
Conjuration
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Medium
Effect: Ice wall
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
This spell brings forth a barrier made of ice which blocks movement. The barrier lasts for up to 1 minute per caster level, unless destroyed before that time. It has 3 hit points per caster level.

Barrier of Iron
Conjuration
Level: Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Medium
Effect: Iron wall
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
This spell brings forth a barrier made of iron which blocks movement. It has 30 hit points per caster level.

Barrier of Stone
Conjuration
Level: Clr 4, Drd 5, Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Medium
Effect: Stone wall
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
This spell brings forth a barrier made of stone which blocks movement. It has 15 hit points per caster level.

Blade of the Life Eater
Necromancy
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Personal
Effect: Magical Blade
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
You create a glowing blade of necromantic energy that you can use to strike you enemies and gain from their health. With each successful strike, you drain hitpoints from your enemies and gain those hitpoints as healing for yourself.

The blade drains and transfers 1 hitpoint per strike for every 3 caster levels (up to 10 per strike at level 30).

Burn the Souls
Necromancy
Level: Sor/Wiz 8
Components (standard): V, S
Component (material): None
Range: Medium
Area of Effect: Huge circle
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes
Description:
The caster conjures forth a stationary field of necromantic energy that eats away at the very souls of his enemies.

Creatures within the area suffer intense pain while within the area and are penalized with a -5 penalty to their attack rolls, saving throws, and Concentration checks. Each round spend within the field also inflicts 1 point of ability damage to that being's Charisma and Wisdom. Creatures suffering enough ability damage to reach a score of 0 in either ability die.

A successful Will save each round will enable a creature to act normally and not suffer penalties or ability damage for that round.

Constructs and elementals, which do not have even minor ties to souls, are unaffected by this magic.

Cleave Health
Necromancy
Level: Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Short
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Description:
Upon casting of this spell, a crackling ray of magic strikes a single target. The target immediately suffers enough negative energy damage to drain him of 1/2 of his current hit points. A creature with 1 or fewer hit points is unaffected.

If the target succeeds at a Fortitude save, he loses only 1/10 of his current hit points.

Undead and constructs are unaffected by this spell.

Conceal Alignment
Illusion
Level: Brd 1, Clr 1, Sor/Wiz 1
Components (standard): V, S
Component (material): None
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Description:
Using this magic will conceal your alignment from means of magical detection for the duration, registering as "Neutral" to such magics.

Contingency
Transmutation
Level: Sor/Wiz 8
Components (standard): V, S
Component (material): None
Range: Personal
Effect: Wizard Insurance
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No
Description:
This spell sets a protective magic upon you that automatically activates within six seconds of the predetermined triggering condition being met. You may have only one contingency active at any time.

Before the spell is cast, one trigger condition is set (using the VC command ;;contingency set c xxxxxx, and one magical response is set (using the VC command ;;contingency set r xxxxxx). The "xxxxxx" gets replaced by one of the options listed below.

Conditional Triggers:
wounded50 = if you are wounded to 50% of your hitpoints or below
wounded25 = if you are wounded to 25% of your hitpoints or below
stone = if you are petrified
paralyzed = if you are paralyzed
negative = if you suffer a negative level
underwater = if you are underwater
confused = if you are magically confused
blind = if you are blinded
dazed = if you are dazed
diseased = if you are inficted with a disease
dominated = if you are magically dominated
entangled = if you are magically entangled
fear = if you are magically frightened
poison = if you are poisoned
stun = if you are stunned

Magical Responses:
invisible = you turn invisible
flesh = you turn into your normal, fleshy form
teleport = you teleport to safety (the Temple of Life, Valorian's Vale)
ale = you get an ale (yes, really)
waterbreath = you gain the ability to breath water
heal = you heal (up to 50% of your maximum hitpoints)
fireball = detonates a fireball spell at your location
grease = releases a grease spell at your location
confuse = releases a confusion spell at your location
dispel = dispels magical effects that are on you
endurance = increases Constitution by +6
agility = increases Dexterity by +6
mindguard = increases Wisdom by +6
stone = protects you with stoneskin
mantle = protects you with a spell mantle
fire = surrounds you with a fire shield
shield = protects you with a shield spell
web = produces webs around you

For additional information in-game, you can use the ;;contingency help VC command.

Crag's Armor of Stone
Conjuration
Level: Clr 1, Drd 1, Sor/Wiz 1
Components (standard): V, S
Component (material): None
Range: Touch
Target: 1 creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Description:
This spell protects the creature touched with a suit of armor made from hundreds of pieces stone. The armor conjured by this spells provides the target with a +7 armor bonus to his Armor Class, but the target suffers from a 40% spell failure rate.

Crag's Sacrificial Stones
Abjuration
Level: Clr 3 (Terris), Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Personal
Effect: Circling stones
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Description:
Casting this spell conjures up several large stones that circle around the caster. These stones intercept and absorb attacks that would instead strike the caster.

The stones provide the caster with a limited form of damage reduction, blocking 50 points of damage from each weapon attack against the caster. This protection lasts for the duration or until it has absorbed 3 points of damage per caster level.

Crag's Stone Form
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Components (standard): V, S
Component (material): None
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
This powerful spell alters your physical form, polymorphing you into a stone behemoth (an earth elemental).

Create Food
Conjuration
Level: Clr 3
Components (standard): V, S
Component (material): None
Range: Short
Effect: Food
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
When this spell is cast, you create a magical chest filled with bread. The chest lasts only 1 minute per caster level, but the bread will last until consumed if removed from the chest. The chest contains up to 3 loaves of wheat bread per level.

Dark Bolt
Necromancy
Level: Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Long
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description:
The caster of this spell calls a bolt of black lightning to strike the target. This bolt of necromantic energy inflicts 1d6 points of damage for every two caster levels (maximum of 16d6). Half of the damage from this spell is electrical damage, half is negative energy damage.

Devastating Bloodloss
Necromancy
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Short
Target: 1 Creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Description:
With a successful ranged touch, this deadly spell causes the victim to begin bleeding from multiple tiny wounds that open on their own. This blood loss causes 1 point of damage per round, and it continues for up to 1 minute per caster level. A Fortitude save will be attempted after every two minutes to stop the bleeding.

