Spell | Effect |
---|---|
Astral Vault | Create and access a vault on the astral plane |
Detect Disease | Determine if a target is diseased |
Filth Shroud | Hide in an Evil aura, bonus to AC and disguise |
Hearth Stone | Make a rock warm to the touch |
Hydrokinetics | Extinguish small fires in 20ft radius |
Lamp Lighter | Ignite or extinguish candles |
Obscure Creature | Creature is hidden from scrying |
R’s E. O. Speedwagon | Large disk of force |
Shape Object | Reshape stone or metal |
Timed Strike | Roll again for some miss chances |
Torchfinger | Create a tiny candle flame |
Transcribe | Copy nonmagical text |
Astral Vault is a potent spell for safeguarding enormous amounts of valuables or goods which would otherwise deteriorate. When first cast, the material components of stone and metal are consumed by the spell to create a new vault on the Astral plane. This vault is unique and has a volume of 8,000 cubic feet, shaped and divided as the caster wishes. The vault is instantly linked to the ornate key which serves as the spell’s focus, and which allows the caster to re-enter the vault later on.
The vault itself lasts for one year and one day. During that time, casting Astral Vault again using the same key will simply open a door to the vault’s entrance. Once that time has passed, the vault disappears and becomes unreachable. The fate of its contents is unknown.
Each door created by this spell is a large, metal, circular doorway set into a heavily reinforced frame. In the center is a large lock wheel which is mostly decorative: the spell itself is the vault’s main defense. The doorway is 10ft in diameter and the door proper is about 8ft in diameter. While summoned, the physical door can be closed and reopened without dismissing the spell.
When the door is open, the vault can be targeted by attacks and effects which pass through the doorway. Area effects may damage the door, but damaging the vault can only be done by targeting it directly. The same goes for dispel magic: an area dispel may remove the door, but it takes a targeted dispel to risk destroying the vault.
If the vault is destroyed or dispelled, its contents are lost to the Astral plane. Any open door to the former vault is immediately dispelled.
As time does not pass normally in the vault, perishable goods will not spoil. However, processes required for life still take place, so creates can still starve or suffocate. A medium-size creature needs about 15 cu. ft. of air per hour, meaning an empty vault has enough air for one creature to survive for about 26 days. The air is replenished each time the vault is connected to the material plane, taking at least 10 minutes to be refreshed.
Material Component: One pound of highly polished marble or similarly decorative stone, and one pound of highly polished steel or similarly sturdy metal.
Focus: A masterwork quality, detailed and ornate key made from precious metals and gemstones costing no less than 200gp (2,000gp in standard games).
You determine whether a creature, object, or area has been infected or is infectious. You can determine the exact type of disease with a DC 20 Wisdom check. A character with the Heal skill may try a DC 20 Heal check if the Wisdom check fails, or may try the Heal check prior to the Wisdom check. A target will register if it is currently infected with a disease – or can cause someone to become infected by a disease – that would require a saving throw. The spell will not pick up minor, ubiquitous diseases like the common cold.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
This unsettling spell drapes the subject in oily shadows. These shadows conceal their natural aura with an aura of Evil, causing them to register as that alignment in all ways for its duration. The shadows also obscure outlines, granting a +1 deflection bonus to AC and a +5 bonus to Disguise checks.
Material Component: A holy symbol dedicated to an evil deity, which slowly disintegrates over the course of the spell’s duration. If the spell ends early, the holy symbol immediately falls to dust.
Hearth Stone is a simple spell used widely by hunters and vagabonds alike. It makes a single stone weighing up to 200lb hot to the touch, around 100F. The stone can warm up food, drink, or other objects in contact with it, as well as provide some lightless heat to a small room. It is never hot enough to cause damage, even to bare flesh. The effect lasts for one hour per caster level.
Hydrokinetics turns a volume of water into a billowing, cold cloud of dense water vapor. This cloud extinguishes every small fire in its area by dousing the flame and cooling its fuel. Fires up to the size of a campfire (about 10 cu.ft.) are immediately extinguished. Larger fires are reduced, which may make them easier to put out normally. Magical fires or those burning certain kinds of fuel (like an oil fire) are not affected by this spell. Every fire-based creature in the spell’s area takes 1 point of damage per caster level (negated by a sucessful Reflex saving throw).
The cloud normally lingers for 1d4+1 rounds as the water vapor settles. A moderate wind (11+ mph) disperses the cloud in 1 round.
This spell does not function underwater.
Material Component
This spell uses one volume of still water, which is immediately spread throughout the air within the spell’s area. The spell will use as much water as it can, up to 20 cu.ft. from the designated location. Water larger than that is only partly depleted. Magical water sources are not depleted, but a water-based creature used as a target takes 1 point of damage per caster level and do not get a saving throw to reduce it.
With a snap of the fingers, this spell allows the caster to ignite or extinguish every candle, lamp, torch, or other small, flammable light source within line of sight at medium range. Bards often make good use of this spell for dramatic lighting. The options for each light source are ignite, extinguish, or leave unchanged. No matter how many light sources are affected, the changes all happen simultaneously. Large fires like bonfires, fireplaces, etc. cannot be manipulated by this spell. Similarly, magical lights that do not use flame cannot be altered by this spell.
Light sources that are being held by a creature allow that creature to make a Will save to avoid the spell’s effects. If they succeed, all light sources on their person are immune to the spell.
This spell works just like Obscure Object, but targets a living creature instead of an object. The equipment that creature carries is also concealed, up to their maximum load. Other creatures carried by the target are not concealed, except for their familiar or animal companion.
Arcane Material Component
A piece of chameleon skin.
Derived from Tensor’s Floating Disk, Speedwagon creates a slightly concave, circular plane of force that carries loads for you. The disk is 5ft. in diameter and one inch deep at its center. It can hold 200 pounds of weight per caster level. (If used to transport liquid, its capacity is 7 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally and may be pushed or pulled by anyone at nearly any speed. If left alone, the disk will drift to a gentle halt. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
Speedwagon is the culmination of Raylan’s doctoral project, An Application of Naturally-Occuring Potential Force to Augment Force-Aspected Magics.
Material Component
A drop of mercury.
You can form an existing piece of stone or metal into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with shape object, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
This spell is effectively unknown outside the upper echelon of the Moradin priesthood, the Council of Hadefar. To learn it, a dwarf must either prove their absolute devotion to the church, or gain Moradin’s personal favor.
The subject gains the ability to re-roll any attack that misses a target due to the miss chance from Blink. This can also be used on an attack that misses due to a similar effect which leaves the target vulnerable for only a short period of time.
The flame produced by torchfinger is small and inoffensive, similar to a candle or a match. While the spell lasts, the caster can touch their finger to flammable objects in order to light them. After one minute, the flame disappears.
Transcribe copies non-magical text onto blank pages. Every mark on the page is copied as it appears, including drawings and disfiguring splotches. To use it, the caster must touch both the source document and the blank pages to be filled. It is important to provide enough blank pages to copy the entire source document. If the spell runs out of blank space, it immediately ends.
The letters produced by Transcribe are an approximation of the caster’s own writing, making it useless for forgery. Transcribe is often taught to apprentices as a precursor to the Unseen Servant spell.
Material Component
A fountain pen and some string