This spell can be cast multiple times on the same target. Doing so extends the duration by 1 minute per caster level.

This spell has no effect on constructs, elementals, oozes, or undead.

Dewfall
Conjuration
Level: Drd 1
Components (standard): V, S
Component (material): None
Range: Personal
Area of Effect: 10 ft. radius/level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
When a druid completes this spell, everything within 10 feet per caster level of him is coated in tiny droplets of water, just as if dew had fallen in the area naturally. This dew keeps everything affected cool and damp for the duration. If a creature or object leaves the original area, it retains the damp coating.

The cool drops of water provide each subject with a 10% fire immunity increase. At the same time, the subjects have a 10% cold immunity decrease, as the water makes it easier to lose heat.

Disarming Wave
Enchantment
Level: Brd 2, Sor/Wiz 2
Components (standard): V, S
Component (material): None
Range: Short
Area of Effect: Cone
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Description:
With a wave of his hand and the force of his magic, the spellcaster using this spell causes all creatures, both foe and friend, in the area of effect to release the weapons in their hands.

Disinegrate
Transmutation
Level: Sor/Wiz 7
Components (standard): V, S
Component (material): None
Range: Short
Target/Area of Effect: 1 creature or object
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Description:
The caster launches a thin beam of magic at the target. If it strikes, the target must make a Fortitude save or be destroyed instantly. A successful saving throw means the target instead suffers 5d6 points of damage.

Dissonance
Evocaton [Sonic]
Level: Sor/Wiz 6
Components (standard): V, S
Component (material): None
Range: Short
Target/Area of Effect: 1 creature or object
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Description:
Using magical soundwaves, the caster creates a deadly vibration within the target. If the target succeeds at a Fortitude save, it suffers 5d6 points of sonic damage. If it fails, it is broken apart by the vibrations and killed.

This spell is especially effective against non-living objects such as doors and boulders, inflicting 2d6 points of damage per caster level on such targets.

This spell functions against undead as creatures. Trolls, with their unique form of rapid regeneration, cannot be killed with this spell.

Earthen Rupture
Evocation
Level: Clr 3 (Terris), Drd 3
Components (standard): V, S
Component (material): None
Range: Long
Target/Area of Effect: 1 earth/stone creature or a huge sphere
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Special
Description:
This spell can be cast at either an area or a single target.

If cast on an area, the ground erupts in an explosion of stone and magic. Creatures within the area suffer 1d4 points of bludgeoning damage per caster level (maximum 10d4), half of this with a successful Reflex save. Spell resistance does not apply for this use of the spell.

If cast on a single earth or stone creature, this spell inflicts 1d6+1 points of damage per caster level (maximum 10d6+10) in sonic damage. If the targeted earth/stone creature succeeds with a Fortitude save (at a -2 penalty), it suffers only half damage. This use of the spell is subject to spell resistance.

Earthen Rupture, Greater
Evocation
Level: Clr 5 (Terris), Drd 5
Components (standard): V, S
Component (material): None
Range: Long
Target/Area of Effect: 1 earth/stone creature or a huge sphere
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
Description:
This spell can be cast at either an area or a single target.

If cast on an area, the ground erupts in an explosion of stone and magic. Creatures within the area suffer 1d6 points of bludgeoning damage per caster level (maximum 10d6), half of this with a successful Reflex save. Spell resistance does not apply for this use of the spell.

If cast on a single earth or stone creature, this spell inflicts 1d8+1 points of damage per caster level (maximum 10d8+10) in sonic damage. If the targeted earth/stone creature succeeds with a Fortitude save (at a -2 penalty), it suffers only half damage. This use of the spell is subject to spell resistance.

Erase
Transmutation
Level: Brd 1, Sor/Wiz 1
Components (standard): V, S
Component (material): None
Range: Touch
Target/Area of Effect: 1 creature or scroll/book
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Description:
A creature targeted with this spell will have any tattoos removed. A scroll or book targeted by this spell will be erased.

Faerie Fire
Evocation
Level: Drd 1
Components (standard): V, S
Component (material): None
Range: Long
Target: 1 Creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
The creature affected by this spell will glow with purple light for 1 minute per caster level. During this time, the target suffers a -2 penalty to AC and loses any benefit from concealment.

Feral Visage
Transmutation
Level: Drd 1, Rgr 1
Components (standard): V, S
Component (material): None
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Description:
Your appearance and demeaner change in slight ways that make you look more wild and animalistic. During the hour per caster level that it lasts, you gain a bonus to Animal Empathy and Intimidate skills. This bonus is +1 per 3 caster levels.

Flora's Plant Armor
Conjuration
Level: Drd 1, Sor/Wiz 1
Components (standard): V, S
Component (material): None
Range: Touch
Target: 1 creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Description:
As this spell is cast, hundreds of thin vines and leaves grow up from the ground, surrounding the subject in a layer of tough plant material. The plants provide the subject with a +5 armor bonus to AC, but the subject suffers a 20% vulnerability to fire.

Flora's Razorleaf Shield
Transmutation
Level: Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Description:
When cast, this spell telekinetically gathers leaves from the surroundings and sends them circling around you with great speed and force.

This swirling shield of leaves slashes into any creature that strikes you in melee battle. This inflicts 1d6 points of slashing damage.

In addition to hurting those that hurt you, the swirling leaves also help to block incoming attacks. Melee attacks have a 5% chance of missing, and ranged attacks against you suffer a 10% chance of missing.

Flame Blade
Evocation
Level: Drd 2
Components (standard): V, S
Component (material): None
Range: Personal
Effect: Magical Blade
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
You call forth a blazing beam of fire that you can wield as a weapon to strike your enemies. The fire inflicts damage with each successful strike, the amount increasing as your druid level increases.

Level 5: 1d8
Level 9: 1d10
Level 12: 1d12
Level 15: 2d8

Fog
Conjuration
Level: Clr (Aquar, Borzig, Typhis) 2, Drd 2
Components (standard): V, S
Component (material): None
Range: Personal
Effect: Dense Fog
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
The entire area is filled with dense fog, cutting visiblity for all creatures.

This spell does not function underwater.

Frost Weapon
Evocation
Level: Sor/Wiz 2
Components (standard): V, S
Component (material): None
Range: Touch
Target: 1 melee weapon
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
When this spell is cast upon a melee weapon, that weapon is imbued with cold magic for 1 minute per caster level. The weapon inflicts an extra 1d6 points of cold damage per hit. If the spellcaster is level 11 or higher, this damage is instead 2d6 points of cold damage.

Geyser
Evocation
Level: Clr 6 (Aquar)
Components (standard): V, S
Component (material): None
Range: Short
Area of Effect: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description:
This spell causes searing hot water to erupt from the caster's hand and extend in a cone. It causes 1d6 points of damage per level (up to 15d6) to all within the cone. Half of this damage is from heat, the other is from the immense water pressure (bludgeoning damage).

It can be cast only by clerics of Aquar.

Glacius' Breath of Winter
Evocation
Level: Drd 4, Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Long
Area of Effect: Huge Sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description:
Casting this spell releases a swirling blast of incredibly cold air. All creatures within the area suffer 1d6 points of cold damager per caster level (maximum 10d6). A successful Reflex save means a target creature suffers half damage.

Glacius' Hypothermia
Necromancy
Level: Sor/Wiz 8
Components (standard): V, S
Component (material): None
Range: Long
Area of Effect: Huge sphere
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Description:
This spell freezes the internal workings of all the subject living creatures, dealing 1d8 points of cold damage per caster level (maximum of 25d8).

Glacius' Ice Armor
Conjuration
Level: Sor/Wiz 1
Components (standard): V, S
Component (material): None
Range: Touch
Target: 1 creature
Duration: 1 hour per level
Saving Throw: None
Spell Resistance: No
Description:
As this spell is cast, water vapor from the surrounding air and minute ice crystals from any nearby ice or snow settle on the subject, surrounding him in a layer of magical ice. The ice provides the subject with a +5 armor bonus to AC, but it conducts cold easily and the target suffers a 20% vulnerability to cold damage.

Glacius' Ice Blast
Evocation
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Long
Area of Effect: Huge Sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description:
When cast, this spell creates a tiny sphere of intense cold magic and ice, which instantly explodes. Creatures within the area of effect suffer 1d6 points of damage per caster level (maximum 10d6). Half of the damage is from the magical cold (cold damage), half is from jagged shards of ice (piercing damage).

A successful Reflex save means a target creature suffers only half damage.

Glitterdust
Conjuration (Creation)
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Medium
Area of Effect: Huge Sphere
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Description:
You conjure a cloud of glowing semi-sentient flecks of material from the edge of the Elemental Plane of Fire. The glowing dust falls on all creatures in the area, temporarily nullifying any invisibility or concealment. It also makes hiding much more difficult, imposing a -20 penalty to Hide checks for the duration of the spell.

A successful Will save indicates that a target has succeeded in mentally willing the flecks of material away.

Gnimish's Shockwave
Evocation
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Long
Area of Effect: Huge Circle
Duration: Instantaneous
Saving Throw: Fortitude Special
Spell Resistance: Yes
Description:
Casting this spell releases an expanding wave of electrical magic, damaging and hindering creatures struck. Each creature in the area suffers 1d4 points of electricity damage per caster level (maximum 15d4).

Creatures struck are stunned for 1d4+1 rounds, unable to act as their minds and muscles refuse to work properly.

A successful Fortitude save means that an affected creature suffers only half damage and is not stunned.

Grim Harvest
Evocation
Level: Drd 4
Components (standard): V, S
Component (material): None
Range: Personal
Area of Effect: Huge Circle
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description:
A ring of expanding green force flies outward, slashing into objects around you. This inflicts 1d4 points of slashing damage per caster level (maximum 15d4), ignoring damage reduction as if it were a +4 weapon.

A successful Reflex save means a creature has partially avoided the cutting magic and suffers only half damage.

Healing Ray
Conjuration
Level: Clr 4
Components (standard): V, S
Component (material): None
Range: Short
Effect: Ray
Duration: Instantaneous
Saving Throw: Will special
Spell Resistance: Yes
Description:
When you launch a ray at a living creature, you channel positive energy that cures 1 point of damage per caster level or 15% of the target's maximum hitpoints (whichever is greater). This amount is double when the caster is a cleric of Asis.

Since undead are powered by negative energy, this spell inflicts damage on them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.

Healing Ray, Greater
Conjuration
Level: Clr 6 (Asis)
Components (standard): V, S
Component (material): None
Range: Short
Effect: Ray
Duration: Instantaneous
Saving Throw: Will special
Spell Resistance: Yes
Description:
When you launch a ray at a living creature, you channel positive energy that cures 2 points of damage per caster level or 40% of the target's maximum hitpoints (whichever is greater).

Since undead are powered by negative energy, this spell inflicts damage on them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.

This spell can be used only by clerics of Asis.

Healing Ray, Lesser
Conjuration
Level: Brd 4, Clr 2
Components (standard): V, S
Component (material): None
Range: Short
Effect: Ray
Duration: Instantaneous
Saving Throw: Will special
Spell Resistance: Yes
Description:
When you launch a ray at a living creature, you channel positive energy that cures 1 point of damage per caster level or 5% of the target's maximum hitpoints (whichever is greater). This amount is double when the caster is a cleric of Asis.

Since undead are powered by negative energy, this spell inflicts damage on them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.

Health of the Soul
Necromancy
Level: Sor/Wiz 1
Components (standard): V, S
Component (material): None
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
This spell, when cast on yourself or a friendly creature, transforms a part of the target's strength of personality and soul into a healthy energy for his or her body. The target suffers a -4 penalty to his/her Charisma, while gaining a +4 bonus to Constitution. This lasts for 1 minute per caster level.

Heart of the Beast
Transmutation
Level: Clr 7 (Prizimal)
Components (standard): V, S
Component (material): None
Range: Personal
Target: You
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: No
Description:
You undergo a startling transformation. Your form changes into that of a powerful werewolf in hybrid form, and your mind changes to take advantage of the raw power your body carries.

You gain 1d6 temporary hit points per level, a +4 natural armor bonus to AC, a +2d4 Strength enhancement bonus, a +2d4 Dexterity enhancement bonus, and a +1 attack bonus per two caster levels.

This spell can only be cast by clerics of Prizimal.

Ice Fog
Conjuration
Level: Clr 4, Drd 4, Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Long
Area of Effect: Huge Circle
Duration: 1 round/level
Saving Throw: Reflex special
Spell Resistance: Yes
Description:
When this spell is cast, it conjures a cloud of freezing fog. The colf fog causes ice to form around and under creatures in the area, making them fall to the ground and inflicting 1d4 points of cold damage per round. Every round for the duration, creatures in the fog must succeed at a Reflex save in order to stay standing.

Isaac's Freezing Touch
Transmutation
Level: Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Description:
When this spell is cast, you attempt to touch a creature. If you succeed, you inflict 1d4 points of cold damage (2d4 on a critical hit) and the target is instantly frozen solid and immobile for 1 round per caster level (maximum 10 rounds).

If the target succeeds at a Fortitude save, it suffers half damage and is not frozen.

Jump
Transmutation
Level: Sor/Wiz 1
Components (standard): V, S
Component (material): None
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
This spell imbues the target with greater skill in jumping, giving a +30 enhancement bonus to Jump checks for 1 minute per caster level.

Multiple casting do not stack.

Luminus' Redeeming Flames
Evocation
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Long
Area of Effect: Huge Sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description:
This spell launches a ball of flames that erupts into a blast of white fire. These white flames burn those that are of evil alignment for 1d6 points of damage per caster level (maximum 10d6).

A successful Reflex save means a target creature suffers only half damage.

Luminus' White Rapture
Necromancy
Level: Sor/Wiz 7
Components (standard): V, S
Component (material): None
Range: Medium
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Description:
This spell calls down a column of white fire to strike a single creature.

If the target is of neutral alignment, it suffers 1 point of positive energy damage per 2 caster levels.

If the target is evil, it is killed by positive energy. Should the target make a Fortitude save, it suffers only 3d6 positive energy damage, plus 1 per caster level.

Magehound
Conjuration
Level: Sor/Wiz 5
Components (standard): V, S
Component (material): None
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
Using the mystically stored information in an "ally slot", the caster can teleport himself to the location of another person (Player Character).

See the Summon Ally spell for more information on using ally slots.

Mass Pacify
Enchantment
Level: Clr 7
Components (standard): V, S
Component (material): None
Range: Medium
Area of Effect: Huge Circle
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Description:
This spell causes humanoid creatures inside the spell's radius (up to 1 of them per 2 caster levels) to become less hostile and less bloodthirsty if they fail a Will save.

[ Game Mechanics: The creatures change faction to Commoner and stops fighting. Considered to be defeated, the caster gets XP as if the creatures had been killed by the spell (and will not award further XP if actually killed). ]

Mirror Image
Illusion
Level: Sor/Wiz 2
Components (standard): V, S
Component (material): None
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Description:
This spell creates shadowy duplicates of you in order to cause confusion amongst your enemies. It conjures up 1d4 duplicates, plus 1 per 3 caster levels (maximum 8 images). The illusions last for up to 1 round per level. Each has 1 hit point, vanishing if it is struck.

Mount
Conjuration (Creation)
Level: Brd 3, Sor/Wiz 1
Components (standard): V, S
Component (material): 100 gp
Range: Short
Effect: Horse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
With magic and the use of 100 gold coins, you are able to conjure a horse, which will serve loyally. The type of horse created depends on your level and is normal in every way.
Caster Level:Horse:
1-5Riding Horse
6-10Light War Horse
11-15War Horse
16+Heavy War Horse

Neuman's Spider Conjuration
Conjuration
Level: Drd 0, Sor/Wiz 0
Components (standard): V, S
Component (material): None
Range: Short
Effect: 1 small spider
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
This simple spell conjures a small spider.

Oculus' Frightening Gaze
Enchantment
Level: Sor/Wiz 3
Components (standard): V
Component (material): None
Range: Medium
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Description:
Focussing your magical gaze upon a single creature, you can cause intense and irrational fear. If the target fails a Will save, it is frightened for 1 round per caster level.

Oculus' Frigid Gaze
Evocation
Level: Sor/Wiz 2
Components (standard): V
Component (material): None
Range: Medium
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Description:
Focussing your magical gaze on a single creature, you cause its insides to freeze, inflicting 1d4 points of cold damage per caster level (maximum 10d4). A successful Fortitude save by the target means it suffers only half damage.

Oculus' Magical Eyes
Illusion
Level: Brd 1, Pal 1, Sor/Wiz 0
Components (standard): V
Component (material): None
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Description:
This spell causes your eyes to glow with magic for 1 hour per caster level. You choose the color at the time of casting.

Oculus' Searing Gaze
Evocation
Level: Sor/Wiz 2
Components (standard): V
Component (material): None
Range: Medium
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Description:
Focussing your magical gaze on a single creature, you cause its insides to burn, inflicting 1d4 points of fire damage per caster level (maximum 10d4). A successful Fortitude save by the target means it suffers only half damage.

Otiluke's Freezing Sphere
Evocation
Level: Sor/Wiz 6
Components (standard): V, S
Component (material): None
Range: Long
Target/Area of Effect: Special
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description:
When this spell is cast, it launches cold magic in one of two forms.

The primary use is a sphere of cold magic, which inflicts 6d6 points of cold damage to all within a large sphere.

The spell can also be focused into a ray, which can be launched at a single target. If the ranged touch attack hits, it inflicts 1d6 points of cold damage per caster level (20d6 maximum). A critical hit inflicts double damage (maximum 40d6).

Overpowering Shout
Evocation
Level: Sor/Wiz 5
Components (standard): V
Component (material): None
Range: Personal
Area of Effect: Huge Circle
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Description:
When cast, you release a powerful sonic attack on the creatures around you. This blast of sound inflicts 1d6 points of sonic damage, plus 1 point per 2 caster levels (maximum 1d6+15). Each affected creature is knocked down for 1 round and suffers irrational fear for 1d4 rounds after standing.

If an affected creature makes a Fortitude save, it suffers half damage, remains on its feet, and is not frightened.

Pacify
Enchantment
Level: Clr 3
Components (standard): V, S
Component (material): None
Range: Medium
Target: 1 Humanoid
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Description:
This spell causes the targeted humanoid creature to become less hostile and less bloodthirsty if it fails a Will save.

[ Game Mechanics: The targeted creature changes faction to Commoner and stops fighting. Considered to be defeated, the caster gets XP as if the creature had been killed by the spell (and will not award further XP if actually killed). ]

Path of Fog
Conjuration
Level: Clr 1, Drd 1, Rgr 1, Sor/Wiz 1
Components (standard): V, S
Component (material): None
Range: Personal
Area of Effect: Medium Circle
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
This spell causes a dense fog to continually rise around you, obscuring your form and that of those near you. Every creature within the thickest fog gains complete concealment (a 50% miss chance) from attacks, but suffers a 50% miss chance against everything else, since you can't see other things well either.

Phoenix's Field of Flame
Evocation
Level: Sor/Wiz 6
Components (standard): V, S
Component (material): None
Range: Long
Area of Effect: Colossal Circle
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description:
Designed to clear battlefields of common soldiers or hordes of weaker monsters, this powerful spell causes an explosion of flames to spread in a massive circle, burning everything and everyone within the area. These flames cause 2 points of fire damage per caster level.

Phoenix's Frigid Bolts
Evocation
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Short
Targets: 1 Creature/level (maximum 10)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description:
When this spell is used, the caster launches one or more bolts of cold magic at the target creature and other hostile creatures within a short distance of the target. One bolt is launched per caster level (maximum 10 bolts or 10 targets), and each bolt inflicts 1d6 points of cold damage per caster level (maximum 10d6).

A ranged touch attack is attempted for each bolt. A critical hit doubles the number of damage dice of that individual bolt (up to 20d6).

Phoenix's Funeral Pyre
Evocation [Fire]
Level: Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Long
Area of Effect: Gargantuan Sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description:
When this spell is cast, a blast of flames fills the area, seeking out undead within the area of effect and burning them. Each such creature within the area is struck by flames, suffering 1d8 points of fire damage per level (maximum 15d8).

Undead making a successful Reflex save suffer half damage. Non-undead creatures and objects are unaffected by this spell.

Phoenix's Shocking Blast
Evocation
Level: Sor/Wiz 8
Components (standard): V, S
Component (material): None
Range: Long
Area of Effect: Hue Sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description:
Casting this spell causes lightning bolts to blast outward from the targeted location to electrocute enemy creatures. Each bolt inflicts 1d6 points of electrical damage per caster level (maximum 20d6).

A successful Reflex save means a target creature suffers half damage from the lightning.

Phoenix's Teleportation Capture
Conjuration
Level: Sor/Wiz 5
Components (standard): V, S
Component (material): None
Range: Long
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
Description:
When this spell is performed, the caster hurls a large hand of green magic flies toward the target creature. If the caster succeeds with a ranged touch attack, the target must make a Reflex save. Should the target fail the save, he or she is teleported to the caster's location.

Quillin's Arrow Burst
Conjuration
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Long
Area of Effect: Huge Sphere
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
Description:
This spell conjures mass of arrows and sends them flying outward. Creatures caught within the burst of arrows suffer multiple hits, which cause 1d6 points of piercing damage per caster level (maximum 10d6). Creatures struck are also slowed for 2 rounds.

A successful Reflex save means a target avoids the damage and slowing effect of the arrows.

Quillin's Arrow of Silence
Illusion
Level: Sor/Wiz 2
Components (standard): V, S
Component (material): None
Range: Personal
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Description:
Casting this spell creates a magical arrow. If the arrow strikes a creature (it must be fired from a bow normally), that creature must succeed at a Will save or else be magically silenced for 1 round per caster level, unable to cast spells with verbal components or to hear those nearby.

Quillin's Bow of Cold
Transmutation
Level: Rgr 4, Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Touch
Target: 1 Bow or Crossbow
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
When cast upon a bow or crossbow (or a person wielding such a weapon), this spell temporarily imbues that launcher with the ability to launch unlimited ammuntion filled with cold magic. This lasts for 1 minute per caster level.

Quillin's Bow of Electricity
Transmutation
Level: Rgr 4, Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Touch
Target: 1 Bow or Crossbow
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
When cast upon a bow or crossbow (or a person wielding such a weapon), this spell temporarily imbues that launcher with the ability to launch unlimited ammuntion filled with electrical magic. This lasts for 1 minute per caster level.

Quillin's Bow of Fire
Transmutation
Level: Rgr 4, Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Touch
Target: 1 Bow or Crossbow
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
When cast upon a bow or crossbow (or a person wielding such a weapon), this spell temporarily imbues that launcher with the ability to launch unlimited ammuntion filled with fire magic. This lasts for 1 minute per caster level.

Quillin's Company of Archers
Conjuration
Level: Sor/Wiz 6
Components (standard): V, S
Component (material): None
Range: Short
Effect: Archers
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Description:
When cast, this spell conjures up a small group of other-worldly archers to aid the caster in battle. The spell summons up 1 archer per 2 caster levels (maximum 10 archers), and the archers remain for 1 round per caster level.

Each archer is a 4th level fighter and is armed with a shortbow with unlimited magical ammunition (each hit inflicting 1d6 points of damage plus either 1d6 acid damage or 1d6 fire damage).

This archers conjured by this spell do count towards the maximum of 20 henchmen at a time.

Repel Vermin
Enchantment
Level: Clr 4, Drd 4
Components (standard): V, S
Component (material): None
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: No
Description:
This spell creates an aura around you. If a vermin creature (such as certain small insects) enters the aura, that creature must succeed on a Will save or else turn away in fear for 3d4 rounds.

Self Sacrifice
Necromancy
Level: Clr 4, Pal 4, Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Personal
Area of Effect: Huge Sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description:
By casting this spell, you voluntarily sacrifice your own life to harm your enemies. When the spell is cast, fire erupts around you, burning every enemy within a huge sphere for 4 points of fire damage for every hitpoint you currently have. This fire is powered by your life force, and it destroys you in the process.

If an enemy creature succeeds at a Reflex save, it suffers half damage.

Shivani's Beheading Blade
Transmutation
Level: Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Touch
Target: Creature or melee weapon
Duration: 1 minute per level
Saving Throw: None
Spell Resistance: No
Description:
This deadly magic imbues a single slashing weapon with the qualities of a vorpal weapon, able to instantly behead and kill countless enemies. This magic remains for 1 minute per caster level.

Shivani's Bloodletting Blade
Transmutation
Level: Sor/Wiz 2
Components (standard): V, S
Component (material): None
Range: Touch
Target/Area of Effect: 1 melee weapon
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: No
Description:
For the duration of the spell, that targeted slashing weapon gains the ability to cause wounds which do not stop bleeding.

Shock Weapon
Evocation
Level: Sor/Wiz 2
Components (standard): V, S
Component (material): None
Range: Touch
Target: 1 melee weapon
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
When this spell is cast upon a melee weapon, that weapon is imbued with lightning magic for 1 minute per caster level. The weapon inflicts an extra 1d6 points of electrical damage per hit. If the spellcaster is level 11 or higher, this damage is instead 2d6 points of electrical damage.

Silvania's Blood of Holy Fire
Conjuration
Level: Clr 4, Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Medium
Target: 1 undead creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Description:
When this spell is cast, it teleports a small amount of holy water directly into the flesh and bones of a single undead creature. This causes the undead to immediately suffer 2d4 points of positive energy damage and imposes penalties on the undead creature for 1 round per caster level (-2 attack rolls, -2 AC, -2 saving throws, -2 skill checks, -20% movement rate) due to the holy water making it more difficult for the undead to move.

Silvania's Golden Aura
Abjuration
Level: Pal 4, Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Personal
Target: Caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Description:
The caster of this spell is surrounded by a golden aura of magic. This aura harms undead creatures that strike the caster, inflicting 1d6 points plust 1 point per caster level as positive energy damage.

Silvania's Golden Flames
Evocation [Fire, Sonic]
Level: Clr 2, Pal 1, Sor/Wiz 2
Components (standard): V, S
Component (material): None
Range: Touch
Target: 1 melee weapon
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
When cast upon a weapon, that weapon is instantly covered in flames equal in brightness to a torch. The fires hum with the subtle sounds of a holy chorus and are conjured to strike down the undead. These flames cause the weapon to inflict an extra 1d4 points of fire damage on a successful strike. Against undead, it inflicts an extra 1d4 points of sonic damage.

Silvania's Holy Rain
Conjuration
Level: Clr 4, Sor/Wiz 5
Components (standard): V, S
Component (material): None
Range: Long
Area of Effect: Huge circle
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Description:
This spell causes drops of holy water to rain down in the area of effect. This water wets everything in the area, and causes 2d4 points of divine damage per round to undead and demons within the area.

This also affects vampire and demon-spawn Player Characters.

Silvania's Nova of Life
Necromancy
Level: Pal 4, Sor/Wiz 6
Components (standard): V, S
Component (material): None
Range: Personal
Area of Effect: Colossal sphere
Duration: Instantaneous
Saving Throw: Fortitude 1/3
Spell Resistance: Yes
Description:
When cast, this powerful magic harnesses the caster's own life force to harm the undead around him or her.

The caster sacrifices 90% of his/her current (at the time of casting) hit points. Immediately, a storm of white light fills the area and any undead within suffer 3 points of positive energy damage for every 1 hit point the caster gave up. This spell also take a toll mentally on the caster, who is stunned for 3 rounds after the casting.

Silvania's Silver Spikes
Conjuration
Level: Pal 1, Sor/Wiz 1
Components (standard): S
Component (material): None
Range: Short
Target: 1 creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
This spell creates a polished silver spike which instantly flies from the caster's hand to strike a single creature. A ranged attack is required to hit the target. If successful, the spike inflicts 1d8 points of piercing damage.

This spell creates another spike for every two levels the caster attains (2 at 3rd level, 3 at 5th, 4 at 7th, to a maximum of 5 spikes at 9th level). Multiple spikes are launched at the same time at the same target, each requiring its own attack roll.

Silvania's Sphere of Golden Flames
Evocation [Fire, Positive]
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Long
Area of Effect: Huge Sphere
Duration: Instantaneous
Saving Throw: Reflex 1/2
Spell Resistance: Yes
Description:
When this spell is cast, a gold flame flies out to the desired location within range and explodes into a sphere of roaring golden flames. Against undead, these flames inflict 1d6 points of damage per caster level (maximum 10d6), half of which is fire damage and half of which is positive energy damage. All other creatures and objects suffer only the fire damage.

Silverblade's Searing Strike
Evocation
Level: Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Long
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description:
When this magic is brought forth, the caster sends a beam of fire at a single target. If the beam hits (a ranged touch attack), it inflicts 1d6 points of fire damage per caster level (maximum 15d6). A critical hit means double damage dice (maximum 30d6).

Spell Trigger
Transmutation
Level: Clr 7, Drd 7, Sor/Wiz 7
Components (standard): V, S
Component (material): None
Range: Personal
Target: You
Duration: Special
Saving Throw: None
Spell Resistance: No
Description:
You are able to create a spell trigger, a special magical storage space within you that holds up to three spells. When released, all three spells are launched at once at the same target.

You may only have one spell trigger at a time, and the spells placed within it are gone until the spells are released, you rest, you die, or the server is reset.

When cast, this spell creates a "hostile" magical spell trigger target creature. Cast your three chosen spells at the target and they will be absorbed (most offensive spells are valid, as are many enchancing spells, so long as they can target another creature). To release the spells at a target, use the spell trigger release wand that appears in your inventory.

Hint: In order to help you remember which spells you've stored in the spell trigger, you can select the wand in your inventory (with the Select PC Tool feat, then use the VC command pc tool renameitem xxxxxx to change the name of the wand to include the spell names (for example "Fireball, Fireball, Fireball") or some other description (such as "Eat fire, Crispy!").

Sphere of Denial
Evocation [Force]
Level: Clr 2, Sor/Wiz 2
Components (standard): V, S
Component (material): None
Range: Short
Target: One object or creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description:
When used, this spell conjures a small transparent sphere of force (which looks much like glass) and hurls it with considerable power toward a single object or creature. The sphere deals 1d6 points of magical damage to the target. If the target is a creature, this spell also has a chance of knocking the target to the ground for a few moments.

Spiritual Weapon
Evocation
Level: Clr 2
Components (standard): V, S
Component (material): None
Range: Medium
Effect: Magical Weapon
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Description:
This spell creates a weapon made of force that attacks your enemies for 1 round per caster level. The type of weapon created depends on your patron deity.

Stampede
Conjuration
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Personal
Effect: Force Bison
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description:
When cast, this spell conjures one or more bison made of magical force that charge away from you to trample your enemies. Up to 2 bison are created per caster level, and each enemy can have at most one bison charging him or her. The bison vanish after 9 seconds. If they hit an enemy within that time, the enemy suffers 1d6 points of damage, plus 1 point per caster level (maximum 1d6+10), and the enemy is knocked down.

Strength of Blood
Necromancy
Level: Sor/Wiz 1
Components (standard): V, S
Component (material): None
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
This spell, when cast on yourself or a friendly creature, transforms a part of the target's health into a enchanced strength for his or her body. The target suffers a -4 penalty to his/her Constitution, while gaining a +4 bonus to Strength. This lasts for 1 minute per caster level.

Summon Ally
Conjuration
Level: Brd 6, Clr 6, Drd 6, Sor/Wiz 6
Components (standard): V, S
Component (material): None
Range: Personal
Target: Another PC
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
You can summon another willing being to your location. It will not summon away a being that is in combat, nor one that has died and is currently in the Great Hall of Zolaras.

You will need to use the Select player tool/feat and the VC command "ally set X" to attune your magic to another Player Character, using up one of your "ally slots". The "X" is the number for the slot you want to use. Afterward, you can use "ally X" to pick the slot/PC you wish to focus on. Cast this spell, and the selected PC will get a summons conversation. If they select the Yes option, they are teleported directly to your location.

If you like, you can use the VC command "ally clear X" to empty out an "ally slot".

Bards, clerics, druids, sorcerers, and wizards have 25 such slots available. All others can use up to 12.

Telemus Arcanum (I to IX)
Evocation
Level: Sor/Wiz (1 to 9)
Components (standard): V
Component (material): None
Range: Close
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description:
Each of the simple spells in this series sends out a ray of raw magical energy at a single target. If the caster succeeds with a ranged touch attack, he or she inflicts magical damage on the target. This damage is doubled on a critical hit.

telemus arcanum I - 1d4 points of magical damage per 2 caster levels (up to 5d4). This spell can be blocked by the shield spell.

telemus arcanum II - 1d4 points of magical damage per 2 caster levels (up to 10d4).

telemus arcanum III - 1d4+1 points of magical damage per caster level (up to 10d4+10).

telemus arcanum IV - 1d4 points of magical damage per caster level (up to 15d4).

telemus arcanum V - 1d4+1 points of magical damage per caster level (up to 15d4+15).

telemus arcanum VI - 1d4 points of magical damage per caster level (up to 20d4).

telemus arcanum VII - 1d4+1 points of magical damage per caster level (up to 20d4+20).

telemus arcanum VIII - 1d6 points of magical damage per caster level (up to 25d6).

telemus arcanum IX - 1d6+1 points of magical damage per caster level (up to 25d6+25).

Teleport
Conjuration
Level: Sor/Wiz 5
Components (standard): V
Component (material): None
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
This spell will instantly teleport you to a previously visited location.

For this spell to function properly, you will need to have used the VC command ;;tp set x, with "X" being the number of the "location slot" you want to store as yoru current location.

Once a location is stored, you can use ;;tp x, filling in "X" as the desired slot number. Casting this spell after a location is selected will instantly teleport you to that place.

You can erase stored locations by using the proper ;;tp clear x command.

You can see which locations you have marked by using the VC command ;;tp list1, ;;tp list2, or ;;tp listall.

Sorcerers and wizards may use up to 50 location slots. Others can have up to 25.

Teleportation Barrier
Transmutation
Level: Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Personal
Area of Effect: Current area
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Description:
When this spell is cast, it creates a mystical barrier around the current area, preventing teleportation magic from functioning for 1 minute per caster level.

Teleportation Circle
Transmutation
Level: Sor/Wiz 9
Components (standard): V, S
Component (material): None
Range: Short
Area of Effect: 1.5 meter radius circle
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes
Description:
This spell creates a circle of magic that will instantly teleport anyone that enters it to a location you have previously visited.

For this spell to function properly, you will need to have used the VC command ;;tp set x, with "X" being the number of the "location slot" you want to store as yoru current location.

Once a location is stored, you can use ;;tp x, filling in "X" as the desired slot number. The location is stored with the magical circle and will remain the same even if you select a different location later with the VC command.

You can erase stored locations by using the proper ;;tp clear x command.

You can see which locations you have marked by using the VC command ;;tp list1 and/or ;;tp list2.

Sorcerers and wizards may use up to 50 location slots. Others can have up to 25.

The magical circle persists for up to 10 minutes per caster level. Enemies entering the circle do not gain a saving throw against being teleported, but their spell resistance (if any) does apply.

Tempest's Microburst
Evocation
Level: Sor/Wiz 5
Components (standard): V, S
Component (material): None
Range: Medium
Area of Effect: Huge Circle
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description:
This spell causes a brief but incredibly powerful downdraft in the area. The severe buffeting and crushing force of the wind deals 1d6 points of bludgeoning damage per caster level (maximum 15d6). Creatures affected are also knocked to the ground for a short time.

Tempest's Protective Gale
Abjuration
Level: Sor/Wiz 6
Components (standard): V, S
Component (material): None
Range: Personal
Target: Caster
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No
Description:
Great quantities of air appear around the caster and sweep outward, providing a protective area around the caster for the duration.

While this spell is in effect, the caster gains a +1 deflection bonus to AC per 3 caster levels. In addition, the high winds protect the caster from melee attacks (25% miss chance) and missile attacks (100% miss chance) as the winds move weapons away from the caster before they can hit.

Tempest's Rolling Thunder
Evocation [Sonic]
Level: Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Personal
Area of Effect: Huge circle
Duration: 1 round/2 levels
Saving Throw: Fortitude 1/2
Spell Resistance: Yes
Description:
When this spell is cast, shockwaves of thundering sound expand outward from the caster, damaging those around him.

On the round this spell is cast, it releases a shockwave of sonic energy. This inflicts 1d4 points of sonic damage per two caster levels (maximum 10d4) and deafens creatures in the area for 1 hour (other than the caster). On each of the following rounds, another burst of sound is released, each doing one less die of damage than the previous one (these later bursts do not cause deafness). This continues until the spell expires.
Creatures within the area must make a Fortitude save against each burst of thunder they are struck by. Success means they suffer only half damage from that particular shockwave. A successful save against the initial burst of thunder prevents deafness.

Tempest's Sheet Lightning
Evocation [Electricity]
Level: Sor/Wiz 5
Components (standard): V, S
Component (material): None
Range: Short
Area of Effect: Cone
Duration: Instantaneous
Saving Throw: Reflex 1/2
Spell Resistance: Yes
Description:
Rapidly spreading bolts of lightning fly from the caster's hands to strike everything within a fan shape in front of him or her. Each creature or object within the area is struck by a bolt, which inflicts 1d6 points of electrical damage per caster level (maximum 15d6).

Tempest's Shielding Wind
Abjuration
Level: Clr 1 (Typhis), Drd 1, Rgr 1, Sor/Wiz 1
Components (standard): V, S
Component (material): None
Range: Personal
Target: Caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Description:
Winds whip around the caster, providing a protective aura for the duration.

While this spell is in effect, the caster gains a +1 deflection bonus to AC. In addition, the high winds protect the caster from missile attacks (66% miss chance) as the winds move weapons away from the caster before they can hit.

Tempest's Stormshield
Abjuration
Level: Clr 5 (Borzig), Sor/Wiz 5
Components (standard): V, S
Component (material): None
Range: Personal
Target/Area of Effect: Caster
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
This spell forms a protective shield around the target, protecting the target creature from many of the adverse effects of storms.

For the duration of the spell, the target gains a 100% increase in electricity immunity and immunity to being knocked down (such as from the high winds of certain storms).

Tempest's Thunderclap
Evocation
Level: Sor/Wiz 4
Components (standard): V, S
Component (material): None
Range: Short
Area of Effect: Cone
Duration: Instantaneous
Saving Throw: Fortitude 1/2
Spell Resistance: Yes
Description:
Upon completion of this spell, the caster brings his hands together and releases an intense thunderclap in a cone, spreading from his hands to the extreme of the range. This thunderous spell causes each creature and object within the area to suffer 1d4 points of sonic damage per caster level (maximum 10d4). Creatures within the area are also knocked prone for a full round from the shock of the thunderclap.

If a creature within the area succeeds at a Fortitude save, he suffers half damage and can stand again immediately.

Tenser's Floating Disc
Conjuration
Level: Sor/Wiz 1
Components (standard): V, S
Component (material): None
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Description:
When this spell is cast, you conjure a floating disc of magical force. You can use this disc to carry items for you instead of burdening yourself. The disc stays with you for up to 1 hour per caster level. If it is carrying items when the spell expires, it drops those items to the ground. The spot where the disc vanished is marked with magic for a short time to make your property easier to find.

Hint: You can select the color of the disc before casting by using the VC command fdisc xxxx with the xxxx as one of the allowed colors: blue, green, grey, red, orange, purple, yellow, or random.

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Thunderblade
Evocation
Level: Clr 3 (Borzig), Drd 3
Components (standard): V, S
Component (material): None
Range: Personal
Effect: Magical Blade
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Description:
You call forth a small bolt of lightning that you can swing about to strike down your enemies. The bolt inflicts electrical damage with each successful strike, the amount increasing as your divine caster level increases.

Level 5: 1d10
Level 9: 1d12
Level 12: 2d8
Level 15: 2d10

Note: This spell will function only for druids of Andra and clerics of Borzig.

Transference
Conjuration
Level: Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Long
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
When you cast this spell, you instantly teleport yourself to another location nearby.

Tripgust
Conjuration
Level: Clr (Typhis) 1, Drd 1
Components (standard): S
Component (material): None
Range: Medium
Target: 1 creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No
Description:
When this spell is completed, the caster creates a gust of intense wind that blasts at the target creature's feet. The target must succeed at a Reflex save or else suffer the effects of a trip (knockdown). The wind does not last, so the target can stand again in 1-2 rounds.

Water Breathing
Transmutation
Level: Clr 3, Drd 3, Sor/Wiz 3
Components (standard): V, S
Component (material): None
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Description:
This spell enables the target to breathe underwater for 1 hour per caster level.

Wild Visage
Transmutation
Level: Drd 4, Rgr 4
Components (standard): V, S
Component (material): None
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Description:
This spell causes you to take on some traits of a powerful beast. Your body becomes stronger, and you gain in abilities. While the spell is in effect, you gain a +2 bonus to Strength, Dexterity, and Constitution, and a +2 bonus to Spot, Listen, Move Silently, Climb, and Jump checks,

Word of Recall
Conjuration
Level: Clr 6, Drd 8
Components (standard): V, S
Component (material): None
Range: Personal
Target(s): You and possible others
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
When this spell is cast, you and your closest party members (up to 1 per 5 levels) within a 5 meter radius are teleported to Magia's grove, found just to the south of Valorian's Vale.